GM Zoomba |
There's enough of the directory still up you're able to find a nearby elevator leading from Sector 9 all the way to Sector 2.
The elevator ascends upwards for some time before stopping and opening its doors to reveal...somewhere nice? Certainly nicer than Sector 9: here the space has lofty, domed ceilings while ahead of you the short hallway opens up into a wide open space filled with lush hydroponics. Still, something seems off here too. The gardens ahead are unkempt, refuse litters the ground and walkways, and a stale odor diffuses the air.
Large structures that seem from a distance to be housing units are in the distance ahead of you. As you enter the sector, you hear repetitive electronic sounds coming from a building to your left, while to a building to the right there's a faint smell of food.
New map added to the slide, with a few potential points of interest called out. Where would you like to go?
Staar |
Staar takes one of the sprays and checks the feeding area, which usually means there's people around.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
GM Zoomba |
Moving around the corner, Staar finds a neglected restaurant. A stove covered in grease sits behind a counter while tables are covered with dust and broken dishes litter the floor. Examining the abandoned diner, while some odors of foodstuffs still linger the majority of the pantry and goods seem to have been raided. However, the restaurant's walk-in freezer still contains a few packages of food that might be able to be prepared.
Perhaps making some meals with Profession Cook or Survival might entice a few people towards the smells and draw them out from wherever they're holed up
(And while I know neither of those is the party's best skill, never forget the value of Aiding each other :)
Staar |
Survival: 1d20 + 2 ⇒ (16) + 2 = 18
Staar tosses a bunch of onions on the fryer, places a fan nearby to spread the smell and lure the hungry (and soon to be disappointed) masses.
House GM Tyranius |
First Seeker Luwazi sounds excited. ”Starfinders infiltrated the Golden Vault and retrieved data from Datch’s office, revealing a vehicle identification number that we believe is involved in smuggling weapons or other goods. Our techs are working to decrypt the files and harvest additional information.”
Table GMs, covert mission five is now closed and action mission five is now available for selection.
GM Zoomba |
Or just roll quite well :)
Several minutes pass after Staar begins grilling about a dozen or so station residents begin slowly trickling in and peek their heads through the doors. The arrivals appear to be a mix of lashunta and humans, all of whom appear haggard, tired, and somewhat malnourished.
"That...that smells good." one of the bolder lashunta women says as she moves up towards the counter. She nervously glances at all four of you while she walks, and upon noticing the grill is only occupied by onions, and no kielbasas or other entrees her face slumps slightly but her mouth - and those of the others - is still watering.
"I had thought Jan had taken the last of the food here before it could be looted and was holed up in her space. Who are you? Why did you come here? You're not sick are you?"
Staar |
Staar hands out fried onions on sticks to the residents.
"We are starfinders and we have brought a cure for the murkblight. Please line up and choose between spray or injection."
Amariel, Plumber for Hire |
"Yeah, uuuuhuh, what's going on? Whys it look like the end of the world here? Who's Jan? Do we need to get Marcia?"
GM Zoomba |
A cure?
'Murk blight? Is that what's wrong with everyone?
I dunno, I don't like shots
Don't be a fool Dani - you've seen what can happen if you cathc it bad. A quick prick is nothing!
There's a lot of consernation and frenzied discussions as you very bluntly announce you have medicine, but with some explanation and warm food in their bellies the residents around you eagerly step up to get some of the vaccines and antiviral treatments.
"Yeah, uuuuhuh, what's going on? Whys it look like the end of the world here? Who's Jan? Do we need to get Marcia?"
A female human offers Amariel some explanation between her bites of the onion.
"Jan's the Sarcesian ran this joint. But with the illness and quarantine business dried down; people more and more just bolted up in their homes thinking better chance to avoid getting sick. Then the sickeness didn't stop, and supply shipments stopped coming weeks back...well most of the people here're good eggs but there was a bit of fighting and looting for supplies when a couple groups started to panic."
"The hydroponic gardens help a bit, but some people've teamed up into a couple of gangs and sometimes fight over control of them. Normally I'd've hoped Urulla - she's the veteran supervisor of the station left - would've taken control here. She's tough but fair: most of the Sector respects her a bunch. But she hasn't been seen in weeks either. Starting to think she might be..." the woman trails off morosely."[/b]
You've done a good job getting the people around here treated, but several other residents appear to be keeping to other regions of the Sector. Where would you like to go next?
((I've also called out Urulla's residence on the map))
Staar |
Might as well try to grab Urulla and have her coordinate or assist the curing efforts - and it's close enough to the hydroponic gang gardens to perhaps trigger the combat
Donovan Borde |
Donovan tries to help everyone feel comfortable.
“Great job so far!! Our fellow Lashunta are suffering and we’re here!! They owe us, right?!? But … yeah .. we can collect later!!“ he says a little embarrassed.
“So Staar, let’s find Urulla!“
GM Zoomba |
Combat? What combat? :p
You leave the first dozen station residents in the diner and head out to check on Urulla across the way. As you travel through the fairly lush four garden in the center of all this Secotr's buidlings though, a human male steps out in front of you.
"Hey there. Haven't seen you around before. Don't you know there's a quarantine going on?"
As he talks, you see at least three other figures stepping out of concealed places in nearby alleyways. They seem dissheveled, with eyes stating intently on the medical supply box Staar is holding.
"Newcomers need to get checked out first. How about you hand over your things so we can secure them while you go into iso for a bit?"
This crowd around you seems to be looking for trouble. However, you've dealt with an angry group before - way back at the mission's start dispersing those protestors for Radaszam.
Learning from that experience, you might be able to avoid a fight with a Diplomacy, Bluff, or Intimidate check.
Donovan Borde |
Donovan is not amused to see this mob.
”Hey! I think you know that we’re on your side, right? We’re just here to help so we’d better find a solution together!!“
bluff : 1d20 + 13 + 1d6 ⇒ (13) + 13 + (5) = 31
Staar |
"You're not from the local security detail, stand down. Any attempts to deter our mission will be met with deadly force." Staar warns the crowd, forming her solar gauntlet and extending her heavy bone blade.
Intimidate: 1d20 + 8 ⇒ (16) + 8 = 24
GM Zoomba |
Different tactics, but the ‘good lashunta, bad lashunta’ routine seems to cause the would be ambushes to pause. ”Hey there, all right. the ringleaders says in a suddenly much more conciliatory tone.
”Station Sec broke down a while ago. Most are either sick and in quar or bounced off before the shuttles were scuttled. It’s been everyone for themselves. We’re just looking for a way off to get looked at: a nice ysoki lady reached out and said if we grabbed whatever some strangers were bringing she could get us transport away.”
Cowed, this gang of residents will stop fighting you and you can administer the meds to them with a Medicine check. They will also not further obstruct you as you go to Urulla’s (or anywhere else on the station.
Donovan Borde |
”Wow! So Dash is even looking in our direction here!! Come on guys, let’s get you your medicine!!“ Donovan says and aids to administer the vaccine!
medicine aid : 1d20 + 3 ⇒ (10) + 3 = 13
Staar |
After the criminals are treated, Staar will resume the walk towards Urulla's.
Datch has Sherlock Holmes's levels of planning ahead
GM Zoomba |
Or some very good moles/spyware into the Society’s movements :)
Donovan finds himself actually able to administer and distribute some of the meds to an appreciative crowd - Dr Monsylkis’ contraptions are quite user-friendly.
Staar can meanwhile continue on towards Urulla’s residence. She hits the doorbell, and after two minutes a strained voice responds through the intercom:
”Hello? I’m sorry I can’t quite greet you but I’m a bit…well stuck. Pump broke in the garden and the whole front space is flooded. Luckily my room’s airtight. ”
To rescue and be able to help Urulla, an Athletics check would first be needed to swim through the flooded section of her building. Then, the swimmer would need a more difficult Engineering job to try to fix the pump system to drain the area (though note from Fitch’s prep advice all those weeks ago you’ll get a +3 on that check, and can also roll with Advantage if you choose
Staar |
A... plumbing challenge? *Entire party turns around and looks at Amariel, Plumber for Hire*
GM Zoomba |
If he can get in there, I will absolutely allow a lower DC Profession Plumber check :)
Amariel, Plumber for Hire |
Amariel stretches. He tweaked his shoulder, sleeping on the way over to the Diaspora. But his job is the job.
Athletics: 1d20 + 8 ⇒ (12) + 8 = 20
Profession Plumber: 1d20 + 8 + 3 ⇒ (18) + 8 + 3 = 29
Technically, my engineering is +10, but, c'mon, when else will Profession Plumber work?
Staar |
No argument from me, and I wouldn't expect any different in this situation
GM Zoomba |
It’s not as heart-pumping as a battle against the jinsul. Or as glamorous as exploring an uncharted planet. But a job is a job, and as Amariel enters the door and carefully swims through the flooded enclave you all hear zaps, clangs, and grunts before finally the water level begins to fall. It takes just a few minutes before the garden is damp but easily passable. And the elf notices a pair of odd-looking plants seem to be growing from the now-fixed pipe: an oddly large red mushroom with a face(?) and a big orange flower that seems to glow and flicker like flame
Shortly after, an imposing dwarven woman steps out of an inner chamber to the back of the suite. ”Huh, well thank Angraad for that! Was starting to get a bit nervous about how long the snacks would last. Guess I have a lot to thank you for, you…” she trails off in friendly curiosity.
Pushing things a bit forward with foot on the gas as we are rapidly approaching a next Part cutoff:
”Ah, Starfinders bringing meds? Never did believe all those bad things they were saying about you lot. Besides, those spider-folk sound like bad news. Angraad always says better to strike out decisively when something needs to be done rather than wait for the problem to grow.” Happily accepting an inoculation, Urulla talks a bit about who else might remain in the station.
”Well, most folks generally have been keeping to their suites and quarters. Mix of hiding from the virus and hiding from potential chaos caused by it. They might be nervous to let you in, but maybe hearing me with you’ll help. ‘Course once your in by any means, if they see you’ve got some meds I bet that’ll change their tune.”
Getting the residents in the worker suites to come out and get treated would involve either a Diplomacy check…or an Engineering check to just disable the locks and barge in. Either way, Urulla’s help will give you a +2 on either check.
”Some of the younger sort though – fresh outta school workers, or kids of those who needed serious hospitalization – I think were hanging out around that arcade. A kind word could get them to listen, but you know kids today: all absorbed into their little hobbies. Any of you gamers? Showing off you ‘leet skillz’ – am I saying that right? – might pique their curiosity enough to lure them out.”
Around the arcade, a Diplomacy check could work here too. Alternately, it might be a bit easier to show off some Profession Vidgemer skills (or Bluff) at you having them). Again, Urulla’s assistance will give a +2 bonus to either check.
House GM Tyranius |
First Seeker Luwazi Elsebo’s voice rings out. ”Our agents have captured a freighter carrying an unauthorized shipment of drone parts under Datch’s orders. We’re now working closely with the Stewards to determine the source and destination of the confiscated shipment.”
Table GMs, covert mission two is now closed and action mission two is now available for selection.
===============
After accomplishing their own missions, a few ambitious Starfinder teams rush to support their allies still on the ground.
Table GMs, the Agents’ Respite condition is now in effect.
Staar |
Staar activates her whispering gyrus necrograft in front of the worker suites and calls out the inhabitants:
Diplomacy: 1d20 + 6 + 2 + 5 ⇒ (20) + 6 + 2 + 5 = 33
"Come out and get your medicine. Urulla vouches for us." she announces, sounding extremely convincing.
GM Zoomba |
'Oh, well if Urulla vouches for you...'
'Who cares about Urulla? Listen to those dulcet tones! I trust her'
Staar finds that she doesn't even needs the dwarf's help as she easily wins over the sealed off Secotr 9 residents and can give them some inoculations and antivrials.
Anyone trying to treat the Youths by the arcade?
House GM Tyranius |
First Seeker Luwazi Elsebo once again summons her chosen agents to the Hall of Discovery. Workers bustle about the chamber, oblivious to the urgent meeting taking place. Luwazi addresses the gathered agents.
“Congratulations,” she begins, grinning proudly. “You’ve met the objectives outlined in my first meeting. Thanks to your hard work, the AbadarCorp board refused to pass the vote of no-confidence Datch initiated against Iseki-Okaibo. The executive archdirector’s position is secure, and our new allies proposed a counter-motion to remove Datch from her position, pending investigation.”
Luwazi pauses for a moment to savour the first true victory over her adversary.
“Datch isn’t the sort to cooperate with an investigation, unfortunately. As I predicted, Datch already fled to her private hideout, a secure compound orbiting Verces. She’s absconded with an armada of automated battle drones, and I’m sure that’s not her only line of defence. Thanks to the evidence you helped collect, the Stewards have authorized the Society to engage the drones and oversee Datch’s arrest.” Luwazi glances around at her assembled teams, an expression of triumph on her face.
“Starfinders, this is our first opportunity to act against Datch directly. I know many of you want this, so I don’t need to tell you how important this mission is. Using the elevation ceremonies as cover should give us the element of surprise, but let’s not waste any more time. Travel to Verces immediately, and be ready for anything.”
Table GMs, Part Three has begun.
Staar |
"Take these drugs now, we have to go! Everyone is using it!" Staar 'convinces' the Youths:
Diplomacy: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
The heck
Then she bolts towards the next part of the special.
GM Zoomba |
OK, I can be pressured by my peers!
The last major demo of ill or at-risk on Laelund Station are able to be treated just in time. Luwazi's emergency summons calls you and countless other agents back to announce that your efforts have been exemplary and victorious! With multiple archdirectors' votes secured and Iseki-Okaibo's efforts seeming to be on the upswing, Datch's internal coup has failed!
Now as board the Drake then? Just need an affirmative commitment and launch into space towards the cornered and exposed rat behind so many of the Society's failures and attacks this past year only one obstacle stands in your way: a veritable wall of drones orbiting around the station.
You're going to need to break through!
Going to bed, will begin the Starship Combat tomorrow. If Raia is going to be the pilot I would ask that one of you bot her for this starship encounter (I'll add all her Starship skill mods into her sheet, and also here:
Piloting +9 (4 ranks)
Engineering +11
Computers +14
Gunnery +6
Mysticism +8
Diplomacy +7
Athletics +0
Staar |
I haven't piloted in forever, I'll take it
I vote for the tier 4 drake - it should be the best option, unless this is a chase
GM Zoomba |
As your green icon ship approaches the mass of drones engagements are breaking out on all sides around you. Suddenly, two drone ships break away from the defensive mass and speed swiftly towards you, and your sensors ping with an alert you’re being scanned!
Purple scan: 1d20 + 7 ⇒ (9) + 7 = 16
Red ‘Init’: 1d20 + 12 ⇒ (12) + 12 = 24
Red ‘Init’: 1d20 + 12 ⇒ (16) + 12 = 28
Starship Round 1
Engineering
Helm
Gunnery
New Map slide added.
Anyone acting in the Engineering or Helm phase may act now. Please also roll your Piloting ‘initative’ check: if you got below a 24, your ship will move first.
Staar |
Raia initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Staar |
Raia moves forward and tries to evade the incoming attacks!
Piloting DC 16: 1d20 + 9 ⇒ (4) + 9 = 13
But she kinda stinks at this job.
GM Zoomba |
Sorry, unexpected delays yesterday for me
Red Pilot, Evade: 1d20 + 12 ⇒ (8) + 12 = 20
Purp Pilot, Evade: 1d20 + 12 ⇒ (16) + 12 = 28
Red Gun: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
Purp Gun: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
While Raia is taking a bit to get used to the Drake's controls, the two dornes focusing on you move FAST. One races to either side of you in a gracefully evasive arc as they fire missiles at you from opposite sides! Luckily, Raia's skills manage to just get the Drake to roll out of the way of both.
Starship Round 1
Gunnery
-Round 2-
Engineering
Helm
Donovan Borde |
Donovan immediately starts to aim at the other ship!
"I really lack confidence with this kind of stuff!!" he says out loud.
gunnery: 1d20 + 7 ⇒ (17) + 7 = 244d6 ⇒ (4, 3, 5, 1) = 13
Staar |
Amariel still has his action as Science Officer in the helm phase of Round 1
----------------
Let's focus on red
Staar aims the turret coilgun at red's forward quadrant!
Gunnery vs AC: 1d20 + 4 + 1 ⇒ (12) + 4 + 1 = 17
Damage: 4d4 ⇒ (2, 4, 4, 1) = 11
----------------
4d6
It's 4d8 actually
Staar |
-Round 2-
Raia initiative: 1d20 + 9 ⇒ (1) + 9 = 10
Raia punches the pilot station in frustration.
Staar |
Well, it's impossible for Raia not to go first, then...
Raia evades the enemy fire and tries to keep the drones on different sides of the ship!
Piloting DC 16 to Evade: 1d20 + 9 ⇒ (15) + 9 = 24
Amariel, Plumber for Hire |
Round 1
Amariel scans the red enemy ship
Computer: 1d20 + 9 ⇒ (8) + 9 = 17
Round 2
Amariel shifts his console over to engineering and diverts powers to the weapons array.
Engineering: 1d20 + 9 ⇒ (9) + 9 = 18
DC 16. If I succeed, treat all 1s on weapon damage rolls as 2s.
GM Zoomba |
Amariel's initial scan identifies these drones Well the red one, but they all appear the same style as ASD-3 Challengers. Tiny fighters, there are no life signs aboard: the ship seems fully automated. It is quick 12 speed, Good manueverability though slightly less defedned than the Drake AC and TL 17, 120 PCU, 60 shields with 20 in the fore and aft and 10 to either side.. Interestingly, while it is equiped with both a coilgun and a tordeo launcher, both are placed in its bow: their design depends on them being able to maneuver to face their target in order to attack Only the forward arc has weaponry.
1d100 ⇒ 50
Just as the drones' torpedoes missed, they in turn are able to evade Staar's shot. But Donovoan's missle slams into its target's less-protected port side! It shudders and debris spills out into space from the impact, and its weaponry is giving off unhealthy readings.
Raia is able to keep the Drake serpentining a bit better while Amariel primes the weapons. But the two Drones are easily able to swing around again to your flanks.
Purple Engineer Weapons: 1d20 + 7 ⇒ (6) + 7 = 13
Red evade?: 1d20 + 12 ⇒ (12) + 12 = 24
Purple Evade: 1d20 + 12 ⇒ (13) + 12 = 25
Each moves evasively, and while the damage fighter's launch goes wide again its partner sends a missile that slams into your port shielding taking most of them out!
Red Torpedo: 1d20 + 6 + 2 - 2 ⇒ (2) + 6 + 2 - 2 = 8 for damage: 2d8 ⇒ (4, 2) = 6
Purple Torpedo: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23 for damage: 2d8 ⇒ (7, 7) = 14
Red Drone, HP 25/35, Shields F20, P0, S10, A20
[ooc]Drake, HP 85/85, Shields F20, P1, S15, A20)
Starship Combat, Round 2
Gunnery Phase
--
Starship Combat, Round 3
Engineering Phase
Helm Phase Initative
Staar |
Staar keeps firing at red:
Gunnery vs AC: 1d20 + 4 + 1 ⇒ (14) + 4 + 1 = 19
Damage: 4d4 ⇒ (4, 2, 1, 2) = 9
-Round 3-
Raia initiative: 1d20 + 9 ⇒ (10) + 9 = 19
GM Zoomba |
2d100 ⇒ (40, 31) = 71
Fortune smiles on your solid but inexperienced crew: Donovan's torpedo and Staar's lasers both strike the drone's bow! It's shields drop and its weapons start visibly sparking in space.
You have WRECKED that drone's weapons.
Red Piloting init: 1d20 + 12 ⇒ (11) + 12 = 23
Purple Piloting init: 1d20 + 12 ⇒ (19) + 12 = 31
Looks like you move first again :P
Red Drone, HP 17/35, Shields F0, P0, S10, A20
[ooc]Drake, HP 85/85, Shields F20, P1, S15, A20)
Starship Combat, Round 3
Engineering Phase
Helm Phase
Staar |
Raia moves the ship away, trying to protect the nearly depleted port side, and evading incoming attacks:
Raia's Piloting to Evade DC 16: 1d20 + 9 ⇒ (11) + 9 = 20
Amariel, Plumber for Hire |
"Uuuh, diverting power to the shields."
Engineering, DC 16: 1d20 + 9 ⇒ (10) + 9 = 19
hoping to restore 7 shields to our Port
GM Zoomba |
Also forgot to factor in the weapons’ boost from Amariel last round: you did 2 more damage to the drone
Raia continues to evade while Amariel brings some shielding back to your almost-exposed port side.
Purple Weapon boost: 1d20 + 7 ⇒ (9) + 7 = 16
Purple Evasive: 1d20 + 12 ⇒ (13) + 12 = 25
Red Patch DC 23: 1d20 + 7 + 2 ⇒ (3) + 7 + 2 = 12
The unhit drone continues to circle around to aim at your weaker port side. The damaged one however drifts for a moment, seemingly trying to divert its efforts to repairing the heavily damaged weapons on its front arc. As a result, you have only a single torpedo launch towards you asyou fire your own shots.
Purple Torpedo attack: 1d20 + 6 + 2 ⇒ (16) + 6 + 2 = 24 for Damage: 2d8 ⇒ (1, 2) = 3
4 total - they boosted theirs too this round
Red Drone, HP 15/35, Shields F0, P0, S10, A20
Drake, HP 85/85, Shields F20, P4, S15, A20)
Starship Round 3
Gunnery
Round 4
Engineering
Helm Phase init
Amariel, Plumber for Hire |
"No one use the coffee maker, I'm diverting power to the shields."
DC 16 Engineering: 1d20 + 9 ⇒ (11) + 9 = 20
hopefully another 7 shields to his port
Staar |
Staar shoots the coilgun at red again:
Gunnery vs AC: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 4d4 ⇒ (2, 2, 4, 4) = 12
-Round 4-
Raia initiative: 1d20 + 9 ⇒ (8) + 9 = 17
Nice, real nice