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Gammer tries another hack.
Computers: 1d20 + 12 ⇒ (20) + 12 = 32

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Soryn watches Gammer intently, enjoying seeing an expert working at the top of their craft. She doesn't bother even asking if the halfling needs help; the answer is obvious on its own.

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Xic recalls he saw the human woman named Sanivvi Acheosi audiovisual setup for the event and tells everyone in the group. I go back to that location. I see if I can find her, discreetly.
Perception: 1d20 + 9 ⇒ (20) + 9 = 29

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Gammer quickly bypasses the second firewall and discovers:
The module contains a file with a list of names, dates, and locations, cumulating with an alarming entry: “Luwazi Elsebo; Lorespire Complex, Skyreach Room, gala” and the present date. With a few minutes of research using the local infosphere, you ascertain that every individual on the list is recently deceased, save for Luwazi; the obituary dates and locations correspond with the dates and locations in the files, but the causes of death are widely varied. Most notably, those few that are documented as homicides all list radically different perpetrators: individuals of varying gender, race, and background
---
You had back to the Skyreach Room
Radaszam acknowledges your report. "This is dire. Sounds like there are two problems. One is the assassin themselves and the other is the bombs. You will need to find and deal with the assassin. I can have my Obsidian Spiders take care of the bombs unless you feel up to the challenge to deal with both. It would be a good way to show of the versatility of the Starfinders."
You also recieve the following:
Naiaj, hearing about the plot has 6 mk1 serums of healing waiting for you when you get back to the Skyreach Room.
You also get a message from Royo. He was able to analyze the data on the bombs you had gathered and says that aside from disabling the electronics, the explosive itself is stable against kinetic damage. So you could safely smash the device as well.
Do you want to take of both issues or just the assassin?

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Always up for the challenge!

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Ok, that looks like enough to get started
We will be in rounds, but for now you can move freely about the main room of the hall.
Xic's inital survey of the hall determines that Triloteya (the Assassin) is no longer in the hall. However you are sure she is close by observing the situation.
Options:
* Locate a device (Perception)
* Disarm a device when found (Engineering or damage)
* Locate the Assassin (Perception)
* Distract everyone (and the Assassin) from your attempts. (Diplomacy or a useful Profession)
If you attempt to locate or disable a device you must either preform a stealth check to hide your actions, or someone needs to be making a distraction for the round.
ROUND 1

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"...'n' he said I was just the right height!"
Kneepuncher re-enters the gala, turns on the charm and tells a story (maybe a bit too loudly) about his *ahem* other job.
Profession Courtesan: 1d20 + 11 ⇒ (3) + 11 = 14
Maybe sounding a bit more drunk than enchanting.

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With the clues & details discovered about the assassin, Gammer tries to identify & pinpoint where she is currently.
Perception: 1d20 + 11 ⇒ (8) + 11 = 19

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Mid round update
Kneepuncher is make a show of himself, but mostly is being ignored.
Gammer does realize that the best place to over see the whole show would be the booth above the stage. And briefly makes out someone moving about up there.
You will need to sneak to either of the hallways to avoid notice.

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Nonchalantly talking over the Comm to the group, Gammer lets everyone know, "I think she may be up above the stage in the booth. It would be a good point to see everyone in the room. I don't think we should rush her as she could just detonate the explosives. We should try to locate & deactivate them before taking her out. But we need to make sure she is not watching us search. We definitely need to keep distractions going."
Kneepuncher, I think you should keep up the antics. Maybe go up on stage for the jokes. Bring people up. Maybe to personally thank each VIP Guest. When we see people paying attention & it is working, the rest of us start searching for the explosives. If we keep a close eye on the crowd then we should be able to see when they start to lose interest. Maybe bumping into a waiter & overturning carried platters will cause an embarrassing round of distraction. Just trying to come up with ideas.
Anyone else? I'll wait to post round 2 actions.

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I should be better at distractions, but the dice are the dice. Once we find some bombs, damage is my thing, and you can take over making a spectacle of yourself.

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Well currently Kneepuncher's attempt of distraction is less than ideal. Grimace could still do that this round for a better result. Also you still need to locate some bombs.

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1d20 ⇒ 6
You all move about and nothing goes boom yet. Grimace and Xic do manage to locate one bomb red circle lower right of stage
At this point Zo! takes notice and senses what is going on. He heads up to the stage and beings to speak. "What a wonderful party by the Starfinders! Fantastic people. I see a lot of exciting opportunities with them in the future. Maybe even some Dinosuars!"
Zo! appears to be doing what he does best. Get Attention. And it looks like he could go on for a while.
For this round, you will not need to make stealth rolls to hide your intentions or have someone else cause a distraction
ROUND 2

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Thrilled to be saves from his faux pas, Kneepuncher moves to the bomb and disarms it with his arms.
Acid and Bludgeoning Damage: 1d4 + 8 ⇒ (4) + 8 = 12
"I know, not as satisfying, but we need to."

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Kneepuncher was told only to use kinetic damage and not any energy. But since you can do all bludgeoning
The punch seems to damage it heavily but will take a few more good kicks.

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Soryn looks at her pistol, and sighs. Even with Zo!! leading the night's entertainment, she can't fire a pistol without drawing too much attention. Seeing Kneepuncher pulling his fist back to strike, jumps into action, muttering the words to a spell as she reaches out to touch his arm. His strike roils with extra kinetic energy, hopefully enough to blow through the bomb's frame.
Supercharge Weapon: 4d6 ⇒ (3, 2, 1, 1) = 7

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"The effort may be too much if it takes the two of you and a couple of hits to take out just one explosive. It may be better to just disable them." Gammer holds up the package instructions we found. "We may get clues out of this to disable them." He looks around for other explosives while Zo! is causing a distraction.
Perception: 1d20 + 11 ⇒ (17) + 11 = 28

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With the extra super charged punch, The first explosive is smashed. I will go with the supercharge weapon being cast before hand
Gammer looks at the one device and goes.
"If that is on the corner, the rest are most likely in the same place, and the center" And his suspicion is correct.
Overhearing the chatter, Ykris takes notice and moves towards the stage looking to cheer on Zo!, but then symbiot detaches briefly and crawls under the stage to disable the central device.
Red are bombs still active, Green are disabled, Xic and Grimace can still act this round

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@ Grimace, What does your Solarian weapon manifest as? All Solarian weapons target KAC & typically deal bludgeoning, piercing, or slashing damage (Solarian's Choice when you level but must specify only one. Weapon manifestation can be changed at each new level.).

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What Gammer stated. As long as you don't have any crystal that does some type of energy damage, then you should be safe

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Still waiting on Xic and Grmace to make round 2 actions.
ROUND 3
Zo! is still talking up a storm providing a distraction. You have 3 bombs left.

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Bombs also do not have knees, but can be punched. Will wait for that sweet magic juice if more is forthcoming.
Moving between bombs so I can full attack next round if need be.
Bludgeoning Damage: 1d4 + 8 ⇒ (1) + 8 = 9
Does this count as combat? If so, I have entropy that I can spend for bonus damage.

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Does this count as combat? If so, I have entropy that I can spend for bonus damage.
Yes, you can spend entropy for extra damage. However, with Zo! providing cover, I am going to just fast forward a bit
Grimace and Kneepucher take some time to smash the one of the devices while Gammer quietly and deftly disarms the other two with a bit more finesses.
You have just enough time to make to the service hall ways before Zo! finishes his impromptu sales pitch/performance.
Move your seleves to either of the yellow areas and then...
You know she is in the A/V booth. Fortunately the doors are currently unlocked
Init, Kneepuncher: 1d20 + 2 ⇒ (4) + 2 = 6
Init, Soryn: 1d20 + 6 ⇒ (20) + 6 = 26
Init, Gammer: 1d20 + 9 ⇒ (4) + 9 = 13
Init, Grimace : 1d20 + 0 ⇒ (20) + 0 = 20
Init, Xic: 1d20 + 1 ⇒ (1) + 1 = 2
Init, Triloteya: 1d20 + 5 ⇒ (4) + 5 = 9
Bold can act before she realizes what is going on
The Confrontation
Group conditions:
Round 1Soryn - dmg
Gammer - dmg
Grimace - dmgTriloteya
Xic - dmg
Kneepuncher - dmg

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I suggest we split up and come at her from the two different locations. Go get her Grimace!
Gammer moves forward (Move Action) and tries to stealthily open the door (Manipulate-Move Action).
Stealth: 1d20 + 15 ⇒ (1) + 15 = 16

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@Grimace, Gammer opened the door. You have full access to her depending on where she is in the room. You only moved 30 ft & can move through Gammer (Allies don't hinder movement) to attack her from where you are by the door with a ranged weapon or continue in next to her with a melee charge attack. (Since you said you have your shield & Solar Weapon handy then I suggest that). She will get to go before anyone else except Soryn. Stop her some how! That's why Gammer opened the door for you.

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Grimace, you can get one point of attunemet at this point
Soryn moves along and covers Gammer and Grimace
Grimace bursts in to the room with a some what surprised human operative. She turns and draws her pistol and waves it at the Vesks face. "Turn Around"
Will, Grimace : 1d20 + 4 ⇒ (9) + 4 = 13
Grimace is commanded to Flee Must spend next round moving away from the assassin
Everyone can act
The Confrontation
Group conditions:
Round 1Soryn - dmg
Gammer - dmg
Grimace - dmg ; commanded to "Flee"
Xic - dmg
Kneepuncher - dmgTriloteya

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Kneepuncher double moves to a position adjacent to the assassin.
Entropy 2

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Looks like she has some sort of powers.
Gammer pulls out his Static Arc Pistol while moving into the room & performs a Trick Attack on her.
Trick Attack: 1d20 + 15 - 20 ⇒ (6) + 15 - 20 = 1
*Trick Attack affects CR: 1 creature & if successful is flatfooted to everyone.
Static Arc Pistol vs EAC: 1d20 + 5 ⇒ (8) + 5 = 13
SAP Dmg (E): 1d6 + 1 ⇒ (3) + 1 = 4
Trick Attack Dmg: 1d8 ⇒ 6
Wow what crappy dice rolls.

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Move? Double Move? Run?
Just a double move. It is more a unwilling desire to move away than out of fear.

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Kneepuncher quickly moves in and gets close to the assassin.
Grimace exits the room with a lot of grace and style. Zo! notices and applauds.
Gammer gets in and tries to take a shot, but is unable to out wit his opponent.
Botting others
Xic moves to the door and then tries to cause a head ache with Triloteya
Mind Thrust: 2d10 ⇒ (7, 9) = 16
Will Save: 1d20 + 8 ⇒ (18) + 8 = 26
Although strong willed, the force still cause her some pain.
Dr. Soryn moves tries to harry the assassin
Ranged attack: 1d20 + 3 ⇒ (13) + 3 = 16
Triloteya uncannily moves away from Kneepuncher tyring to set him off guard and takes a shot with her pistol.
Trick attack: 1d20 + 14 ⇒ (2) + 14 = 16
Arc Pistol shot: 1d20 + 9 ⇒ (17) + 9 = 26
Arc Pistol Damage: 1d6 + 3 ⇒ (5) + 3 = 8
Not tricking the vanguard but still hitting him with the electric pistol
Everyone can act
Grimace realizes that he was going the wrong way, but pulls of the "I meant to to do that" look with style.
The Confrontation
Group conditions:
Round 1Soryn - dmg
Gammer - dmg
Grimace - dmg ;
Xic - dmg
Kneepuncher - 8 SP dmgTriloteya - 8 dmg; harried +2 for first attack on her.

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Kneepuncher gains a point of Entropy for taking a hit of more damage than twice his level. Entropy 3.
"Oh, no, you don't get to run off after that."
Entropic Strike: 1d20 + 5 ⇒ (20) + 5 = 25
Acid & Bludgeoning Damage: 1d4 + 8 ⇒ (2) + 8 = 10
Entropy 4 and...
Critical Damage: 1d4 + 8 ⇒ (3) + 8 = 11
"Yeah, this is a lot of fun. But we probably should ask for a surrender first."

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Gammer draws his Survival Knife with his other hand and performs a Trick Attack on her. He calls out to her, "You should surrender because there is no where for you to go!"
Trick Attack: 1d20 + 15 - 20 ⇒ (14) + 15 - 20 = 9
*Trick Attack affects CR: 9 creature & if successful is flatfooted to everyone.
Static Arc Pistol firing non-lethal vs EAC: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12 against flat-footed.
SAP Dmg (E): 1d6 + 1 ⇒ (5) + 1 = 6
Trick Attack Dmg: 1d8 ⇒ 2

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Kneepnucher chases her down and solidly strikes the assassin.
Gammer finally catches Triloteya off guard and the shot knocks her unconscious
She slumps to the floor as Grimace waltzes back in to the A/V room.

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Kneepuncher, who always carries manacles (what self-respecting courtesan doesn't?), binds her hands and starts removing her combat gear. "Nice job, everyone. Who wants to report this to the higher-ups?"
"No, we do not hit helpless creatures. Even bad ones."