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82 posts. Alias of Anxa.


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GM Numbat wrote:
Sorry, I have been super busy and haven't posted it yet. Had planned to have it up already. I will post as soon as I can.

I'd like in too! Keeping an eye out for the sign up.

Thanks Numbat.


Deneve Callois wrote:
Excellent. So far 4 people interested. We'd be running a quest, by the way.

I've only run one PbP so far, can I snag one of the open slots?


Reported and closing.

Thank you and have a pleasant tomorrow.


Sorry Varanus, should be good to go now.

I'll report everything closer to the end of the week, and then close the thread.


Later than I wanted to get them to you, but done!

Please review and let me know if there are any errors. Your sheets can be found here!

It was a great journey everyone! Thank you for playing!
I'll report the session once you've each confirmed there are no errors, Varanus and Bud, I hope you enjoy the boons (not sure when they'll send them so keep an eye out)!


Thanks all!

Varanus, Castimir's Flaxseed is a great resource for PbP games.

Bud, I didn't have any issues with your English.

Great game all around. I'm hoping to have your sheets up by tomorrow.


Almost forgot! I get a shot at a boon too...

GM Boon: 1d20 ⇒ 16
Boon is: 1d3 ⇒ 3
...or not. :)


Great session all, hope you enjoyed it! Didn't seem to go to poorly for a first time PbP GM.

For the Gameday event boon, the winners are: Varanus and Bud!
Sorry everyone else, target roll was 19 or 20.

Varanus and Bud, please each roll me a d3 and PM me an email you'd like to organizers to use as they send out the event boon information to the winners.


The team is able to bring back Talbot without any issues, though he continues to plead for his release until the town comes into view. Philt arranges to meet with you in a secure, private location just outside of town... To avoid any misunderstandings with the residents.

Making a reasonably good impression ith Philt and managing to capture Talbot, you have an opportunity to do some good for the citizens of Tasch. As the prisoner exchange occurs Philt discusses future plans with the team, "...the drive and loyalty the townsfolk demonstrate—however misguided—inspires me. AbadarCorp has long considered the construction of a shipping hub outside of Maro. Such a facility would keep cargo destined for transport throughout the Pact Worlds away from Maro’s local gangs and criminal organizations."

Philt believes that Tasch could serve to staff this shipping hub and provide infrastructure for guards, pilots, and corporate employees. Such construction would also mean gainful employment for all the townspeople. By returning Reynald Talbot to the custody of AbadarCorp, you have secured Tasch’s future.

Returning with the Stone and leaving a positive impression on AbadarCorp, Arvin offers to pay for a round of drinks at a bar popular with many field agents. Before he departs, "Make sure to get some rest after your night of enjoyment, I'm confident I'll have another assignment for you all soon."

Thus concludes the advanture. Feel free to continue to post some RP as you like. I'll prep the sheets and reporting for early next week. Keep on eye on the Discussion tab for updates.


Save the Medpatch Alejandro. He's alive, and inconsequential.

The team searches Talbot, the miners and the cavern. On the miners you find two each of second skin armors, tactical semi-auto pistols with 5 rounds each, clubs. On Talbot you find freebooter armor I, a static arc pistol with 1 battery, a survival knife, the charlatan’s stone , a MK1 ring of resistance, and 6 credsticks (100 credits each).

In side the mine there's a small office and living space which contains scattered living items, like extra clothes and some nutrient food packs. One of Talbot’s ongoing passion projects, a recently completed but uninstalled armor upgrade, lies on the desk in the office (this is a brown force field armor upgrade).

You're satisfied that there's nothing left of interest in the mine, and have secured the surviving miner and Talbot. As both regain consciousness Talbot begins trying to broker any kind of deal to secure his release, while the miner is resigned to his fate.

What do you do with Talbot?


The first miner is charcoal at this point, the second miner could be saved if you want. Talbot is unconscious but overall ok.


Sen's quickly shifts to use the blunt of his doshko, and strikes Talbot in the neck. With a choked gasp, "not... fair...," he passes out. The cart continues to the end of the track, hitting the stop.

A quick survey verifies that there are no combatants left.


Minea lands a solid punch to the side of Talbot's head, giving Sen an opening to slash Talbot's leg with his doshko. Bud follows with a solid punch to Talbot's chin. Beginning to look worse for wear, true panic sets into Talbot's face.

"You don't know what you're throwing away! Infinite wealth. You think the Starfinders can give you that, GIVE YOU ANYTHING?!"

------
Round 5
------
Varanus
Miner RED (DEAD)
Miner BLUE (DEAD-ish)
Talbot (-21HP; Get'em +1 to be hit)
Bud
Mineap (-8SP, -2HP)
Sen (-5SP)
Alejandro
BOLD characters can act/NPCs are acting. Characters have acted.

Talbot continues to use the shifting and rocking motion of the cart to his advantage, and lashes out at Sen again.
Trick Attack/Acrobatics: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22
Attack/Knife:KAC: 1d20 + 8 - 2 ⇒ (1) + 8 - 2 = 7
Damage/P: 1d4 + 3 ⇒ (2) + 3 = 5
Trick Damage/P: 1d4 ⇒ 3
Talbot is able to catch Sen off guard, but is too weak from his wounds to connect.

Heroes are up, someone just needs to sneeze close to Talbot and we move to end game...


Moved Minea closer to cart and into melee range.

Varanus dashes after the cart and hurtles himself in. Varanus, Talbot and Sen jostle and press awkwardly trying to jockey for position and not fall out.

Varanus, Sen and Talbot will count as 'squeezing' while in the cart. No one else will be able to fit inside.

From SRD - Squeezing: In some cases, you have to squeeze into or through an area that isn’t as wide as the space you take up. You can squeeze through or into a space that is at least half as wide as your normal space. While squeezing, you move at half your speed and are considered to have the entangled condition.
Entangled: You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.


Just posted! :) Bud, you can get two actions (rounds 3 and 4). Everyone else is up too.

Talbot likely won't last much longer... I'll start prepping the sheets.


Sen quickly dispatches Talbot's defensive hologram.
EDITS
Varanus fires on the wheels of the cart, scorching one but not damaging it much. The hardness of the metal wheels is going to soak up most of the damage. Varanus, if you can make a DC 15 Engineering or Physical Sciences check, I'll switch the shots to Talbot, you'll realize your weapon isn't likely to take out a wheel quick enough to stop the cart.

Talbot seems shaken by Alejandro's sudden threat.

Minea is hit solidly by the cart and shoved aside.

------
Round 3/Round 4
------
Varanus
Miner RED (DEAD)
Miner BLUE (DEAD-ish)
Talbot (EditShaken 1rnd; Get'em +1 to be hit)
Bud (2 actions, Rnd3 and Rnd4; Alejandro is correct any weapon can do non-lethal with -4 to hit)
Mineap (-8SP, -2HP)
Sen (-5SP)
Alejandro
BOLD characters can act/NPCs are acting. Characters have acted.

Talbot turns his attention to Sen. "It isn't fair! I can make us all rich! Just drop your weapons and let me go."

He lashes out against Sen using the rocking of the cart to help disguise his attack. The cart plows into Bud pushing him aside.
Bud, round 4 DC 12 Ref save to avoid cart, failure takes...
Cart SMASH!: 4d4 ⇒ (2, 2, 4, 1) = 9

Sneak Attack/Acro: 1d20 + 15 - 2 ⇒ (6) + 15 - 2 = 19
Attack/KAC: Sen: 1d20 + 8 - 2 ⇒ (13) + 8 - 2 = 19
Damage/Knife:P: 1d4 + 3 ⇒ (2) + 3 = 5
Trick Damage/P: 1d4 ⇒ 2

While he fails to trick Sen, he is able to draw a deep slash across Sen's abdomen.

EDITS - Thank you Alejandro. Corrected post to reflect Varanus targeting the wheels.


Going to bot Bud (hope all is well!)

Bud raises his rifle and fires on the miner.
Attack/KAC: 1d20 + 3 ⇒ (16) + 3 = 19
Damage/P: 1d8 ⇒ 4

As the cart continues to barrel forward it plows into Minea.
Minea - Ref save DC 12 to avoid all damage
Damage/Cart SMACK!: 4d4 ⇒ (2, 1, 1, 2) = 6

Sen holds his ground and leaps effortlessly into the cart just before it strikes him. He lands face-to-face with Talbot.

------
Round 3
------
Varanus
Miner RED (DEAD)
Miner BLUE (DEAD-ish)
Talbot
Bud
Minea (-2SP, -2HP)
Sen
Alejandro

BOLD characters can act/NPCs are acting. Characters have acted.

The miner swears again under his breath, a shake hand draws a club from his belt and raises it up... Only to have Minea strike him down.

As his remaining ally falls, Talbot looks increasingly desperate. "No, I'm OWED this! I won't let you take what I EARNED!" He draws a knife, hitting a button on his belt as he does so.
WHAT?: 1d4 ⇒ 1
Suddenly there are two Talbots shimmering in the cart.
When attacking Talbot, roll a d2 first. 1=Talbot, 2=Image. Once the image is attacked it will disappear removing this affect for others.


You are correct! Posted to remind myself, I'll adjust the damage in the next round listing. Varanus was shot by Talbot not Minea!


Correction - Thank you Varanus - Talbot fires on Varanus, trick doesn't work. I'll correct damage on the next round listing.


Don't forget Varanus, crits still do double damage.
Varanus Crit Damage: 1d10 ⇒ 8

The RED miner collapses into a smoldering heap as Varanus' laser fire tears through him.

------
Round 2
------
Varanus
Miner RED
(DEAD)
Miner BLUE
Talbot
Bud
Minea
(-7SP, -2HP)
Sen
Alejandro

BOLD characters can act/NPCs are acting. Characters have acted.

The other BLUE miner rounds the corner, a low "F#%% me...," escapes his lips as he passes the ashy remains of his partner. With the realization he isn't leaving alive, he fires on Varanus.

Blue Attack/KAC: 1d20 ⇒ 1
Damage/P: 1d6 ⇒ 3

Apparent, they were both better miners than thugs as his shot also goes wide in the same arc as his partner.

As the miner fires a mine cart comes barreling down the track, as it turns the bend a man (who you assume is Talbot) pops out shouting "Not today Starfinders!" and fires at...
Target: 1d2 ⇒ 1 By distance, 1=Varanus and 2=Minea
Trick Attack/Acrobatics: 1d20 + 15 ⇒ (1) + 15 = 16
Attack/EAC: 1d20 + 10 ⇒ (7) + 10 = 17
Damage/E: 1d6 ⇒ 5
Trick Damage/E: 1d4 ⇒ 1
His flashy firing style doesn't leave Minea vulnerable, but the shot still scorches her thigh. Trick not successful, still a hit


No worries Sen, I think we'll be done before then.


Alejandro quickly disables a motion sensor trigger for the trap as Minea injects the healing serum.

GM Stuff:
Sen Initative: 1d20 + 5 ⇒ (8) + 5 = 13
Varanus Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Alejandro Initiative: 1d20 + 2 ⇒ (2) + 2 = 4
Minea Initiative: 1d20 + 1 ⇒ (13) + 1 = 14
Bud Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

Talbot Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Miner RED Initiative: 1d20 + 5 ⇒ (18) + 5 = 23
Miner BLUE Initiative: 1d20 + 5 ⇒ (15) + 5 = 20

A passage heads west and then turns north into a T-shaped room. The ceiling is higher than other chambers, cut to fifteen feet in height. Permanent light fixtures set in the ceiling provide brighter light. The mine cart tracks that have run throughout this mine hug the south wall, turn north, and run along the west wall before coming to a dead end at the north end of the room. A single mine car stands on the tracks. Across from the cart is a small office fashioned from two out-of-place plastic walls set into the stonework. An open door provides access to the room within a room.

But before you can explore it fully two armed humans approach, shouting at you to leave.

------
Round 1
------
Varanus
Miner RED

Miner BLUE
Talbot
Bud
Minea
Sen
Alejandro
BOLD characters can act/NPCs are acting. Characters have acted.

The first RED miner turns the corner and levels a pistol at Varanus.
Attack/KAC: Varanus: 1d20 ⇒ 1
Damage/P: 1d6 ⇒ 3
And misses horribly.


Ok, I am sorry! That was vicious. Dice-bot is angry today.

I'll post initiative shortly to help keep the next events orderly. Until I do anyone that wants to help/heal Minea can move up to her and do so. You can also try to disarm the trap.

Sorry again!


Moved you back one step Minea.

As Minea moves past a support pillar, a concealed panel opens in the wall across from her. An automated laser turret pops out, and with a loud crack and pop fires at Minea.

TRAP! Attack/EAC: 1d20 + 11 ⇒ (19) + 11 = 30
TRAP! Damage/F: 3d6 + 1 ⇒ (6, 6, 4) + 1 = 17

The turret pulls back and the panel closes.


Shifting through the room only identifies it as a repair shop. Most of the tools and equipment have been removed.

Though Bud does think he hears something coming from the southwest passage.


Just a quick FYI - this weekend is my son's 2nd birthday. So, I'll be in full dad mode. Posting will delayed, and resume normal levels Monday.

You're closing in, not much left. Hope everyone is enjoying!


The passageways to the north and northwest, and go deeper into the mine. They both appear unused with a cursory inspection - thick, trackless dust and failing lights that imply no one has been down these passages in a long time.

The passageway to the southeast leads into a rectangular chamber with rough-hewn walls. A metal mine-cart track runs parallel to the passage and enters the room before ending abruptly. A mine cart in an obvious state of disrepair lies adjacent to the tracks. Tools cover a table against the east wall, while a pair of metal lockers stands in the southwest corner.

The lockers contain mining uniforms and binders of material safety data sheets for explosives. The referenced explosives, equipment and other materials are nowhere to be found. The mining car appears to be inoperable.

Doesn't seem to be anything else of interest here. The last passage heads to the southwest. Wonder what could be down there...?


As the team moves forward, you can all see that the mine branches in several directions. The northward passage trails on into darkness and seems to remain abandoned. The tunnels continue to the southeast, northwest and southwest.


The mine enterance is unsurprising plain and functional. There is a set of tracks with automated mine carts. It looks like the carts roll to the end, when some other machines tip them pouring out the contents to any waiting receptacle. One of the carts is piled with stones.

Survival Roll/DC 12:
The mine is old, but the tracks and some of the signs of usage are newer... Matches the timeline that Talbot would've arrived.

Physical Science Roll/DC 12:
The stones in the cart are unrefined thasteron.

Along the south wall there are several lockers that look like they've been recently used.

Engineering Roll (Pick lock)/DC 14 OR Strength Check (Break)/DC 15:
Inside the lockers you find a basic medkit and an engineering specialty tool kit.

The mine continues to the west.


Feel free to spend the RP and rest. Next map is up when the team is ready.

As the team goes through the gear on the Ysoki and shobhad, you find…:
On the shobad - second skin, battle staff, hunting rifle with 6 rounds, mk 1 mindlink circlet, spell gem of remove condition, assorted shobhad bangles and charms (worth 300 credits).
On the Ysoki - second skin, azimuth laser pistol with 1 battery (18 charges), club.

A sloping ramp descends to the west, made of hard-packed red dirt that shows signs of heavy vehicle traffic. The ramp opens into a large square chamber with rough walls. A metal track runs along the ground from a passage in the west wall and then turns north, ascending a five-foot ramp and then running along the north wall until the track terminates. A pair of metal lockers stand in the southeast corner, and a heap of ore is piled to the southwest.


Varanus and Bud can keep their ammo.

Sen swings his doshko, connecting with the shobhad's shoulder and neck. A "no..." escapes her lips as she collapses. Seeing their leader fall, the remaining Ysoki turns and flees.

Combat over, unless you choose to run down the Ysoki as it runs.


Minea bounds across the sand ground and leaps to the top of the rise taking full advantage of the low gravity. As she lands her doshko cracks the stone next to the shobhad.

--------
Round 3
--------
Alejandro (-8SP)
M (-4hp;+1 to hit/Get'em)
Y RED (DOWN)
Sen (-3SP)
Varanus (-9SP)
Bud
Y BLUE
Minea

BOLD characters can act/NPCs are acting. Characters have acted.

The shobhad shakes with rage, "NO! NO! NO! You will NOT take our salvation from us!" She draws a staff and swings at... Target: 1d2 ⇒ 1; 1=Sen; 2=Minea
Attack/KAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage/B: 1d4 + 2 ⇒ (1) + 2 = 3
...Sen. Her swing brings the staff soundly into his ribs.


Hey Sen, they are on a rise about 10 feet above you. Minor Botting Athletics roll for the leap up.
Athletics/Sen Jumping: 1d20 + 9 ⇒ (9) + 9 = 18

Sen moves forward and takes advantage of the planet's low gravity to leap to the top of the rise. As he lands he slashes at the shobhad narrowly missing her.

Varanus fires on the Ysoki, silencing its premature victory chants. He switches to the shobhad as the Ysoki falls striking her in the leg. Allow a target switch.

Bud fires his rifle but the shot goes wide.

--------
Round 2
--------
Alejandro (-8SP)
M (-4hp;+1 to hit/Get'em)
Y RED (DOWN)
Sen
Varanus (-9SP)
Bud
Y BLUE
Minea

BOLD characters can act/NPCs are acting. Characters have acted.

The remaining Ysoki continues to fire on Bud.
Attack/Bud:EAC: 1d20 + 9 ⇒ (1) + 9 = 10
Damage/F: 1d4 ⇒ 3
But the shot strikes the ground in front of Bud.


--------
Round 2
--------
Alejandro (-8SP)
M (-2hp;+1 to hit/Get'em)
Y RED (-5hp)
Sen
Varanus (-9SP)
Bud
Y BLUE
Minea

BOLD characters can act/NPCs are acting. Characters have acted.

GM NOTE-Burn damage is dealt at the start of the characters turn (2hp, already added), Ref save at the end to remove with DC=10+damage from burn. DC 12

The Ysoki winces and squeaks as trails of smoke roll from its body and armor. It still raises its pistol toward Varanus, vengeance glistening in its eyes.
Attack/Varanus:EAC: 1d20 + 9 ⇒ (20) + 9 = 29
Damage/F: 1d4 ⇒ 3
Crit Damage/F: 1d4 ⇒ 2
The little Ysoki can't help but let out a victorious whoop as the beam strikes Varanus leaving a large patch of blackened flesh visible to all.

Ref/DC 12: 1d20 + 4 ⇒ (12) + 4 = 16
Apparently, hopping triumphantly is also effective at putting out the remaining flames from the grenade.


--------
Round 2
--------
Alejandro
M (-2hp)
Y RED (-5hp; burning)
Sen
Varanus (-5SP)
Bud
--------
Surprise Round
--------
Y BLUE
Minea <- Surprised

Ref/Shobahd: 1d20 + 3 ⇒ (11) + 3 = 14
Ref/Red Ysoki: 1d20 + 4 ⇒ (8) + 4 = 12

The shobhad manages to abvoid most of the blast, while the Ysoki is engulfed in the flames and continues to smolder.

As Bud moves forward, another BLUE Ysoki pops up and fires at...
Target/Marching order: 1d5 ⇒ 5… Bud.
Attack/Bud:EAC: 1d20 + 9 ⇒ (19) + 9 = 28
Damage/F: 1d4 ⇒ 3
The Ysoki's laser strikes Bud in the shoulder, the pain barely causes the half-orc to miss a step.

The Shobhad bellows, "LEAVE! We'll never allow you to stop Talbot! Stop our savior!" She glares intently at...
Target/Marching order: 1d5 ⇒ 4… Alejandro and he feels his mind wracked.
Mindthrust: 2d10 ⇒ (8, 8) = 16 Will DC 14 for half


--------
Surprise Round One Standard or Move action only
--------
Alejandro
M
Y RED
Sen
Varanus (-5SP)
Bud
Y BLUE <- Who?! Where?!
Minea

BOLD characters can act/NPCs are acting. Characters have acted.

A Ysoki pops up next to the shobhad woman, with a squeaking battle cry it fires on...

Targetting:
Winner is (marching order): 1d5 ⇒ 2 Varanus! sorry

Red Ysoki Attack/Varanus:EAC: 1d20 + 9 ⇒ (13) + 9 = 22
Damage/F: 1d4 + 1 ⇒ (4) + 1 = 5

A bright flash from the Ysoki's pistol sends a searing beam into Varanus' chest.


As the team makes their way to the mine, they follow a rough road marked by regular vehicle tracks that meanders across the reddish desert landscape. Wavering lines of heat haze emanate from the rocky ground. A two-tiered rocky outcropping rises to the northwest.

Map up - dotted lines are the edges of the vehicle track. Numbers are feet up/elevation of the two outcroppings, you can use Athletics to jump (DC 20 with 10 foot running start) or climb up (DC 15). Marks placed in marching order.

Sneaky GM rolls:
What's that?: 1d20 + 5 ⇒ (4) + 5 = 9
Who's that?: 1d20 + 9 ⇒ (2) + 9 = 11
What's happening?: 1d20 + 9 ⇒ (3) + 9 = 12

Character rolls:
Sen Perception: 1d20 + 1 ⇒ (15) + 1 = 16
Varanus Perception: 1d20 + 0 ⇒ (9) + 0 = 9
Alejandro Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Minea Perception: 1d20 - 1 ⇒ (4) - 1 = 3
Bud Perception: 1d20 + 5 ⇒ (13) + 5 = 18

Now what?!:
Sen Initative: 1d20 + 5 ⇒ (5) + 5 = 10
Varanus Initiative: 1d20 + 3 ⇒ (3) + 3 = 6
Alejandro Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Minea Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Bud Initiative: 1d20 + 2 ⇒ (4) + 2 = 6
M Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Y Red Initiative: 1d20 + 3 ⇒ (17) + 3 = 20
Y Blue Initiative: 1d20 + 3 ⇒ (3) + 3 = 6

As the team move past the taller outcropping a shobhad woman stands and shouts in a deep, booming voice, "“Intruders! We know you’ve come to Tasch in search of our savior. You will not disrupt the salvation of Akiton, not when Reynald Talbot has come so close to saving our world!"

Only Minea is caught off guard by her sudden appearance. While only Sen and Bud notice another smaller, crouched figure roughly ten feet away to the north.

--------
Surprise Round One Standard or Move action only
--------
Alejandro
M
Y RED
Sen
Varanus
Bud
Y BLUE <- Who?! Where?!
Minea

BOLD characters can act/NPCs are acting.

The shobhad woman glares at Varanus focusing her will, sudden pain races across his face.
Mindthrust: 2d10 ⇒ (4, 5) = 9 Varanus - Will save DC 14 for half


Checking in - Philt is willing to allow your team to have 'first crack' at Talbot, so long as you don't leave with him. He's not willing to partner to take down Talbot.


Philt considers Alejandro's counter-offer, From what I have been told, I don't believe Starfinder protocols would align well with AbadarCorp's in this scenario. My understanding is Starfinders are more liberal in their use of aggressive negotiations... I would be willing to allow your team to have the first attempt at retrieving your stone. Talbot leaves with us though."

Then out loud, "I don't think our respective employers' standards of operation would be compatible. We would be willing to allow you to complete your interests first, provided you do not interfere with ours."


Once the team has decided, make your pitch to Philt and give me a Diplomacy roll with it.


Varanus snooping discovers:
It's easy enough to check the bathrooms, there's nothing particularly interesting. Though there are no windows. There are unwholesome smells.

The other door seems to lead to a storeroom. It's lit dimly, by what seems to be artificial lights. There are shelves lined with bottles and boxes. The may another room further back, but it's hard to tell.

For those watching the other customers, they don't seem to notice the conversation over the natural sounds of the bar. Podswald seems too busy to pay much attention. The bar isn't packed but it is busy enough to keep one Ysoki occupied.

Philt looks over the team before continuing mentally, "Excellent, AbadarCorp has no interest in your stone. The Starfinders have no interest in Talbot. Then we would ask that you remain here, my team and I would request you remain silent and patient while we address Talbot. Then you can sort through what is left. Do we have an agreement?"

He then continues speaking normally, "Then we can agree that we do not share the same interests, and can support each other by not interfering in each others projects?"


Less Team Rocket more just rock.

Philt nods his head in appreciation, "Excellent. AbadarCorp appreciates transparent and open negotiations." Then mentally, "Intersting, Starfinder. AbadarCorp has no interest in hindering the Starfinders agendas, nor do we have an interest in your lost bauble. Though I must strongly state that we do have a VESTED interest in Talbot." Continuing to speak normally, "What is your intent for product? Do you wish to acquire it and return to your home system with it? This may be non-negotiable for us."

Adding Philt pic to slides. Moved characters on map, please adjust if you'd prefer to be in a different spot.


Philt speaks for the first time, his voice clicking and chittering "I think it would benefit us all to sit and talk, and I agree we may have mutual interests." He continues mentally, "Don't confuse a willingness to work together as trust. I and my associates should like to remain here, in the safety of public view, as we discuss this. We can use telepathy for the sensitive portions of our conversation."

Then speaking again, "Stay. Let us talk about how we can aide each other in attaining mutual goals."

They seem just as worried about you turning on them as you are about the opposite... Do you stay or do you go now? If you stay there could be trouble, but if you go it could be double... *hums a tune*


As Alejandro broaches the subject he is slightly caught off guard that Philt is so open to explaining his interest in Talbot.

The shirren begins with a rather pleased tone Philt continues to share mentally with the team, "A fair question. Mr. Talbot had approached AbadarCorp buyers in Maro with a new, alternative fuel for Drift engines. The fuel was purchased for analysis, and if it checked out, would have been evaluated as a new commodity on the galactic markets." As he continues the tone changes to more annoyed, "To the chagrin of our buyers, the fuel reverted to common thasteron not long after the AbadarCorp ships made to depart Akiton’s orbit." Philt explains, "The fuel was purchased on good faith and AbadarCorp does not tolerate outright fraud."


Varanus takes a quick read of the two vesk and the shirren.:
All are guarded and curious regarding the group, but nothing reads as aggressive (so far).

As the group approaches the shirren reaches out mentally, "Greetings. You may refer to me as Mr. Philt. I am a representative of AbadarCorp. I and my associates couldn't help but notice you inquiring about a Mr. Talbot and his whereabouts?" The shirren cocks his head to side questioningly, "Perhaps you could share your interest in Talbot?"

Culture/DC 7:
AbadarCorp is the largest corporation in the Pact Worlds. You know everything from the Core Rule book, p. 473.


As the team begins to come back together and prepares to leave, one of the vesk from the back table stands and comes up to the party. He's clad in matching armor and weapons, all of which are dark hues trimmed in silver.

His demeanor is respectful to the 'bodyguards' as he addresses Alejandro, with a hissing lisp "My employer, Mr. Philt, wisshhess to sspeak with you regarding a possssible joint conssern." He holds an arm out, less inviting and more directing you to back table.


Podswald looks up from a glass she's cleaning to address Varanus, "There's a hotel in town if you've got money, flop house if you're looking for work. Neither is hard to find, this town having only one road and all." She gives the Vesk a feisty grin.

She turns to Alejandro, "Talbot? He spends his time in the mine either directing the drilling or conducting his secret fuel refining process. It's just a few hours outside of town, out the east end and follow the first turn off you see. Can't miss it, practically a paved road now with all the traffic it sees."


A few team members (the more tech inclined) can note that thasteron was a pre-Drift spaceflight fuel that has now been relegated to useless status. Many towns/planets (like this one) went bust as the fuel was replaced.

Komodo notes:
The group is from off-world and wearing matching/uniformed gear, but you can't tell who or what group from your current position. The Vesk are definitely guarding the Shirren, and all three have noted your team's presence in the bar.


Podswald and the towns-sentients are more than willing to talk, all seem to be in good spirits. Many admitting this is for the first time in a long time.

People in the bar readily talk about the town's rebirth and Reynald Talbot too, as the town’s savior. They explain that he has a miraculous means to transmute thasteron into a more marketable fuel. The miners started excavating thasteron again for Talbot to transmute, which has already resulted in a lucrative sale. The sale benefited not only Talbot, but the entire town. Most of Tasch’s citizens belonged to jobless families thanks to the thasteron bust, but now have some hope for the future. Consequently, many of Tasch’s citizens are out celebrating.

Sense Motive/DC 14:
Just in case you hadn't picked up on it... Talbot is held in HIGH regard in Tasch. Provided the team doesn’t start any conversation by expressing hostile intent towards Talbot, they can be prevent a social incident. If a team member decides to disparage the renegade Starfinder, that sentiment can change swiftly.


"Names Podswald, not hey...," she looks Alejandro up and down careful then glances over his shoulder at the rest of the team. "Drinks are a cred. Mix drinks are a cred. And judging from your clothes I should explain, 'mixed drinks' means one bottle mixed with a second bottle in a glass. You drink it, and compliment me. We don't do fancy." She waits on Alejandro's order giving him a pleasant if feisty grin. A few of the other patrons snicker, and one shouts "Her wit burns worse than the whiskey! And ain't neither watered down!!!" There's a little more laughter, some argeements before they all go back to drinking.