
GM Sasha |

Ceobarn sighs, clearly unhappy, “Very well, you seem capable. It is true that Villyth’s actions are bad for business and she must be stopped. On behalf of House Zeizerer, I grant you twenty-four hours of diplomatic immunity. Use this time to retrieve the weapons using whatever means you deem necessary. Here’s a document that proves you’re acting on my authority. If the situation requires it, kill Villyth. But rest assured, if you abuse the power I bestow you, there will be consequences. The drow never forget."
“I know Villyth well enough to know that she has guards and other defenses. The more you know, the less likely you are to walk into a trap. So use your twenty-four hours wisely. Remember that before the time is up, you must locate the weapons, plan your heist, travel to the location, get the weapons, and most importantly, get off my planet!" With that, he waves his hand dismissively and a wall opens up to reveal a computer lab.
This is an interesting minigame where you can search for Villyth. You can either/both the options. One is searching through the net. The other is a feet on the ground approach. Your result on the check (so aiding another is a reasonable strategy) will give you progress (if you succeed) and will take a specific amount of time (taking less time if you beyond succeed).
The first check for net searching is Computers or Culture (or another skill you can justify). The forst one for the street team is Diplomacy, Perception or survival (or another skill you can justify).

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Kapteyn hits the streets again, though "feet on the ground" doesn't quite describe the novian's mode of travel.
Diplomacy: 1d20 + 10 ⇒ (16) + 10 = 26

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Oshari joins Kapteyn, keeping a lookout for anything suspicious.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23

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Burnham follows Kapteyn and Oshari onto the streets. In this environment he decides it's better to look strong and risk provoking a challenge, than weak and inviting one. He mostly tries to make sure that Kapteyn can focus his entire attention on their interlocutor of the moment.
Intimidate to aid Kapteyn: 1d20 + 5 ⇒ (18) + 5 = 23
Perception,Aid if you didn't like the intimidate idea: 1d20 ⇒ 10

GM Sasha |

The trio takes to the streets as Vomatian sets up in the computer room.
The streets of Nightarch are as unwelcome as the Starfinders were told that they would be. Despite that, the team's persistence pays off, after 3 and a half hours, when they find a particularly helpful half-orc who seems all too happy to get back at a drow that killed his family in a game of sport. "Fellizere" As the team is leaving they each get a message from a hidden number that simply says, Fellizere is a good lead.
With a name, it is short work for the team to track down Fellizere. They find out that he frequents a hole in the wall spot called the Shake Shax.
Half an hour after getting the name, the trio approaches the establishment. If you didn't have diplomatic immunity, you have a strong feeling that you would get killed in this alley. The only light at this point is coming from the establishment itself and it is a dim red, clearly giving off bloody vibes.
When you open the door, you can immediately see a door on the opposite side closing. All heads look to you with sadistic and amused grins. Only one raspy voice in the back says, "You are too late outsiders. Better hurry." At which point all of the occupants begin laughing and jeering.
This next section is you all chasing after Fellizere. You can use Acrobatics, Athletics, or Stealth (or anything else you can justify).
20 HOURS REMAIN ..no pressure.. :)

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Kapteyn uses Their small size to weave through the crowd after their target.
Acrobatics: 1d20 + 6 ⇒ (20) + 6 = 26
No matter how small the fireball, no one particularly wants to be hit by it.

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Oshari sighs. "I'm getting too old for this. Ari?"
Suddenly, the nanites that had swarmed around his glasses peel off, snaking around his legs to provide extra support as the nuar takes off running.
Nanite Array: Sheath, Athletics/Stealth
Athletics: 1d20 + 5 ⇒ (14) + 5 = 19

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Athletics: 1d20 + 8 ⇒ (4) + 8 = 12
Burnham's big frame does him no favors in the crowded club. A series of shoulder bumps and collisions with patrons slows him down.

GM Sasha |

Vomatian gets to work looking for any indication of what Villyth is doing with the stolen shipment. It takes a while (4 hours) but he finally spots curious movement involving something called V.Z. Handling. Unfortunately, further information on V.Z. Handling is caught in a secured server.
Vomatian: Hack into with Computers, or try to guess passwords with Sense Motive (or another skill well justified)
20 HOURS REMAIN - VOMATIAN
Fellizere takes the street trio on an arduous and tedious 4 hour chase. Despite his best efforts however, Kapteyn's tiny size serves them exquisitely allowing them to circumvent almost all of the tricks and routes Fellizere tried. In the end Fellizere could go no longer and Kapteyn and Oshari find a small vacant room in a building conduction zone to ask Fellizere some questions. Burnham manages to catch up not long later.
Interrogating Fellizere: Getting the right information requires a Bluff, Intimidate, or Sense Motive check. A PC who applies force to these efforts gains a +10 bonus to the check but accrues 1 Infamy for the use of such brutal tactics. Any PC who already has Infamy g a +2 bonus for each point of Infamy he has. (or another well justified skill)
16 HOURS REMAIN - STREET TRIO

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Oshari takes a seat, staying quiet through most of the questioning, letting the others ask while he watches Fellizere's responses.
Sense Motive: 1d20 + 10 ⇒ (5) + 10 = 15

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"Ever heard of Tien water torture? This is like that, but hotter."
Intimidate: 1d20 + 11 ⇒ (8) + 11 = 19

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Burn wedges himself into the room and glowers at Fellizere. He's angry that time is rolling off the clock, and that he didn't perform better in the chase. He decides some of that anger could be channeled to good use and let's it bleed into his voice. He stands up and steps in closer to Fellizere to impress their difference in bulk upon the drow. "We can do this the easy way, or the hard way."
Intimidate, as aid if Kapteyn is trying intimidate. As its own check otherwise.: 1d20 + 5 ⇒ (12) + 5 = 17

GM Sasha |

Vomatian is by himself
Vomatian - 20 hours REMAIN
Two of the three Street Trio bear down upon Fellizere...and he begins laughing. He ridicules Kapteyn's size and, as such, clear lack of being threatening. He then turns to Burnham and laughs at how atrociously cliché that was. Needless to say it was not a great start to an interrogation, particularly interrogating a drow.
the dice are set, it will take 5 hours. If you want to, we can draw this part out a little while I try to catch Vomatian up.
Vomatian, after the hacking Computers check. You will be analyzing the information with a Computers check as well. If you want to tackle both of those with your next post.

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"Maybe you won't be so jolly if you learn we have diplomatic immunity today. We could dice you up starting at your toes and working upward and scatter the bits throughout this barren asteroid.
.
Let's see what you have here."
Burn stops talking and starts going through the drow's possessions.

GM Sasha |

Vomatian Computers: 1d20 + 13 ⇒ (6) + 13 = 19
"Fine," Fellizere exclaims after 5 hours of interrogation, "it's in a warehouse!"
About the same time, Vomatian finds the location of V.Z. Handling in a warehouse district.
11 HOURS REMAIN
You can continue searching for information, each bit takes 3 hours to find. The additional information is Access Codes (to the warehouse), the Floor Plan, Guard Posts, Information on the Security Network, and Troop Composition.
Or you can proceed to the heist. Up to you all.

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"Hang on this will take a just minute.."
access codes, guard schedule and plans coming up
Jacked in, Vomatian looks for other data. He stares at the screen.
Computers: 1d20 + 13 ⇒ (6) + 13 = 19
Computers: 1d20 + 13 ⇒ (10) + 13 = 23
Computers: 1d20 + 13 ⇒ (17) + 13 = 30

GM Sasha |

With nine hours of work, the team manages to gather more information.
The control/server room is in the northwest. Workshop in the northeast. Laboratory in the more eastern northeast. Freight elevator in the southeast (the circle). Everything else is self explanatory, but if you have questions, I might be able to answer, so ask in the discussion thread.

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Nice work Vomatian!
"We have just a couple hours of immunity left. We better hustle. There's no place to store our shipment on the ground floor. I'm pretty sure we're going to need to get to that basement, but I wouldn't want to leave a squad of possibly 12 guards behind, especially if they can control the elevator. Let's sweep the ground floor counterclockwise from the main doors, before heading down. Vomatian can hack the control room and see what he sees. Might be something useful for us there. What do you all think?"
Up to 12 mooks, the lieutenant Malindeil, and BBG Villyth . This could be a tough slog of a fight.

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"Best be going. Don't want to run out of time, and our intel is pretty good. I should be able to slow down the grunts."

GM Sasha |

The team takes the elevator to the garage, an all terrain vehicle about that looks like a military armored vehicle sits alone in the basement garage. The drivers door opens and out steps a female drow decked out in full tactical gear.
"Hurry up and get in," she says before getting back into the driver's seat.
Along the way, she asks, "So. where am I dropping you off?"
So where are you all planning to enter from? Please place your tokens off the map where you are approaching from.

GM Sasha |

She responds simply with a "No."
The drow never introduces herself, nor really engages with any of you further. The vidscreens in the vehicle that show what is happening on the outside reveal that there must be something distinguishable about the vehicle because all other vehicles on the road give way wherever you all go.
You wind through the streets for almost a half hour when things get very exciting very quickly. The warehouse is located within a vast pressurized dome that contains several other buildings. It has what looks like an office complex on the ground floor and a 10-foot-high chain-link fence surrounds the building, with 20 feet of space between the fence and the building. The chain link fence is particularly notable because, as you round a corner and begin approaching, the drow clearly speeds up and seems to ignore the fence's presence. This, understandably, surprises a drow security guard at the front doors, given his face as the vehicle tears through the fence and races toward him. He looks to access a comm unit in his confusion, but can't do much because the vehicle takes a screeching halt and at a slight angle as the driver quickly opens a panel next to them, reaches out with one hand, and fires a pistol that materializes into the hand a mere second before. This causes the security drow's head to snap back and him to fall backward, body sprawled just shy of the front door.
You driver is smiling as she says under her breath with amused disgust in drow, "Men." She then turns to the rest of you. "We are here. It is likely they know you are here. Get out."
Information going forward: The interior walls of the offices are made of composite plating of varying shades of gray. The ceiling is slightly arched in each room, with an average height of 15 feet. Each door is made of a dark steel alloy and consists of several plates which slide open in a spiraling pattern. A creature can push a button adjacent to the door as a swift action to open or close a door.
I have placed you outside of the building, feel free to begin your assault.
90 MINUTES REMAIN

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"Can you drive us in through the front door?"
Oshari nearly chokes on his drink. "Somehow, I don't think this vehicle is rated for that."
He moves up to the door, stepping over the body of the security guard. "Ready?"

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Kapteyn will hover over and peek through the windows, if possible.
Perception: 1d20 ⇒ 16

GM Sasha |

Kapteyn peeks through the window and can see an advertisement plays on a large screen mounted on the wall opposite the entrance. A thorny blue tree planted in a large steel-gray pot stands in the center of the room, and a purple sofa has been placed below green-tinged windows on the south end of the spacious lobby entrance. They can also see three drow with rifles in each of the three doors clearly ready to shoot at anyone who opens the front door.
Don't worry about it: 4d20 ⇒ (5, 12, 8, 20) = 45

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"Thanks for the lift. If you're ever on Absalom Station, look me up." Burn steps out of the vehicle and shrugs his reaction cannon into his hands.
"That's good intel, Kapteyn. Thanks."
"Everybody, button up your environmental seals. Anybody want to check the door and tell me if it's mined? I'll go first through the door and draw their fire. Then you guys blitz through. "
Burn takes his own advice about the seals, and checks his equipment while someone has a look at the door. Once the door is checked and any traps deactivated. He'll step inside, using the left door as a shield while he looks.
_
I've moved Burn to his position after the door is open.

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Oshari, can I have your current square? It's the logical place for Burn to be if he wants to go in first and get any cover he might from the door.
[ Percpetion: 1d20 + 0 ⇒ (6) + 0 = 6
Engineering: 1d20 + 5 ⇒ (10) + 5 = 15

GM Sasha |

(Here we go...)
Kap init: 1d20 + 2 ⇒ (13) + 2 = 15
Osh init: 1d20 - 1 ⇒ (18) - 1 = 17
Vom init: 1d20 + 2 ⇒ (8) + 2 = 10
Red init: 1d20 + 4 ⇒ (5) + 4 = 9
Blue init: 1d20 + 4 ⇒ (17) + 4 = 21
Orange init: 1d20 + 4 ⇒ (7) + 4 = 11
Orange shot: 1d20 + 8 ⇒ (1) + 8 = 9
Laser: 1d8 + 1 ⇒ (8) + 1 = 9
Blue shot: 1d20 + 8 ⇒ (3) + 8 = 11
Laser: 1d8 + 1 ⇒ (4) + 1 = 5
Red grenade: 1d20 + 8 ⇒ (13) + 8 = 21
Shock: 1d8 ⇒ 5
Blue shot: 1d20 + 8 - 4 ⇒ (9) + 8 - 4 = 13
Laser: 1d8 + 1 ⇒ (1) + 1 = 2
Blue shot: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
Laser: 1d8 + 1 ⇒ (5) + 1 = 6
No traps are found on the door so Burnham opens the door, utilizing it for cover. Almost instantly two shots sizzle against the door and a clattering that leads to a crackly explosion. More shots sizzle against the door.
Oshari and Burn need reflex vs DC 14; for 5 or 2 electricity
Round 1 | bold are up
Blue
Burn (36/36, 32/32)
Oshari (30/30, 24/24)
Kapteyn (24/24, 24/24)
Orange
Vomatian (21/21, 22/22)
Red

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Kapteyn casts hardlight spheres and throws one at the guard in blue.
Ranged Attack: 1d20 + 5 ⇒ (9) + 5 = 14 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 7
The target and anyone within 10 feet must make a DC 17 Reflex save or be dazzled for 1 round.

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Oshari, can I have your current square? It's the logical place for Burn to be if he wants to go in first and get any cover he might from the door.
Sure! I'll delay to after Kapteyn as well, so I don't get hit with the reflex vs dazzled.
Reflex: 1d20 ⇒ 7
Oshari runs forward towards one of the guards as Ariadne morphs into a large doshko.
Nanite Surge: Quick Form - Static Storm Doshko
Storm Doshko vs Blue, EAC: 1d20 + 5 ⇒ (10) + 5 = 15, E: 1d8 + 4 ⇒ (6) + 4 = 10

GM Sasha |

Ref: 1d20 + 1 ⇒ (18) + 1 = 19
Kapteyn's light sphere hits the door frame the drow is using for cover. The drow reflexively hides and avoids the flash as well.
Oshari barrels in to attack the hopefully dazzled drow, only to find that it is in an ideal position to use the door frame again to avoid the electrifying swing.
Burn needs reflex vs DC 14; for 5 or 2 electricity
Round 1 | bold are up
Blue
Burn (36/36, 32/32)
Oshari (23/30, 24/24)
Kapteyn (24/24, 24/24)
Orange
Vomatian (21/21, 22/22)
Red

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Ref save: 1d20 + 3 ⇒ (4) + 3 = 7
"Err." In retrospect a metal door is not the best thing to use for cover from electric weapons.
Burn steps into the lobby and makes a hard turn to the left. He sweeps his sword from its sheath and thrusts toward the drow in the doorway.
Sword v KAC: 1d20 + 7 ⇒ (19) + 7 = 26 ... damage: 1d8 + 7 ⇒ (3) + 7 = 10

GM Sasha |

Placing herself in the corner for cover prevents space to dodge. Burnham's thrust skewers the drow. Dark blood sprays out when Burnham withdraws his sword. The drow groans and sways but remains standing.
Pew vs Oshari: 1d20 + 8 - 4 ⇒ (7) + 8 - 4 = 11
laser: 1d8 + 1 ⇒ (8) + 1 = 9
Pew vs Oshari: 1d20 + 8 - 4 ⇒ (4) + 8 - 4 = 8
laser: 1d8 + 1 ⇒ (3) + 1 = 4
The unassaulted drow tries to take advantage of Oshari's proximity. It did not, however, pay off.
Round 1 | bold are up
Blue
Burn (29/36, 32/32)
Oshari (23/30, 24/24)
Kapteyn (24/24, 24/24)
Orange
Vomatian (21/21, 22/22)
Red (-10)

GM Sasha |

The drow that Burnham skewered, drops her rifle and pulls out a taclash. She desperately lashes at Burnham.
lash vs Burn: 1d20 + 5 ⇒ (18) + 5 = 23
Slashing: 1d4 + 2 ⇒ (4) + 2 = 6
The drow in front of Oshari quickly taps the console beside the door, causing the door to close.
At the same time that the door is closing the entry room is overwhelmed with the cracks of a loud rifle. Looking around, you see that it is part of an advertisement vid, now showing the text “Guns, guns, GUNS!”
Round 2 | bold are up
Blue
Burn (23/36, 32/32)
Oshari (23/30, 24/24)
Kapteyn (24/24, 24/24)
Orange
Vomatian (21/21, 22/22)
Red (-10)

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Burn shrugs off the taclash. It's important to keep moving and get the team out of the lobby ambush zone. He tries a high low combination of slashes to bring the drow down.
Sword v KAC, full attack: 1d20 + 7 - 4 ⇒ (15) + 7 - 4 = 18 ... damage: 1d8 + 7 ⇒ (5) + 7 = 12
Sword v KAC, full attack: 1d20 + 7 - 4 ⇒ (8) + 7 - 4 = 11 ... damage: 1d8 + 7 ⇒ (3) + 7 = 10

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Kapteyn hurls all the remaining spheres at the orange minion.
Ranged Attack: 1d20 + 5 - 3 ⇒ (6) + 5 - 3 = 8 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 1
Ranged Attack: 1d20 + 5 - 3 ⇒ (14) + 5 - 3 = 16 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 5
Ranged Attack: 1d20 + 5 - 3 ⇒ (10) + 5 - 3 = 12 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 8
plus three saves vs. dazzled

GM Sasha |

Reflex: 1d20 + 1 ⇒ (9) + 1 = 10
Reflex: 1d20 + 1 ⇒ (8) + 1 = 9
Reflex: 1d20 + 1 ⇒ (13) + 1 = 14
The three spheres hurled by Kapteyn all hit the door frame with bright flashes. Despite the misses, you hear a yelp from the drow as she covers her eyes with a hand.
Round 2 | bold are up
Blue
Burn (23/36, 32/32)
Oshari (23/30, 24/24)
Kapteyn (24/24, 24/24)
Orange
Vomatian (21/21, 22/22)