
GM Ietsuna |

Hmm. I am a little skeptical that you will be able to accomplish this task, but I am willing to give you diplomatic immunity while you are here. Also I will provide you with a few informants that I am acquainted with who may have information that will assist you.
Ceobarn clears his throat as he pulls a datapad from his pocket and sends you a list of names.
You may choose to try to hack the local infosphere to get leads and/or hit the streets and track down someone who knows something. See my list for some likely candidates
Your next task it to locate the weapons cache. This is done in two ways. Split how you like (3-3, 2-4, 6-0).
Hacker team uses Computers or Culture to locate information then Computers or Sense Motive to crack or guess any passwords on the information, then Computers or Perception to sift through the data.
Street Team uses Diplomacy, Perception or Survival to track an informant, then Acrobatics, Athletics or Stealth to catch them, then Bluff, intimidate or Sense Motive to get the right information out of them.
Also if you have any infamy please let me know as this may factor into your rolls.

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Cesar could go either way with these groups. He has a +8 computers, but that's really the only related skill from the first group. He can make at least one roll in each group from the "street team".

GM Ietsuna |

You can split up however you like. All for 1 team or split however you like.

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The Analog Affair would likely work better in the Street Team. Although splitting the party is traditionally a bad idea, if we're just hunting informants, we should be OK.
GM Ietsuna - Can The Analog Affair substitute his Profession (Bounty Hunter) skill here? It seems pretty on-theme.

GM Ietsuna |

Yes, I think that makes sense Analog Affair

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"I believe my professional experience as a retrieval specialist will be of most use on the street," says The Analog Affair to the team. "Rahdokama, I believe we will compliment each other's skills well. Will you join me in finding and squeezing information from the local underclass?"
"Navasi and Cesar, please contact us via commlink if you find relevant information. We will keep you in the loop ourselves. Let us link back up, as soon as possible."

GM Ietsuna |

Ok, team look sorted out. Please make your rolls. Roll all 3 of the checks in one post to save time etc. I'll take the highest roll in each team as primary and the lowest as aid.

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Street Team uses Diplomacy, Perception or Survival to track an informant, then Acrobatics, Athletics or Stealth to catch them, then Bluff, intimidate or Sense Motive to get the right information out of them.
No Infamy.
Bounty hunter (profession) replacing Survival to Track an informant: 1d20 + 10 ⇒ (11) + 10 = 21
Acrobatics to catch the fleeing informant: 1d20 + 8 ⇒ (7) + 8 = 15
Bounty hunter (profession) replacing Intimidate to get the right info from them: 1d20 + 10 ⇒ (20) + 10 = 30

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Cesar goes into montage mode. High energy music begins to play as we see Cesar's fingers tapping away at a virtual key pad, then the shot cuts away to Cesar wiping his brow, taking a drink of a warm beverage, and eating a live grub from a nearby bowl. As the music ends, Cesar steeples his fingers, nods to himself, and keys his comm unit.
"Here's what I've found. . . .
computers: 1d20 + 8 ⇒ (20) + 8 = 28
computers: 1d20 + 8 ⇒ (4) + 8 = 12
computers: 1d20 + 8 ⇒ (1) + 8 = 9

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"Thank you, Sir Ceobarn. We appreciate your assistance, hmph, we will not let you down - on my honor!" The vesk allows some time to read over the information on the information's presented, but gets bored rather easily. "I will hit the streets, who will join me? Hmph, Mr Ceobarn, do you have an outfit I can borrow, so I, HHMPPPH! Do not stand out as much!"
He puts on a stealth suit, dark like the terrain he is in, and leaves to investigate the town.
Diplomacy: 1d20 + 8 + 1d6 ⇒ (9) + 8 + (2) = 19
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Survival: 1d20 + 0 ⇒ (4) + 0 = 4
…I will use GM reroll on the Diplomacy!
Diplomacy, reroll: 1d20 + 8 + 1d6 + 4 ⇒ (14) + 8 + (4) + 4 = 30

Navasi - Eijel |

While Cesar is at the computer, Navasi looks around the area, trying to get an idea of the users of these terminals. Get into the mind of these folks and we can get into their files.
Culture to get information: 1d20 + 9 ⇒ (12) + 9 = 21
Sense Motive to guess passwords(plus expertise): 1d20 + 7 + 1d6 ⇒ (10) + 7 + (3) = 20
Perception to sift through data: 1d20 + 7 ⇒ (11) + 7 = 18

GM Ietsuna |

The street team sets off into the dark night. They spend 4 hours seeking leads on the informants, a further 5 and a half hours finding them amongst the denizens before finally spending 4 hours shaking them down for the information.
The hacking team meanwhile spend 4 hours tapping away at their keyboards a further 5 hours guessing and brute forcing passwords and then as they are sifting through the data they get a message from the street team. We found the location of the warehouse.
The warehouse has been located after 13 and a half hours. You still have 10 and a half hours left of your diplomatic immunity. You can head straight there or spend time gathering further information on aspects of the warehouse. Each of these will take 3 hours and requires no skill check. Access Codes, Floor Plan, Guard Posts, Troop Composition or Security Network.

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I think it might be worthwhile to grab at least one of these. Access codes might really speed things up, though I would love to know the floor plan as well. GM, How long will it take us to travel to this warehouse?

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In that case, let's all pick one!
"I think I can burrow in to their security modules and get some access codes. It will take a little work, and a little time, but I think it will be worthwhile to know these things."
So, Cesar chooses access codes.

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The Analog Affair, always concerned about how many and what type of opponents he will have to eliminate, reviews Troop Composition.

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"Sounds like a good plan! Hmph! Ha- I knew my military experience would have come in handy! I will investigate the security network for leaks! HMPH!" The green vesk begins to glow green with excitement.

GM Ietsuna |

Access Codes
You manage to uncover a set of access codes to Villyth’s warehouse. They can use override codes to open any door in the upper floor Using an override code is a full action that requires a datapad, personal comms unit, or another suitable wireless device. The override code works even if the building is in a full lockdown mode.
Floor Plan
You learn the layout of the upper floor, added to slides and you know that there is a lower floor 100 feet underground, but its floor plan was never uploaded to the infosphere. You can ask general info about the layout, rooms etc to help you plan your expidition
Guard Posts
Recent surveillance footage from a flying drone shows that there is usually just one guard stationed at the main entrance of the offices. This also provides information on the common starting locations of the other three drow in the offices. Locations marked on map
Security Network
You find out that the building’s mainframe and access terminal are in a large room in the northwest part of the upper floor. The system is isolated from Nightarch’s infosphere, so hacking it remotely is not possible. You receive a +4 circumstance bonus to Computers checks to hack any computer in the upper level as a result of learning this information.
Troop Composition
You learn that Villyth usually has an entourage of about half a dozen lower-ranking drow. A few weeks ago her lieutenant, a drow named Malindeil, bought more than a dozen half-orc mercenaries. These mercenaries have received some basic training, but Villyth has already killed a few of them out of frustration.

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"Who has ideas? I'd rather not go in guns a blazin' at first. Shall we see if we can get in the unguarded doors to the east?"
"That sounds acceptable. Though, I have found the straight up application of violence quite helpful. Simpler," says The Analog Affair. "Just kill everything. They usually don't see it coming."

GM Ietsuna |

I am still here, just giving time for the plan to coalesce

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Rahdokhama nods, at Cesar, "I think those unguarded doors are our best bet aswell. If we can get in, sneak past everyone without making too much noise, we can be in an out unprovoked. Do we think we can hack the security to force the place into full lockdown mode? That will allow us to move around the building without the guards being able to leave their rooms if we have to."
He places his large hand on AA's shoulder, "Sometimes, the use of lethal force is not necessary, my friend."
Ready to go!

GM Ietsuna |

Ok, going with the stealth route. I have left the map up on slide 2 for reference. Tactical movement and actual exploration will be on slide 3.
The whole warehouse is encircles by a 10-foot-high chain-link fence. Beyond that a 20 foot clear area sits between the fence and the warehouse itself. A 10-foot-wide gate in the fence is aligned with the double door that you chose to approach from and it stands open.
Moving up to the door you see a sign on the double doors in blocky, industrial letters. Freight only! Customer Entrance to the Left

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"Ahhhh, the freight entrance. Perhaps our weapons are right through these doors, and we can grab them and run!"
Cesar crosses his arms, stares at the doors, and considers the next move. "I wonder if one of us should check for security devices or traps?"
aid another, PERCEPTION to check for traps on or near doors: 1d20 + 0 ⇒ (10) + 0 = 10

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Rehdokama looks around, "Alright, AA, can you please use those access codes we got to open the front door? Hmph, lets see whats inside!"
Perception: 1d20 + 4 ⇒ (13) + 4 = 17

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"I shall do my best," says The Analog Affair. "Curious turn of phrase. Why would I ever NOT do my best?"
Computers: 1d20 + 3 ⇒ (17) + 3 = 20

GM Ietsuna |

The Analog Affair-12 has no trouble opening the doors to the freight entrance. Ahead of you stands a large freight elevator. The light in here is dim, but not pitch black.

Navasi - Eijel |

"Just remember, we know where the guards start their rounds, but don't have any information of the route of said rounds. Be careful and quiet. I think our best bet is to head straight for the mainframe. I'm sure there will be some information in there we can find useful." Navasi draws her pistol and holds it ready, awaiting her companions to make the first move into the building.

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Rahdokhama nods at Navasi, "You're right, hmph, but weren't we here for the weapons?" He points at the elevator, "Hmph! Isn't that a freight elevator? I think we've hit the jackpot! Can we hack this and use it to go down and see if our missing weapons are down there? Hmph!"
He makes his way, slowly into the compound, and will move forward just around the corner to take a look.
Stealth: 1d20 + 4 ⇒ (12) + 4 = 16
I have moved myself the furthest where I would walk to, before turning around and coming back to the party.
GM, can we use the elevator? Can our access codes we got be used in this situation?

GM Ietsuna |

Rahdokama looks at the freight elevator. It does not seem to have an access panel, but does have a card reader. You do not think that it is hackable.

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"That sounds logical, Cesar! Hmph! I have an idea! remember how that was a guard posted at the front door! Okay, how about you guys hide inside, behind this door and close it. I will go get the guards attention explaining that I saw someone trying to break in. As soon as he approaches the door, you guys jump out and grab him! We don't have to kill him, just subdue!"
Sorry, just trying to have a little fun here. What do you think peeps?

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"Subduing an opponent seems like a good idea," says The Analog Affair. "Until he starts shooting at us. Then we remove the threat with lethal force."
Let's do it!

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"Hmph! Okay then, you guys wait behind the door. Wait for me to return with the guard, then jump him!" The vesk waves a brief farewell, before moving outside, and around the front of the building.
He puts his cloak over his head, to look like he's from this planet. The last few hours researching and wandering the streets for clues had given him a good idea of how the folk here operate.
Bluff: 1d20 + 2 + 1d6 ⇒ (15) + 2 + (2) = 19
He approaches the guard, looking as dishevelled as possible. "Hmph!" he grunts, "I think someone's trying to disable your freight doors round back. Hmph, You better come check it out quick! Not sure what the boss will think if ya caught sleepin' on the job! Hmph." He does the best he can to try and pretend he is a local, but also persuade him to tag along with by relating to him with his mercenary training.
Prof. Mercenary: 1d20 + 11 ⇒ (1) + 11 = 12
Diplo: 1d20 + 8 + 1d6 ⇒ (18) + 8 + (5) = 31
…
If the guard follows the vesk, he lets him approach the doors and inspect them. "Huh? I totally saw them here a second ago! They must have bolted when they heard us coming."

GM Ietsuna |

The drow guard speaks into his radio then follows Rahdokama around the outside of the complex.
Analog Affair: 1d20 + 3 ⇒ (8) + 3 = 11
Cesar: 1d20 + 3 ⇒ (5) + 3 = 8
Navasi: 1d20 + 2 ⇒ (14) + 2 = 16
Radokama: 1d20 + 2 ⇒ (19) + 2 = 21
Red: 1d20 + 4 ⇒ (9) + 4 = 13
Yellow: 1d20 + 4 ⇒ (19) + 4 = 23
Blue: 1d20 + 4 ⇒ (18) + 4 = 22
Green: 1d20 + 4 ⇒ (6) + 4 = 10
Blue moves towards the door and spots intruders. They raise their rifle and fires at Navasi
Azimuth Laser Rifle, cover: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 Damage: 1d8 + 1 ⇒ (7) + 1 = 8
The shot misses, but they know you are here now.
Combat Round 1 - Bold May Act
Yellow
Blue
Radokama
Navasi
Red
Analog Affair
Green
Cesar

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"Well, hmph, that didn't go as I expected. Oh well, guess AA had the right idea!" He takes out his weapon while moving towards the drow guard, and smacks him in the back. He begins to glow bring green.
Tactical Pike + Photon At.: 1d20 + 7 ⇒ (16) + 7 = 231d8 + 7 ⇒ (5) + 7 = 12
Special! Allies who shoot the target Rahdokama is in melee with, gain +1 to hit!
He moves around the guard, in a way so that the drow cannot move away from him.

Navasi - Eijel |

"Take him down guys. Try to make it quick to now raise an alarm." Navasi then fires at the guard.
Get 'em - +1 against guard
Pistol shot: 1d20 + 5 + 1 + 1 ⇒ (18) + 5 + 1 + 1 = 25
S damage: 1d6 + 4 ⇒ (5) + 4 = 9

GM Ietsuna |

You could have snuck in, but you had to wander up and get their attention. You told them there were intruders. Of course they was going to call for back-up
Rahdokama and Navasi team up and take Red out of the fight.
Combat Round 1 - Bold May Act
Yellow
Blue
Radokama
Navasi
Analog Affair
Green
Cesar

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"It appears that our attempts at stealth and trickery have failed," says The Analog Affair with a flat affect. He ducks beam fire from the guard and turns towards the drow attacking from the stairs.
"I believe this is no longer a subtle affair and is now a more... analog affair. Hah," he says, watching Navasi fire her weapon and take down the original guard. "Engaging violence subroutines."
/activate violence subroutines ...processing ...processing ...
subroutines error error error anomaly anomaly subr%%%ines over%%ri%%e error err%% er%%r zkzhhhdhdsssssskdkdkd*&#^%#% Oh shut up, you machine t&%!. You wanted violence "subroutines", you got 'em!
The Analog Affair's head tilts, his mechanical irises cycle, and his squad machine gun, hanging from his shoulder on its action sling, suddenly EXPLODES upwards, aiming at the drow firing at them. The Analog Affair opens his mouth and screams
"I'M BACK, B!@*#ES! A BLAST FROM THE PAST TO MURDER-HOBO YOU INTO THE F#*$ING AFTERLIFE! WOOOOOHOOOOO!"
He smiles (SMILES!) a deeply disturbed smile and aims, shouting, "OH! LOOKIE! IT'S ELLANDAIL OF HOUSE ZEIZERER! I'VE GOT A BULLET OR TEN FOR YOU, YOU DEMON-F+~&ING T*&*-SNIFFER!"
He pulls the trigger and the squad machine gun spits burning death at the drow.
Squad machine gun (burning): 1d20 + 6 ⇒ (15) + 6 = 21 dmg: 1d10 + 4 ⇒ (5) + 4 = 9
"ARE MALINDEIL AND RAIMSAEL BACK THERE, TOO? 'CUZ THE GREY B~++* GAVE ME BULLETS FOR ALL Y'ALL!"

GM Ietsuna |

The Analog Affair-12's machine gun bullets fly and strike Blue in the left shoulder.
Hearing his name Yellow moves back and hides behind a corner to get some cover.
Combat Round 1 - Bold May Act
Yellow
Blue -9
Radokama
Navasi
Analog Affair
Green
Cesar

GM Ietsuna |

Cesar fires at Blue and the shot hits his left side.
Blue raises his rifle and fires at Navasi.
Azimuth Laser Rifle, cover: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15 Damage: 1d8 + 1 ⇒ (8) + 1 = 9
The shot narrowly misses.
Combat Round 2 - Bold May Act
Yellow
Blue -14
Radokama
Navasi
Analog Affair
Green
Cesar

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Rakdokama double moves towards the guards around the corner, "Hmph! you two better lay down your weapons, before more of you get hurt!"
He gets in range of both of the guards, to make sure his allies are in range of his co-ordinated shot. He then shouts back to his party, "Hey guys! I think they want to cooperate with us now!" As he holds his weapon over one of their heads.

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"EAT HOT DEATH, ELLANDAIL!" yells the Analog Affair in a voice full of passion and hate and... laughter?
The Analog Affair smiles and pulls the trigger on his squad machine gun.
Squad machine gun (burning): 1d20 + 6 ⇒ (2) + 6 = 8 dmg: 1d10 + 4 ⇒ (6) + 4 = 10
"ONCE I SEND YOU TO THE SPIRE, YOU S+@*-STICK, I'M GONNA WALK AROUND THIS HALLWAY AND FIND THAT LITTLE F$**-STAIN MALINDEIL AND END HIM, JUST LIKE I DID HIS GREAT-GREAT-GREAT-GREAT GRANDMA IN ZIRNAKAYNIN!"

Navasi - Eijel |

Navasi feigns an action to side-step the guard. She then fires at it with her pistol.
Bluff + expertise: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (5) = 29 DC(10+Sense Motive or 15+1 1/2CR; highest) or flat-footed to next attack
Semi-auto pistol: 1d20 + 5 ⇒ (4) + 5 = 9
P damage: 1d6 + 2 ⇒ (3) + 2 = 5

GM Ietsuna |

Despite her nimble and convincing bluff Navasi fails to connect.
Green raises his rifle and fires at the exposed Rahdokama
azimuth laser rifle: 1d20 + 8 ⇒ (9) + 8 = 17 Damage: 1d8 + 1 ⇒ (6) + 1 = 7
The laser blast is dissipated by Rahdokama's armour.
Combat Round 2 - Bold May Act
Yellow
Blue -14
Radokama
Navasi
Analog Affair
Green
Cesar