GM Quirk's GATEWAY TO ABSALOM, group 2 (Inactive)

Game Master Quirk, Private Eye

GATEWAY TO ABSALOM, GROUP 2 MAPS


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Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Moxie gives Nibs a hug. "Hey, I'm glad he's keeping his nose clean for a bit. It wasn't too hard when they couldn't produce the stolen items. A little weird how that stuff got misplaced. Paperwork is a hassle even for the Station." He winks at the yoski.

"Anyway, we're looking for an old ship that was in storage warehouse and probably forgotten. Salvage at this point. But a client has a nose for it. You wouldn't happen to have access to any property registries or something, would you? "Djinni Mirage" is the ship's name."


"Djinni Mirage you say? Doesn't ring a bell, but I can track down some old records and see if there is anything on this ship. Hold on..."

Nibs produces a data pad and begins scanning it.

"Let's see if we can work together on this. Give me your comm codes and I'll send you some links of some likely places something like this ship of yours might turn up."

Let's roll a few dice. Nibs sends you all links of infosphere locations he believes are likely sources of information. Nibs will give you all one automatic success in computers. Feel free to use either computers or culture. Heck, feel free to be creative if you have a profession that may apply. Anything over a 15 will be a success.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

Yoromishtali focuses on his comm, querying various databases related to scraped ships. He follows a trail of further links leading to a sect of Triune that reclaims technology to recycle it for further use. He marks that for later reading and begins searching for nameless ships that match Djinni Mirage’s description.

Culture: 1d20 + 4 ⇒ (20) + 4 = 24


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Using Nib's data as a starting point, Thuldas searches for postings on sites for secondhand starship parts, hoping to find something that could have come from the Mirage.

Computers check: 1d20 + 7 ⇒ (1) + 7 = 8
Clearly not the correct tactic.


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Profession Lawyer: 1d20 + 5 ⇒ (6) + 5 = 11

"Oh yeah, I forgot. We do have a name of the former owner. Jif McLaren"

Tremox uses his legal credentials to search for any legal cases or property connected to McLaren that might give them a clue to the warehouse.


Nice roll, Yoromishtali. I'll count that two successes.

Yoromishtali finds a very hot trail, and he believes it's certain that the Mirage was parked somewhere in a hangar here on Absalom station and left to rot.

Meanwhile, Thuldas hits a dead end. However, there at least does not seem to be an indication that this ship has somehow been parted out.

Tremox hits a dead end as well. The usual social media apps don't seem indicate McLaren has a presence there, and the only records that come up are years old.

S1G-NL, have you got anything? We may do another round of this. Go ahead and contemplate another way to follow some leads and make the relevant rolls.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

”You would know this Thuldas, are the areas where ships are abandoned filled in a sequential manner? As in section 32 for x-amount of years, section 33 for y-amount of years, section 34 for z-amount of years. We know the time frame when it was left...might that lead us to an area?” If we already know this, sorry for bringing it up again.

Yoromishtali continues to search on his comm. ”We can’t find the captain, but what about any other former crew? Is there a registry with a shippers union?” he glances up at Tremox apparently thinking he might know an answer.

”Let me contact some other video personalities,” the vesk says. ”There are a few ship restoration, exploring Absalom, and Akashic psychic programs I know about. If they don’t know themselves, maybe they know someone who will. ”

Profession (doshko instructor/video personality): 1d20 + 5 ⇒ (8) + 5 = 13


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Moxie thinks for a moment. "You know, Yoro, that's a interesting idea. I'll check on any shipping manifests that may have been registered. Hey, what about family? Thuldas, can you see if McLaren may have any family still on Absolom? Maybe they could tell us something."

Computers: 1d20 + 5 ⇒ (1) + 5 = 6


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Yoromishtali wrote:
”You would know this Thuldas, are the areas where ships are abandoned filled in a sequential manner? As in section 32 for x-amount of years, section 33 for y-amount of years, section 34 for z-amount of years. We know the time frame when it was left...might that lead us to an area?”

Thuldas snorts. "Wouldn't that be all sunshine'n'daisies. Naw, orphan ships crop up here an' there ' e'reywhere."

Tremox Soshi wrote:
"Thuldas, can you see if McLaren may have any family still on Absolom? Maybe they could tell us something."

"Ey, that's an idea! I'll make a coupla calls, see if anyone's seen McLaren or his ol' wings."

Profession (miner) check: 1d20 + 6 ⇒ (3) + 6 = 9


Ugh. Those die rolls aren't pretty! lol!

Nibs seems interested in the trail Yoro was on earlier. "That looks to be an account of the Djinni Mirage at least being here on Absalom about the time of your insurance payout. Still not sure what happened to the ship, but maybe it's still somewhere in one of the hangars. Maybe you should check construction records and permits? See if any of those hangars have been remodeled or changed hands?"


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

Yoromishtali types notes on his comm of Nibs remarks. ”Permits for construction,” he mumbles. ”I can also search for it during my...hrm...’chasing workout’ is the best translation in Basic I can think of. It involves running, navigating the environment, lifting heavy objects, feats of agility, as you close in on prey. Anyway, I can start doing those in these hangars. It’s low probability, but it’s something in addition to checking permits, looking for other crew, McLaren’s family.”

He gives a bow to Nibs. ”Your insight and help in this matter is very appreciated.”


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Moxie nods. "Right, construction permits. That might help narrow things down at least." He begins searching through government records, navigating the arcane legal paperwork.

Profession Lawyer: 1d20 + 5 ⇒ (12) + 5 = 17


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
Tremox Soshi wrote:
Moxie nods. "Right, construction permits. That might help narrow things down at least." He begins searching through government records, navigating the arcane legal paperwork.

"I ain't got bumpkis. Soshi, what're yer keywords? I'll see what else I can find."

Computers check to aid another: 1d20 + 7 ⇒ (12) + 7 = 19

Possibly stretching the functionality of the aid another action, but we need something.


Tremox, you do come across some interesting tidbits, though you remain uncertain if what you have discovered has a direct connection to the lost starship.

It seems that there were major renovations in the lower levels of the Gateway district within the past two years. Various baggage and cargo handling facilities were expanded and improved. The possibility exists that cargo bays and docking areas may have been turned into the major cargo handling facilities.

OR.....

Could a landing bay have been cut off from space and forgotten, entombing the Djinni Mirage within the station?


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

”Entombed in Absalom?” Yoromishtali says in surprise. He massages the center of his forehead for a moment as he exhales slowly.

”I hope not...,” he pauses, the claws begin tracing small shapes in the air. After a few moments he chuckles to himself. ”Hunting is a prized skill in vesk culture. For tens of thousands of years. There are sages who say one can hunt for knowledge or information. Seen from that perspective, hunting this ship can confer honor.”

The vesk takes another breath, tongue tasting the air. ”Is there a repository for old log books? Maybe McLaren filed it with information where the Mirage was last docked.”


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

"Nibs, do you know anyone who works down in the warehouse area? Someone who knows about the construction or has access to that kind of info?" Moxie tugs at one of his whiskers.


Sorry for the delay. Honestly, I have been hoping S1G-NL chimes in. I think we may have lost him. For the moment, we will continue with three, and I certainly appreciate that the three of you have tried to get posts in. We'll try to pick the pace up, and I'll think about how we can add a fourth in the near future.

Nibs responds to Tremox, "The union guys who run the baggage and cargo handling shops aren't usually particularly keen to interact with treasure seekers. The tend to keep to themselves and take care of their own. It may be best to tiptoe around them and try to avoid too much interaction."

On the subject of log books, Nibs perks his ears up. "There could be one place we haven't looked yet--let me see...." With that, Nibs accesses his data pad, and spends a moment or two looking at pages that correspond to dates that Bubs gave you. "Mclaren ended his journey at docking bay 18."

"There is no docking bay 18, at least not anymore."


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1
GM Quirk wrote:
"There is no docking bay 18, at least not anymore."

"Ooh!" Thuldas raises an eyebrow. "Th' plot thickens! What 'appened t' Bay 18, Nibsicle?"


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Moxie blinks at Nibs. "It's not there anymore? Do you know where it was? Maybe we ought to go poke around there."


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

It’s too bad we apparently lost S1G-NL. Have you lost anyone from the other group?

Yoromishtali blinks twice considering Nibs’ words. ”This is not satisfactory! Does this happen often on Absalom?” the vesk sighs in frustration. Would such a thing happen in the Veskarium? Perhaps in some station overseen by malcontents with little regard to honor. But the heart of the Veskarium? How could that happen here in the heart of the Pact Worlds?

”Why would a docking bay be set drifting?”


Nibs continues the conversation, "Oh, the space bay 18 took up is still there, and there might be 'stuff' within it....but I'm wondering if it was cut off from it's exit out into space. There have been an abundance of renovations that expanded the baggage and cargo handling facilities that are nearby what used to be hangar 18. It could be a widowed space within the station with no exit out into space."

I'll move the conversation over to discussion as far as losing/adding a couple of players. I'm still optimistic about this game. There is some fun stuff planned, and an opportunity for some true choices for the characters.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

”Shaa, I see,” Yoromishtali says. He suddenly holds up a finger. ”Is it possible too for Dock 18 to be renamed? I know it’s not that long ago that the ship was abandoned, but sometimes people quickly forget name changes.”


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Right!" Thuldas rubs his hands together, causing his oversized bag of bits and bobs to jingle and clank. "'Ow do we get in there? I'm up fer a bit of urban explorin'!"


Nibs steeples his fingers and considers your questions.

"I think we would need to find some current maps to see where hangar 18 might be at this point. I can show you where it WAS...."

Nibs produces an older map on his datapad, from approximately 3 years ago. It clearly shows hangar 18 situated in the levels below the Gallery. It appears to be an expansive docking bay, able to easily hold the ship Bubs is looking for. Who knows what it looks like now though?

As Nibs is pointing out features on this map, you all receive text messages from Bubs asking for a status report. In Bubs' typical jovial fashion, he lets you all know he's ready to settle in and buy all of you a couple of drinks and another of those delicious daygu wraps he's been enjoying here on Absalom Station.


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

"It has to be in the same spot though, right? I mean, maybe they turned it into a store or a spa or something." He peers at the map, zooming in and out on several points. "But there's gotta be a maintenance hatch or something around there. Maybe we can find someone who will open it up for us."

He looks at his comm when it beeps. "Well there's the client now. And look, an expense-able meal! I could go for another daygu wrap. Whatcha say folks? We put in some good billable hours today."


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

"Oh, I kin open up jus' about anythin'!" Thuldas jingles a greasy bag of tools with a cocky grin. "But I s'pose we should find a body t' ask first, t' keep it on th' up'n'up."

Reviewing his comm message, the dwarf's grin widens. "I ain't never gonna say no t' that! But we should blow past th' ol' Bay 18 and get a quick lay'o'th'land b'fore supper."


As you wrap things up with Nibs, it's becoming apparent that you may be doing some urban spelunking in the industrial levels here, or perhaps a level or two below here.

With that in mind, Thuldas makes a couple of calls to a couple of mechanics he knows from his scrap business. A little extra know-how and even a bit of muscle may be in order should you find your way under the Gallery.

Obviously, this would be messages to Xic and Anton to join the three of you at dinner.

As introductions are made at the diner in the Gallery, Bubs approaches each of the mechanics. "Hello--Xic is it? Bubs Vinzer, Vinzer Galactic Insurance. Anton? So nice to meet you, Bubs Vinzer, Vinzer Galactic Insurance."

As you settle down at the table and order some beverages, Bubs asks you for the full report. "Any clues to the whereabouts of my ship? And who are these new partners in our little adventure? Are we going to need more people to track down the Djinni Mirage? It's no problem--I can pay!"

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

*beep* *beep* *boop* *bop* Anton's hovering small drone beeps at Bubs.

"Heh, yeah, Vivian says it's nice to meet you, Bubs."

*BEEP* Vivian intones. That is -not- what she said. But it's not like anyone speaks Binary. And until her vox circuits get rehabilitated that's all her options.

"So, you guys have lost a hanger, eh?" Anton says to the rest of the group, nodding acknowledgements all around as he sits down.

"For now, to me, it seems like we need to take the 3-year old schematics that we already have..."

Anton detaches he custom rig from his forarm and puts in on the table, clearing out the free packets of Nuka-sauce and PUREsugar* from his area.

*PUREsugar is made from 100% soy-byproduct and contains no actual sugar.

He calls up his Holo program and an image of the plans of where Dock 18 used to be is gently spinning in the air.

"Then I just need to get the current-day schematics from the Compliance Bureau of the Bureau of Compliance. I'll just gently borrow them. They don't mind."

That last is said a bit skeptically, but he's already interfacing with his GUI, so there's no chance to question him on the legality of what he's doing anyway.

Computerz!: 1d20 + 9 ⇒ (12) + 9 = 21

Imma assume that's enough to get publicly-available information to move things along.

"Then I just need to compare the two plans. We can use the location of businesses that are still present as landmarks to get our beraring. I'll just line up the locations of Ares Macrotechnology, Kajidko-Trevna Media Amalgamated, and a Starbucks."

Engineering!: 1d20 + 10 ⇒ (13) + 10 = 23

The new plans are gently overlaid with the old plans so the new structure can be seen, with the space for Hangor 18 highlighted.

"Um, how's that?

And, uh, how much are you paying, Mr. Bubs?" Anton asks innocently.


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Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Tremox smiles at Bubs in between chewing on his wrap. "Relax, Bubs. We have to be thorough in our search if we're going to find this ship of yours. We spoke to someone I know who pointed us to an area that seems to have been redone. It might be that your hanger was sealed off during repairs or renovations." He wipes his mouth and whiskers to clean off any sauce.

"So my friends and I decided to bring in Anton and Xic. They have some supreme technical knowledge and can help us compare the schematics and perhaps find a way into the area. That's what I'm hoping at least." He nods to the two of them. "Now, their expertise is critical, so we will need to ensure they're well compensated. I can add it to our fee, but I wanted to show you why we thought they could help. All above board."

He motions for Anton to continue with the little holo-show. A bit of technical wizardry always helped. Moxie sips on a bulb of tea as he watches.


HP 18 BaB:1 Stamina:12 Resolve:5 EAC:15 KAC:17 Fort:3 Ref:5 Will:0 Init:+2

Sorry, I've been super fatigued these past few days, going to make an effort to get something out there!
"My uh... colleague? seems to have this quite under control. I'll see if I can dig any deeper into the station archives. After all, an entire hanger can't go missing without someone knowing about it. Djinni Mirage..." the bugman muses.

"Don't worry Mr. Bubs, I know my worth, but I work pretty cheap compared to some of the two bit conmen you run into around Honest Mike's Discount Computers.

Computers? Probably hacking to see what I can find on hanger 18 in restricted parts of station security? Info on either hanger 18 or the Djinni Mirage: 1d20 + 13 ⇒ (16) + 13 = 29

The Shirren closes his eyes briefly, and reaches out with his exocortex.


Nice. The two mechanics already paying off. Speaking of "pay"....

Bubs takes a sip of his drink, steeples his fingers, and sizes up your group. You're absolutely right, Mr. Merovach. We SHOULD talk about pay. If we can find this ship and salvage even just the drift engine, there will be plenty of credits to go around."

Bubs looks up, silently running some of the figures in his head. Tremox, Yoro, and Thuldas, if I understand things correctly, you three have already been working on tracking down the Djinni Mirage today. In addition to dinner, I think I already owe you for your time and trouble today. Let's transfer 50 credits to each of you."

Looking down at the maps Anton is spreading out on the table, Bubs considers what tomorrow will look like. "It looks like we'll be working even harder in the morning, and there could be some danger creeping around dark, uninhabited parts of the station. How about I pay you each 200 credits for a day of work tomorrow. If we find the ship, plan on getting a SUBSTANTIAL bonus!"

So, Thuldas, Yoro, and Tremox, be sure to note 50 credits on your character sheet (and you may spend it right away if you wish).

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Anton grins amicably. "Why, thank you!" he states before turning back to his holo-maps.

"If I can just analyze the maps, compensating for the recent construction, and isolating where hanger 18 -should- still be, I think I might be able to get us a path.

Mind you, that path might go through sub-floors, false ceilings and Jefferies tubes, so I make no promises."

That done, he tries analyzing the structure of the civil engineering labyrinth to get a path to Hanger 18.

Engineering!: 1d20 + 10 ⇒ (20) + 10 = 30

"I may have something here," he says with a hint of rare confidence.


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

”Welcome! Welcome. I’m honored to meet you,” Yoromishtali gives Xic and Anton a traditional Vesk greeting with his hands. He then extends his right hand which is the standard Absalom Station greeting he has learned. ”My names if Yoromishtali but you can shorten it as your tongue dictates. If you need any martial arts training, my prices are very reasonable.” He sends their comms his contact information then sips from his Vavinberry juice.

He settles into his chair and watches as Anton displays the information he gained from his network trickery. When Xic displays his abilities, the vesk thinks, Information gathering is a strength. A good skill to have. Hmmm. Both these beings are good. His thoughts are occupied with thinking about computer science in the Veskarium, when he hears his comm chime.

”Fifty credits? Thank you, sir. As they say, danger is a gift. It allows us to show our courage,” Yoromishtali thanks Bubs with a nod of his head. ”I’ll bring my doshko and be ready. What time do you want to meet?” he asks his companions.

I’m looking forward to the two different mechanics in the group. One of the fun things about Starfinder is how the same class can be played differently. This will be a good first-hand experience.


HP 18 BaB:1 Stamina:12 Resolve:5 EAC:15 KAC:17 Fort:3 Ref:5 Will:0 Init:+2

"Honored to meet you as well Sir." Xic replies to Yoro in technically accurate, but very formal and accented Vesk, and doing his best to imitate the traditional greeting with only two arms. I'm pretty well rested," he continued in common, "but my family always used to say that my ability to fall asleep at will was a blessing!" The Shirren laughs, then looks slightly pained. "In any case, I'll spend some time this evening seeing if I can dig further into the station. The fact that there's nothing at all coming up with a preliminary scan is intriguing. And somewhat telling."

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Oh yeah, hi there, Mr. Yoro....uh, sir," Anton replies to the direct Vesk.

*beep* *beep* *boop* *boop*? the small hoverdroid follows with a questioning and slightly laconic tone. It's hard to tell with droids. Maybe she was asking if he spoke Binary. You never can tell.

"I'm not sure about martial arts training! Viv gets mad if she sees me fighting." He lowers his voice slightly. "Oh, yeah, um, don't make her angry. You wouldn't like her when she's angry."

Then his ubiquitous smile comes returns. "Oh yeah, Xic, we could go now. I just finished a doubleshift cracking an APR Aerospace firewall so I could go for some urban spelunking!"


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Moxie raises his eyebrows. "200 credits a day is very generous, Bubs! I'm sure we'll be able to find something in the area tomorrow. As you can see, our technical advisors already have a few things worked out." He taps the menu plate, ordering himself another drink. "You'll have your answers soon enough. And if we do find your ship, I'll be prepared to file the necessary paperwork for you to get it back."


Two very nice rolls in computers and engineering by Xic and Anton net the following possibilities:

Before dinner is even served, Anton has his data display out on the table demonstrating how the maps he found line up with each other.

One thing is clear: this hangar 18 did at one time exist, and the Djinni Mirage may have made its final landing there shortly before walls, floors, and ceilings were torn out to make room for an expanded baggage and cargo handling facility for the nearby spaceport.

On the older map, hangar 18 was an expansive facility, able to hold several small and medium ships, along with substantial space maintenance equipment.

The newer schematics show a modern warehouse with automated abilities to handle incoming and outgoing baggage and cargo. A closer look indicates there are odd corners of this area of Absalom that were walled off and widowed from the rest of the station or any possible outlet into space.

Two routes to the area once inhabited by hangar 18 are clear:

The shortest and most obvious would be to get permission to travel through the new baggage and cargo areas (or sneak through). That could be interesting, as security is probably very tight. Culture roll for more information.

A less obvious route would be the long way, starting at the other end of the Gateway district arm (closer to the center "eye" of the station). This has its own hazards, as there appear to several spaces that have been cut off from most of the station (unless you have figured out a back door or two, as Xic and Anton may have....). Culture may get you something here, as would certain knowledge or professions--be creative.

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Lemme see," Anton mutters, interfacing away.

"I think we could do this two ways. First off, now that I've isolated the Gateway district arm, I can try to see if any can be passed.

The hazard here is if they're exposed to space. Or if they lead to anywhere that we can get out of. "

Computers! Take 10!: 10 + 9 = 19
Engineering! Take 10!: 10 + 10 = 20

"Or...

Or if we know anyone that is good at talking their way out of problems, we can just walk right though the baggage and cargo area. I can make fake papers that say we're, like, the OHS Technology Inspectors. Or somesuch. Something that broad and generic should let us get to anywhere we need to get to.

And as long as someone talks good enough, the papers should help us get past.

Probably."


HP 18 BaB:1 Stamina:12 Resolve:5 EAC:15 KAC:17 Fort:3 Ref:5 Will:0 Init:+2

"I'm a software engineer by trade, a hacker by talent. I might know the programs that the doors and ventilation systems use. Hell, I might have helped design upgrades to them. Let me see what I can remember..."
Culture: 1d20 + 5 ⇒ (2) + 5 = 7
Software on the locks and vents: 1d20 + 8 ⇒ (1) + 8 = 9
Hacking if I haven't recently upgraded the doors and vents to be up to code: 1d20 + 8 ⇒ (7) + 8 = 15


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

Culture (short way): 1d20 + 5 ⇒ (8) + 5 = 13
Culture (long way): 1d20 + 5 ⇒ (18) + 5 = 23

Tremox considers these options. "Eh, I can talk my way into trouble, no problem. It's sometimes talking us out of it that gets more exciting. Manufacturing some documents...eh, for flash purpose it might be possible. Nothing that would stand up to any scrutiny though."


Vesk Soldier 3 SP 9/24 HP 27/27 EAC 13 KAC 14 F: +4 R: +4 W: +3 RP 1/4

”Getting past security guards...” he mutters to himself thinking.

Culture: 1d20 + 4 ⇒ (11) + 4 = 15

He points to the long route through Absalom. ”Ahhh, some Absalom explorers I have heard about are a trio of ysoki named Baritone, Conspiracy Crumbs, and The Snipper. Pseudonyms since they obscure their identities. Some of their actions are legally questionable. They enter many places that are locked, forgotten, and inaccessible. They might have some good tips for this longer route. I’ll attempt to contact them.”

Profession (doshko instructor/video personality): 1d20 + 5 ⇒ (5) + 5 = 10


I'll break this down to what you know about each possible direction. As a general rule, your rolls indicate you know more about the "long way".

The map does show that shortest route to the former hangar 18 is through spaces currently used by baggage and cargo handling for the nearby spaceport. What's obvious to you is that security in such a place will be tight, with several guards augmented by security bots. In addition, there probably are nuances to how members of the dockworker's union sees visitors.

On the other hand, there will be no security or surly union workers if you were to go the long way. The concern is knowing exactly what you will find in abandoned spaces and access corridors.

Anton is pretty sure nothing should be exposed to space. Absalom station is keeps a close eye on station integrity.

Tremox worries about exactly who--or WHAT, you might find in the abandoned spaces leading to the former hangar 18. It may be a simple matter of coming across a few harmless itinerants or squatters along the way. It may be that there could be something dangerous lurking in the levels below the Gateway District.

Lighting may also be a concern.

Tremox does have a pretty good idea where an entrance is to begin your journey.

Xic doesn't turn up much, but he has serious doubts if everything is up to code in the abandoned spaces you'll likely be traveling through.

Yoro seems to have misplaced his comm codes for Baritone, Conspiracy Crumbs, and The Snipper. Did they really exist in the first place? You'll never know....

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

Anton nods happily at the probably route they've decided on.

"Shall we start now?" he asks.

Then he thinks a bit.

"Actually, do you mind if we stop so I can buy a flashlight? Going the long way might not keep us in adequate lighting."


Male CG yoski law officer envoy 2 | SP 14/14 HP 14/14 | RP 4/4 | EAC 13 KAC 14 | Fort +1; Ref +5; Will +3 (+2 vs. spells/spell-like) | Init: +2 | Perc: +5, SM: +6 | Speed 30ft |

"It might not be the fastest way through, but I think I know a way in. The biggest question is what we might find inside." Moxie looks at the others. "Who's ready for a bit of fun?"

He turns to Bubs. "I'm sure you want to leave this to us, right, Vinter? Any injuries will be documented and noted in our bill. But we'll settle that later."


HP 18 BaB:1 Stamina:12 Resolve:5 EAC:15 KAC:17 Fort:3 Ref:5 Will:0 Init:+2

"Oh, the young Shirren says, nervously. "I mean, I managed to pick up this pretty swanky gun, and in theory my exocortex helps me aim but... well no time like the present to find out if it works properly, right?"

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6

"Well that is a pretty swanky gun!" Anton states appreciably at Xic's hardware.

Just then Viv trills a string of beeps and whistles at Anton, who looks at her and says, "No, it doesn't."

*beep*

"No it doesn't."

*beep*

"No it doesn't."

*beep*

"No it doesn--okay, fine, I'll check."

He spends a few moments bashing around on his custom rig when, to his surprise, a small flashlight blooms to life.

"Huh. You're right it does. Well I guess we can go now!"

Apologies, had to re-familiarize myself with what a custom rig did, that it could be a comm unit, and that a comm unit has a flashlight.


HP 18 BaB:1 Stamina:12 Resolve:5 EAC:15 KAC:17 Fort:3 Ref:5 Will:0 Init:+2

"Huh. Xic looks down at his own armor, poking around at some of the buttons. "Whaddya know? I guess I installed a flashlight on my armor as well. Weird that I forgot that, but I guess I'm not complaining!"

Dark Archive

Viv: HP: 20/20 | +5/d6 x2 | AC: 15| Human Robotiscist Mech 2 | HP 16/16 SP: 12/12 RP: 5/5 | EAC: 13 KAC: 14 | Init: +7 | Perc: +5 | F: +3 R: +6 W: +0 | Atk:+4/d6
GM Quirk wrote:
Tremox does have a pretty good idea where an entrance is to begin your journey.

"So, um, Mr. Tremox, would you, ah, like to lead us to the starting place?"


Male dwarf technomancer 1 | SP 5/5 : HP 11/11 : RP 3/3 | EAC 13 : KAC 14 | F +0 : R +2 : W +2 | Init +2 : Perc +0 : SM +2 : Speed 25 | Spells (1st) 3/3 : cache 1/1

Thuldas grins as he stuffs some table scraps into his pocket and hoists his sack of mechanical odds and ends over his shoulder.

"Finally, some legwork! Was tired o' thinkin'."

Don't forget that any set of non-archaic armor also has an integrated comm unit and a very basic flashlight, raising the light level one step in a 15-foot cone.


Tremox leads you all to a large vent back in a service hall. Although at least one delivery person, and perhaps someone under the influence of some sort of intoxicant, pass you by, they pay no attention to you as you remove the vent (with two engineers I feel certain this will be trivial).

Following the route laid out in his comm device, Tremox leads you through a long, filthy bit of ductwork. It terminates at an old hangar/cargo hold.

Please see slide 2. You may place your tokens on the extreme right side of the map (within, say, four squares of the east edge of the map. I will further describe this dirty old, abandoned cargo hold tomorrow. Please note that this is NOT hangar 18. Meanwhile, enjoy taking a look at this map. It's by a cool guy who runs a business out of his home--0-hr.com. Lots of neat maps and starship miniatures. And to think, I never thought there would be a use for his digital maps--I always planned on using his poster maps (with grids for minis) or his starship minis. The pandemic proved me wrong.

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