| GM Kate |
Sister Maggie's distraction is quite convincing, and Colthan easily slips behind the doors, where a narrow corridor leads to a small, rectangular room with screens mounted to every available inch of wall. Thousands of live security-camera feeds display vaults heaped with coin and jewels, spacious boardrooms, floors packed with cubicles, and employees performing aerobics in a gym.
Colthan deactivates the cameras, and erases all existing footage of the group entering.
You all proceed to Datch's office, as shown on your map from Celita.
What would you like to do now?
Umbro-187
|
Umbro-187, takes a quick look around to see if there is anything interesting lying around
Perception: 1d20 + 9 ⇒ (1) + 9 = 10
The Tam
|
The lashunta starts to look around but mentions “there might be traps or alarms, so let’s be cautious.”
He starts looking around, trying to find anything of interest, but also to try to avoid triggering any trap or alarm.
Perception: 1d20 + 6 ⇒ (10) + 6 = 16
| GM Kate |
None of you spot anything. Why would you be so suspicious of Datch's office? :D
Colthan Becknar
|
Colthan checks the room real quick for any security or recording devices.
perception: 1d20 + 15 ⇒ (6) + 15 = 21
Assuming he finds none he accesses her computers.
Take 10 for a 29
"Search the room for any hard proof of her activities. Files, A safe, A null-chamber. Anything."
| GM Kate |
Colthan starts to look at Datch's computer, but he finds that there is a trap that no one spotted! He gets a Will save.
DC 18, your armor is cursehacked if you fail, giving it a -4 penalty to AC
Nevertheless, he hacks into the computer. While the computer is scrubbed of data, he manages to locate and decode an encrypted system backup. He also discovers evidence that Datch has tampered with interdepartmental messaging, most recently deleting all incoming communication regarding a viral epidemic in the Diaspora. While sifting through the files, he also uncovers a correspondence with an unnamed recipient. Datch’s message requests the transport of unspecified goods to a vessel docked on Absalom Station, accompanied by an electronic transfer of credits.
Colthan Becknar
|
will save DC?: 1d20 + 7 ⇒ (15) + 7 = 22 I don't think any of my bonuses apply vs that but I made the save anyway.
Colthan stops for a moment and shivers.
"Did anyone feel that?"
He looks around for a moment then continues.
"Very naughty Datch. The CEOs will not be happy with you. Unless it makes them a lot of money of course..."
Colthan glances at his allies. *Cough*
"Which it won't. Because we are going to stop her nefarious schemes. Right?"
Colthan then stores the data and hands it to Sister Maggie.
"More to do yet. Let's get out of here."
Umbro-187
|
Umbro-187, leads the group out of Datch's office as they make their escape.
| House GM Tyranius |
A voice message comes onto your comm unit. ”A brave and compassionate team of Starfinders visited a space station in dire need of assistance. They gathered important scientific data and determined the source of the distress. Dr Monsylkis’s team is already developing a solution.”
Table GMs, covert mission three is now closed and action mission three is now available for selection.
| GM Kate |
You all make it out the door easily, with no one the wiser.
You get a message from Venture Captain Arvin.
Venture-Captain Arvin’s voice breaks through the static of signal requests. “Denanne Karrsi, AbadarCorp’s archdirector of finance, just contacted the Lorespire Complex. She wants to hire a team of Starfinder bodyguards for her upcoming baksu tournament.” Arvin chuckles and muses, “Perhaps Datch’s claims about our militaristic nature aren’t entirely bad for our image. Ms. Karrsi sounded worried, and I can’t imagine what spooked her enough to hire additional muscle. Still, this is an excellent opportunity to cement our alliance with her. Do you accept the offer?”
The Tam
|
The Tam adds more agreement “I’m fine with a protection mission. Usually I manage to catch enough attention so the target is forgotten.” He chuckles a bit. “The Galaxy is a dangerous place, if you go exploring remotes locale without being ready to defend your life, or run fast, you end up dead. The Society is aware of that, that’s why most members are capable of self defense.” He stops when he realizes that he’s talking to a Venture Captain and not trying to explain it to someone out of the society.
What’s baksu? Some kind of sports, a game or something else?
Umbro-187
|
"We'll get the job done," Umbro-187 says tersely.
Colthan Becknar
|
take 20 on Culture using Library Chip looking up Baksu and Denanne Karrsi. Total of 43.
Colthan talks while doing some research.
"Ah a chance to do something good for corporate. Of course."
| GM Kate |
Sorry, I don't think I spelled it out before! Baksu is the card game that Sister Maggie played with Denanne. Each player receives six cards and the dealer receives seven. Each forms their best three-card hand, then reveals their cards to determine the winning hand. Colthan learns that Denanne has a long history of doing well in baksu tournaments.
You rendezvous with Denanne Karrsi inside her lavish state room aboard casino starliner Luxx. Denanne’s attire has shifted drastically since your last meeting, and the elf now wears a conservative navy business suit with her silver hair pulled into a severe bun. Denanne politely thanks the PCs for accepting her request and shows them the source of her concerns: a jade green calling card embossed with the image of an emaciated rat. A typed message on the back of the card urges her to reconsider her stance on company politics.
"Look, I don't have any proof, but I think this card represents a threat against my life. Datch must be involved. I refuse to withdraw from the tournament, though. I know that that the Starfinders also oppose Datch and so I contacted you."
Colthan Becknar
|
Oh. Derp. I didn't connect the missions in my mind.
Mysticism: 1d20 + 15 ⇒ (4) + 15 = 19
Colthan glances at the card. "Lao Shu Po. Your concerns are not unfounded. Her worshipers are unsavory sorts to say the least. I would stock up on protections vs poisons if I were you. We will do what we can to stop overt threats."
| House GM Tyranius |
You are all kept current of real time events as First Seeker Elsebo sends a message. ”Agents sent to a corporate retreat managed to influence high-ranking members of AbadarCorp. These agents survived some unorthodox workshop activities and persuaded an executive to oppose Datch’s vote. The cooperation of these AbadarCorp staff members may be enough to tip the scales in favour of Iseki- Okaibo.”
Table GMs, covert mission four is now closed and action mission four is now available for selection.
Umbro-187
|
Umbro-187, cradles his dual acid dart rifle in his arms as he surveys the state room.
"Let's secure this room before we do anything else."
The Tam
|
Oh. Derp. I didn't connect the missions in my mind.
You’re not the only one…
As the team prepares to take roles as bodyguards, the Tam switches his sideral influence to graviton, trying to use it to reveal trickery more easily. Change it to graviton, gaining a d6 on Sense Motive.
As Umbro-187 seems to know what to do, The Tam heads his advice. Unlike most of the mission, he seems more focused, taking less time than usual at taking footage for his next videos, or at least making less in action comments.
Sister-Maggie
|
Colthan glances at the card. "Lao Shu Po. Your concerns are not unfounded. Her worshipers are unsavory sorts to say the least. I would stock up on protections vs poisons if I were you. We will do what we can to stop overt threats."
Sister Maggie takes a look at the card.
mysticism: 1d20 + 3 ⇒ (10) + 3 = 13
"Yes. Lao Shu Po. Exactly what I was thinking. Those guys are the worst." She gives a knowing nod.
bluff: 1d20 + 19 ⇒ (13) + 19 = 32
expertise: 1d6 + 1 ⇒ (1) + 1 = 2
Total bluff = 34
Kal Maar
|
Kal takes a look at the card as well.
Mysticism: 1d20 + 12 ⇒ (9) + 12 = 21
"Yes, this certainly appears to be a threat. Have no fear though, we will ensure your safety." Kal takes a position beside Denanne, intending to remain at her side until the threat presents itself. "It is likely that any attack will occur prior to the tournament, to avoid making a spectacle of it."
| GM Kate |
You follow alongside Denanne as her bodyguards through the various events. Everything goes smoothly. There's just one event left: the final round of the baksu tournament and it is televised.
Denanne takes her seat at the table. "I'm afraid I need you to stay ten feet away from me, or I could be bounced for cheating. Rules are rules."
We are on Slide 6 right now. Please place your tokens wherever you would like to start, but you must stay at least 10 feet from Denanne. She is on the map, over toward the left-hand side.
Colthan Becknar
|
Hopefully she listened about the poisons. A reminder that Colthan has blindsense 60 feet if it comes up.
"I suggest leaving that card in a safe place. It may be needed later for a trial of some sort."
Colthan stays out in the open so he can keep track of several entrances and pathways.
Umbro-187
|
Umbro-187, takes up an overwatch position at the top of the grand staircase. From there he can see everything that is happening on the main floor. He speaks quietly into his armor's comm unit and his voice comes across the team comm channel to Kal Maar. "Downtown 1, this is Uptown 1, all clear. I have eye's on our primary. Report your status." His voice then crackles to life in Sister Maggie's earpiece. "Downtown 3, this is Uptown 1. What are you doing at the bar? Is that a drink I see in your hands? Is your sector clear?"
| GM Kate |
"Don't worry, I took an antitoxin as instructed. And I watched the bartender pour the drink."
Thanks for the note on the blindsense! I think we still need Tam to place a token, if I'm counting right?
| GM Kate |
Also, don't worry, I would normally just place you, but this encounter specifies that you each choose where you're starting.
Umbro-187
|
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Umbro-187, activates the motion detector attached to an easy access kit on his forearm and scans the area around him.
If he's actively using the motion sensor it gives him blindsense 30'.
The Tam
|
The Tam sits at a bench near flowers, keeping in limited telepathy range of two other agents. He put his back to the game to avoid being distracted and scan the crowd with a drink in hand he barely touches, his blue solar mote constantly orbiting him.
Kal Maar
|
| 1 person marked this as a favorite. |
"Yes... Uptown 1... I am in position. Subject is at the table. Currently all clear," Kal responds, somewhat confused, "I would like to note, we are not currently in a town. Would it not make more sense to refer to upcasino, down casino? Perhaps upstairs, downstairs?"
Sister-Maggie
|
| 1 person marked this as a favorite. |
Umbro-187, takes up an overwatch position at the top of the grand staircase. From there he can see everything that is happening on the main floor. He speaks quietly into his armor's comm unit and his voice comes across the team comm channel to Kal Maar. "Downtown 1, this is Uptown 1, all clear. I have eye's on our primary. Report your status." His voice then crackles to life in Sister Maggie's earpiece. "Downtown 3, this is Uptown 1. What are you doing at the bar? Is that a drink I see in your hands? Is your sector clear?"
"Just blending in Umbro, just blending in. Do you want me to order something for you? You seem a bit tense."
Sister Maggie spends her time charming the bartender out of free drinks and also collecting intelligence about any possible changes to routine. Are there any new staff or support workers for example? What sort of security precautions might be in place for such a high profile tournament? She will also take note of any uniform worn by any waitstaff or maintenance personnel in case she needs to come up with a quick disguise. Finally she will scan the crowds looking for any known underworld types that she might recognize.
Outlaw theme. Reduce the DC of Culture checks to recall knowledge about the criminal underworld by 5
| GM Kate |
Just before the tournament is set to begin, the lights go out, enveloping the casino in darkness. Bystanders scream and glasses shatter as panic ripples through the crowd.
Those of you with darkvision see a pair of dark-clothed ysoki rappel down from the ceiling!
At the first sound of gunfire, the crowd stampedes toward the elevator at the top of the eastern stairs (where Tam is right now).
Denanne screams!
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 18 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
Umbro-187: 1d20 + 10 ⇒ (17) + 10 = 27
Kal: 1d20 + 6 ⇒ (18) + 6 = 24
Colthan: 1d20 + 13 ⇒ (8) + 13 = 21
The Tam: 1d20 + 9 ⇒ (1) + 9 = 10
Sister Maggie: 1d20 + 3 ⇒ (12) + 3 = 15
Blue: 1d20 + 11 ⇒ (13) + 11 = 24
Red: 1d20 + 11 ⇒ (8) + 11 = 19
Initiative!
Umbro-187
Kal
Colthan
Blue
Red
Sister Maggie
Tam
Kal Maar
|
Kal immediately attunes to photon and rushes towards the ysoki with their jetpack, lashing out at red with their solar tentacle.
Solar Tentacle: 1d20 + 12 ⇒ (12) + 12 = 24
Bludgeoning: 3d6 + 17 ⇒ (2, 6, 1) + 17 = 26
Colthan Becknar
|
"Two ysoki coming in from the roof over Kal Maar. Let's focus on getting some light in here."
Colthan pulls a flashlight and lights up the stairs so the crowd doesn't crush each other getting out then he moves smoothly towards Denanne drawing his gun.
"Get under the table. Stay calm."
Umbro-187
|
Umbro-187, sprints through the crowd with his dual acid dart rifle to engage the ysoki. double move
Acrobatics: 1d20 + 14 ⇒ (8) + 14 = 22
| GM Kate |
Kal, right next to the ysokis, strikes one of them with a solar tentacle!
Colthan gets out a flashlight to help the crowd!
Let's represent that as reducing the DC to move through the crowd by 2!
Umbro-187 moves quickly through the crowd to engage the ysoki!
Also, the staircase I was referencing last time was the one next to Umbro, not Tam. I got thrown by the similar icons!
Blue moves through the crowd.
Acrobatics: 1d20 + 20 ⇒ (9) + 20 = 29
Stealthily.
Stealth: 1d20 + 22 ⇒ (12) + 22 = 34
And fires a shadow pistol at Umbro!
sable shadow pistol: 1d20 + 15 ⇒ (15) + 15 = 30
ouch!: 1d10 ⇒ 8 cold plus trick attack: 4d8 ⇒ (5, 1, 3, 7) = 16
The other one backs away from Kal (provoking) and fires a rifle at the ijtikri!
Acrobatics: 1d20 + 20 ⇒ (6) + 20 = 26
wraith sting rifle: 1d20 + 15 ⇒ (4) + 15 = 19
The dart can't pierce Kal's armor!
Denanne crawls under the table.
Initiative!
Umbro-187, -24 hp
Kal, gets an AoO on Red
Colthan
Blue
Red, -26 hp
Sister Maggie
Tam
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
Umbro-187
|
The shot from the ysoki's pistol leaves Umbro-187 feeling a little cold. Even with all the civilians panicking around him Umbro-187 trusts his marksmanship ability and raises his dual acid dart rifle. He squeezes the trigger and fires a controlled burst at the ysoki out in the open. Full attack, Umbro-187's focus fire ability lowers the attack penalty to -3.
Dual Acid Dart Rifle vs. Red KAC: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Piercing/Acid Damage: 2d8 + 11 ⇒ (7, 3) + 11 = 21
Dual Acid Dart Rifle vs. Red KAC: 1d20 + 15 - 3 ⇒ (4) + 15 - 3 = 16
Piercing/Acid Damage: 2d8 + 11 ⇒ (7, 1) + 11 = 19
Sister-Maggie
|
As the lights go out, Sister Maggie slams down the last of her drink as her infrared sensors kick in. "Fix me another one, Anton. This shouldn't take long."
acrobatics: 1d20 + 7 ⇒ (4) + 7 = 11
Unfortunately the panicked crowd prevents her from moving forward. "Well if that's how it is..." She activates her jump jets and leaps forward, drawing her pistol as she does so.
The Tam
|
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While the room goes dark, The Tam solar mote provides a blue illumination around him.
20 feet of low-light around him
What happens when failing Acrobatics or Athletics check?
In any way, I’m assuming it prevents a charge.
I’m assuming standing from sitting is part of the action to move, the rules only indicate standing from a prone position.
The Tam attunes to graviton and starts moving toward where Colthan indicated the enemies are coming from, and can only see one of them illuminated by Kal Maar’s solar illumination. While continuing moving toward the same enemies, The Tam takes his mote in hand, that transforms into a sword.
Athletics DC 16: 1d20 + 12 ⇒ (12) + 12 = 24
Once there, he tries to stab his enemy.
Graviton 1, +1 to reflexes.
Concealment 20%: 1d100 ⇒ 96
Solar Sword vs Red Isoki KAC: 1d20 + 13 ⇒ (8) + 13 = 21
magic slashing: 2d6 + 18 ⇒ (6, 4) + 18 = 28 + Fire: 1d3 ⇒ 1 = 29
He then deploys his field irising shield.
The shield gives him a +1 shield bonus to AC and deploys with a swift action.
The Tam has the Coordinated Shot, so anyone has a +1 to shoot the red ysoki
Colthan Becknar
|
| 1 person marked this as a favorite. |
"It's fortuitous that we are all wearing armor."
Colthan moves a bit keeping the light pointed at the stairs.
The Tam's armor suddenly flashes a dizzying array of colored lights while playing atonal Dub-Step, Momentarily distracting the red armored Ysoki.
Take 10 on Trick Attack effecting up to CR 13. If they are an Operative of level 7+ they are not flat-footed but they still take the extra damage.
ranged vs red's possibly FF KAC: 1d20 + 13 ⇒ (10) + 13 = 23
piercing dmg: 2d6 + 4 ⇒ (1, 4) + 4 = 9
trick dmg: 4d8 ⇒ (2, 2, 1, 5) = 10
Umbro-187
|
Is there anyway we can edit The Tam's move so he doesn't block Umbro-187's line of sight for his attacks? Umbro-187, is acting in initiative order.
| GM Kate |
Kal's Attack of Oppurtunity hits! Looks like I still need the actions for your regular turn.
Umbro-187 fires on Red, hitting once! I'll assume that The Tam delayed for Umbro-187 and then moved in.
Sister Maggie, a few drinks in, has some trouble fighting against the crowd but still gets ready with her weapon.
The Tam, if you fail the Acrobatics/Athletics check, you lose the action, and yes, standing from a sitting position is fine as part of the move.
The Tam glows in the dark, pushes his way over, and stabs the ysoki!
Finally, Colthan sets off music that the ysoki just can't resist, and then shoots, taking the ysoki down!
Nice focused fire everyone! Kal, I need the regular action from you.
Initiative!
Umbro-187, -24 hp
Kal
Colthan
Blue
Sister Maggie
Tam
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.
Kal Maar
|
| 1 person marked this as a favorite. |
sorry, I was just waiting to see what happens to red
Kal activates their jetpack again to chase Blue, and strike out at their new target.
Solar Tentacle: 1d20 + 12 ⇒ (6) + 12 = 18
Bludgeoning: 3d6 + 17 ⇒ (4, 1, 3) + 17 = 25
| GM Kate |
No worries! It can just be easy to miss who still needs to go so I like to make it crystal clear.
Kal makes it out to the Blue assassin, but can't quite connect.
The blue assassin backs away from Kal provokes and ducks around the large planter, firing at Umbro-187 again!
Acrobatics: 1d20 + 20 ⇒ (14) + 20 = 34
Stealth: 1d20 + 22 ⇒ (19) + 22 = 41
sable shadow pistol: 1d20 + 15 ⇒ (15) + 15 = 30
ouch!: 1d10 ⇒ 4 cold plus trick attack: 4d8 ⇒ (8, 6, 4, 4) = 22
The ysoki shouts something, and you just make out the word "back-up"!
Initiative!
Umbro-187, -50 hp
Kal, can take an AoO
Colthan
Blue
Sister Maggie
Tam
Conditions! It is dark in here. The crowd also makes it difficult to move, and you must succeed at a DC 16 Athletics or Acrobatics check to push through the crowd. Flight is unaffected by this. The ceilings are 75 feet high.