Danse Macabre

Darth Camris's page

427 posts. Alias of Camris.


1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>

Those of you who have darkvision are even more obscured than those with regular vision. You cannot see details of the other people in the room. Or even how big the room is.

Physical Science DC10:
The vape cloud! There's something about the smoke/vape cloud that obscures darkvision.

When you go in, you see a deluxe game table with a shaded light aimed down on it, and the other people in the room in shadow.
There are five seats at the table, apparently for you.

When you come back to Mama Fats, the little halfling woman nods at you and opens a door to the back.
She guides you down a dark and narrow corridor, with only faint l.e.d. lights on the floor showing you aren't stepping into a shaft.
After a couple of confusing twists, Momma Fats stops beside another blank corridor panel, touches it and it whooshes aside. A single shaded light shows a table with a card game and liquour bottles on it. The smell of vapor cloud wafts out.
She motions you inside.

For the most part, the local people stonewall Ruhk, but aren't actually hostile. But with persistence, he is directed to a little bodega known as Momma Fats.
A chubby halfling woman known, coincidentally as Momma Fats, nods knowingly and invites you to come back in an hour.
What do you do? Any preparations?

Ruhk is going down to the Level 21 to look for information, anyone going with him?

Max spends several hours getting more and more frustrated.
The Hardscrabble Collective are not accepting visitors (media, pretend media, strikebreakers, government negotiators, etc.), or communications to their parking orbit while their general strike is on.
The onboard business office is similarly closed while negotiations are ongoing, at least that's what the sign on the access port says.
Maybe it's the Radio Shack 150 cyberdeck he's using, but what he's able to access is so... limited.

Rukh wrote:
"I am a little at a loss of what we should no next."

You know you need to learn more about the gangs, but that might be dangerous to approach directly.

Perhaps, asking around the area where the gangs operate you can feel people out and find out more of the situation, people and places that might help you focus your lines of inquiry?
At least, its always worked for your favorite private detective shows.

Max wrote:
"Do these charge up with wall power?? Guess I need spare batteries."

Each of the rooms have power outlets suitable for recharging devices, batteries and power cells.

Max research over the day:
He excitedly searches for any pictures and news of the Acreon or its crew as he walks using his laptop to search the infosphere.
Max discovers that the Acreon was constructed 85 years ago in the Castrovel United shipyards, then run as a light cargo/mining ship for the Czerka Megacorp until thirty years later a bad accident left it derelict in the diaspora. It was salvaged by the Hardscrabble Collective, fixed up and operated by them ever since.
Max can find no data on current crew or Captain. The Collective aren't big on bureaucratic record keeping; at least not on this data hub.
Trying to contact the Collective directly is impossible, as they don't live on the station proper, but out on the Absalom Station parking orbits assigned to their fleet.
The Collective does have a business office on the station, but whenever you try to call them, all you get is the "Due to the ongoing business dispute with Astral Extractions, the Hardscrabble Collective is not accepting new clients at this time. We apologize for the inconvenience."

Sorry for the long silence, back now.

Then the figure folds up its displays, racks and tables into... apparently nothingness, bowed to you, and slid away backwards down the eastern tunnel into the Darklands.

Smiling as Novvi examined your offers and dickered, the shadowed figure stacked coins on the table and splits them between you.

Each of you gains:
70 gold sovereigns
125 silver crowns
69 silver pennies

You can find most any item found in the Core, APG or UE up to 500 crowns worth.

The hooded figure deftly turns a couple of the displays about, and now half of them feature small sized arms, armor and equipment.

I fear I have been travelling the Darklands for my trade these last few months. I have not heard of a triplet of halfling women."

Questioning the hooded figure, you discover that her name is Novvi. She is a travelling Darklands merchant that comes by here every couple months to trade with the trogs that live here.
This represents an opportunity for player characters to buy and sell, as opportunities to do so are currently limited. Novvi can buy and sell as if she were a village market, offering almost anything up to 500 crowns worth and buying up to 2,500 crowns worth of goods.

"Both, or either young being." the hooded figure said eagerly.

When Max (and anyone else) uses their computer skills to search the Station Infosphere...

Searching for the Downside Kings (Computers DC10):
The information is thin in the general access areas, as they have less of a public presence due to their extralegal activities.
You find a solitary GNN news article about them:
"The Downside Kings are a brutal street gang that controls several decks of Absalom Station’s lower levels, or “Downside,” through a combination of intimidation and violence. They are known to engage in a wide variety of illegal activities, from extortion, fraud, robbery, smuggling, and theft, to drug and arms trafficking, kidnapping, murder-for-hire, and trafficking in sentient species."

Searching for the The Level 21 Crew (Computers DC10):
Like those of the Downside Kings, the Level 21 Crew’s illicit undertakings limit the gang’s public presence.
One Station Public Relations judicial response to a subpoena (unpublished) had an overview of them:
"The Level 21 Crew are a street gang that claims (unsurprisingly) Level 21 of Absalom Station’s seedy lower decks as its territory. Their known criminal endeavors include theft, fencing stolen goods, gambling, sex work, racketeering, and smuggling.
"They are most famous for their widespread and daring graffiti."

The Hardscrabble Collective (Computers DC10):
The Hardscrabble Collective is a clan of stubborn asteroid miners that operates primarily among the scattered planetoids of the Diaspora. It has no offices or base of operations, but the clan members usually view the Armada—the ever-changing fleet of ships that orbit Absalom Station—as a central gathering place. Collective crews hire their ships out to a wide variety of business concerns, including Astral Extractions, which recently employed the Collective ship Acreon to scout for new mining prospects in the Vast.

The Hardscrabble Collective (Computers DC15):
While the Hardscrabble Collective calls itself a clan, it is more of a cooperative business enterprise, a coalition of dozens of ships’ crews who have banded together for mutual benefit and safety. While some of the Collective’s members are related, most of them are individuals from a dozen different races: humans, dwarves, androids, ysoki, and more. Nevertheless, the Hardscrabble Collective is as tightly knit as many families, and members fiercely look after one another’s welfare.

The Hardscrabble Collective (Computers DC20):
Following the arrival of the Acreon and Astral Extractions’ claim on the ship and the Drift Rock, the Hardscrabble Collective contracted with an Absalom Station street gang called the Level 21 Crew to protect its members and its interests on the station until the dispute can be resolved.

Astral Extractions (Computers DC10):
Astral Extractions is a powerful mining conglomerate with business ties throughout the Pact Worlds. Most of the company’s operations are centered in the Diaspora and the rocky moons of the outer planets, but it has also begun sending scout vessels into the Vast in search of new claims. The company recently hired one of the Hardscrabble Collective’s ships, the Acreon, for one of these exploratory missions.

Astral Extractions (Computers DC15):
The public face of Astral Extractions is that of an ethical and respectable corporation, but outside of the public eye, some say the company uses hired muscle—corporate mercenaries, strikebreakers, and even criminal elements—as proxies to intimidate and threaten those who stand in its way.

Astral Extractions (Computers DC20):
Following the arrival of the Acreon, Astral Extractions secretly hired a violent Absalom Station street gang called the Downside Kings to coerce the Hardscrabble Collective into abandoning its claims on the Acreon and the Drift Rock.

Flipping through the tridee looking at news, entertainment and sports, you come across an effusive talking head, showing the laser shootout at the shuttlebay. An overhead security camera focused in on Valtri as she throws the lever that foamed the area as the talking head proclaimed this "Unknown woman" a hero for stopping the killing. There is also a vigorous commentary scrolling to its right speculating, sometimes very rudely, wondering who she was and where is she now?

But that was just a side story compared to the biggest news story currently by far, discussed endlessly on newsfeeds and in public conversation, is the arrival of the derelict ship Acreon a few days ago, the whereabouts and fate of its missing crew, and the nature of the mysterious "Drift Rock" the ship brought with it.
Rumors and speculation are rampant: The Acreon's crew witnessed something significant and were killed to keep it secret; the entire crew lost control of their senses and walked out the airlocks; the Drift Rock contains precious riches, from rare and valuable minerals to advanced technology, or even legendary treasures of lost Golarion, preserved before the planet disappeared.

Less sensational, but more important to the business of Absalom Station is the disagreement between Astral Extractions and the Hardscrabble Collective, both of whom claim ownership of hte Drift Rock and the right to examine the Acreon and determine the fate of its crew.

Now that you have time to think, there are several approaches you can make to attack the mystery of the gangs at the shuttlebay.
Station security might have info, so might people who work down in those areas, news services may have done stories on the gangs, other approaches you may think of as well.
First, anyone can make a DC10 Computers check to access the unsecured public system.

1 person marked this as a favorite.

Gurlak is waiting for you out front, and is able to convey you to the Moons of Sleep along with your luggage.
He is also able to negotiate with the manager to secure three two bed rooms opening on a comfortable common area with a kitchenette attached, chairs, couches, large threedee, power and dataports to the station infosphere. Sharing the cost makes it 20cr each for the week.
It is possible to make other arrangements if you like, individual efficiency rooms, a couple of the bigger suites; you can even go across the tramway to where a big beehive looking wall is, where you can get an individual sleep pod for a credit a night.

Max wrote:
He does a web search on both gangs to see how active they were on social platforms.

Quick search results for "Downside Kings" is pretty thin. Other than that they seem to be referenced as being somewhere Downside (Absalom Station lower decks), there is no result.

Quick search results for "Level 21 Crew" is barely more than that. Other than they claim Level 21 and are infamous for graffiti, there is no result.

Max, you were healed by the medical response guys at the Shuttle bay.

The lift takes you very high in the spire.
The doors swoosh open into an elegant reception area, and a human comes over to greet you and usher you through the back doorway into an executive office.

Shirren language:
The name on the doorway says "Councillor Chiskisk"

The office space is cluttered with cases and cabinets with datablocks, paper documents, mysterious devices and artefacts, but is well ordered and clean.
Behind a polished and unadorned plastic desk, a Shirren wearing understated business clothing rose and gestured to you to take various seats of appropriate sizes.

In a deceptively short amount of time, you enter the Ring sector of Absalom Station, and then after that you arrive at the Lorespire Complex.
The campus is dense with the number of buildings and rooms.
At the base of the spire, you come to a halt and are ushered into a large reception area, decorated with the Society crest on the floor and several cased artefacts with little presentation videos underneath them.

Gurlak smoothly piloted the limousine down the concourse and into an access way into an exclusive vehicular tubeway.
Part of the way is transparent, and you get a spectacular view of an arm of the Absalom station, modules flickering with arc-light as they are welded in place, and beyond that an amazing vista of stars.

Gurlak helps you with your luggage into the trunk as the rest board the vehicle.
The interior of the vehicle feels larger inside than the outside seems to appear. It is nicely appointed with rich polished leather seating and richly decorated extras, such as three pull down three dee viewscreens, auto booster seating for the small statured, and a silver drink dispenser with ice.

With barely concealed contempt, the detective thanks you for your cooperation before your personal property and luggage is shoved at you and you are unceremoniously hustled out of the taped off incident scene.

Max Tweek wrote:
"...We will pay for a proper send off, but we are going to need his personal property."

The on-scene Inspector glares coldly at Max.

"This is a mass homicide incident. That will have to wait until the investigation is complete." He said. "As an officer of the Starfinder Society, he is covered by Death Benefits anyway."
He paused, his interest in you sharpening.
"What is your interest in his property anyway?"

The security troopers approach and detain everyone in the area. They take your weapons and question everyone as the emergency medics attend to any wounded.

It takes hours, but Security matches your statements, the bystander statements and camera feeds, and conclude you all acted in self defense.
They return your weapons to you (grudgingly), and you are free to go. Fire suppressant foam stained, but free.

What now?

At this point station security show up, sirens blaring. They shout for everyone in the foam to not move with their hands up and eyes shut.
Fire suppressor bots start hosing the foam off of everything.

Both My'riad and Prototype 12 find the going tough, as the foam is a little slippery. Small things you didn't think were there in the clear areas trip you up, and the blinding of the foam and the loud blaring of the klaxon disorient you.
You bump into people, and barely hold yourselves from striking when you realize they aren't the gangsters you're looking for.

My'riad and Prototype 12:
Finally My'riad and Prototype 12 bump into each other in the foam, barely recognizing each other in time.
You also notice, sprawled at your feet, the dead body of the dwarf you were to meet, Duravor Kreel. You know he's dead because theres a big laser wound right through his throat, and most of his blood is pooling around your boots.

Round 3 completed______________________

Ruhk turns to look at Celebryn, and shrugs a little, unsure of what to do next.

Max moves to the left to get a clear shot at the gangster that shot him and he gets a nasty laser burn. He popped up and fired, hitting gangster 4 with a red laser beam for serious damage to his face.

Prototype 12 shifts over to the outer edge of the crates. "I'll throw some covering fire "
His Laser Rifle burns a line across several crates, keeping gangster heads down.

Amidst the confusion, Valtri slipped over to the console and set about activating the fire suppression system. How hard could it possibly be?
Engineering: 1d20 + 7 ⇒ (3) + 7 = 10

Max yells to Valtri ”Change this mall Muzak to Metallica first!”

Myriad flinches as an errant laser sizzles overhead. They immediately rush towards a larger pile of cover nearby, ducking low so as to come up from a different position before firing their azimuth pistol towards the nearest thug! Gangster 8 is caught flat footed, burned right through the chest and falls dead.

Valtri managed to unlock the manual override and throw the lever on the fire suppression system.
Red and white strobes flashed and a loud klaxon sounded. The fire stopped as people looked around confused. Then…
A heavy liquid sprayed down from nozzles in the hangar ceiling. When it hit the deck it foamed up quickly surrounding everything in a suffocating ocean of white suds.
No one can see anything, but movement is not impeded.

Engineering or Survival:
Pulling your shirt up to breathe through it will stave off suffocation.

I have Discord, but I don't know how to set up a Channel.

If Myriad needs total cover/concealment, the luggage cart directly station west has several trunks stacked that should serve.

Myriad and Prototype 12 are behind a luggage cart. You have Cover and Concealment, but not total. (You can kinda see and/or shoot through the luggage piles on the racks in the middle of it.)

Round 3______________________

Players take their turn in order of posting, enemies will go last.


Round 2 completed__________________________

Turning to Max, as the closest person, Valtri told him, "I have a plan, but I need a few moments uninterrupted at that console." Trusting the ysoki to back her up, she broke cover, advancing towards said console.

Max advances to another set of pallets and sees a hostile ahead. He tries to surprise him with a shot from his needler pistol. Max’s red laser beam caught the guy flat footed straight to the chest for moderate damage.

Ruhk pulls out his gun, so he is at least ready to defend himself if he gets a chance.
This seems like a good spot to stay for now...

12 double moves up to the next instance of good cover, crouching behind the crates.

Myriad nods to the other android and quickly rushes up to the next set of crates. They kneel behind cover next to the other android.

Celebryn II The elf casts Mystic Cure and touches Rukh, healing the 5 points of damage

Gangster 1 Azimuth laser pistol shot: 1d20 + 6 ⇒ (11) + 6 = 17 hit gangster 8 for a possible 1d4 + 1 ⇒ (1) + 1 = 2 fire damage.

Gangster 3 Azimuth laser pistol shot: 1d20 + 6 ⇒ (17) + 6 = 23 gangster 7 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 fire damage.

Gangster 4 spun and snap shot at Max
Gangster 4 Azimuth laser pistol shot: 1d20 + 6 ⇒ (14) + 6 = 20 1d6 ⇒ 3 for a possible 1d4 + 1 ⇒ (3) + 1 = 4 fire damage.
Then scuttled for cover behind the fallen light fixture.

Gangster 5 Azimuth laser pistol shot: 1d20 + 6 ⇒ (9) + 6 = 15 but missed.

Gangster 6 Azimuth laser pistol shot: 1d20 + 6 ⇒ (2) + 6 = 8 but missed.

Gangster 7 Azimuth laser pistol shot: 1d20 + 6 ⇒ (13) + 6 = 19 at My'riad for a possible 1d4 + 1 ⇒ (2) + 1 = 3 fire damage.

Gangster 8 Azimuth laser pistol shot: 1d20 + 6 ⇒ (18) + 6 = 24 at Prototype 12 for a possible 1d4 + 1 ⇒ (4) + 1 = 5 fire damage.

Gangster 9 Azimuth laser pistol shot: 1d20 + 6 ⇒ (1) + 6 = 7 but missed.

Myr'iad; go ahead and make the change. I know I'm on a learning curve too.

The bystanders are starting to clear away, so there's fewer to obscure the combatants. The threads of red and orange laser fire give the approximate locations of the gangsters (noted on the map).

Know:Engineering DC11:
Probably Azimuth make laser weapons, probably pistols. Basic Smoke or aerosol devices can be a decent defense against them.

The bystanders scream and start running every which way, trying to get out of the battlefield.

Gangster 1 Azimuth laser pistol shot: 1d20 + 6 ⇒ (14) + 6 = 20 1d6 ⇒ 3 Critical Hit Bystander! for a possible 10 = 10 fire damage to the chest. Fatality.
Gangster 2 Azimuth laser pistol shot: 1d20 + 6 ⇒ (5) + 6 = 11 1d6 ⇒ 6 Miss a gangster.
Gangster 3 Azimuth laser pistol shot: 1d20 + 6 ⇒ (4) + 6 = 10 1d6 ⇒ 3 Miss a bystander.
Gangster 4 Azimuth laser pistol shot: 1d20 + 6 ⇒ (6) + 6 = 12 1d6 ⇒ 4 Miss a gangster.
Gangster 5 Azimuth laser pistol shot: 1d20 + 6 ⇒ (3) + 6 = 9 1d6 ⇒ 2 Miss a bystander.
Gangster 6 Azimuth laser pistol shot: 1d20 + 6 ⇒ (13) + 6 = 19 1d6 ⇒ 2 Hit a Bystander for a possible 1d4 + 1 ⇒ (2) + 1 = 3 fire damage.
Gangster 7 Azimuth laser pistol shot: 1d20 + 6 ⇒ (1) + 6 = 7 1d6 ⇒ 2 for a possible 1d4 + 1 ⇒ (1) + 1 = 2 fire damage. A wild shot struck a lighting cluster on the ceiling, which falls on a bystander, crushing her. Fatality.
Gangster 8 Azimuth laser pistol shot: 1d20 + 6 ⇒ (13) + 6 = 19 1d6 ⇒ 1 Hit on Rukh, for a possible 1d4 + 1 ⇒ (4) + 1 = 5 fire damage to right arm.
Gangster 9 Azimuth laser pistol shot: 1d20 + 6 ⇒ (6) + 6 = 12 1d6 ⇒ 2 Miss a bystander.

OK, Rukh is hooked in as well; you should be able to move it now.
Let me know if you want your nameplate to read "The Dandy" instead of Ruhk.

Celebryn is now rigged, you should be able to move your token now.

Leaving only Rukh left to be done.

Celebryn, to rig your token so you can move them yourself, please go the the Roll20 map link...
... and post a little something in the chat box that includes your username and your character name.



Those who succeeded on the second Perception check may take either a Move action OR a Standard action this round.
That is Max Tweek, Prototype 12, Valtri Cloudfall, and Celebryn II.
They may take their actions in order of posting, enemies will go last.

(Rukh and M'yriad can't take actions this round and are -2 to AC)


The gangsters all have Cover from you where your starting square is.

You all see the dwarf with the "Starfinder Society" hologram blinking over him. He looks up and waives.
But at that moment, most of you see some furtive actions from some in the crowded concourse; suspicious characters ducking behind cover and pulling pistols. Some look like punks, with ripped leather, piercings, bandannas and piercings/tatoos, and some look like mafia types, with suits, ties and dark glasses.

Suddenly, red pulse laster shots lance through the crowd. *FZAAP* *FZAAP* *FZAPAPAP* The crowd screams and starts running every which way; chaos abounds.

OK, looks like only Rukh the Dandy and Celebryn are left to be hooked in on the map.

Perception DC11:
Across the bay you see a dwarf. Tall and lanky, with a bristly, iron-gray beard and deep-set eyes beneath bushy eyebrows. With his patched and stained coveralls, he looks like just another dockworker. He is reading a datapad while a holographic sign reading "Starfinder Society" blinks above him.
You suspect he is your contact.

Perception DC15:
You notice two groups of people that arent moving like passengers or dockworkers. They are kind of furtive, using crates, shipping containers, rolling carts and such to hide their movements from each other.

Disembarking, you finally set foot on legendary Absalom Station and take your first lungful of it's artificial air.

The brightly lit docks are abuzz with activity as travelers bustle by, preparing to board or disembark from starships bound to or from any of dozens of worlds.
Brash and swaggering starpilots, scurrying Ysoki mechanics, and expectant colonists mingle with enigmatic Kasatha Mystics, hard-faced asteroid miners, imposing Vesk mercenaries, and more, creating a microcosm of the abundance and variety of life in the Pact Worlds.
New arrivals meet friends, loved ones, or business contacts, and are whisked away into the humming activity of daily life in the vast space station.
Beyond them, ground crews tend to the docked ships, and dockworkers in mechanized cargo lifters load and unload freight and baggage.
A sharp tang of ozone hangs in the air--a byproduct of electrical discharges from the docked ships--but underneath, the station's atmosphere has a slightly used aroma.
The docking bay's deck plates thrum beneath your feet, though whether it's from the passage of innumerable feet or the vibrations of the station's power conduits and air recycling systems is impossible to say.

The station gets larger and larger, until your eye cannot resolve it as anything other than a city sized wall, jutting with metallic structures sparking with the light of plasma welders.
A small lit square expands until your shuttle enters a lit cavernous space.
Then the shuttle landed with a gentle thump.
Final docking procedures take a few minutes, at which point the flight attendants welcome the shuttle's passengers to Absalom Station!
Passengers pick up their take on luggage and start down the gangplank to the deck of the shuttle bay.

1 to 50 of 427 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | next > last >>