OOC: Csillag, how about a Knowledge (Lore) role?
1.0 - The Rescue of Hethan Romund
OOC: Csillag, how about a Knowledge (Lore) role?
OOC: GM adding 3 purple dice given the relatively esoteric nature of the knowledge being sought.
Rolls
Knowledge (Lore)
1 Success, 2 Advantage
Total: 1 Success, 2 Advantage
Difficulty dice
3 Failure, 1 Threat
Total: 3 Failure, 1 Threat
(OoC: My intent is still trying to press since we don't know where our mentor is but if we're in this Gatekeeper's land I think we have a few moments to hear him out unless it sounds like a elaborate favor that will take several days and delay us... also seeing about a barter of sorts for services rendered as a possibility maybe to help us find Romund.)
Rolls
Recovering Cool Rank 1 Presence 3 GGY
3 Success, 3 Advantage
Total: 3 Success, 3 Advantage
"We're all that's here in the immediate area. We don't really have the option to not do what we can or fail in this endeavor I don't think... With that said what do you need from us and what can you tell us about the situation so we can get this 'villian' out and get our mentor out of her situation? I'm all ears now. Dial us in on everything we need to know. " the Mirialan stated now giving the Gatekeeper his full attention.
(OoC: The group can probably tell Heyop's mood and posture have changed after the Gatekeeper's last statement being sharper in his movements and very militaristic now while talking to the Gatekeeper. He's polite but seems to want the blunt truthes and facts. Also let me know from my roll how much strain I recovered please.)
Rolls
Cool check to regain composure
2 Success
Total: 2 Success
He then turns to look at Heyop and considers his offer...
OOC: Heyop -- roll a negotiation check opposed by a red and purple die and add a boost die due to your successful climb of the rise earlier.
OOC: Heyop recovers up to three strain (it's 1 per success when recovered in this way)
"From what you tell me. If Romund doesn't know the secrets she could bluff or be honest with him and I'm pretty sure Malefax cares little either way or has been anything but reasonable since she's being detained by him. We need to get our mentor out, you need us to draw him out of there before his quest brings about acts of desecration upon your temple. That sound about right? If so what can you tell us more of Malefax and the temple? Are there others with him? Could you aid us or are we pretty much jumping in and attempting to to give a hopeful 'beatdown' to a very bad and dangerous individual?" he asked looking towards the Gatekeeper.
(OoC: This is odd since I have no people skills really... D=)
Rolls
Let's make a deal! (Negotiation Rank 0 Presence 3)
1 Success, 4 Advantage, 1 Failure, 1 Threat
Total: 3 Advantage
OOC: Given the 3 advantage, I'll give someone else an opportunity to close the deal. Kaveri and Csillag can do it with






"Let us be of use to you then. Hethan, once rescued, would be a very useful tool in removing the darkness that is attempting to corrupt this sacred valley."
Let's see if I understand how to do this dice thing. Going with Negotiation Skill (rank 1) Presence (rank 2). So 1 green, 1 yellow, and 3 boost, yea?
Rolls
Negotiation
3 Success, 5 Advantage
Total: 3 Success, 5 Advantage
He looks towards the distance, "The temple is my home. You can see what's left of its spires above the trees from here, at the far end of the valley. It is a sacred place, strong in the Force and one reason I have appeared before you is that I will not allow it to be defiled." Looking back at the party he adds, "Because of the temple's location I feel protective of it and its inhabitants. I have no desire for the dark side to take root here. Unfortunately the presence in the temple has already soured the land. You are not alone in this valley, and the locals have become quite hostile since the temple fell to the dark side. I will do what I can to help you get past them, though I cannot prevent them from attacking you."
"As to Malefax," he adds. "He is a Devaronian and he will underestimate you -- and your ability to work as a team. That will be his greatest weakness as you attempt to best him. I sense that he is stronger in the Force than any of you individually, but together you can prevail."
OOC: Initiative order would usually be determined herein through roles, but the beginning adventure provides an order based upon the Gatekeepers assistance. It is 1st PC, 2nd PC, 3rd PC, NPCs, 4th PC. You guys can take it in any order you please. If you don't care or don't specify, I'll do it in the order you post and interject the NPCs between the third and fourth of you to post.
EDIT: Adding Picture.

Edge to edge range = long
Edge to center range = medium
within ruins = short
The attackers are clustered in the center -- my assumption is that you are each hidden amongst the ruins.
[ OOC: If I hit with the Vibroknife it is Pierce 2 and Damage +1. ]
- GM OOC: Added two difficulty die for Engaged-Melee.
Rolls
Melee (Brawn)
2 Success
Total: 2 Success
2 Threat
Total: 2 Threat
OOC note: damage on a hit is 9 plus 1 per success, and is a critical hit when 3 or more advantage remain on a roll. Per our earlier discussion, I'll leave it to the GM to add the difficulty/setback dice to determine the final result.
- GM EDIT: added 1 difficulty die for short range. Also noted the 'takes aim'. Since there's no maneuver from Kaveri she can add a blue 'boost' die if she likes, taking the 'aim' maneuver. I didn't add it because that's controlling your character and felt like that crossed the line.
Rolls
Firing blaster rifle
2 Success, 3 Advantage
Total: 2 Success, 3 Advantage
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
(OoC: Aiming for one blue dice bonus for my maneuver action and taking a shot from cover Ranged - Light Rank 1 Agility 3 Edit: it crits on 4+ advantage)
GM Edit: adding 1 difficulty die for short range.
Rolls
Pew pew with a holdout pistol Ranged - Light 1 + Aiming
1 Success, 5 Advantage
Total: 1 Success, 5 Advantage
1 Failure, 1 Threat
Total: 1 Failure, 1 Threat
OOC: Agility 2 / Range-Light 1 = 1G1Y : Aiming = 1C : Range Short = 1P (If I hosed this up you can just re-roll the entire attack)
Rolls
Attack Roll [Ranged Short Aim]
1 Success, 3 Advantage, 1 Threat
Total: 1 Success, 2 Advantage
Kaveri's blaster rifle ka-pews and sends a bright red bolt of energy into the torso of one of the hunters, singing his clothing and throwing him backwards to the ground, his slugthrower rifle clattering to the ground. He doesn't appear to look like he's going to get up again as a small wisp of smoke from his singed clothing rises from his corpse.
Heyop sees Kaveri's target go down and tries to quick change targets, aim and fire, but mis-times the shot and it goes wide, plowing into a stone plinth, showering the ground with bits of dust and newly-formed gravel.
OOC: Dagger should take a setback (

OOC: Kaveri has 2 advantage to spend as she sees fit. She may: recover strain (1), or perform a bonus maneuver without suffering strain (e.g. an aim on the next target, take cover to create a setback die on attacks against you, etc.). Or you can opt for something of similar scope that's different and appropriate to the plot and situation.
OOC: Heyop has 3 advantage to spend. Options include strain recovery, bonus maneuver (move, aim, take cover, etc.), may take a boost die on the next shot on the same target or something else appropriate to the plot and situation. Heyop's missed target is hereby dubbed Bantha.
OOC: The remaining hunters shall be dubbed Chiilak and Dewback
Edit: updated damage.