Duncan Sangster |
Duncan purchases a holo-grenade from the water encased merchant and also a couple of lights. No answer was given as to the availability of the lights, but I'll assume yes until told otherwise.
Duncan maintains a peaceful stance to put the creature at ease, hoping body language is a part of common understanding. Thak's offer seems likely to produce cooperation, so he waits and watches with some optimism that they can get off this space station and on to the rescue of their friend.
GM Quirk |
Duncan purchases a holo-grenade from the water encased merchant and also a couple of lights. No answer was given as to the availability of the lights, but I'll assume yes until told otherwise.
Duncan maintains a peaceful stance to put the creature at ease, hoping body language is a part of common understanding. Thak's offer seems likely to produce cooperation, so he waits and watches with some optimism that they can get off this space station and on to the rescue of their friend.
Sorry about that. Flashlights, etc. would be an easy thing to find at standard CRB prices.
GM Quirk |
** spoiler omitted **
Our new friend wrote:”What dost thou seek here?”].“Hello!” Thak puts on his most diplomatic smile.
“We seek one named Talmrin. A witchwyd trader we met spoke highly of them and suggested they could help us with some… ah... ship modifications to help us fit in better here. Would you be Talmrin?”
[Dice=Diplomacy]1d20 + 13 + 1d6
"Indeed I am Talmrin. Tell us, why would you be finding yourselves so far from home? I am not in the habit of helping those I don't know. I wish to know why it is you are so close to the Azlanti. I am certain that you gather that they do not like any outsiders."
Duncan Sangster |
Duncan may not be the best storyteller, but he'll do his best to provide Talmrin a quick description of the situation regarding the attack on the colony and the mission to free a captured ally from the Azlanti.
"So that's why we're needin' some ship modifications ta make us blend in more with Azlanti ships, well enough that we can get up close an' personal."
GM Quirk |
As Duncan tells tales of bravery on Nakondis, and tells of your attempt to rescue Cedona, Talmrin initially has this to say:
“Curiouslike. The Azlanti shouldst not be leaving one simple
ship to guard a newly conquered territory,” Talmrin muses,
twirling her whiskers with a stubby claw. “There hast been
no pronouncements of an annexation, nor any rumors of
important military operations or discoveries. Thou wouldst
not have passed through the borders of Azlant so easily if
there were. I wonder if the sardat is keeping secrets and
exceeding his authority.”
GM Quirk |
"If that is so, it may gae's chance of rescuing oor friend."
Talmrin crosses her arms, and replies, [b]"not with a ship that lookest like thine ship."
She seems to be eyeing you all thoroughly, thinking about whether a bargain with all of you would be wise, and what she might get out of the bargain (not to mention whether or not there would be any chance whatsoever of success).
Thak Poorida |
”There hast been no pronouncements of an annexation, nor any rumors of important military operations or discoveries. Thou wouldst not have passed through the borders of Azlant so easily if there were. I wonder if the sardat is keeping secrets and exceeding his authority.”
“It could be as you say. The more we learned of the Azlanti team’s mission, the more suspicious and strange it sounded. They appear to be operating outside the Star Empire’s strictures.”
Thak puts on a hopeful expression.
“The witchrwyrd trader we met, Sayonsi, saw the problem with our ship and judged us worthy of recommending to you. She spoke highly of your skill in modifying ships for flights into the Star Empire. And you heard Duncan’s story of our friend Cedona and our task to rescue her, so you know why we are trying to get into the Star Empire.”
He pauses for a moment, then gestures toward Talmrin.
“I realize we’re strangers to you. I hope Sayonsi’s vote of confidence eases your mind some. We need your help and your expertise if we’re going to survive in the Star Empire and have any hope of rescuing our friend. What can we offer? Is there a way we can help you?”
Diplomacy: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (6) = 30
Duncan Sangster |
"Aye," Duncan adds. "An if ya need more witnesses ta oor intentions, ask Hasshashir, a wrikreechee wha was sufferin' from an infestation of odheos. We wiped oot th' nest an' treated him with medicine. We also dispatched a coople o' draeliks wha attacked us wi'oot cause."
Diplomacy, aid: 1d20 + 4 ⇒ (1) + 4 = 5
Duncan's accent was likely too thick for her to understand.
GM Quirk |
"I am well acquainted with both the witchwyrd and Hasshashir. I speakest the truth to thou: Hasshashir is indeed a friend, and I must express my gratitude to all of you for ridding this deck of the infestations."
Talmrin continues, "Tell me, outlanders: do you believe in fate? I know of three of other prisoners who deserve to be rescued. Most assuredly, they are held near your friend."
Talmrin pauses and appears thoughtful, gazing up toward the ceiling momentarily. "How is it that thou proposes to fly through Azlanti space and land at a high security prison?"
Thak Poorida |
"We would be happy to rescue more Azlanti prisoners, whatever our ship can sustain."
Talmrin's question about how the rescue will work catches Thak off-guard. His quick glance down probably says more than he wants to admit out loud, but then he squares his shoulders and makes eye contact again.
"Our plan involves learning along the way and using the Azlanti's arrogance against them. Our first interactions with them show they're ruthless and powerful. We also know they can be beaten."
Thak's on a roll now. Excitement fills his eyes and flows out in his speech and manner.
"We will rescue all our friends -- both Cedona and the ones you tell us about -- one step at a time. Following Sayonsi's advice brought us to this outpost. One step. Listening to Hasshashir's frustrations led us to find and destroy the insect nest. Another step. Talking with a vendor on the station helped us find you. Another step. Next, we will listen and learn with you, and seek your help to disguise our ship for the journey. I don't know what the step will be after that, but whatever it is, it will bring us closer to our friends and their rescue."
Thak Poorida |
”We also have two transponder codes used by the ships what visited the colony.”
Thak gestures toward Duncan.
“And those codes. They'll definitely help.”
Thak shrugs apologetically.
"Sorry, I’m not the technical person. I leave that stuff to Duncan."
Yoromishtali |
Yoromishtali nods along with Thak's words about rescuing Talmrin's prisoners. When Duncan mentions the the transponder codes, the vesk chuckles to himself with a shake of his head.
"If you know of any former prisoners of that facility, or any Azlanti prison, we would be very interested in talking to them."
GM Quirk |
Time for an information dump here. Talmrin knows stuff!
Talmrin proposes the following:
A high-security Azlanti prison isn’t likely to let a ship dock
simply because it claims to have supplies or a reason to be there—such shipments and arrivals are all tracked in the prison’s computer systems. Talmrin suggests that the you prevent an Azlanti supply ship from reaching Gulta and take its place. As payment for her services, Talmrin
demands the supplies from any ship the PCs hijack.
Talmrin has a stolen key card that can get you
from one of Gulta’s docking bays into the prison cell blocks.
Should you ask about Azlanti supply ships, Talmrin tells you the following: “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.”
GM Quirk |
Yoromishtali nods along with Thak's words about rescuing Talmrin's prisoners. When Duncan mentions the the transponder codes, the vesk chuckles to himself with a shake of his head.
"If you know of any former prisoners of that facility, or any Azlanti prison, we would be very interested in talking to them."
Talmrin knows of no former Azlanti prisoners. She does advise continuing to find a plan to lure an Azlanti supply vessel here. There are pirates nearby, and some of the merchants may have an idea about shipping schedules.
Duncan Sangster |
"Aye, that we shall," Duncan responds. Then to the others, "Let's ask around an' see what we can find out about these Azlanti supply ships and these glimmshar pirates. Time's a'wastin'!" He suggests we talk to anyone who we can communicate with about these two topics and then fire up the ship and get out and start scanning for supply ships.
Diplomacy, gather information: 1d20 + 4 ⇒ (10) + 4 = 14
Duncan's Languages Azlanti, Akitonian, Castrovelian, Common, Vesk, Breneri
Augrok Manyteeth |
Sticking with Duncan to help try to understand the language, and back then up in case some of the other occupants got hostile inclinations. They had a plan, now they just had to get the pieces in place and fine-tune it into something actionable. Negotiating with pirates seemed like a tricky part of the plan, but that was also the fun part.
__________
Intimidate assist: 1d20 + 5 ⇒ (12) + 5 = 17
Yoromishtali |
"I'll try to find who pirates sell their illicit items to. Maybe this person can help us get in touch with the glimmshar pirates."
Yoromishtali uses his rudimentary understanding of Azlanti to read the store sign names with an emphasis on used or second-market goods. He's hoping to find where stolen goods from thieves and pirates are "processed" back into the community.
Culture (deciphering script): 1d20 + 5 ⇒ (15) + 5 = 20
Thak Poorida |
Thak works with Duncan on the hunt for information.
Diplomacy: 1d20 + 13 + 1d6 ⇒ (10) + 13 + (4) = 27
Common, Breneri, Castrovelian (Lashunta), Vesk, Draconic
GM Quirk |
In fact, the squid-like creature, who you now know as "Half Red," is happy to communicate what she knows of these pirates. The pirates can be found in area A8 on the map. Let's go there!
Beings that resemble yellow crystals with spindly, spiderlike
legs gather near a table. Glowing light in their crystalline bodies
brightens and dims, accompanied by bursts of crackling noise.
Picture of these oddities on slide 3.
Yoromishtali |
Yoromishtali enters the room with a nod of respect. He walks laterally along the wall a few steps. Then takes a few steps farther into the room. "Greetings," he says in Azlanti. "Greetings, greetings...uh, I don't speak Azlanti. He speaks."
He indicates Duncan and takes a step back.
Token moved on the map.
Duncan Sangster |
Duncan tries to keep his words simple so he doesn't communicate anything unintended through lack of familiarity with the language.
He introduces himself and the crew, explains that they want to try to capture an Azlanti trading vessel to finance some ship improvements. Would they care to work out a mutually rewarding way to achieve their respective goals?
Culture: 1d20 + 10 ⇒ (13) + 10 = 23 To communicate effectively.
Life Science: 1d20 + 6 ⇒ (1) + 6 = 7 To identify these creatures.
Thak Poorida |
I pulled our tokens over to A8. I don’t know where these creatures are, so I just positioned us around the area.
Thak supports Duncan in any way he can. I’m definitely learning Azlanti next.
Diplomacy: 1d20 + 13 + 1d6 ⇒ (10) + 13 + (3) = 26
Culture: 1d20 + 5 ⇒ (4) + 5 = 9
Thak Poorida |
Folds of fur line Thak’s forehead as he wracks his memory for a way to assist the communication beyond smiling and trying to look supportive.
Perception: 1d20 + 6 ⇒ (8) + 6 = 14 To
Diplomacy: 1d20 + 13 + 1d6 ⇒ (9) + 13 + (2) = 24
@GM Q — No Terran… just Common, Breneri, Castrovelian (Lashunta), Vesk, Draconic
Yoromishtali |
"I'm going to record some audio," Yoromishtali says in Common to the pirates. "I think we'll be able to find a translator." He uses his comm to record. He points at his mouth, then his comm, and then speaks. "I hope this works. I feel a bit foolish. This is quite the adventure."
Then he points to the pirates and his comm, miming that he wants them to speak.
Yoromishtali |
"Should we offer them a percentage of the supply ship's cargo," Yoromishtali asks his companions. "What other incentive might we give for them to help us?" The vesk turns to look at the crystalline beings and then back to Hasshashir.
"That is going to save us a lot of time," Yoromishtali says to Hasshashir. "Thank you...and thank Brightbrightcrackleflickerdim for hearing our proposal."
Thak Poorida |
Thank flashes a relieved smile to Hasshashir. “Thank you so much. We were… oh, right.” Gah! I forgot he can’t understand me.
He turns to the pirates and starts to echo Yoro’s appreciation, but switches to what he hopes is another universal smale and gesture of appreciation.
“How do I help you in this, Duncan?”
During the next flight, it’s language study time old boy!
Perception: 1d20 + 6 ⇒ (4) + 6 = 10 To
Diplomacy: 1d20 + 13 + 1d6 ⇒ (6) + 13 + (6) = 25
Culture: 1d20 + 5 ⇒ (6) + 5 = 11
GM Quirk |
The translation that Hasshashir is helping you with is tedious, but appears to be productive.
It appears that these exotic alien pirates have no love for the Azlanti. They inform you that as a matter of profession, they keep track of shipping schedules. There is an Azlanti that will be passing by here soon named The Relic.
It's also scheduled to make a stop at Gulta AKA the prison moon where you hope to find Cedona.
The pirates wish you luck, and even offer you some items they don't need. It appears that they find the idea of you all fighting the Azlanti to be especially heroic and perhaps even entertaining.
The pirates give you a laser microphone and a minimal speed suspension augmentation.
There's still planning to be done. How will you deal with this ship called The Relic? Will you attempt to attract it here to Outpost Zed? How? Or will you fly out and attack it with your ship?
Duncan Sangster |
"If we can attract the ship near the ooutpost, that'd make deliverin' it easier, particularly if its propoulsion system is damaged in a fight. Do the Azlanti have a rescue beacon signal they are knoown ta respond ta? If so can we simulate it?"
Thak Poorida |
“Hmm… if we know the ship’s course, we could ‘play dead’ and request assistance. Or just play dead and let them approach us, then go into attack mode. Do the pirates know any details about the ship, like crew complement or weaponry?”
GM Quirk |
"If we can attract the ship near the ooutpost, that'd make deliverin' it easier, particularly if its propoulsion system is damaged in a fight. Do the Azlanti have a rescue beacon signal they are knoown ta respond ta? If so can we simulate it?"
It may be possible to activate some sort of distress beacon to attract the Azlanti ship. This would require a relatively easy computer check followed by harder bluff and diplomacy rolls. The equipment to do this can be found aboard Outpost Zed.
GM Quirk |
“Hmm… if we know the ship’s course, we could ‘play dead’ and request assistance. Or just play dead and let them approach us, then go into attack mode. Do the pirates know any details about the ship, like crew complement or weaponry?”
The pirates relate that The Relic is a lightly armed Azlanti ship meant only to carry moderate amounts of cargo around the empire. It's a shuttle-sized ship with a turreted weapon and not much else.
The ship's course will take it near Outpost Zed, but not right next to it.
Duncan Sangster |
"Aye," Duncan concurs. "Let's return ta the ship an' head out. I've had enough o' this stuffy station. Let's try an' get 'em ta surrender withoot a fight. Their ship might have a transponder code we kin use, since it's boound ta the prison."
Augrok Manyteeth |
Augrok had been nodding along with the options that she approved of being discussed while idly keeping an eye on the surrounding area. As the approaches had merit, she did finally weigh in on the tactics.
"I know of a couple of weapons that should be able t'get the job done without wrecking their ship. We'd still have t'get aboard and 'persuade' them to give up the ship, though." A couple of passes on her commlink and she had pulled up the schematics for a pair of weapons that can be fitted to ships that could shred the shields and crash their electronics. "S'a short range use, but it's the cleanest approach that won't have us patching hull and maybe missing the window."
She looked to Duncan, then Yoro, and finally Thak to see what their thoughts were on the additions.
___________________________________
Augrok has indicated the weapons with the "Buster" and "EMP" special properties.
GM Quirk |
There really wouldn't be time to make such major modifications to the ship before the pending arrival of the Azlanti vessel. Speaking of which, do we have the current version of your ship anywhere? I should make a slide for it. So...how do you all feel about starship combat? I'm not opposed, but it's not really my favorite thing for play by post. I'm just not sure it's the best use of our time.