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GM Sasha |
![Orb](http://cdn.paizo.com/image/avatar/PZO9449-Orb_90.jpeg)
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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![Necropye Wraith](http://cdn.paizo.com/image/avatar/11Fire-Wraith.jpg)
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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![The Expansionist](http://cdn.paizo.com/image/avatar/Drawing023Expansionist.jpg)
Oshari joins Kapteyn, keeping a lookout for anything suspicious.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
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![Kevoth-Kul](http://cdn.paizo.com/image/avatar/PZO9270-KevothKul_90.jpeg)
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
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GM Sasha |
![Orb](http://cdn.paizo.com/image/avatar/PZO9449-Orb_90.jpeg)
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.. :)