Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

When a mysterious visitor comes to Absalom Station selling items belonging to a lost Starfinder, the Starfinder Society takes note. The PCs are dispatched to discover out how the recent arrival found these items, leading them on a series of quests beyond the Pact Worlds and into the stars.

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by ManWithDoor » Wed Oct 07, 2020 6:49 pm

Ferani stays silent, glaring at the trio. She is too proud to beg for her life, simply sneering at her captors. She doesn't respond to Jalesh's smirking comment, her eyes mainly on DREAMS as he has so far been the disturbingly nonchalant executioner.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by Vardaen » Fri Oct 16, 2020 6:26 pm

Quig isn't paying too much attention to the talk, some here and there, chimes in, "We should go raid the ship, tell no-one, no one." He pockets two grenades, and the Holoskin contraption.

He pokes at the rifles and considers, they are nice looking weapons, but he's not sure he can even carry the big things around.

Holoskin - Quig
Autotarget Rifle (+50 rounds of ammo)
Azimuth Artillery Laser (+20 rounds of ammo) < Is this a Laser Rifle or Artillery Laser aka for harden targets and ships?
Assault Hammer (melee weapon)
2 Incendiary Grenades I
1 Frag Grenade I - QUIG (1)
1 Shock Grenade I - QUIG (1)

2 Mk 1 'Serums of Healing'
Armor Upgrade (Quick-Release Sheath)
700 Credits each PC - Quig's share

sheet updated
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by ManWithDoor » Sun Oct 18, 2020 3:07 am

While sneaking into the Acreon and the Drift Rock it dragged here is a great idea, getting past Station security might be a bit tough. Two corporations are fighting over it, and Absalom Station has decided to keep it watched and quarantined from anyone going there. However, given the intel you now have about the illicit proxy war and assassination order that Astral Projections went with, perhaps the Starfinder Society might be able to leverage that for good effect? Regardless, bringing the authorities into it is probably the best move. But who knows? Maybe you could sneak aboard without anyone noticing, even given the odds against it.
Azimuth Artillery Laser = Heavy Weapons, Table 7-5 on Page 177 in the Core Rulebook. 1d10 base damage weapon, 1d6 fire on Crits, and the Penetrating trait - Ignores the Hardness of Objects. It's a real beast of a weapon.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by Vardaen » Fri Oct 30, 2020 7:33 pm

Quig loves the looks at the Azimuth wepaon, but unless he could mount it he likely can't haul that thing.... could he mount on it on Scout? No, that's silly, but maybe a rolling shield of sorts....ooo what about... his mind wanders for a few minutes then he grabs it to take it, even if just to sell it later. He then shouts, "Time to go!"

Once the whole place is properly looted Quig, info in hand suggests the group return to base and work out away to get on that ship leveraging the intelt they have through the Starfinders.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by ManWithDoor » Thu Nov 05, 2020 11:23 pm

Ferani is left behind, the chaos and gunfire bringing station security down to even these rough parts of town. The front guards you bluffed your way through evidently were more loyal to the easy money than true allegiance, and evidently bolted once the fighting started. Having taken whatever loot you want, there is still plenty of evidence of the conspiracy to commit murder, so the Downside Kings are down for the count, as it were.

Returning to the Pathfinder Society headquarters, you are ushered in immediately to Venture-Captain Arvin's offices. Usually a friendly and smiling man, the current situation has put a perpetual frown on his face, and he looks aged more than last you met. In a hoverchair is the wounded Councilor Chiskisk, the insectoid covered in gel bandages, and missing the eye that was shot out during the firefight.
Image
Image
This, but wounded and missing an eye.
Chiskisk leads the de-brief, listening carefully and asking probing questions. Any additional information that would prove useful to station officials will be passed on through official channels, and he'll see that they aren't unduly bothered by witness statements and such. He recommends that you leave any ramifications of AStral Extractions' possible criminal enterprises to Absalom Station's legal system' the company has a powerful presence on the station, and he doesn't want the party nor the Starfinder Society risking a battle that isn't necessary. The law and evidence is already on their side, and justice will be done. This last part comes of somewhat strained, likely from anger at the loss of his friend and attache, Duravor Kreel.

Changing conversational topics, he officially welcomes you all into the ranks of the Starfinder Society, what you could docked at the station for in the first place, and states that they are looking forward to the discoveries you newly inducted members will share with the Society in the future. This shirren doesn't have any further jobs for you immediately, but does admit he is troubled by the revelation that Astral Extractions is attempting to keep the Starfinders away from the Acreon and the Drift Rock. Chiskisk asks you to keep your eye and ears (or antennae) open for any further news about the contentious ship and its mysterious cargo that might be of interest to the Society.
Feel free to add anything you would like, but this is the end of Act 1! Act 2 will continue the investigation into the mystery of the Drift Rock, and the dangers or wonders it might contain ...
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by Vardaen » Tue Nov 10, 2020 4:32 pm

"Reward-reward?" Quig chitters when its all done, he sort of just says it to anyone that will listen. During the debriefing he offers his own perspective on it all, and is happy to let the law deal with things in the end. He offers condolences for Kreel again but is interested in finding out more about the Drift Rock, "Seems fun, could poke-poke around to see what we can see." But he has some loot to sell, some rest to get, some credits to spend on food and drink and weaponry. So once its all said and done for now, he's off to live his life for a few days if that's possible.
"He that breaks a thing to find out what it is has left the path of wisdom." - Gandalf
J.R.R. Tolkien, Council of Elrond, The Fellowship of the Ring

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Re: Book 1: Incident at Absalom Station - Act 1: Absalom Gang War

Post by ManWithDoor » Tue Nov 10, 2020 9:40 pm

The Starfinders aren't rolling in the cash like various Megacorps, but they do their best to take care of their own. Credits are expended, rewarding as best as they can.
In addition to the Loot, everyone add 1000 more Credits to your character sheet. Anything PCs don't take will go to the Starfinder Society, to be handed out to other Starfinders that need equipment. You can also make any purchases you want, just let me know in the OOC Thread what you end up buying.
Rule Number 12: "A soft answer turneth away wrath. Once wrath is looking the other way, shoot it in the head."

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