
Zephyr Starrr |

For his part, Zephyr could only smile at the notions of (and homage shown) to Castrovel; the 2nd planet didn't always get equitable representation, and it was really nice for him to see.
Zeph didn't have a problem with "warm classroom chic" either, which is to say, "warm classroom chic" didn't last long. There was absolutely no reason to have trained so long with his Lashuntan mentors if he wasn't going to use minor magic whenever he could. So he did. It wasn't exactly art as much as an explosion of color. All things considered, he knew he could change it whenever he wanted, and it made him smile to look at it.
He prayed his thanks to Yuelral that everything was laundered one last time as well; he was ready to go tonight, and exicted to get some new intel from the Downside Kings.

Zemfira |

Zem settles in to her new room easily, honestly feeling more at home in the modest setting that more closely resembled the academy dorms. Knocking on Zeph's door, she thanks him again and reminds him. "We're supposed to be reimbursed for expenses, so don't forget to submit to the Society."
She spends some time before they return to the club to get a read on anyone among the Kings who might be disgruntled with the new management.
Diplomacy to Gather Info: 1d20 + 7 ⇒ (16) + 7 = 23

Zephyr Starrr |

Zem settles in to her new room easily, honestly feeling more at home in the modest setting that more closely resembled the academy dorms. Knocking on Zeph's door, she thanks him again and reminds him. "We're supposed to be reimbursed for expenses, so don't forget to submit to the Society."
She spends some time before they return to the club to get a read on anyone among the Kings who might be disgruntled with the new management.
[dice=Diplomacy to Gather Info]1d20+7
"It is a small thing, and a pleasure, truly. For me, and understand this could also be a telepathic overtone I picked up, I thought the director meant that the 200cr we each reaceived was a sign-on amount which included expenses. Nuance maybe, but we can certainly clear things up when we get to the bottom of this case."
He smiles at Zemfira, adding, "I am happy to come add some color to your room as well if you would like. I will change it all back when we depart of course."

Dirk Gently. |

Arriving panting and perspiring, the Espionage Specialist enters the newly acquired accommodations with his usual routine. That is, he gets stuck in the lobby because someone seems to have left a crossword puzzle book and they even started it for him!
After only an hour (or three), Dirk Gently is seen checking into the hotel. He is wearing a frown, but his policy of being polite still standing, the Holistic Detective tips his cap (but not a tip) and begins the adventure of finding his room....
Only an hour (or three) later, Dirk Gently is seen back downstairs in the lobby. He appears ready for an evening out. The Three Blue eyes of the Dirindi match his socks, which happen to clash a bit with his orange pants, yellow shirt and his trademark brownish jacket with the elbow pads.
Who's ready for some fun!

Sparks Goforth |

Sparks limited his drinking the night before so as to remain sharp, although to keep up appearances, he affected some tipsy mannerisms and speech patterns. So once the group returned to the hotel, he enjoyed a pre-bedtime swim in the pool and then slept like pup.
He attended to the change in accommodations as efficiently as possible and then enjoyed the rest of the day before the evening mission by hanging out in the local parks and shops, absorbing conversations with Starfinders and looking forward to being more experienced and able to contribute more to some of the lively discussions about drift navigation, ethical archeology, the latest tech, and combat techniques.
He eats a modest meal and hydrates to be ready for the next Fusion Queen event, nervous about what is to come.

Dirk Gently. |

Stepping deftly from the Uber, arriving at the Club after gathering together at the new accommodations lobby, Dirk Gently slides up to the door person with a wide smile on his Dirindi face.
After a hard, laborious day trying to teach ants have to synchronize swim, I am ready to party like it's 1999!
The Three Blue eyes of the Dirindi shine with prospective party participation, perhaps.....
Diplomacy (Cha) DC 20: 1d20 + 10 ⇒ (5) + 10 = 15
Unfortunately, the Uber had a light snack bar that our Holistic Detective partook of many of the cute tiny bottles of variety of spirits..
He is seen addressing a fire hydrant.

Zemfira |
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Zemfira approaches the entrance and makes a u-turn to help out her favorite Dirindi. "Silly Dirk, you mean Aunts, not ants. Such a nice guy to take the Aunties to Hyrdo-Aerobics class. Next you'll be telling me to take you drunk, you're home!" She says, her laugh like the chiming of happy bells.
Diplomacy Aid for Dirk: 1d20 + 7 ⇒ (14) + 7 = 21
Diplomacy: 1d20 + 7 ⇒ (15) + 7 = 22
Zem flutters her eyelashes and works her charm on the bouncers again.

Sparks Goforth |

As before, Sparks suggests entering individually rather than in a group, with similar appearance to the night before and different from the incident at the space dock.

Zephyr Starrr |

As before, Sparks suggests entering individually rather than in a group, with similar appearance to the night before and different from the incident at the space dock.
Zeph will head in last

Sparks Goforth |

Forgot the diplomacy roll:
If Sparks is held up at the door for some reason, he'll offer a ten credit tip (or bribe) if it will help.
Diplomacy: 1d20 + 10 ⇒ (8) + 10 = 18

Dirk Gently. |

Turning his rhemy blues at his associate, Dirk absently pets the fire hydrant.
Perhaps next time we meet, Cherie. Alas, my heart belongs to another. Far well, thou art in mine heart until I get over there.
He scoots on over to where Zemfira is engaged with the actual bouncers.
Smiling wider than should be possible (or comfortable) for a Dirindi, Dirk Gently humbling bows to his savior. Grandly tipping his ever present hat, the Holistic Detective states quite clearly (as if not even tipsy).
Zemfira. Your graciousness only eclipses your exceptional expertise entertaining epic color collages comforting crazy creatures as I!
He winks at the confounded bouncers.
Diplomacy (Cha) DC 20, aid: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16

The Lost Voice |

The bouncers, standing guard beneath the entrance’s luminous archway, eye the line with cool professionalism. Their augmented optics flash occasionally as they scan patrons, keeping troublemakers—and rivals—from slipping through. A small knot of younger visitors, clearly new to this scene, chatter excitedly as they inch closer to entry, stealing curious glances toward the Kings-affiliated figures loitering along the periphery of the line. The vibrant spectacle at the entrance, framed by shifting hues of crimson, violet, and electric blue, promises another night of controlled chaos—where fortunes are made, identities lost, and the Kings reign supreme.
The response by the bouncer to backhand the tipsy tipping Dirk is as casual as it is callous, something in the mannerisms rubbing them wrong. A backhand that missed as the bow was further than they anticipated, the swing not connecting. Perhaps taking the articulate approach was an affront, indicative of the kind of clientele that was better off somewhere other than here. Considering the familiarity displayed, that immediately put the Zemfira into the same category of "someone to deny entry", and Sparks was just in the wrong place at the wrong time.
_________________________________
Initiative!
Positioned according to the postings
Bouncer1 Init: 1d20 + 4 ⇒ (18) + 4 = 22
Bouncer2 Init: 1d20 + 4 ⇒ (8) + 4 = 12
Bouncer2 MAtk: 1d20 + 3 ⇒ (3) + 3 = 6

Zephyr Starrr |

Walking up JUST in the nick of time, Zephyr starts to do that thing he does [some might say bluff ... others might say throw money around]
"Gentlemen, gemtlemen, gentlemen. Does it need to be this way? Like NEED? My instincts say that it doesn't. Watch this ..."
Zeph proceeds to snatch Sparks' 10 credits, and using psychokinesis, floats the meager cred stick out over the crowd, which while not going wild, is entranced, each wondering where it will alight, hoping they'll catch it.
"Now that little thing was obviously a teaser, right? What can anyone do with 10 credits, right? Ask directions? Buy a petrified street rat from old Golarion? Who knows really. I for sure do not."
Zephyr then brandishes TWO cred sticks of 100cr each.
"But imagine the crowd reacting to these. Imagine the crowd stampeding each other to get one of these cred sticks, knowing they could pay their rent for a week, knowing they could also not pay their rent and be drunk for a week. Do we really want things to get THAT messy!? Really!? Because these creds stick float just as easily as the little one ... and they can float their way to each of you if this issue you all were having could end quietly and my friends, who were supposed to be waiting for me already, could simply go inside while you wrap this up with me."
BLUFF: 1d20 + 8 + 2 ⇒ (10) + 8 + 2 = 20
INTIM: 1d20 + 8 ⇒ (4) + 8 = 12
DIPLO: 1d20 + 4 ⇒ (7) + 4 = 11

The Lost Voice |

Zephyr's words seem not to register to the bouncers, though the trick with the credsticks does have the attention of some in the crowd, though no one steps forward in unity with him.
The other bouncer attempts a swing at Zemfira, but as with the other, a miss occurs as the step forward to swing gets fouled by an errant small bottle that had bounced free at the low bow as they slip enough to stumble. Face lost, they right themselves, now fully intent on aggressively deterring entry.
Another swing at Dirk misses as the Dirindi straightened, and the only hits that have been incurred is to the egos.
_________________________________
Unfortunate rolls all around. Party up!
B2MAtk: 1d20 + 3 ⇒ (2) + 3 = 5, Club: 1d6 + 2 ⇒ (4) + 2 = 6
B1MAtk: 1d20 + 3 ⇒ (6) + 3 = 9, Club: 1d6 + 2 ⇒ (1) + 2 = 3
ZemInit: 1d20 + 3 ⇒ (14) + 3 = 17
ZepInit: 1d20 + 1 ⇒ (11) + 1 = 12
DirInit: 1d20 + 4 ⇒ (13) + 4 = 17
SpaInit: 1d20 + 1 ⇒ (18) + 1 = 19

Dirk Gently. |

Oh, my! Was that my tiny bottle that has fortunately found a place underfoot , as it were?
The Three Blue eyes of the Dirindi blinks innocently. He than takes a 5' Step backwards, produces a Fire Extinguisher and sprays the most immediate bouncer!
Fire! The roof! The roof is on fire!
Intimidate (Cha) to Demoralize: 1d20 + 8 + 2 ⇒ (12) + 8 + 2 = 22
Tiny bits of electricity begins tumbling about his person.
Stellar mode Resistance DR 1

Sparks Goforth |

Sparks keeps out of reach of the door bouncer, but begins to activate his solar manifestation, causing his mote to glow like a small ball of hot plasma, in energy mode. Then the plasma seems to stream toward his body, forming a dim outline of faint blue-white light with small streamers of electricity coursing about.
Solar armor activated. AC listed in header. Solar manifestation is in Energy mode with 1 Attunement point.

Zephyr Starrr |

Walking up JUST in the nick of time, Zephyr starts to do that thing he does [some might say bluff ... others might say throw money around]
"Gentlemen, gemtlemen, gentlemen. Does it need to be this way? Like NEED? My instincts say that it doesn't. Watch this ..."
Zeph proceeds to snatch Sparks' 10 credits, and using psychokinesis, floats the meager cred stick out over the crowd, which while not going wild, is entranced, each wondering where it will alight, hoping they'll catch it.
"Now that little thing was obviously a teaser, right? What can anyone do with 10 credits, right? Ask directions? Buy a petrified street rat from old Golarion? Who knows really. I for sure do not."
Zephyr then brandishes TWO cred sticks of 100cr each.
"But imagine the crowd reacting to these. Imagine the crowd stampeding each other to get one of these cred sticks, knowing they could pay their rent for a week, knowing they could also not pay their rent and be drunk for a week. Do we really want things to get THAT messy!? Really!? Because these creds stick float just as easily as the little one ... and they can float their way to each of you if this issue you all were having could end quietly and my friends, who were supposed to be waiting for me already, could simply go inside while you wrap this up with me."
"Ah. So it needs to be THAT way. Understood. Zero credits paid. All good. Which of you wants to go down first?"
Only his comrades know that the shard in his hand isn't 'just' a crystal ... and it is quickly obscured by the obsidian energy Zephyr conjures around his hand.
He fires at the bouncer who attacked Dirk. He smiles as the area gets colder.
SOLAR FLARE w/Z-Boson Shard: 1d20 + 5 ⇒ (20) + 5 = 251d6 + 4 + 1 ⇒ (4) + 4 + 1 = 9

Zemfira |

Zemfira raises her arm and deploys her solar shield, casting a blue glow as she attunes and takes up a defensive posture to protect Dirk as well as herself.
Step to stay adjacent to Dirk as necessary. Been a hot minute since we did combat, I think I can deploy shield, start energy mode, total defense to grant my shield bonus to Dirk as well all in one round, but correct me if I'm wrong...

Sparks Goforth |

When you make an attack roll and get a natural 20 (the d20 comes up 20), you hit regardless of your target’s AC. If the total result of your attack roll meets or exceeds the target’s EAC or KAC (as appropriate for your attack), you’ve also scored a critical hit. You roll your damage twice, each time with all your usual bonuses and including any additional damage from special abilities, and then add the rolls together. Some weapons inflict a special effect on a target of a critical hit, in addition to dealing double damage (see page 182).
If the total result of your attack is less than your target’s relevant AC, your attack still hits on a natural 20, but it deals damage normally.
So usually after getting a nat 20 on the attack roll, it is good to do an extra damage roll in case the double damage applies.

The Lost Voice |

Taking fire from unexpected angles, the bouncer on the right cannot even discern where the shot that hits him comes from, choking and coughing in the cloud from Dirk's extinguisher.
Surprised by the glowing shield that just appeared on the person that seemed to be with Extinguisher Being, a swing attempts to test that as he takes a step to help his fellow, managing nothing effective in the slightest.
_________________________________
Z-Boson shard deals +1 dmg, Solar Flare does 1d4. I'll take average damage this time. 6 damage to the Bouncer. Party up!
[spoiler=rolls]
BouncerRFort: 1d20 + 2 ⇒ (12) + 2 = 14
Bouncer1@Zem: 1d20 + 3 ⇒ (1) + 3 = 4, Dmg: 1d6 + 2 ⇒ (3) + 2 = 5B
[/rolls]
Bouncer L(0)
Bouncer R(6)

Dirk Gently. |

Dirk Gently smiles at Zemfira.
Some evening, huh. I think that I forgot change for the cover charge.
Listening for a slight break in the pouring rain of pounding bouncer snacks, the Espionage Specialist lifts his head up from--totally not--cowering behind Zemfira.
Gentleman if you surround me then that would provide you with tactical advantage.
Smiling quite innocently, Dirk then reaches out to flick the mean bouncer that tried to get fresh with Zemfira.
Git off my kool-aid!
EAC: 1d20 + 4 ⇒ (10) + 4 = 144d6 ⇒ (3, 3, 5, 6) = 17 Electricity
The smiling Solarian then flicks his wrist. The lightning sparking about him collects into his hand.
Forming Lunar weapon
Tiny bits of electricity begins tumbling about his person.
Stellar mode Resistance DR 1 Round 2

Sparks Goforth |

Sparks lets his attunement increase while standing back just far enough to avoid getting hit by the combat under way. When his attunement gets to 3, he can do an electrical discharge.

Zemfira |

Dirk Gently smiles at Zemfira.
Some evening, huh. I think that I forgot change for the cover charge.
Eyes bright and swirling with cyan motes, Zem grins back. "You can say that again!"
Her mouth drops open as Dirk drops the bouncer with his casual zap. "Wow..." She mouths as she realigns her shield against the remaining bouncer and resumes her protective stance.
Idly, she wonders to herself, 'Wait, did he just call me kool-aid?'
Does it require an action for energy attuning? If not, I should have done that last round too. Also, I think Extinguisher Being should be Dirk's new codename. XD

The Lost Voice |

Does it require an action for energy attuning? If not, I should have done that last round too.
It's automatic, so from the round you manifested your shield, it counts for whichever attunement you want to start.

Zephyr Starrr |

Zephyr, clearly, is incensed. Unlike anything his colleaugues have seen before. The cold rippling off of his solar flare seems colder somehow. There was no way that the elf would give quarter to these bouncers now.
SOLAR FLARE w/Z-Boson Shard: 1d20 + 2 ⇒ (2) + 2 = 41d4 + 1 ⇒ (1) + 1 = 2 (CRIT=push 5')
If I could think of a few more things to roll badly I would post them ...

The Lost Voice |

Pride is likely what made the bouncer think better of making the wise decision of getting to help, instead focusing on the one behind the shield as if breaking through would dissuade the other that was hostile. Attempting two swings, only one makes contact with the shield, once more to no effect. The crowd that was waiting to get in line were moving out of the way to not get caught up in this seemingly one-sided brawl, while others were trying to record the whole thing once they realized that something was going on.
________________________________
One down, party up!
BouncerFA@Zem: 1d20 - 1 ⇒ (15) - 1 = 14
BouncerFA@Zem: 1d20 - 1 ⇒ (7) - 1 = 6
BouncerL (0)

Sparks Goforth |

Sparks demonstrates why he earned his name by sending forth an arc of electricity toward the remaining bouncer.
Energy Discharge, electricity: 2d8 ⇒ (3, 6) = 9
DC 14 fortitude save for half.
Sparks now unattuned.

The Lost Voice |

Taking stray fire from somewhere off to their left, the bouncer starts to realize that they may be outmatched here...
_________________________________
The bouncer remains standing! Zem and Dirk to act.
DKWill@14: 1d20 ⇒ 15 Save!
Bouncer (9)

Dirk Gently. |

Dirk Gently seems to be planning something....he looks at the Club doors to see if they currently grant egress, or are they closed?

The Lost Voice |
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Zemfira connects with a solid hit on the remaining bouncer, and that cements the thought that remaining here would be bad for his health. Abandoning any pretense of anything but preservation, the duraplast club that he was using was dropped from a hand as they went from standing to sprinting down the street and away faster than expected. The doors to the club are now no longer staffed, and entry is at your leisure.
The line that had been waiting to enter has since scattered, with a couple of braver individuals attempting to record what was happening, though from at least half a block away. Those wiser than them have decided that elsewhere was a safer place to visit. It is uncertain if any emergency services of any sort have been contacted, though the odds are that their arrival will not be timely.
__________________________________
Withdraw action taken by the remaining bouncer.
400xp total for the two bouncers at the entryway. The doors are open, the club is able to be accessed freely. Two clubs (1d6 B) can be picked up from the ground where they fell.

Dirk Gently. |
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Dirk Gently humbly straightens his tie, casually picks up both dropped clubs, hands one to each Sparks and Zemfira, and struts into the Club.
If the actual party is as fun as the pre-party was, I can't wait for the after-party!

The Lost Voice |

Inside the Fusion Queen, patrons carry on mostly oblivious, the steady pulse of neon lights and deep bass creating a cocoon that muffles the brief turmoil outside. Bartenders glance nervously toward the entrance each time the doors hiss open, uncertainty flickering across their faces; they're used to trouble nearby, but prefer to remain neutral, hoping tonight's drama stays outside. Servers pause in mid-step, trays held cautiously, exchanging quick, worried whispers as the noise from the scuffle momentarily slips in—a reminder that the club’s safety isn't guaranteed.
On the dance floor, a few patrons sense the subtle tension in the air, their movements becoming slightly more guarded even as they continue to sway beneath the shifting holographic sky. The atmosphere, usually carefree, now feels fragile, as if one harsh word or sudden movement could shatter the illusion of escape. Staff hover quietly near the edges, unwilling to openly confront whatever is brewing at the door, instead silently hoping it will pass quickly. For now, the Fusion Queen continues its precarious rhythm, balanced between uneasy celebration and the unpredictable threat lingering just outside.

Dirk Gently. |

Casually plucking up his collar, as the Dirindi enters the Club proper through the recently abandoned front doors, his Three Blue eyes take in the rotation of sounds, colors, and even his Blind sight seems to be digging the ambiance. Strutting through the mysteriously practically vacant foyer, the Espionage Specialist deftly maneuvers about the spacial arrangement of party people to make his way through to the bar.
Greetings barkeeper! A shot for myself and then take me to your leader.
The Solarian then whispers
I see that you may have immediate openings for door greeters?

Sparks Goforth |

Sparks takes the proffered club and slips it under the edge of his party robe, enters, and heads for the door to the storage area, watching for trouble and trying to behave as if nothing violent just happened. He begins to restore his energy attunement. 1 point.
Bluff: 1d20 + 4 ⇒ (10) + 4 = 14

The Lost Voice |
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At the bar, the bartender can only give their newest patron a rather blasé blink, nodding with the words as if they had heard something similar before. Their hands move smoothly, one glass, one bottle from the rack in front just under the bar, and one shot set in front of the Dirindi with a pause to see if that drink was all that was going to be ordered. Their attention goes to Zemfira next, a bit of a chin nod asking what her order was.
Approaching the door to the storage area, Sparks is not impeded or interrupted in his path, the confidence being displayed enough to convince any nearby that might seek to object. Despite the presence of staff, they seem to know something is up and are not looking to interfere with anything that might seem out of place. In fact, Sparks can notice that any workers that might be near the door to the storage room are pointedly not looking in his direction and attempting to move away without provoking him.
Displays shift under that holographic sky as the entertainer blends one song into another, attempting to coax more feet to the floor despite the unknown tension.

Zephyr Starrr |

Zephyr, having gone to a different bartender, doesn't acknowledge the arrival of his drink as he stretches his thoughts out to Sparks: "I am watching. While your progress looks good so far, that could change. You're doing great."

Sparks Goforth |

If I may ret-con, I forgot I wanted Sparks to also check the fallen bouncer for a key card or other device(s) that might be helpful in entering the storeroom and the room beyond. If need be, he will pop back out claiming he forgot to tip the doorman and procure any such 'keys.'
Sparks nods to any employee who watches him standing next to the door to the west side of the club. He holds his hands behind his back and tries the door to see if it is open or will open or if it is locked. He also adds to his attunement. Up to 2 on his energy source.

Dirk Gently. |

Dirk (smiling foolishly) graciously accepts the poured shot, lifts it, sniffs it, turns his head to listen to the spirits, and (still smiling foolishly) downs it with gusto!
Smoooooth!
The Three Blue eyes of the Dirindi begins to rapidly blink. Perspiration begins to protrude from his pores, as he loosens his tie a bit.
Only the guud stuff...
*cough*....*sneeze*....*deep breath*...the Holistic Detective takes out a clean handkerchief and begins dabbing his face.
Mighty warm in here, isn't it!?
Turning his blurry vision to scan the crowd, the room, the quickest pathway to the bathroom....
Professional!

The Lost Voice |

The door itself is a double door on hinges, a bit of simplicity in the mechanism, though the magnetic system that served as its locks are disengaged during working hours, it seems. Access to stock at critical times takes priority over securing the back room. The door gives with little effort, and Sparks could push in whenever he wanted. The employees seem unconcerned about his proximity to the door, probably taking him for a vendor or supplier of some sort.
Dirk is able to locate the restrooms, to the right of the bar, with a couple of signs, both on the door itself, and in the AR overlay. At least the way is not as crowded with the number of individuals that are here, so travel would not be impeded, but if tonight was going to get as packed as the night before, sooner would be better than later.
Thus far for Zemfira and Zephyr, nothing jumps out at you as being uncommon or irregular yet.

Dirk Gently. |

Dirk stumble, slides into the restroom corridor. The seemingly unsteady Dirindi leans just inside it, so that his view of Sparks' position is clear. His three Blue eyes begins to search about for anything paying too much attention the Brenneri's activities.
Perception: 1d20 + 5 ⇒ (1) + 5 = 6 Senses Low light, Blind sight (electricity) 60'
Apparently, that initial shot had some kick, as his Three Blue eyes only see a blurry pandemic of colors....

Sparks Goforth |

Sparks makes eye contact with each of the others, giving a quick glance at the storeroom doors and then a confident nod, to indicate he is about to go in and the others should get close for backup.
Once the team is drawing close, he opens the door and walks in like he does it all the time.

Dirk Gently. |

Blinking quite rapidly to clear the fog from his vision, Dirk watches the Brenneri present them with the high sign! Straightening his tie, tipping his hat to no one, the Espionage Specialist prepares to follow behind.....
His lips are seen moving, counting down from 12...11...10...
Once he counts down to 0, Dirk begins to glide across the crowded dance floor, gives a smiling patron a twirl, and ducks out of the crowded dance floor to Stealthily approach the door.
Stealth (Dex): 1d20 + 8 ⇒ (14) + 8 = 22
Once he opens it, Dirk easily Steps through it and shuts it behind him again...
Three blue eyes begin wandering his new environment....