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We will continue East (see ideal destination on map)
Wyvern changes the holo-badge to "Mikhaels Off planet Handy-ePairs) and brandishes a tool kit.
stealth: 1d20 + 10 ⇒ (5) + 10 = 15
perception: 1d20 + 7 ⇒ (16) + 7 = 23

GM Shaudius |
The door, which appears to lead to Bodgin's office is locked Engineer Check if you wish to open it. There doesn't appear to be any sound at the door.

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Sorkalazril holds his rifle in a ready pose, standing at the corner of the hallway, looking around the corner for danger.
stealth: 1d20 + 3 ⇒ (10) + 3 = 13
perception: 1d20 + 4 ⇒ (14) + 4 = 18

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Flint stays in the main room letting the more stealthy take the infiltraion. He keeps an eye on the bounces and is ready to provide a cover for escape

GM Shaudius |
You open Bodgin's office. This office contains several small workstations, a desk, and a well-stocked bar. Two doors lie on the western wall(one of which you entered though), with one clearly being a leftover relic from a previous renovation. A door on the eastern wall is blocked by an open and empty deep-space storage pod. Two doors frame the northern wall. Perception Checks

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Uneasy with the radio silence, Chk'tarlsh turns to lean his back against the bar, in the hope of getting some sort of clue from the actions of the guards. He lifts his drink to his mouth once more in an effort to mask his surveillance.
Perception: 1d20 + 1 ⇒ (7) + 1 = 8

GM Shaudius |
Maxamas it looks like there is a painting set a little too far off the wall, and that by unhooking a small latch, the painting can be swung from one side. Assuming you do so you can reveal an access control panel.
You (or Wyvern) can attempt to hack the control panel, requiring a successful Computers check

GM Shaudius |
Wyvern is presented with an access screen that allows them to perform actions from the following menu:
- Deactivate control collars on androids.
- Open the safe
- Theatrical smoke/fog
- Strobe lights on dance floor

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Wyvern performs actions in the following order:
Theatrical Smoke, then strobe lights.
Then deactivate collars (followed by program deletion) then open the safe command.

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Maxamas speaks in a low voice Looks like you're throwing a party here.
In case you need a computers check to do each task...here's three more
computers: 5 + 1d20 ⇒ 5 + (9) = 14
computers: 5 + 1d20 ⇒ 5 + (1) = 6
computers: 5 + 1d20 ⇒ 5 + (15) = 20

GM Shaudius |
Those of you outside (around the dance floor) see smoke cover the lower third of the main area and strob lights that last about 30 seconds.
When you activate the safe you hear a clicking noise from the adjacent room. (Assuming you go and look for it) you find a perfectly preserved fragment of their objective—the sandstone tablet—within (I have moved you to where the safe is.)
As you do so, a heavy augmented verthani, Karelite Bogdin, enters the door. "You fools, did you think I wouldn't find out? Did you think you could just steal from me so easily." he intones. Well, no matter, it is time for you to die. The two vesks next to the door also draw their weapons.
Initiative Bodgin: 1d20 + 2 ⇒ (16) + 2 = 18
Initiative Goons: 1d20 + 2 ⇒ (14) + 2 = 16
Initiative Maxamas: 1d20 + 4 ⇒ (3) + 4 = 7
Initiative Wyvern: 1d20 + 3 ⇒ (5) + 3 = 8
Initiative Sorkalazril: 1d20 + 3 ⇒ (20) + 3 = 23
Initiative Chk'tarlsh: 1d20 + 3 ⇒ (8) + 3 = 11
Initiative Flint: 1d20 + 4 ⇒ (11) + 4 = 15
Sorkalazril is up.

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Wyvern attempts to telepath to Chk'tarlsh
"Can you hear me Chk'tarlsh? Tell the androids they're free and to strike from surprise. Destroy their masters!"
Wyvern keeps on plugging the smoke and strobe on the computer panel and also attempts to play over the loudspeakers an old Vesk operatic classic ballad entitled "I will always subjugate you".
You know the one.. it goes ...
"and Iiiii-e-iiii will always subjugate you-oo-OO. I will always subjugate YOU-ooo..."

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Just wanted to clarify the location of the smoke (only the stage area to south or also area closer to central bar or other?) and if it grants any form of concealment.

GM Shaudius |
I'm not sure that I can see what's happening, though. I;'m in the back hallway. I know what I want to do but I don't know if I would know to do it.
You have allies in the main area, they have comm units, they can let you know that Bogdin has arrived. You can't see anything but you know that a fight has begun.

GM Shaudius |
Trying to move this along, I will delay Sorkalazril and do the enemies turn, you all can take your turn.
The smoke is the lower third of the area so everywhere south of the red line, it provides concealment like regular smoke.
Bogdin will use get em on Chk'tarish and shoot him with his static arc pistol. Static Arc Pistol: 1d20 + 4 ⇒ (5) + 4 = 9 which will miss.
The south vesk also shoots Chk'tarish while the north vesk shoots Flint.
On Chk'tarish: 1d20 + 8 ⇒ (5) + 8 = 13 (14 with Get Em) also missing.
On Flint: 1d20 + 8 ⇒ (15) + 8 = 23 hitting Flint for Damage: 1d4 + 1 ⇒ (4) + 1 = 5
Everyone is up

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Maxamas moves to the door to open it if it isn't already opened
semi automatic pistol: 4 + 1d20 ⇒ 4 + (2) = 6 vs KAC as there is an enemy right in front of me
dmg: 1d4 ⇒ 3
I moved 1 square, if I'm looking at the map wrong, and that looks like a counter, not a wall in front of me, just move me to the next closest set of doors so I can get to the enemies.

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Thanks for the clarification!
Chk'tarlsh scrambles to the far side of the bar, drawing his laser rifle as he moves.
It seems my friends reached their objective, he sends telepathically to the android bartender. Help us if you are able.
He fires his laser rifle at Bogdin. Otherwise, take cover.
Azimuth laser rifle: 1d20 + 4 ⇒ (8) + 4 = 12
Fire Damage: 1d8 ⇒ 4

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Maxamas moves to the door to open it if it isn't already opened
[dice=semi automatic pistol]4+1d20 vs KAC as there is an enemy right in front of me
[dice=dmg]1d4
I moved 1 square, if I'm looking at the map wrong, and that looks like a counter, not a wall in front of me, just move me to the next closest set of doors so I can get to the enemies.
That is in fact a hallway, I moved you to the closest doorway.

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Wyvern alters the holo-badge to the local Red Cross type organisation and waits at the ready (hold action) to Jet boost to stabilise a dying alley.
please feel free to bot me as necessary in this role, Wyvern is a non-combatant and will run (with Jet Boost feat) if things become dire

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Flint winces at the pain then opens fire on his attacker.
Rifle Attack v KAC: 1d20 + 5 ⇒ (11) + 5 = 16
Rifle DAmage: 1d8 ⇒ 6
He then moves back to try to get some cover with the bar between him and them.

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Sorry about that, came down with a bug over the weekend and haven't had a lot of energy.
"Fall back! Fall back!" Sorka calls out over the communicator in his armor, then runs up next to Maxamas to look out of the doors into the main room of the nightclub. He has his laser rifle raised but is too out of breath to do anything else.

GM Shaudius |
Chk'tarlsh hits Bogdin for 4. Flint hits the north vesk bodyguard for 6 damage.
Bodgin - 4 Damage
Flint - 5 Damage
North Vesk - 6 Damage
The north vesk moves and tries to hit Flint again 1d20 + 8 ⇒ (1) + 8 = 9 and misses badly.
The south vesk and Bogdin attempt to hit Chk'tarlsh again.
Attack from Bodgin: 1d20 + 3 ⇒ (3) + 3 = 6 missing and from the vesk Vesk on Chk: 1d20 + 8 ⇒ (9) + 8 = 17 failing through the cover.
Everyone is up again

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Chk'tarlsh shifts his grip to hold his rifle in one hand and reaches with the other to grab the shock grenade they found earlier. He then pops up from his cover behind the bar and tosses it at Bogdin's feet.
Shock Grenade: 1d20 + 3 ⇒ (3) + 3 = 6 vs AC 5 (target intersection marked with green reticle on map)
Electricity damage: 1d8 ⇒ 3 DC 13 Reflex for half (blast radius in orange)

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Maxamas moves and takes a shot with the enemy in front of him after opening the door hit: 4 + 1d20 ⇒ 4 + (14) = 18 vs KAC, semi-automatic pistol
dmg: 1d4 ⇒ 4 dart.

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"Take cover!" Sorka shouts! "Focus fire on the leader, make him keep his head down!" Get 'em on Bogdin.
laser go pew pew: 1d20 + 3 + 1 ⇒ (10) + 3 + 1 = 14
damage if that hits EAC: 1d8 ⇒ 7

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FLint opens fire on the Vesk with a double tap
Rifle Attack, Full: 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 5
Rifle Damage: 1d8 ⇒ 7
Rifle Attack, Full: 1d20 + 5 - 4 ⇒ (12) + 5 - 4 = 13
Rifle Damage: 1d8 ⇒ 2

GM Shaudius |
Reflex on Top Vesk: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex on Bottom Vesk: 1d20 + 5 ⇒ (1) + 5 = 6
Reflex on Bogdin: 1d20 + 7 ⇒ (20) + 7 = 27
The vesks take the full brunt of Chk'tarlsh's lobbed grenade but Bogdin dodges mostly out of the way. Maxamas's pistol cuts through Bogdin as well. Unfortunately, there are too many targets between Sorkalazril and his target and he misses. Flint manages to clip the top vesk for a bit of damage.
North Vesk shoots at Flint On Flint: 1d20 + 8 ⇒ (15) + 8 = 23 for Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bodgin and South Vesk shoot Chk'tarlsh Vesk on Chk: 1d20 + 8 ⇒ (7) + 8 = 15 hits with his laser pistol Fire Damage: 1d4 + 1 ⇒ (2) + 1 = 3
Bodgin on Chk: 1d20 + 3 ⇒ (9) + 3 = 12 and misses.
Bodgin - 9 Damage
Flint - 8 Damage
Chk'tarlsh - 3 Damage
North Vesk(Green Skin) - 11 Damage
South Vesk(Other) - 3 Damage
You're all up again.

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I could move, but then I can't do trick attack, which is a full action
Max will stealth trick attack vs closest enemy stealth: 14 + 1d20 ⇒ 14 + (5) = 19 and target is flatfooted if successful
trick attack dmg: 1d4 ⇒ 2
semi-automatic pistol shot: 1d20 + 4 ⇒ (2) + 4 = 6
dmg: 1d4 ⇒ 1

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Chk'tarlsh drops his laser rifle by the bar. Use this to help, if you know how, he sends telepathically to the android as he closes the distance to Bogdin and the nearest vesk. Drawing his hammer as he moves, he swings the weapon at the club owner.
Assault hammer: 1d20 + 3 ⇒ (3) + 3 = 6
Bludgeoning Damage: 1d6 + 3 ⇒ (5) + 3 = 8

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Maxamus you can move as part of a trick attack and still trick attack.
Upon rereading trick attack, yes, I could have, but I think I'll stay put this round, and move next round and that gun fire was a miss anyway even without distance and cover. Still fairly new to playing operatives.

GM Shaudius |
Botting Flint
Flint Full Attack on Bodgin.
1d20 + 1 ⇒ (13) + 1 = 14
1d20 + 1 ⇒ (19) + 1 = 20
Hitting twice.
Damage: 2d8 ⇒ (2, 4) = 6
Flint and Sorkalazril together take down Bogdin. With that the two vesk bouncers surrender.
Combat Over
With a piece of the strange map in hand, you are free to leave or stay at your leisure.
owner being immediately dropped.
In either case you eventually make you way back to Arvin. Arvin is pleased that you have both successfully claimed the lost map fragment and defeated a major player in the underground world of android smuggling. Historia-7, the leader of the Dataphiles, is particularly pleased, and she sends you a sincere thank you on behalf of all androids.
Arvin dismisses you while he studies the map pieces you have recovered and eventually after several days summons you back to the Lorespire Complex. He begins the briefing, "It took the Society quite some time to discern our target with the fragments you gathered: the shepherd moon, Preahan. Most of Preahan’s atmosphere is comprised of methane, but don’t worry, the atmosphere doesn’t contain enough oxygen for combustion. Still, each of you should take precautions and wear protective gear at all times. The methane creates harsh conditions on the surface. There is currently a storm raging, but there’s no time to wait it out. These storms can last for months. The core of the moon is hollow and filled with liquid
methane. The repository is likely suspended somewhere near the core. I have coordinates for a landing spot close to a tunnel that reaches all the way to the core. Good luck on this mission, Starfinders." He does not have any further information to provide.
Preahan’s surface is wind scoured rocks and hunks of ice. A snowstorm rages as you arrive, but the flakes are solid methane instead of water. The Loreseeker lands near a tunnel that leads to the interior of the moon but covering even such a short distance is dangerous with the high winds.

GM Shaudius |
The next part is a series of skill checks, I will post all the parts at once in the interest of time in spoiler text, feel free to roleplay as much as you want for each part with each other. I would ask that you also post your roleplaying in spoiler text so people can take each part as they have time, I can give a couple of days for this part for interaction unless people really want to push through. I will be out of town this weekend, and likely won't have much time for anything but the occasional post.
The winds of the moon are hurricane-force coupled with the low gravity of the moon, there is a serious chance of being blown away. You think the only way to brave the storm is to work as a team.
You can attempt checks in one the following skills: Athletics to brave the storm, Acrobatics to try to keep their balance in the buffeting winds and low gravity, or Survival to find a relatively protected path between the outcroppings to shield them from the wind. You can all make these checks, the highest result will be primary and all other results above 10 will count as Aid Anothers (only one type of check per person, however.)
As you journey down into the tunnels, reaching the moon’s interior requires some effort. With the liquid methane being less dense then water and the gravity so low, you need to swim hard. But physical effort is not their only worry: the tunnels quickly split and then split again, making it easy to become lost.
You must make a Perception or Physical Science check to determine which way leads further down.
You must make a successful Engineering check to pass the obstruction or a successful Strength check to lift the debris out of the way.
Strange runes on the walls may point the way. Culture or Mysticism check to decipher.
Acrobatics check to ride the currents or Fortitude save to tough it out.
After riding the quick currents, you are spit out of the tunnels into a vast liquid space: the interior of the moon. You see the mausoleum in the distance, a structure covered in glowing purple runes. You have to swim for quite a while in this unusual liquid. You must each succeed at final Athletics check to reach your destination. [b]Everyone must attempt this check.
Athletics/Acrobatics/Survival
Perception/Physical Science
Engineering/Strength
Culture/Mysticism
Acrobatics/Fortitude
Athletics (Everyone must make this check.)

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After Maxamas fled the scene not wanting to cause more trouble then does other stuff

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The mission objectives completed, Chk'tarlsh departs with the others, leaving the authorities to piece together the evidence left behind.
Thanks for taking the time to set things up in advance. Enjoy the weekend.
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 1 ⇒ (18) + 1 = 19
Strength: 1d20 + 2 ⇒ (10) + 2 = 12
No Culture or Mysticism
Aid, untrained (if allowed?): 1d20 ⇒ 14
Acrobatics: 1d20 + 5 ⇒ (7) + 5 = 12
Athletics: 1d20 + 5 ⇒ (17) + 5 = 22

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Acrobatics: 1d20 + 7 ⇒ (12) + 7 = 19
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
strength: 1d20 + 1 ⇒ (20) + 1 = 21
culture: 1d20 + 3 ⇒ (16) + 3 = 19
As they approach their destination, Sorka seems to be struggling. His energy and nerve throughout the expedition seem be running low.

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Flint attempts to nibbling make his way though
Acrobatics: 1d20 + 8 ⇒ (6) + 8 = 14
Flint attempts to watch for signs of the right way
Perception: 1d20 + 4 ⇒ (11) + 4 = 15
FLint Jury Rigs a brace to get though the tunnel deeper
Engineering: 1d20 + 7 ⇒ (4) + 7 = 11
Flint has no clue
Once again the ysoki tries to deftly keep afloat
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Flint pushes thought eh currents
Athletics: 1d20 + 5 ⇒ (13) + 5 = 18