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engineering: 1d20 + 5 ⇒ (20) + 5 = 25
"Those coms units... they are just burners. " he mentions.
"I used this in a plot device for a short story I was working on.." he mentions. "But look. They are linked... and here... there is one more unit still in that mesh but not in the pile. I think if we can track it down, we might find out who was planning this."

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Tanila cocks her head and then speaks.
"I may be jumping to conclusions, but the events do speak of a false flag operation. We can reasonably say the assassins were not Kuthites. The longsword is Iomadae's holy symbol, so we could say that the man with the tattoo could be a current or former Knight of Golarion. There were likely many fanatical Knights who would have killed the chancellor for 'Consorting with evil'.
Tanila will take a photo of the dead man's face, tattoo and a tissue sample that could be used for DNA analysis.
"With these, if we talk to someone of sufficient rank in the Knights of Golarion, they should be able to identify him if he was a part of the Knights of Golarion."
I know that most military take DNA samples from soldiers when they join. What skill would it be to see if this is true for the Knights of Golarion.

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Shadebringer Nevis confirms these are not Kuthites. I can only conclude that they are trying to frame my faith but I have no idea why or who they are
military organization with close ties to the Pact Worlds, the church of Iomedae, and the descendants of lost Golarion
The sniper’s weapon was equipped with a holy fusion—an unlikely accessory for a follower of Zon-Kuthon.
One of the delegates also tells you that they saw the High Chancellor's assistant, Vestralis Horatore, excuse himself just before the attack. Looking around, you notice that he has not returned.

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Culture: 1d20 + 11 ⇒ (2) + 11 = 13
Culture: 1d20 + 11 ⇒ (13) + 11 = 24
"I believe the the specially trained sniper units that are part of the Knights of Golarian are fanatically superstitious about their weapons. They would never alter them even if they were to go incognito."
He then moves to check on the high chancellor. Is she dead?

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No. You have been told she is in a serious but stable condition. She is currently being looked after at a nearby hospital

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culture: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (1) = 27
"This tattoo is the logo of the Knights of Golarion, a military organization with close ties to the Pact Worlds, the church of Iomedae, and the descendants of lost Golarion"

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"Looks like there are two of the cults being stitched up. But by who, and why?" muses Shokil.
"This is like one of those man behind a mask, behind a mask, behind a mask mysteries. I think we need to try and track down that last com unit. Any of you good with computers?"

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I am.
Verrek will be pumping out all the information from the killers' computers.
Computers: 1d20 + 17 ⇒ (17) + 17 = 34
So can we interrogate the surviving assassins? - the dwarf will ask any of the Stewards when one of them is around.

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Certainly you ......
The Steward is interrupted by your comm units receiving an emergency message from Celita. Her voice sounds relieved even through the static of the commlink.
Excellent, you aren’t dead. Noname chanced upon an encrypted series of transmissions from the cathedral just before the attack. Once the attack occurred, she used the station’s net to triangulate the transmissions’ locations. Whoever was issuing orders for the attack was at the train station nearest the Cathedral. There’s a train leaving that station in 5 minutes heading to the spaceport. Hurry there and try to spot them. We’ve alerted the authorities, but they’ll never move fast enough. Go!

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"Ahh!" says Shokil.
"A prompt to see the face behind the mask. Unless there is yet another mask waiting. Let us be off quickly. I am keen to meet so cleaver a fellow author of these events."

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So you go quickly and reach the train station. The train has just arrived at the station when you get there. The station is full of civilians which makes the area difficult terrain
Make perception checks please. This is Round 1
Initiatives (for when you spot them):
Cavaler: 1d20 + 6 ⇒ (10) + 6 = 16
Shokil: 1d20 + 5 ⇒ (15) + 5 = 20
Tanila: 1d20 + 6 ⇒ (4) + 6 = 10
Twich: 1d20 + 8 ⇒ (3) + 8 = 11
Vecro: 1d20 + 3 ⇒ (7) + 3 = 10
Verrek: 1d20 + 2 ⇒ (17) + 2 = 19
You can also use a standard action to move the crowd out of your way with a successful Bluff, Diplomacy or Intimidate check to produce a 30ft clear line for one round.

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Cavaler's anacite voice amplifier increases his voice to a booming volume as he says, "Clear the way we are STARFINDERS."
Intimidate: 1d20 + 16 + 1d6 + 1 ⇒ (7) + 16 + (3) + 1 = 27
Perception: 1d20 + 11 ⇒ (14) + 11 = 25

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And there they are. Plus the crowd has cleared the way.
Now that they have been spotted
red: 1d20 + 5 ⇒ (9) + 5 = 14
blue: 1d20 + 5 ⇒ (9) + 5 = 14
green: 1d20 + 4 ⇒ (12) + 4 = 16
Shokil and Verrek are up (Cavaler has gone)

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Realising that perhaps at this distance, using his shotgun is not the most effective technique, the author unlimbers his trusty sniper rifle as he dashes forward.
"Put up your hands and surrender. The law is on the way."
Like I'm going to fire first and get arrested.

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Please don't give up. I want to give you a good punch in the face.
Verrek says it jokingly and not loudly. In the end, now there will be ordinary violence and he is ready for it every day.
How interesting life is! To be convicted of terrorism, to spend so many years behind bars, and now to participate in a counter-terrorist operation - on the very first task from the Society.
Some such thoughts are spinning in Verrek's head when he spins his whip on the move and casts a spell, creating 1d4 ⇒ 2 illusory doubles (Mirror Image).

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Not happening Starfinders Vestralis replies as he takes a shot down at the cleared line at the nearest Starfinder. His two accomplices gather behind him and do the same. The crowd do a lot of running and screaming as combat breaks out.
Looks like they're concentrating fire on Verrek at the moment
frostbite class zero pistol: 1d20 + 11 ⇒ (17) + 11 = 28 cold: 1d6 + 5 ⇒ (5) + 5 = 10 blue
frostbite class zero pistol: 1d20 + 11 ⇒ (13) + 11 = 24 cold: 1d6 + 5 ⇒ (4) + 5 = 9 red
fighter handcoil: 1d20 + 14 ⇒ (5) + 14 = 19 electricity: 1d10 + 7 ⇒ (6) + 7 = 13 green
Verrek is 1: 1d3 ⇒ 2 An image gets popped
Verrek is 1: 1d2 ⇒ 2 Verrek now stands alone
Everyone is up.

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Twich sends an Explosive Blast where it can hit all three bad guys.
damage: 9d6 ⇒ (3, 4, 4, 4, 5, 5, 3, 5, 5) = 38
red and yellow sun drawn on map to represent center of burst. Reflex saves allowed for half damage.

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Shokil, glad to have the right weapon in hand, takes carful aim to Verrek and fires!
attack vs EAC: 1d20 + 14 ⇒ (19) + 14 = 33
F damage: 2d8 + 7 ⇒ (7, 7) + 7 = 21

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Cavaler, moves up with Shokil and Twich. Once he reaches the skirmish line created by his two teammates he takes a hand off his rocket rifle and draws another spell gem from a pouch on the web gear strapped to his armor.
Inside the gem mystical energy swirls and sparks. Cavaler, concentrates and drains the energy from the gem. A light blue disk of pure force energy appears in front of him. He reaches out his hand, seizes it, cocks it behind his head and flings it at Vetralis and his minions.
Force Disk vs. Green EAC: 1d20 + 10 ⇒ (19) + 10 = 29
Force Disk vs. Blue EAC: 1d20 + 10 ⇒ (10) + 10 = 20
Force Disk vs. Red EAC: 1d20 + 10 ⇒ (2) + 10 = 12
Force Damage: 3d6 ⇒ (5, 4, 1) = 10
Force Damage: 2d6 ⇒ (1, 3) = 4
Force Damage: 2d6 ⇒ (4, 5) = 9

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Vecro moves forwards towards the enemies, he pulls out his hammer and shield as he moves
THen he focuses and his solarian armor change into blueish color.
Using standard action to change resistance from fire to cold 5 and electricity 10.

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The crowd is providing cover and making the area difficult terrain. At the rate they're moving, it should take rounds: 1d4 + 2 ⇒ (3) + 2 = 5 to disperse.
Fortunately for Twich, there's no civilians in the blast radius.
blue ref: 1d20 + 6 ⇒ (9) + 6 = 15
red ref: 1d20 + 6 ⇒ (2) + 6 = 8
green ref: 1d20 + 9 ⇒ (3) + 9 = 12
Shokil hits Vestralis (-21)
Cavalier hits Green (Vestralis) and Blue (-10, -4)
Vecro changes his resistances
Tanila's spell misses
((Green: -69 Blue: -42 Red: -38))
Verrek is still to go.

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Looking at the crowd, Verrek curses, then activates the jump jets and soars 10 feet up.
(he is 15 feet above the ground - so that in close combat he could hit with a reach weapon and foes could not hit him)

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Vestralis orders his men to take a shot at the flying Verrek then get to the train. He will do the same thing, hoping all three of them disappear into the crowd.
frostbite class zero pistol: 1d20 + 11 ⇒ (18) + 11 = 29 cold: 1d6 + 5 ⇒ (2) + 5 = 7 blue
frostbite class zero pistol: 1d20 + 11 ⇒ (11) + 11 = 22 cold: 1d6 + 5 ⇒ (5) + 5 = 10 red
fighter handcoil: 1d20 + 14 ⇒ (13) + 14 = 27 electricity: 1d10 + 7 ⇒ (3) + 7 = 10 green
Everyone is up
Concealment and difficult terrain now applies

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Shokil joins the general exodus toward the train. Fighting against the press of people the short halfling doesn't really have time for a shot.
Wading through the knee deep swamp Sgt. Smith cursed. The heat was bad. The mosquitos were worse. The sticking mud though, that was the worst. He hated to think of the amount of time he would be spending cleaning his guns at the end of the day. He took another slow, sucking step forward, his eyes on his equally quagmired quarry. It was going to be a long day.
Double move toward train, halfed due to difficult terrain.

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Cavaler, pushes his way through the crowd. Seeing that, Vestralis might make his escape he draws his flash grenade off the web gear strapped to his armor. Putting every ounce of strength that he has into throwing it at the treacherous Knight of Golarian, he lets out a yell as he flings it over the crowd of bystanders in front of him.
Flash Grenade Mk. II vs. KAC 5: 1d20 + 5 - 4 ⇒ (19) + 5 - 4 = 20
Blinded: 1d4 ⇒ 2 DC 19 reflex save to avoid the blinded condition for 1d4 rounds. Green and blue will be in its 10' blast radius.

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Are you sure you wish to do that? Blinding civilians will give you infamy
It is also possible to enter the tramcars through the escape hatches on the roof, or forcing doors or windows open although, you are fairly sure the tram car doors will open at the beginning of the next round, before the villain's next actions. Forcing those entry points will require successful Athletics, Computers or Engineering check.

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I'll do it and purchase a boon after the scenario to negate the infamy Cavaler gains.

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"We can't let the get away! Can someone hack the train? Or call someone to stop it from leaving?"
He turns on his jetpack to fly over the crowd and land next to the assassin
"You are not going anyway"
Double move with jetpack to fly above the crowd, and landing next to the bad guys!

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The dwarf winces in pain, but stubbornly flies forward.
And then he sees a grenade flying...
Verrek looks at the elf in surprise. He's not so bad! For an elf... Then the dwarf again creates illusory doubles: 1d4 ⇒ 3 and flies forward over the head of the crowd to his fleeing enemies.

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There is a bright flash of light as the grenade goes off followed by screams of terror as nearby civilians get blinded. And this close to the train, it's a possibility that a blinded civilian can misstep and fall in the gap between the train and the platform.
ref: 1d20 + 9 ⇒ (3) + 9 = 12 green
ref: 1d20 + 6 ⇒ (14) + 6 = 20 blue
It looks like Vestralis is blinded as well.
Tanila and Twich still to go.

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On who Tanila?

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You'd probably need to get to the control panel inside to do that - as indicated in a previous scenario

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I'm going to assume Tanila is attacking the leader as well
((Green: -81 Blue: -42 Red: -38))
Round 3. The tram doors open. Blue and Green grab their blinded boss and all three enter the tram along with a crowd of civilians, some of which are also blinded. They do not fire at you this round.
Everyone is up. Vecro can take an AOO if he has one. Please declare on who.

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Shokil pushes his way through the crowd, wishing he had the stature of Sgt. Smith.
Another double move.

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Cavaler, follows Shokil and also pushes his way through the crowd. As he moves he puts two hands back on his rocket rifle. double move
"Move aside, we are Starfinders."

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You need a Bluff, Intimidate, or Diplomacy to get the crowd to move aside

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Intimidate: 1d20 + 16 + 1d6 + 1 ⇒ (16) + 16 + (3) + 1 = 36
Cavaler's voice is unnaturally loud because of the anacite voice amplifier grafted to his throat.
Still difficult terrain though right?

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Shokil ducks at the sound of Cavaler, forgetting for a moment that he is a Starfinder as he tries to get out of the elf's way.
Now that is now Sgt. Smith sounds!

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AOO@blue vs KAC: 1d20 + 10 ⇒ (19) + 10 = 29 Where i landed the blue was next to me
Damage, b&e: 3d6 + 10 + 1 ⇒ (2, 2, 3) + 10 + 1 = 18
Vecro swings his hammer when the bad guy moves away.
Then he moves after the thugs, and swing at the boss
AOO@green vs KAC: 1d20 + 10 ⇒ (4) + 10 = 14
Damage, b&e: 3d6 + 10 + 1 ⇒ (5, 5, 2) + 10 + 1 = 23

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The crowd moves out of the way for Cavaler, so the difficult terrain is negated for the remainder of the round.
Blue gets hit by the AOO but Vecro misses the boss.
((Green: -81 Blue: -60 Red: -38))

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Does that apply for everyone or just Cavaler?

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Verrek swoops down on his jetpack and lashes out at the leader (green, perhaps still blind?)
Merciful Defiant Snap Whip: 1d20 + 10 - 2 ⇒ (10) + 10 - 2 = 181d6 + 11 ⇒ (4) + 11 = 15 - nonlethal sonic vs EAC
Charge: EAC 20 KAC 22 | 3 mirror images

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That just misses.
Twich and Tanila left to go

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In that case I moved Cavaler farther into the tram since he didn't have to deal with difficult terrain. He still double moves.