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You Meatball are right. Offense is the best way. My protocols have been built to do exactly that. Shoot first, listen later.
HK rolls the 3 dices and "drift" all the time.
13.

DM Kludde |

I see, that's exactly what we're trying to defend against Tkerik says, impressed with the rolls.
Win 2 - Draw 2 - Loss 0
Which, by chess rules, should be enough, but KSS and Twila can still play

DM Kludde |

Flash forward - you can still play the game if you want to
---
There's a chiming bell, indicating the council goes back into session. The four councelors, as well as the group, are ushered back into Unity Hall. The time has come to bring closing arguments and a final vote on what to do with Jatembe's Jaunt. Zallia speaks The outcome will be to either use and exploit Jatembe's Jaunt, or to avoid it and blockade it for now. Before we vote, we'd want to give our guests one more opportunity to make closing statements.
As it stands now, Zallia and RKY7 would vote to utilize Jatembe's Jaunt, but Tkerik and Sirrellim are opposed.
Since you've made good impressions with all of the councelors, you can try to change the minds of the councilors whose votes you don't like. Doing so requires a Diplomacy check, which can be tried once per councilor.

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"Sirrellim are you sure about the decision you are making?"
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11

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Apologies for being silent so long. Today was surprisingly busy.
Earlier, playing the game:
Twila-5 isn't particularly good at this, but she wants to make a good impression. She rolls the dice...
...And groans inwardly, though her face shows nothing. "A 1. Hop."
Better. I might have a chance. "A 6. Hop."
Rats. "A 1. Only eight total. Still, it's an improvement over my initial roll. That was a six."
Catching up to the present:
"Sirrellim, you mentioned the desire to keep your worlds safe. While it is true that danger can come from Jatembe's Jaunt, so can allies to help defend you against it. And there are more of us than of them."
Diplomacy, Aid vs. Sirrellim: 1d20 + 1 ⇒ (3) + 1 = 4
Yeesh.
"Tkerik, surely you can see the benefit of access to new, more powerful technology. The best defense is a good offense, and we can help you achieve that."
Diplomacy, Aid vs. Tkerik: 1d20 + 1 ⇒ (8) + 1 = 9
Karma owes me good rolls for a while now.

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"Sirellim, safety is found in numbers and friendships, not in isolation. Open yourselves up to the benefits of mutual protection and a rules-based order courtesy of the Pact Worlds"
Diplomacy 1d20 + 13 ⇒ (14) + 13 = 27
"Tkerik, you can advance rapidly by availing yourself of the lessons learned by others, and you can likewise bring your knowledge to the table to the benefit and advancement of your new friends and allies."
Diplomacy 1d20 + 13 ⇒ (18) + 13 = 31

DM Kludde |

Cha'mon tries to sway Sirellim, who seems to be quite stubborn in his opinion. It is only after DocMedevac(tm)'s interpellation, that the councillor starts `to sway. The doctor also seems to have Tkerik on board, and the final voting result is unanimous: the council votes to explore Jatembe's Jaunt. The next steps is to send more ships into Jatembe’s Jaunt and use the Banyan as a welcoming point and waystation for ships from other worlds.
Zallia thanks the group as they are about to depart This unity would never have been possible without you. I'm personally looking forward to a great collaboration between our worlds.
With a bow, the group is sent of to enter Jatembe's Jaunt again, for the trip home. A few days in, the scanner starts picking up drifter ships...
The Drifter ships move as you move, shadowing your every maneuver while slowly growing in number and narrowing the gap between you. As they grow closer, a voice hails on all frequencies in a soft but insistent growl. “Hope you don’t mind the company, darlings,” the voice says. “But it seems to me that you owe me a little something, and the time to collect has just come due.”
The voice belongs to an older female vlaka with white and gray fur. You and your Union friend caused quite a bit of damage to our ships. Let it be known that Metzari Angelfang is not to be trifled with! So just surrender and hand over your ship now, and we are even!
With that, the drifter ship zip ahead and form a line across Jatembe's Jaunt. “there’s a saying on my homeworld, dearies: one snowflake is a curiosity, but a thousand will bury you alive. Good luck digging your way out!”
I'm sure you are more than willing to surrender to a bloodthirsty pirate lord, but just in case you want to get out. This is a group challenge:
- I need one leader to make a piloting check to find a gap to move through
Everyone else can try either:
- gunnery ( to execute a series of attacks that prevent new
ships from filling in the gap)
- Physical Science (to calculate where the ships might move next)
- Mysticism (to create an illusion to confuse the blockade)

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Assuming Cham will stick to the Piloting gig
Also assuming this is 'skill checks' not Starship combat? eg can we use Trinodes, or class abilities etc?
Doc takes aim...
Gunnery 1d20 + 9 ⇒ (6) + 9 = 15

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"I see a hole in their formation."
Piloting: 1d20 + 16 ⇒ (18) + 16 = 34

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Had the same question about the ship's computers. Those options aren't Astran's best...
"I'm not a fan blasting our way forward, but it seems the least bad option." The kasatha takes a gun and does what he can.
Gunnery: 1d20 + 4 ⇒ (11) + 4 = 15

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No games of chanses for K'ssatak-Sul. It's too chaotic )
Gunnery: 1d20 + 6 ⇒ (10) + 6 = 16
Even if I die here, I will rise from Hell, return and bring an entire armada with me. K'ssatak-Sul says it as usual, just as information, without stopping shooting at the same time. And that makes these words sound even more intimidating.

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"If they want this ship they'll have to take it in pieces. I'll send a few over right now."
Gunnery: 1d20 + 7 ⇒ (7) + 7 = 14

DM Kludde |
1 person marked this as a favorite. |

Your on the ship, and that's also where the trinode is, so feel free to use its bonuses whenever ship-relevant checks come up
In addition, the councelors have given you items which provide bonuses:
RKY7: +1 Computers
TKERIK: +1 Gunnery
SIRRELLIM: +1 Engineering
ZALLIA: +1 Piloting
Cha'mon is just playing tricks with the drifters, making them break their line and move right as HK predicts. With a few well-aimed shots, K'ssatak-Sul forces the drifters into evasive actions, enough for Cha'mon to find a way through.
For a moment, things look great, until the scanner's reading go completely haywire, and it looks like ships are coming from all sides. Captain Angelfang comes through on the speakers, tauntingly saying “Round and round and round we go, where we stop, my dears, you’ll never know.”
I need a lead Computers check to scan effectively despite the interference, and supporting checks gunnery check to shoot at the ships to determine which ones are real, OR a Piloting check to outrun the fake ships, OR an Engineering check to identify the real starships

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"I need everything she's got HK-42. We're going to outrun them."
Piloting + Node + Zallia Bonus: 1d20 + 16 + 2 + 1 ⇒ (19) + 16 + 2 + 1 = 38

DM Kludde |

The Doctor manages to get some semblance of accurate readings, which are enough for Cha'mon to start plotting a course. With the strange patterns Cha'mon is flying, the drifters seem to be confused by their own sensors readings.
Until... BOOM! a space mine explodes just under the Thunderbolt, and the ship's internal geiger counters start clicking loudly. Radiation is flooding the ship. Angelfang cackles Oh, I’m sorry, did you hit a littlebump in the road there, my lovelies? I’ll share a little secret with you—it isn’t the only one.”
Lead check: Engineering to repair damage
Other checks:
- Life Science check to ensure life support and radiation shielding remains operational
- Computers check to scan for the mines
- Piloting check to avoid the mines
- Gunnery check to shoot the mines

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"Hope you all buckled your seat belts," Cha'mon Cha'mon says as he guides the Thunderbolt through some radical evasive maneuvers.
Piloting + Node + Zallia Bonus: 1d20 + 16 + 2 + 1 ⇒ (4) + 16 + 2 + 1 = 23

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"On it!" Once the mine locations are highlighted on the HUD, Astran settles in to clear the way:
Gunnery: 1d20 + 4 + 1 ⇒ (17) + 4 + 1 = 22

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Gunnery: 1d20 + 6 + 1 ⇒ (13) + 6 + 1 = 20

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No chatter this time. Just shooting.
Gunnery: 1d20 + 7 ⇒ (20) + 7 = 27
This shot goes with that last comment. It was a delayed reaction. At least she has the wisdom to keep silent on this one.

DM Kludde |

HunterKiller quickly stops the radiation leak, while DocMedevac ensures Astran, KSS and Twila can clear a mine-free path for the Thunderbolt.
The vessel zips through, but it looks like Captain Angelfang has one last trick up her sleeve. Her ship is right behind the Thunderbolt, so close that the name on the bow 'Howling Drift' is clearly readable. She fires a strange beam weapon, that locks onto the Thunderbolt. Light are flashing, and the power core shows an alarming depletion rate. Angelfang cackles “Get ready to be dead in the water, darlings. And a ship that doesn’t move is just so easy to board!
Lead check: Computers check to disrupt the power draining beam
Supporting checks:
- Engineering check to restart affected systems
- Piloting check to avoid any additional beam
- Mysticism check to counter the beam’s magical properties,
- gunnery check to fire at the Howling Drift

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Cha'mon Cha'mon executes a barrel roll in an attempt to throw off the aim of the strange beam being shot at the Thunderbolt.
Piloting + Node + Zallia Bonus: 1d20 + 16 + 2 + 1 ⇒ (9) + 16 + 2 + 1 = 28

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You'll have to answer for that, too.
Gunnery: 1d20 + 6 + 1 ⇒ (15) + 6 + 1 = 22

DM Kludde |

DocMedevac(tm) manages to tap into the shield system, and modulates the frequencies so that the beam lock gets interrupted. When this happens, Hunterkiller swiftly reboots the main generator, making sure the beam no locker is able to get a lock. While the enemy captain is frantically trying to hit the Thunderbolt manually, Cha'mon loops and spins, making it impossible to even come close. Astran fires, but only hits a nearby asteroid, but K'ssatak-Sul hits the pirate ship, and sends it in an uncontrollable spin.
Rapidly increasing the distance, there is a final communication from Captain Angelfang: Enjoy your freedom for now, starfinders! I was bored of playing with my food anyway. You better watch your back from here on out, I'll be there looking for you!
---
The remaining trip back is uneventful. Upon returning, Fitch asks for a debriefing. You have returned! he says, What have you learned?
Final reporting! Please also your day job rolls now (or confirm you're not rolling one)

DM Kludde |

Also: Astra, I need you to enter your details on the RPG Chronicles. I don't want to have to send RZMR after you.

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Day Job: Archaeologist: 1d20 + 16 ⇒ (10) + 16 = 26 Cha'mon has the Known Quality boon so his day job credit total gets multiplied by 3 after it is doubled.
"You'll be happy to know, Fitch, that we've negotiated successfully to have sole rights to explore the Drift Lane."
Maybe someone can help me here. I started this character with the Scoured Stars Survivor boon, but I didn't report is properly. Is their somewhere I'm supposed to email to get that corrected?

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"There is a diverse coalition on the other side that values cooperation. It seems their values align well with ours."

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We have been able to make some fruitful observation about the line and get a lot of data.
We've also met a new system that seems to be linked to the old Golarion as it uses a lot of term linked to it. My comrades and I have been able to make peaceful contact with their ruling body and come to terms to a future alliance.
We've also encountered pirates.
With a new playground, HK lend its services to hunt down creatures.
Bounty Hunter: 1d20 + 12 + 1 + 4 ⇒ (16) + 12 + 1 + 4 = 33

DM Kludde |

That is an excellent result. Fitch says, The coalition you've contacted sounds like a promising partner for our exploration of the Drift Lane. We'd need a catchy name for it, though... Triaxus' Trip? Liavara's Lawn? World Walkway? Do you have anything?
The pirates are a worry. Your logs shows you gave gave them a good beating, but we can't trust every ship to be so capable. With the help of the union you contacted, we stand a good chance of making this a safe route, though. Good job, starfinders!
---
Briefly after, you also receive a message from the Drift Lab We've received the HDR with data, and the results look OOTW. There so much to learn, this is truly the MOAD. GJ on the measurements, you deserve some R&R!
I really hope these nerds return in some future adventure
HDR = Holographic Data Recorder
OOTW = Out of this world
MOAD = Mother of all Datasets
GJ = Good Job
R&R = Rest and Recreation
Mission success! You've sucessfully navigated the driftlane, made contact with a distant space union and convinced them to allow free traffic in the drift lane. You've also humiliated some pirates and earned a free meal at Mama Rae's.
This concludes 6-02, if hope you enjoyed it. Let me track day job and other outstanding items here. I'll report
---
Cha'mon Cha'mon: DJ 26 -> 52
Twila: [no day job?]
HunterKiller 42-5: DJ 33 -> 66
K'ssatak-Sul
Astran [I have entered 1824-704, Faction SS-LE - please confirm if correct]
DocMedevac™
---

DM Kludde |

Chronicles are here. This is a first version, you can still add day job rolls. Let me know if I got all other details correct.

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No day job! Thank you, it was so fun!

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I rolled my day job here. Chronicle looks good otherwise. Thanks!

DM Kludde |

Great! I've updated the chronicle. Just waiting for DocMedevac(tm) to confirm or deny his profession, and then we can close the thread.
Thanks all for a very enjoyable (and swift!) run
---
Cha'mon Cha'mon: DJ 26 -> 52
Twila: DJ 25 -> 50 [Fixed on chronicle now]
HunterKiller 42-5: DJ 33 -> 66
K'ssatak-Sul
Astran
DocMedevac™
---

DM Kludde |

DocMedevac(tm)'s chronicle has been updated!

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Would it be possible to change Cha'mon's day job credit total to 156 to reflect his Known Quality boon?

DM Kludde |

Fixed

DM Kludde |

Would it be possible to change Cha'mon's day job credit total to 156 to reflect his Known Quality boon?
Should be fixed now, give it a few second to upload.

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Thank you!