The Tion Cluster Gambit (Inactive)

Game Master Dennis Harry

Confrontation with the CSA

Stand Against the Swoop Gang

CSA Administrative Building

Overview CSA Compound

Popara the Hutt has navigated safe passage through the Indexu Spiral a mass of protomatter, cometary debris, and asteroid fields that snake through the Tion Cluster.

Popara is willing to sell this information in exchange for a “favor”.

Roan Fel

Darth Wyyrlock

Jedi Master Wolf Sazen

Imperial Initiative:

Garrett [dice]1d20+14[/dice]
Errin [dice]1d20+12[/dice]
Gunnar [dice]1d20+11[/dice]
Kaldo [dice]1d20+12[/dice]
Rennah [dice]1d20+12[/dice]

Imperial Perception:

Garrett [dice]1d20+11[/dice]
Errin [dice]1d20+12[/dice]
Gunnar [dice]1d20+13[/dice]
Kaldo [dice]1d20+12[/dice]
Rennah [dice]1d20+9[/dice]

Sith Initiative:

Cardis [dice]1d20+11[/dice]
Noss [dice]1d20+13[/dice]
Taras [dice]1d20+13[/dice]

Sith Perception:

Cardis [dice]1d20+9[/dice]
Noss [dice]1d20+12[/dice]
Taras [dice]1d20+12[/dice]


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Endregaard - Day 2 - Afternoon

AJTD1 directs the transport towards the city's southern district.

Game Master Light Side ONLY:
Perception 1d20 + 7 ⇒ (11) + 7 = 18

The streets show little activity except for reddish dust devils and the occasional CSA land speeder. It is clear that the government is struggling to maintain control as many houses and shops show the tell-tale sign of being looted.

You make a turn through the abandoned streets hoping it will bring you south to the fields. However, when you make the turn you see five humans with ornate tattoos on their faces blocking the road. They sit on swoop bikes, little more than flying engines with seats and handlebars.

The lead thug yells out, "Hey, whatcha got there attached to your transport!"

Perception DC 20:
The tattoos are actually patches of discolored veins visible beneath their flesh!


Perception 1d20 + 12 ⇒ (5) + 12 = 17


Perception 1d20 + 7 ⇒ (16) + 7 = 23

"Medical supplies for yonder aid station."

Pilot to navigate around them in a surprising way...
1d20 + 16 ⇒ (14) + 16 = 30


Perception: 1d20 + 13 ⇒ (5) + 13 = 18


[ooc] If the droid is not able to maneuver around the thugs [/b]

The counselor, not wanting any unncessary violence take place will attempt to Use the Force to help persuade the thugs that it is not in their best interest to provoke anything with this group.
UTF 1d20 + 17 ⇒ (18) + 17 = 35


Perception: 1d20 + 11 ⇒ (2) + 11 = 13

Seeing nothing more than tribal tattoos and those actually might mean some sort of gang or clan, Caleb grins and smiles as they are inquired of what they carry. Even more when AJ reveal their cargo and broadcast they are probably carrying what’s to be considered a fortune on this miserable and sick planet.

He knew that trouble would only follow if they killed the ruffians, or even drove them away. But for now, avoiding battles was the primary objective. Any being when in despair would do stupid things and the actual condition of the planet was just a huge incentive to stupid things to be done.

Deception to Pretend to be ready to kill the ruffians: 1d20 + 5 ⇒ (3) + 5 = 8
Caleb pull open his clock, openly displaying his blaster making a point he is ready to deal with violence if that’s what they want.

UTF to help Pah influence: 1d20 + 15 ⇒ (17) + 15 = 32
”No easy score here boys, walk away and let us do our job.”


Caleb, I am not sure you can UTF to help me with the persuasion. I have a talent called Force Persuasion. It is from the Jedi Counselor talent tree and allows me to UTF instead of a Persuasion check. I appreciate the help though.


I didn't have time to check if there's something similar, but I was thinking along the lines of: "Aid other" as it's done in Pathfinder, to add +2 to your current check. Just ignore the roll if it's not allowed or needed. :D


A 35 is a good roll but a 37 would be even better! :)


Endregaard - Day 2 - Afternoon

The Lead Thug quiets down realizing that you are no easy marks, 'Let 'em pass..." The rest of the ruffians eye you all dangerously but begin to clear the way watching you all closely as you pass by as if studying you.

Soon enough you arrive near the playing field. It is surrounded with make shift encampments of tents and temporary houses. The bulk of the population except for a few stragglers are human.

Long lines of people stretch from this shanty town to the ball field.

One of the corner fields is used for a shuttle pad and a CSA IRD rises into the air passing in a low weep over the city.

The refugees wear colored tags with some sort of writing upon them. Most people here appear to be plague free, assuming of course that the cloaked figures you saw earlier were plague sufferers but it was hard to tell.

Do you ant to head right to the field from here or question any of the refugees?


"The shuttle pad seems an opportune landing site, do you want to set down there, or further out and gather information from the ground?"

DM I posted about any signals that I could listen in on and gather information from as we were flying in.....

"I have been monitoring all communications traffic and....."


Going away for a few days. Will update when I get back. Sorry for the delay.


Endregaard - Day 2 - Afternoon

AJTD1 learns that the IRD's are active to stop anyone for running the blockade planet side. So far they have been successful or have missed blockade runners. The IRD's also lend support to the land transports of the CSA as Swoop Gangs have become a greater threat since the plague outbreak. There is little communication beyond that and it seems only the stadium and landing strip are secured by the CSA, the rest of the city is administered by the local government.

Do you want to head right to the field from here or question any of the refugees?


"The broadcast information is too limited to estimate our safety in landing site. We could stop ahead of it and ask around or do a recon of the field. "


It might be a good idea to get an understanding of what is taking place, and not taking place, from the people involved. suggests the counselor.


Are the droid and I the only ones posting?


Sorry, moved today, been super busy
"Some intel gathering would be a good idea, I think."


The Jedi will open himself up to the Force and let the Force guide him to the most trustworthy person that he can find UTF 1d20 + 17 ⇒ (17) + 17 = 34


The droid finds a spot to land that gives the vehicle cover and some concealment.

"Is this sufficient?"


The counselor will nod at the droid's query.


Endregaard - Day 2 - Afternoon

The group guides the transport to an abandoned building and sets it down there. Caleb seems disquieted by the idea, "I shall remain here with the cargo, I sense leaving it alone may well result in our losing it altogether if that run in with the swoop gang was any indication of what is taking place in this city, lawlessness is festering".

Caleb is with us but posts a bit slow I suppose when he has little to say so I am posting that one for him :-)

AJTD1, Quen, and Gunnar head out to recon the area. Before they can reach the long line of the field they find a family picking through the rubble of a burned down building. The family shows the signs of the plague - crusting around the mouth and eyes and swollen tongues and fingers making it hard to understand what they are saying to one another.

Do you approach?


The healer will approach and through the Force send out calming waves.


AJ takes a small batch of the healing spice on their journey he also makes certain Caleb knows how to send a distress signal.

"I am certain healing spice can be traded for information. "

Upon seeing the family the droid stops and waits.


Been very busy with university, I’m in the last week and things are real bad. Forgot to warn you guys, sorry.

After suggesting his Guard role, that’s what he does. He guards the cargo, and he isn’t shy about leaving his blaster for everyone to see.

It’s a clear message: Try me at your own peril.

And he waits, until the others return from whatever they are doing out there.


The counselor will approach the male of the group. Do not be afraid Sir, but I would like to examine you and your family. I mean you and yours, no harm.

Being Force Persusaion 1d20 + 17 ⇒ (6) + 17 = 23 UTF


Endregaard - Day 2 - Afternoon

Quen, AJTD1, and Gunnar

The family appears to be unconcerned by your presence, "Its gone its all gone..." The mother weeps as Quen approaches next to her.

The father seems that he would be angry had he the energy for it, "Someone said that our house is infected with the plague and they burned it down! They burned it down, this whole planet is infected, bastards, all here are doomed..."

The children play with half burned toys in the rubble too oblivious or shocked to react to your approach.


Endregaard - Day 2 - Afternoon

Caleb

You stand front and center near the transport guarding the valuable cargo. People pass by your position clearly in need of help but warned off by the blaster.

As the others walk out of sight you soon hear the sound of a swoop bike nearby, the engines cut out and you hear nothing further.

Perception DC 18:
Two of the gang members are sneaking up to your position, you can't tell if they are the same one from earlier but does it matter? What do you do?


Utf 1d20 + 17 ⇒ (2) + 17 = 19 Does he detect any force sensitives?


Quen:
Are you searching the nearby area the field, or the city in general?


Immediate area.


GM:
What I am wanting to do is find a force sensitive that I might take as a padawan


"Medical treatment is needed, initiating medicinal spice."

AJ moves toward the man and woman with the medicine in his hand...


Perception: 1d20 + 11 ⇒ (7) + 11 = 18

From the corner of his eye, Caleb sees the ruffians sneaking up on him. He thinks about what to do, but his warning was sound and clear, and they decided to try his resolve.
He pulls the blaster and shoot, not the ruffian itself, but the floor just near them as one last warning. ”Back off pal. I won’t say it again.”

And if they retaliate or don’t retreat, things would probably scale to violence.


Endregaard - Day 2 - Afternoon

Quen, AJTD1, and Gunnar

The family seems shocked by AJTD1's announcement.

"Where... where did you get medicinal spice from?" stammers the father.

Quen:
None in the immediate area but perhaps there may be when you move closer to the field where the CSA is currently distributing supplies.


Endregaard - Day 2 - Afternoon

Caleb

The two thugs step back, "Whatcha got in the transport granddad? We got blasters too ya know..."

Each man draws but does not raise the blasters to shoot. They seem to be weighing their options.

Perception 15:
Now that they are closer they appear strung out on some sort of substance.


This is my first time DMing a Star Wars game, how is everyone enjoying it thus far?


I am liking it for the roleplay but would like a bit more action


The spice is safe. We are here to help, but please, do not cause a commotion or create a scene. advises the counselor.
Force Persuasion 1d20 + 17 ⇒ (20) + 17 = 37


Quen Pah wrote:
I am liking it for the roleplay but would like a bit more action

Stop rolling 37's on Force Persuasion then! That's two in a row! :-)


LOL! I remember the first d20 SW game I played in, I was playing a spoiled noble who was force sensitive. He was a brat but the other members of they party were jedi guardians. I wanted to confirm that so I did a SPOT CHECK for a lightsaber on each of them and got 5 nat 20's in a row. I would love to fight some bad jedi or Sith, I would like to try out this build.


Quen Pah wrote:
I would love to fight some bad jedi or Sith, I would like to try out this build.

Sith, Imperial Knights, Force Users, one never knows when one may run into them..


"We landed yesterday a full cargo of spice, and have enough here to treat all of your family and then some. Come and utilize services hostile environment prevents guarantee of administration if delayed."


Sorry I've been quiet, guys, just got done with moving


Perception: 1d20 + 11 ⇒ (20) + 11 = 31
Caleb looks at the ruffians and don’t need to force to see the man’s soul behind the facade. There’s way to help, he had the means, but it wasn’t his decision, even then, he wanted to avoid killing them if it could be avoided.

Deception: 1d20 + 10 ⇒ (7) + 10 = 17
”Look pal, ain’t worth dying for what I have here. Worse still is dying when the cure for whatever you have there is about to arrive. Me and my mates had to be immunized to get down here bring this piece of crap here.” he says giving a small kick in transporter ”But I head they were planning to deliver a cure of whatever is happening in here. Do you really want to die before getting better?”


Endregaard - Day 2 - Afternoon

Caleb

"I feel great! S*@! man you got medicinal spice? That's gonna be worth a fortune!" Both men raise their blasters and point at you!

Initiative - Caleb1d20 + 12 ⇒ (16) + 12 = 28 - Gang Members (2) 1d20 + 6 ⇒ (8) + 6 = 14.

Round 1 - Caleb then the Gang Members!


Endregaard - Day 2 - Afternoon

Quen, AJTD1, and Gunnar

AJTD1 make a Treat Injury roll to properly administer the spice.

The spice has an instant effect on the father's affect if not his overall health.

"Are you smugglers or something?" he asks. Then he notices Gunnar's CSA patch, "Crap you're CSA, why are you out here and not administering this stuff at the field?" His demeanor is calm, likely due to the soothing presence of Quen.


Think of it as a gift to you and your children. the counselor says with a smile motioning the rest of the family to come. Do not be afraid little ones, we are here to help.
UTF Force Persusion if necessary 1d20 + 17 ⇒ (7) + 17 = 24


Treat injury 1d20 + 11 ⇒ (4) + 11 = 15.....

"Hold this will only take a moment..."


"Wrong choice, pal." he says shooting with his blaster.

Atk: 1d20 + 11 ⇒ (16) + 11 = 27
Dmg: 3d6 + 4 ⇒ (2, 2, 3) + 4 = 11

Caleb uses the transporter as cover and prepares to get his lightsaber in case the enemies get close and personal.


Do we hear this?

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