A group of professionally trained Skittermader crisis actors reappears outside the cantina waving United Paizo Workers Union signs and chanting demands for more break time for the Star Chamber. You notice A few of the signs are also demanded paid time off for Veskmass. To help wave six signs around more efficiently, all the Skittermanders have the QUICK-SWAP feat.
As you look around the cantina, you notice large groups of skittermanders gathering to make protest signs, drinking heavily as they do. I need a perception check to try to spot the leader who likely might be an Envoy. Perception DC 3:
All the skittermanders are so drunk none of them could be the leader. Perception DC 11:
All the skittermanders appear to be anarchists none of them could be the leader. Perception DC 15:
Small groups of skittermanders appear to be organized into cells, there appears to be no overall leader. Perception DC 20:
One skittermanders stands out as the organizer of the protest, encouraging the crowd as they hand out markers to make signs with. You feel sure they are an envoy. What do you do?
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You return to the Lorespire Complex to meet with Chiskisk "Welcome back, Ambassador Kokaksa. I hope our team of Starfinder here were able to give you a satisfactory tour?" Before speaking, Ambassador Kokaksa looks over, acknowledging everyone on the team individually with a nod. "I must say it's been a very exciting tour. To start with, the auto-tour ship I rented turned out to be infested with glitch gremlins. Your Starfinders here had no problem ridding the ship of the infestation and even overriding the auto controls, allowing Valodet to pilot the ship and prevent a collision, as Naitier and Triage fixed the glitching weapons system preventing a misfiring. Ikmanji quickly identified the gremlins. Grognard, Naitier, and Valodet all fought well, with I-apvii finishing off the last gremlin. Your Starfinders here also prevented our lunch break from becoming a trip to the hospital for me. Triage on the fly was able to make a cure for an unknown allergy I have. Valodet talked the chef into giving us our meals for free. Which, by the way, was one of the best meals I have ever had. Next, working together, the team was able to tack, trap and tame a Squox for our new space station on Neeroon. Ikmanji spotted the tracks, Triage improvised a trap, and Naitier's diplomacy helped avoid a conflict with the groundskeepers. Grognard made a leash for the Squox, and I-apvii and Ikmanji calmed the startled squox. This fine group of Starfinders did a marvelous job of protecting me and my souvenir from a gang of mall rats. Valodet's knowledge of the station led to some great bargain shopping. I-apvii and Grognard both distinguish themselves in combat. With Ikmanji, I-apvii, and Valodet finishing off the last mall rats. Last but not least, we encountered a gang of space goblins with a stolen patrol-class security robot. Triage, whom I hadn't expected to be the heroic type, proved me wrong. First by pushing me out of the way to take a shot for me, and next, he risked getting hit while rushing to save Puppy's life. Finally, Triage risked getting hit again to get a point-blank range shot off to take down the robot. For this, I'd like to give Triage the Neeroon medal of distinguished service. In this last fight, Triage did not act alone. The whole team did their share of the fighting. Grognard was able to take down three goblins with a single shot. I-apvii, after seeing Puppy near death, struck back at the robot with the most impressive flurry of hard-hitting blows. The rest of the team all bravely pitched in, chipping away at the robot's thick armor. For this, I'd like to give the rest of the team the Neeroon service metal. Ware these in Neeroon, and you will get a hero's welcome. Without any further concern, I would like to sign the formal agreement immediately in the presence of this fine team of Starfinders. Clearly, the Starfinder Society is an organization worth trusting" The End!
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The robot sees Triage raise his rifle and slams toward Triage
combat over Puppy (-13 HP )
Robot (dead)
I need to update the conclusion. It will be a few hours before I can get to it. in the meanwhile, if you wish, you can RP, healing the wounded and dealing with the unconscious goblins.
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Naitier risk a spell at close range. Luckily, the robot is unable to respond, and the spells force blast the robot. Sparks fly, and more armor falls off the robot, but it still stands... Grognard changes weapons and gets a shot off, but a sudden jerking motion of the glitching robot manages to dodge the shot accidentally. The robot spins out of control, electrical sparks flashing from all its joints. Picks a target at random, slams out at Ikmanji, and misses.
The goblin, still up, manages to help its friend recover from unconsciousness, and the two flee. Round 3
Everyone is up. What do you do?
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Ikmanji's first Entropic Strike hits and manages to damage the robot with acid. Triage doesn't have a melee weapon out so is not threatening the robot for a flank. Valodet shoots, but the robot's armor holds strong against the piercing attack. I-apvii angered by seeing Puppy go down, attacks with a flurry of Swarm Strikes, all hitting the robot squarely, the third blow hits exceptionally hard, ripping off plats of armor and causing a shower of sparks to fly from the robot. But the robot still stands and fights. Triage rushes past the robot to get a clear shot at Puppy, tagging Puppy with a much-needed Serum of Healing. As Triage moves by the robot it tries to slam into Triage. slam: 1d20 + 10 ⇒ (9) + 10 = 19
Triage tries to dodge the blow. The robot narrowly manages to land the blow but with full force. Round 2
Naitier gets an AoO if you have a melee weapon ready.
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Valodet cast a glowing triple ring of energy into the robot burning through its armor plating. The only goblin left standing pulls one of its unconscious friends away from the combat. The robot turns away from Puppy, attempting to slam Ikmanji as it spins around to move forward.
The Ambassador stands up and moves behind Valodet. Round 2
Before round 2 I-apvii, Ikmanji, Naitier, and Triage get an AoO if you have a melee weapon ready. add this to your round 2 actions. Round 2, everyone is up. What do you do?
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As the battle breaks out, you hear panicked cries and screams as the crowd in the passageway flees the area.
Ikmanji and I-apvii move in to engage the robot in melee while Naitier attacks at range. Despite its poor-looking patchwork construction, its plating proves to be quite thick and effective.
Grognard pulls out a shout rifle and fires a sonic blast into the group of glassheaded space goblins, knocking 3 of them unconscious. Round 1
Valodet is up. What do you do?
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Naitier and Valodet move up to the front line to help shield the Ambassador as the robot opens fire.
Initiative:
Grognard: 1d20 + 4 ⇒ (20) + 4 = 24 I-apvii: 1d20 + 0 ⇒ (17) + 0 = 17 Ikmanji: 1d20 + 3 ⇒ (19) + 3 = 22 Naitier: 1d20 + 1 ⇒ (16) + 1 = 17 Triage: 1d20 + 2 ⇒ (12) + 2 = 14 Valodet: 1d20 + 4 ⇒ (18) + 4 = 22 Ambassador: 1d20 + 3 ⇒ (6) + 3 = 9 Robot : 1d20 + 5 ⇒ (5) + 5 = 10 Goblins : 1d20 + 3 ⇒ (9) + 3 = 12 Round 1
Everyone is up. What do you do?
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Triage rushes forward, taking himself and the Ambassador prone, and pushes the Ambassador back and to the side. Grognard
Bold are up. You may take one standard action or one move action. What do you do?
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Ikmanji and I-apvii gang up on the last mall rat obliterating it with a flurry of strikes. Ambassador Kokaksa looks around to see if the battle is over. "I think that's all of them. Job well done again, Starfinders. I'll have to be sure to report your deeds to Chiskisk when we get back." Before you can leave, the station's security shows up to take reports of what happened and clean up the mess.
While security talks to you, you have time to rest and recover before heading back to the lore tower complex.
Perception check
Perception DC 14: The robot has a weapon pointed at Ambassador Kokaksa. You may take one standard action or one move action. What do you do?
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Valodet manages to shrug off the effects of the poison in time to take a shot. As Valodet shoots, the mall rat sniper starts to turn, hoping to run but is hit squarely in the chest instead, dropping it dead. The last mall rat on the ground attempts to tumble past the puppy
Round 4
I-apvii, Ikmanji, and Puppy all get an Attack of Opportunity.
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Naitier's static arc pistol finds its target on the roof, hitting the sniper.
Valodet did't notice any effect of the dart at first but starts feeling a tingling sensation around the puncture mark. Weakened pending Fortitude save DC 17 Round 3
Valodet is up.
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Grognard aids Triage, delaying the grenade's effect. Valodet cast magic sending three interlinked glowing rings into the sniper on the rooftop. You can hear the mall rat sniper cry out in pain but is still up. Seeking revenge, they shoot at Valodet,
wraith-sting Damage:
(blue whinnis; critical injection DC +2)
Type poison (injury); Save Fortitude DC 17 Track Constitution (special); Frequency 1/round for 2 rounds Effect progression track is Healthy—Weakened—Unconscious; no end state. Cure 1 save The sniper hits Valodet with a poison stinger dart. The last mall rat on the ground moves up to press the attack on Naitier, lashing out with a taclash whip.
Round 2
Bold are up.
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A grenade goes off. Everyone in its area of effect but Triage jumped out of the way in time. Grognard is shot but manages to avoid the effect
Ikmanji, angered by the grenade attack, strikes out and hits as Naitier joins in on the attack hitting as well ending another mall rat. Triage takes a shot but the effect of the grenade causes the shot to go wide. The Ambassador draws a pistol and enters the street to see what's going on. "Is it clear yet? Round 2
Valodet is up.
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Valodet shoots and gets a solid hit, but that doesn't persuade the Mall Rat to retreat. taclash trip : 1d20 - 2 ⇒ (11) - 2 = 9 green mall rat vs Naitier
wraith-sting Damage:
(blue whinnis; critical injection DC +2)
Type poison (injury); Save Fortitude DC 17 Track Constitution (special); Frequency 1/round for 2 rounds Effect progression track is Healthy—Weakened—Unconscious; no end state. Cure 1 save The red Mall rat sniper shoots at and hits Grognard. Yellow mall rat throws a riot grenade getting Grognard, Ikmanji, and Triage in the area of effect. Blue and green mall rats both move in to attack missing. Grognard (condition pending Fortitude save DC 17 )
bold are up.
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Naitier's attempts at Intimidation is taken as an invitation by the ysoki to close in. As the ysoki close in, a shot is heard from above aimed at Donkey. Hearing the shot, Ambassador Kokaksa listens to Valodet's warning and backs into one of the shops. explorer wasp wraith-sting rifle : 1d20 + 8 ⇒ (18) + 8 = 26
Damage:
(blue whinnis; critical injection DC +2)
Type poison (injury); Save Fortitude DC 17 Track Constitution (special); Frequency 1/round for 2 rounds Effect progression track is Healthy—Weakened—Unconscious; no end state. Cure 1 save Initiative:
Grognard: 1d20 + 4 ⇒ (4) + 4 = 8 I-apvii: 1d20 + 0 ⇒ (2) + 0 = 2 Ikmanji: 1d20 + 3 ⇒ (3) + 3 = 6 Naitier: 1d20 + 1 ⇒ (1) + 1 = 2 Triage: 1d20 + 2 ⇒ (1) + 2 = 3 Valodet: 1d20 + 4 ⇒ (11) + 4 = 15 Ambassador: 1d20 + 3 ⇒ (19) + 3 = 22 Mall Rats: 1d20 + 4 ⇒ (6) + 4 = 10 Grognard
bold are up.
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Valodet suggests a place known for bargain shopping, and this time of day is a bit slower before most people get off from work and the criminals wake up. "In the spike, you say, I hear it's not the best high-end tourist destination, but I like to see all sides of a place to get to know it well. Traveling in a group, we should be safe enough." From Jatembe park, you take a quick maglev train ride to the high-speed central elevators to get down to the spike. The shopping center is pretty close to the elevator landing and well-kept for being in the spike, but you still see a few gang tags painted on the walls. Ambassador Kokaksa wastes no time shopping going from store to store, handing off packages for you to carry so he can shop more. He buys a large model of Absalom station and a large framed picture of Jetambe park. He also buys a few chairs that are not your normal souvenirs. "I plan to put these in my office to remind me of this trip. I've learned so much just seeing this station I don't want to forget. We don't have many chairs on Neeroon might be best to get some for our guests." Much of the other things he buys have no connection to his business here and are likely souvenirs for family and friends. Nevertheless, they fill up your arms quickly, and Donkey is piled up with chairs. As you help the Ambassador, you keep an eye out for trouble. Perception check:
Perception check results:
DC 13:
you notice a ysoki following you. DC 15:
you notice a group of 2 ysoki following you. DC 21:
you notice a group of 3 ysoki following you. DC 26:
you notice a group of 4 ysoki following you. each of you only has one hand free, and Donkey is loaded up to the point of being unrideable. Feel free to adjust your tokens on slide 15 if you wish.
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After leashing the Squoc, Grognard hands over the Squox to Ambassador Kokaksa, who looks excited, his head plumage puffing up as the Squox climbs up to his shoulder and perches there. "This Squox will be perfect for our station's park. I should give her a name. She looks like a Jatroon to me. Ambassador Kokaksa's head starts to move side to side again, thinking. It's been a busy day. How about some quiet shopping to end the tour. I need to pick up a few souvenirs for my family and friends. Can you recommend a quiet place to shop?" Need a Culture check to find the best place to shop
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Naitier, Gus, and Triage finish convincing the ghoran groundskeepers that you mean the Squox no harm. After that, the ghoran groundskeepers are happy to talk about the Squox. "The Squox are believed to be native to Castrovel. Squox is called Vulkariki in Lashunta. They have spread throughout the pact worlds and even to the veskarium. Looking at the fur pattern and color of this one, it came from the icecaps of Akiton or the cold side of Verces. They are considered invasive and, in many places, are hunted. But we protect them from hunting here in Jatembe Park. Although they will eat about anything, they have a habit of raiding the most expensive food in the house first. They will even clean up after themselves to hide what they have eaten." After telling you about the Squox the ghoran groundskeepers go on their way. Leaving you tame the Squox. Meanwhile, I-apvii starts the work of calming and taming the captured Squox. Altho I-apvii is able to make some progress, the experience of being caught in a trap has affected the Squox. To completely calm and tame the Squox, you must make five successful survival checks. You are out of combat and have plenty of time to do so. Everyone can roll two survival checks as if you are taking two turns. Everyone is up
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Ikmanji tries to lure another squox with the string and bait, but after seeing the trap, the squox are not going for the bait.
"What do you plan to do with the squox?" The ghoran groundskeepers still need more convincing. You can use survival to help calm and tame the squox in the trap.
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Ikmanji finds some broken nut shells near the den, but when one falls on their head. Looking up, Ikmanji realizes it's birds eating the nuts, not the squox. I-apvii aids in looking for good bait, and together they find some fruit peels on the ground around a nearby tree. Finding a few of the fruit still uneaten in the tree. Grognard adds some of donkeys rations to the mix. Together, they manage to bait the trap. Ikmanji uses bait mix and string to make three baited fishing strings to lure out the squox. Naitier and Valodet help fishing with the lure strings, and with a little trial and error, the squox start running out. As the squox runs out, Triage tries to trigger the trap but stumbles over a root and drops the string as he recovers his balance. More squox come running out of the den. Ikmanji, with Naitier and Valodet's aid, manages to use the fishing strings to lure one of the squox into the trap. As the squox enters, it knocks over the trigger stick trapping itself in the bucket. As the trap springs shut, you hear shouting behind you. Turning your heads, you see a group of ghoran groundskeepers approaching. One is shouting. "This is a public park. You can't trap animals here!" What do you do?
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As the others start looking for squox tracks, Triage has a lively conversation with Ambassador Kokaksa about the mixture of technology and nature, highlighting some of Absalom station's other environments, such as fog town and the puddles. The Ambassador looks impressed with Triage's knowledge of nature and the station, stopping several times to take notes. Meanwhile... After Ikmanji spots some squox tracks, pointing out to the others what to look for, the rest of the party splits up as everyone finds a different set of tracks to follow. About an hour later, everyone meats up as all tracks lead back to the base of the same large tree. Between the roots of the tree, the entrance to what appears as a den can be seen. I moved everyone to where the den was found.
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Ambassador Kokaksa's head feathers perk up at the Squox of Jatembe Park is described to him. "Squox, you say, sounds like the perfect species to introduce to our station, and I was hoping to see more of Jatembe Park." You arrive at a forested section of Jatembe Park. Tall trees line the path. You can see stars through the transparent dome above and the towering building at the center of the park, sticking up above the canopy of the forest. Birds and butterflies flutter through the air, and occasionally you spot a rabbit. The Ambassador seems impressed with the park. "This is exactly the inspiration we are looking for for our space station at Neeroon. We like to live as close to nature as we can. This park shows it's possible to do that even in space. How do we find the Squox?" DC 14 Survival check to find a set of squox tracks. Note survival is untrained, so everyone can try.
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The swell starts to go away as soon as Triage jams the needle in the Ambassador's arm. Just in time for the chef to return with a fresh plate for the Ambassador with the offending ingredient removed. Everyone finishes and enjoys their meal. At the end of the meal, the Ambassador speaks. "That was more excitement than I usually see at a meal. Thanks to all of you, it turned out for the better. What shall we see next? The Ambassador's head quickly turns from side to side again as he thinks, then stops again as he makes up his mind. "Id like to see how wildlife has adapted to life on the station. We're looking to build some natural environments on the Neeroon station, and I'd like to see how effectively they can allow species to adapt to live in space. I'm considering finding an example to take home to our station, perhaps one you would like to volunteer to be our station pet. If there are no volunteers, do any of you know where on Absalom Station we can find some wildlife to capture? Culture or Life Science check to recall wildlife on the Absalom Station. DC 10 Culture or Life Science:
you recall that wild squoxes are plentiful in Jatembe Park. DC 20 Culture or Life Science:
you recall wild squoxes are indeed wild and not native to the station, having come here on their own hidden in cargo or as escaped pets. They seem well adapted to Jatembe Park, and are known to make good pets. feel free to move your tokes around on the map in slide 11
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Triage makes an Epipen on the fly and, with Ikmanji's help, determines one of the nuts in the Ambassador's meal has a rare chance of causing a reaction in avian species and is likely something the Ambassador has not had before. The chef is unwilling to give Gus a list, but does confirms some of the ingredients Triage and Ikmanji identified. "how dear you ask for a list that's a Perfexion secrete." Just then, the Ambassador puts his hands to his throat his head feathers all start to droop. "I do feel a little sick" The chef gets even more angry, waving his knife around as he shouts. "I want all of you out of here now!" Valodet steps in, trying to calm the chef. At first, he just looks at Valodet like she is crazy, but slowly her words start to work, having a calming effect. Then the chef reconsiders the situation lowering his knife. "I can see now how this misunderstanding could have happened. Nothing like this has ever happened in all of Perfexion's history. Is the Ambassador going to be ok? Please stay and finish your meals. Sorry for the confusion. The food is on the house today. " the Ambassador is still sick. What do you do?
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Chef Rovua Kakevysh overhears Triage talking to the wait staff. "Allergic reaction? Imposable. I read everyone's mind at the table but yours. The chef rushes to the table, almost knocking one of the wait staff over to see what's happening. He gets to the table just in time to hear I-apvii saying, "it looks like something may have been mis-prepared." "How dare you say I miss-prepared something. Unless you resisted my mind reading, the meal should be perfect, the restaurant is called Perfexion for a reason. Is this some attempt to get your food free by faking an allergic reaction!" the chef shouts while waving his knife around. Ambassador Kokaksa looks confused as he's being accused of faking an allergic reaction. The Ambassador looks to the chef and then back to the party at the table. Raising his voice for the first time. "What's the meaning of all of this? What do you do?
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Ambassador Kokaksa raises his glass and drinks to Gus's toast, nodding to Naitier's Toats as he drinks his water. Then coughs to clear his throat.
I see a bright future between The Starfinders and the people of Neeroon. This food is fantastic! After speaking, Ambassador Kokaksa reaches for another bit of food. Let's give Grognard, Triage, and I-apvii's a chance to catch up.
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Chef Rovua Kakevysh performs a psychic reading on everyone except Triage. After the reading, he starts preparing the food at the table in a show that mixes culinary skill and performance art. Polished knives dance in a rhythmic chopping motion reflecting the lighting in the room, and ingredients are tossed in the air and caught at nearly imposable angles. Grognard receives a plate of Fairly traditional-looking haggis. The sheep's lungs have been replaced with minced lungs of Verciten sandworms, giving it a slightly earthy flavor and gritty texture. Naitier is presented with a plate of mixed seafood casserole, a combination of Mysis and brine Shrimp, in an algae sauce topped with a few small Tabridian fish for flavor and decoration. Valodet's plate is specially arranged to highlight the aroma of the food. A mix of hydroponically grown meats flavored with a variety of rare valai berries from Lajok's lake regions. Ikmanji and Triage both get a seafood plate with a mix of uncooked Trafodi sea bass and boiled crustacean legs from the coast of Amiz, sprinkled with Viljoian sea salt. I-apvii's Dish is a Dykonian crystalline layer cake, which resembles highly contrasting sedimentary rock topped with tiny crystalline flakes. Each layer presents a different flavor. Ambassador Kokaksa receives a bowl of mixed seeds, nuts, and fruit from throughout the vast suspended in a thick Neeroonian tree sap. DC 14 Medicine check or DC 20 survival or Perception:
you can see some minor swelling occur after the dignitary's first mouthful of food.
What do you do? How is your meal?
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If the party lacks the skills needed for this section of the adventure, I'll try to get us through this part as quickly as possible. Might need to RP your way through some of the Diplomacy checks without dice rolls getting in the way. Add at the start, the word Diplomacy: to RP to use it in place of a die roll if needed
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The head bouncer takes the credit stick from Valodetand then looks over the reservation list. "Party of seven for lunch right on time, This way through the doors. Thank you for choosing Perfexion. Enjoy your meal. Inside, you see Elegant, transparent furnishings and multicolored lights fill this luxurious space with an ethereal glow. At each table, a small group of socialites watches in awe as dexterous chefs prepare food in a show that is as much acrobatic as culinary. Liveried waitstaff move between the tables, bringing beverages and clearing plates. A floor-to-ceiling holographic aquarium fills one wall between a pair of staircases, and large windows provide a breathtaking view of Jatembe Park. You are seated at a large round table. The chef is already there, ready to greet you. "Welcome to Perfexion, my name is Chef Rovua Kakevysh. I'll be your chef today. Before I start cooking, I need to perform a psychic reading to determine the perfect meal for each of you. Will that be ok?"
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Grognard RPs a nat 20 for intimidation. Girnos Nasesril lowers his head in shame and leaves. After Girnos Nasesril leaves, Ambassador Kokaksa looks from side to side, thinking. After a moment, his head stops, and his head feathers perk up. "Looks like the Starfinder Society can't be swindled. All of this excitement is making me hungry. Let's get some food. I hear Perfexion is one of the best, if not the best, restaurants on the station. Hopefully, we don't need reservations..." You make your way to the restaurant. Reflective walls and an understated sign mark the location of Perfexion, one of Absalom Station's most exclusive restaurants. A small crowd of well-dressed hopefuls lingers near the door while a red-velvet cordon keeps them back from passing into the establishment's entryway. Just outside the door, four vesk bouncers wearing ceremonial armor and brandishing doshkos, admitting only those who have a verified reservation in hand. All while providing an intimidating presence. Sense motive to learn what might work or not on the bouncers.
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-apvii recalls basic legal training all Sarfinder agents receive Starfinder agents have the authority to deal with simple legal issues as long as they shall not involve spending over 500 credits or committing the Starfinder Society to take military action on behalf or in support of the other party. This authority is granted to all Starfindre agents due to the fact that missions frequently require agents to be out of quick communication range for extended periods of time. For more complex legal issues, agents shall have the other party sign from F-301-910-2 nonbinding agreement pending legal review. Girnos Nasesril tried to explain what is in the paperwork. "It's just some legal paperwork that absolves the corporation of any ill-doing. Basically, it blames the gremlins. Surely you can see they were the root cause of this incident?" He hands you a datapad with the paperwork.
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Valodet, just in the nick of time, turns the ship back on course. Once back on course, it's easy to engage the autopilot again. Ikmanji can't figure out how to disarm the weapons system glitch but does manage to point them in a safe direction for now... Grognard steps in to help Ikmanji, and together they get the weapons disarmed but still glitching. Triage and Naitier working together not only fixed the glitch but improved the system, putting an end to the crisis. You have time during the remainder of the auto tour to take a 10-minute rest and recover. As you exit the ship, you are greeted by a tall male Damaya lashunta, in a cheap business suite. "Hello, my name is Girnos Nasesril, public relations officer with Periphery Stars. Good to see you all return safely. Periphery Stars would like to recognize the Society's efforts for handling the gremlin infestation. In addition, we would like to give you this reword of 365 credits each for your efforts. I just need you to sign here on page 3." He hands you a datapad with the paperwork. What do you do?
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I-apvii swings out with a swarm strike and hits, putting an end to the gremlin's ability to banter and ending the combat. Ambassador Kokaksa steps around the grease to get a closer look. Lava pup was getting a bit lonely, so we'd come to have a look to see what the problem was. It looks like you took care of it. What were those strange creatures? Is the ship going to be Ok? Just then, the ship's robotic voice comes over the intercom.
What do you do?
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Triage after much strugling finds his balance and dances out of the grease gracefully. Ikmanji bounces back with ease from getting knocked down, the quick recover catches the gremlin off guard making it an easy target as Ikmanji takes out the gremlin with one last strike. Round 5:
Bold are up
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Triage and Donkey both struggle and can't find their feet to get out of the grease. Grognard manages to slide off Donkey and joins the fight in the main engine room. The last two gremlins seem determined to die laughing as they both attack with their wings while shouting, bantering gibberish. Both gremlins hit with their wings and banter louder as the boss gremlin knocks Ikmanji prone. Blue at I-apvii
Purple Ikmanji
Round 5:
moving in grease:
A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can't move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone . A creature that doesn't move on its turn doesn't need to attempt this check and isn't considered flat-footed. Everyone is up
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