Mr. Bison will ask Hasshachir why the odheos were tormenting him and also what he knows about this station and the Azlanti that are running it.
Mr. Bison takes a look at the paralith to see if he knows anything more about it.
Life Science: 1d20 + 3 ⇒ (1) + 3 = 4
You mentioned there are 3 NPC's in this area. Can Mr. Bison talk to one of them and can you describe what they look like?
Vahnear will follow Mr. Bison, as he too is curious what can be learned about the station and if anyone has heard more about what happened to Cedona.
He's not a diplomat and knows it, so he tends to keep quiet and listen.
Threign will walk around behind the creature, steal his knife back, and leave him the scattergun.
Make me a sleight of hand or strength check dc 15.It won't attack unless you attack.Ah, the Odheos, they like to tormet and eat everything. They are just evil spiders, but you took care of it.
Half-red, a fish that cannot communicate via voice, knows only Azlanti, but does communicate other ways.
Hasshachir the Wrikreechee.
Glest a screedreep, as tall as Yoda, but not green with the face the shape of a goat but without horns.
Gaz-i-Gaz looks to see if the Paralith has anything else interesting to trade for...
...and if so, will attempt to make a trade.
Sleight of Hand: 1d20 + 8 ⇒ (11) + 8 = 19.
He then moves over to have a chat with Half-Red.
I have Limited Telepathy, and know Azlanti.
Hello! My Name is Gaz-i-Gaz! It's a pleasure to meet you. We are looking for an Android named Cedona, who may have been brought this way by some Azlanti. You wouldn't happen to have seen her, would you?
Diplomacy: 1d20 + 11 ⇒ (13) + 11 = 24.
Mr. Bison floats off the back of Zangief, approaches Glest, and asks him if he knows Cedona.
Diplomacy: 1d20 ⇒ 8
Vax just stands there, looking about nervously, in case something else dangerous wanders by.
Perception: 1d20 + 8 ⇒ (11) + 8 = 19
Threign is able to get his weapon back and give him his.
bGaz-i-gaz[/b] can't trade with the creature and even if he could, all his weapons and stuff are defective in some way. asks about Cedona and none of the NPCS can tell you. Half-red speaks back telepathically. No, I don't know, but if it was my guess and who you are looking for is a prisoner, then...you are looking for a moon prison Gulta. Half-red telepathically communicates while making symbol at the same time.
Half-Red creates a transparent cylindrical tube around herself, then turns a sickly green color and feigns death. She then flashes blackand-
white stripes across her skin and rubs two of her tendrils together to create a high-pitched sound. A PC might realize the first part refers to Gulta’s status as a prison moon (which can be confirmed with a successful DC 12 Wisdom check). A PC who succeeds at a DC 20 Culture or DC 22 Engineering check realizes that the second part probably refers to some kind of debilitating sonic device that can be used to pacify
escapees or unauthorized visitors. If you could only speak the language, you'd have to make the checks, but since you communicate teletpathically, she is doing symbols and speaking to you, so no symbolizim translation required.
Thank-you for the assistance!
He then moves on to Hasshachir.
"Hypothetically, if someone in your position were to know something about Gulta, what could they tell us about it?"
Diplomacy: 1d20 + 11 ⇒ (10) + 11 = 21.
The angry voice of Mr. Bison jarringly resonates in the rest of the team's minds as he telepathically communicates with them. "If there are lots of Azlanti at that prison I say we go there and make them pay for what they did on Nakondis."
He looks you puzzled "Gulta? The prison moon? Why would such upstanding-looking people like yourself want to know about that place? It’s owned by a powerful Azlanti noble, Zolan Ulivestra, and used for prisoners that need extra... guarding. I would not go near him or his prison if I were you?”
"Ulivestra, he's the one who's responsible for what happened on Nakondis. Son of a b~%&+ must pay!"
Vax and the others ask around about Ulivestra and his moon
“He is an Azlanti noble who is a member of the Imperial Fleet
and also who owns the prison moon of Gulta, which is why he is an Azlanti noble. Gulta is where Sardat Zolan Ulivestra keeps prisoners for the Imperial Fleet and also for himself, because he owns the moon and thus can use it for multiple purposes. Recently, he left the system to perform a military operation on Nakondis, which has a small colony that belongs to the Pact Worlds, because an Azlanti survey probe crashed upon Nakondis and sent back survey information that caused Sardat Zolan Ulivestra to perform a military operation on Nakondis. This military operation likely did not go well because foreign people are now in Azlanti space asking about Sardat Zolan Ulivestra.” A PC who reads the Stewards’ datafile knows that a sardat is a hereditary ruler of a moon, a major space station, or a large province on a single planet.
“Why are you asking? You don’t ask about people in the IV—
in the IVS—in the Imperial Vanguard—in the Scout Corps! Why are you asking me about high-up peoples, are you trying to get me disappeared? Huh? Huh?” A PC who has studied the Stewards’ datafile about the Star Empire recognizes the Imperial Vanguard Scout Corps as the branch of the Imperial Fleet responsible for exploration, recon, and forward military operations, and can infer that Sardat Zolan Ulivestra is likely a high-ranking officer within that organization.
Before you leave, you take some treasure with you Jump Jets and a backup generator near the spiders if I didn't already give them to you. And you can play a card game of chance to win credits. You must wager anywhere from 100 to 2000 credits and make a really high intelligence check or a profession check related to the gambling.
You are also told to visit the technician Talmrin. You are suppose to ask about her and seek her out, but it is hard to get the players to ask about her without railroading them. The NPC barely mention here. Anyway you find her
Starfinders travel to the labyrinth pipe network still in the building
The sounds of the rhythmic tapping echo from one pipe to another, reverberating in a soft chorus with each other until they finally die out. A minute passes without response, then two, then three. Patience eventually pays off, as the soft sound of nails clicking against metal heralds the arrival of a creature in response. A pair of huge, shimmering eyes appear in the darkness of a large bronze pipe twenty feet above the ground, then blink in curiosity as they regard the creatures down below. “Foreign critters in Azlant space?” the being asks, craning her long neck to get a better view of the people who summoned her. “What dost thou seek here?”
The technician Talmrin (CN female gosclaw mechanic resembles a cross between a white-furred cat and a weasel. She has large ears, a long, flexible neck, a thin flexible body, and short limbs and paws that look suitable for burrowing.
I'll pass on the gambling
"Are you Talmrin? We've been told that you might be able to help us." begins Vahnear. "We are looking for a friend of ours, Cedona, and fear she may have been taken to Gulta."
If that is true, there are some things you should know. First they have a supply ship there and I can't lure it for you to steal one too hard.
“They are always coming and going; the moon prison needs
many supplies. Thou shouldst ask other merchants or the glimmshar pirates—they payeth more attention to where ships are crossing. Azlanti ships cometh not to Outpost Zed unless they hast good reason, so thou shalt need to lure one in, then take the ship and the cargo. I suppose thou wanteth not the crew, but I can take them from you for a while, free of charge. Unless thy desire is to kill them for doing their jobs.”
“My modifications will get thee into a docking bay. Take thee this key card; with it, thou shalt be able to pass from the cargo bay to the cell blocks. Thou needst be stealthylike to survive. The Azlanti won’t be mistaking thee for anything but Pact Worlds critters, so thou shalt needeth a disguise to look like Azlant folk. If thou shouldst be caught, or show up where thou shouldst not be, the Azlanti will imprison or kill you. Be certain thou hast a clear escape route to run back to thy ship, for thou shalt need it.”
“Like all Star Empire prisons, Gulta keeps its non-Azlanti in one
place. Gulta’s is called cell block J; thou shouldst start looking there. The Azlanti don’t keep machinemeat androids like her in the same cages as other aliens; Azlanti don’t think the machinemeats are sentient. Thou shalt have to look in cell block places separate from the other prisoners.”
And there are additional prisoners to rescue
“There art three—a vesk named Mothkala, a shirren named Tseekchik,
and a slivara whose name I’m not twistytongue enough for speaking. They were past-diggers, archaeologists. They smuggled things off Azlanti sites that once belonged to us Azlanti aliens, and gave them back to the people who were supposed to own them. I smuggled for them for a long time, but one day they picked up something powerful the Azlanti wanted, so the Azlanti went and picked them up. I saw the Azlant ships moving in and flew off, never came in for the rendezvous. They probably think I’ve abandoned them, but I haven’t forgotten. I am just a coward.” Talmrin ducks her head and looks a bit embarrassed.
You will need to get on a supply ship, these are controlled by the Azlanti directly but by the Vanguards working for Azlanti. You can find out locations and scheduling times with a computers or diplomacy check. Then to get on one, you need a computers and bluff or diplomacy for a distress signal or false Azlanti message. Or if those checks fail, brute force is required to steal the ship
Gaz-i-Gaz nods enthusiastically when Tamrin mentions what she can do to help.
"That would be wonderful!"
When she mentions that the party needs to look like Azlanti, Gaz-i-Gaz winces.
"I can probably pass myself off as an Azlanti, if I put my mind to it, but unless the rest of you have been holding back on your abilities, we might be in a spot of bother... I guess it depends upon what is available in the market, and how many credits you all have squirreled away..."
Upon the mention of the other prisoners, Gaz-i-Gaz grows serious.
"Oh no! That sounds terrible! Of course we will keep an eye out for them, and rescue them if we can. We like helping people!"
He then settles down to seeing what he can do to solve the 'supply ship' problem...
Diplomacy(Locations and Scheduling Times): 1d20 + 11 ⇒ (8) + 11 = 19.
Bluff(False Azlanti Message): 1d20 + 13 ⇒ (13) + 13 = 26.
Assists would be welcome ;-)
Computers to find location and scheduling times: 1d20 + 10 ⇒ (3) + 10 = 13
Computers to create distress signal: 1d20 + 10 ⇒ (13) + 10 = 23
"Tch, tch. Would be difficult to pass for Azlanti. Perhaps some of us should be 'prisoners'?" Vax suggests.
Computers (aid): 1d20 + 8 ⇒ (6) + 8 = 14 to find location...
Computers (aid): 1d20 + 8 ⇒ (6) + 8 = 14 create distress...
I am not any good at finding info, but I think I can pass for an Azlant. He activates the glamour field on his armor to mimic the Azlanti armor. then in Azlanti "Hold there."
Gaz-i-gaz isn't able to find a ship on his own, but with the help of allies. He is. You finally manage to get picked up by Vanguards. Sure, we'll give you a lift.This takes a couple of hours, what do you wish to do while on this ship?
Expecting to be searched, Vax secrets his zero knife in the secret compartment of his cybernetic arm. Better to have that as a backup.
They drop you off at the Prison entrance. Outside the jail You see 4 Azlanti Prison guards. We weren't aware that new recruits or reinforcements from other parts were coming. Which ones are you? And who gave you the orders?
In Azlanti "Not recruits, LT. Sharu sent me ahead with some High Value Prisoners. I have a set of encoded authorizations here."
He holds up a data chip and begins to walk towards the guards.
Bluff: 1d20 ⇒ 3
Memory Module reroll: 1d20 ⇒ 6
Go right on in. I'm sorry about that. Now to make a call.
Sense Motive: 1d20 + 5 ⇒ (1) + 5 = 6
Vax tries to figure out if their bluff worked. He thinks it did!
Sense Motive: 1d20 + 8 ⇒ (18) + 8 = 26
"They're on to us"
"Now, hold up a moment," begins Vahnear. "You need to speak with our small friend here before you make that call." He motions to Gaz-i-Gaz, hoping the glib skittermander can talk his way around them.
Sense Motive: 1d20 + 1 ⇒ (17) + 1 = 18
Mr. Bison takes a swig from the bottle of high quality Kasathan whiskey that was conveniently resting in the wet bar attached to his drone riding saddle.
Well, this is about to get interesting.
He carefully slides one of his tentacles to rest on his cryopike.
Gaz-i-Gaz (who incidentally looks like an Azlanti soldier, thanks to his Holoskin, speaks Azlanti, and sounds like a local thanks to his vocal modulator), sighs.
"Don't listen to that idiot; I am still trying to drum the basics of protocol into his thick skull. Still, it could be worse - I could have been saddled with permanent baby-sitting duty, instead of a temporary thing."
He then nods to the party's (apparently) non-Azlanti members.
"It's just my luck, but we have been tasked to escort these worthless sub-humans here; apparently, they want to visit some insect-folk named Tseekchik. Personally, I don't see the point, but I cling to the silver lining to all this, that they might step out of line, and then we can leave them here as permanent residents, instead of visitors!"
Bluff: 1d20 + 13 ⇒ (18) + 13 = 31.
Alright fine, but you gotta prove you are soldiers through a series of tests, you being one of is still questionable.
First Obstacle course One of you roll 3 acrobatics or athletics followed 3 fort saves. +2 to your acrobatics or athletics for each thing you have that adds to your speed, jumps or swimming.
Second shooting course One of you roll 3 ranged attack rolls and damage against dummy targets. You are using their guns of course, so no ammo wasted.
Third Knowledge Test One of you roll 2 Culture and 2 other rolls with knowledge based skills. Appropriate professions will do[/b]
[b]And I don't want to see anything below a C average when we combine all the test scores, otherwise, things will be questionable. [ooc]A C average means the average number is 18 among all the rolls of all the people testing, so if first person rolls all nat 1's the second person can redeem it with all nat 20s. 19-20 is C+, 21-24 is B-, 25-28 is B+, 29 is A-, 30-31 is A, 32 is A+. Multiple people may take the same test as long as all three are taken, but keep in mind the scores, as you don't want to attempt a test already completed if it will bring the scores down.
Gaz-i-Gaz throws himself into the first challenge!
Acrobatics: 1d20 + 8 + 2 + 2 ⇒ (4) + 8 + 2 + 2 = 16.
Fort: 1d20 + 4 ⇒ (9) + 4 = 13.
Acrobatics: 1d20 + 8 + 2 + 2 ⇒ (12) + 8 + 2 + 2 = 24.
Fort: 1d20 + 4 ⇒ (5) + 4 = 9.
Acrobatics: 1d20 + 8 + 2 + 2 ⇒ (15) + 8 + 2 + 2 = 27.
Fort: 1d20 + 4 ⇒ (18) + 4 = 22.
Vahnear can probably bring up the grade on acrobatics
Acrobatics: 1d20 + 12 + 2 + 2 + 2 ⇒ (13) + 12 + 2 + 2 + 2 = 31
Fort: 1d20 + 3 ⇒ (17) + 3 = 20
Acrobatics: 1d20 + 12 + 2 + 2 + 2 ⇒ (16) + 12 + 2 + 2 + 2 = 34
Fort: 1d20 + 3 ⇒ (8) + 3 = 11
Acrobatics: 1d20 + 12 + 2 + 2 + 2 ⇒ (15) + 12 + 2 + 2 + 2 = 33
Fort: 1d20 + 3 ⇒ (3) + 3 = 6
Gaz-i-Gaz bows to Vahnear's superior talents, then takes a few pot-shots at some dummy targets.
Pot-Shot #1: 1d20 + 7 ⇒ (20) + 7 = 27.
Pot-Shot #2: 1d20 + 7 ⇒ (12) + 7 = 19.
Pot-Shot #3: 1d20 + 7 ⇒ (7) + 7 = 14.
So wait which of us are guests who want to visit the prisoners and which of us are fake Azlanti soldiers? Only the fake soldiers can do the tests right?
So, we have the first two challanges down. Can anyone that can pass for a soldier handle the culture and knowledge checks? Not really Threingn's forte..
You can all do the tests. All you can take 10
Mr. Bison has a +10 to computers and a +6 to life science, he just barely passes.
Okay fine, you get access to a few areas. And he sends you down there, no traps. Something killed his men though. There are three paths. The prisoner is suppose to be on the left, but you have something else down here.
Let's check through the boxes, and see if we can figure out what killed these men.
Perception: 1d20 + 9 ⇒ (11) + 9 = 20
Medicine: 1d20 + 10 ⇒ (9) + 10 = 19
Vax is surprised the Azlanti guards let them pass, but he isn't about to question it. He does his best to help Vahnear.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
Medicine: 1d20 + 8 ⇒ (9) + 8 = 17
Mr. Bison slides his cryopike from it's carrying position on Zangief's back.
Perception: 1d20 + 8 ⇒ (9) + 8 = 17
Medicine: 1d20 + 9 ⇒ (17) + 9 = 26
You look through the boxes carefully after prying them open, and the creature you can tell went down the middle path. It seems to be a slimy creature or a giant bug, but you can't tell until you see it.
Treasure 1 Level 4 Frag Grenade, a Serum of Healing lv 1 and Zero-rifle Hailstorm class weapon here with 3 uses left or 6 charges.
Heroes finally turn the corner and catch up with the remoraz chewing on some guards
init: 1 + 1d20 ⇒ 1 + (4) = 5 remorazh
init: 5 + 1d20 ⇒ 5 + (16) = 21 Vahnear
init: 4 + 1d20 ⇒ 4 + (16) = 20 Gaz-i-gaz
init: 2 + 1d20 ⇒ 2 + (8) = 10 Threign
init: 1d20 ⇒ 1 Mr. Bison
init: 1d20 + 3 ⇒ (15) + 3 = 18 Vax