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The shobhad looks at Jan with a glare, then nods in thanks to Tog. "No, no army. Just some loyal miners. But if he has an artifact that can turn useless junk into priceless fuel, imagine what other artifacts he has..." Her awe at his power is incredible.
You leave the bar. On the way out, you notice several town folk who glare at you, but do not attack. You travel to the old thasteron mine. 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 string of overhead lights provides dim light.
The metal track is meant for automated mine carts. Minecarts would enter this chamber and roll along the ramp. Once stopped, the carts are then uncoupled to tip over and pour their cargo into the bed of a vehicle that would back up to the tracks.
These tracks are relatively recent, matching the timeline of when Talbot arrived on Akiton. This mine was vacant for quite some time before that.
A pair of metal lockers stand in the southeast corner, and a heap of ore is piled to the southwest.
The ore is unrefined thasteron.
The lockers are locked and can be opened with cunning or brute force.
Inside the cabinet you find a basic medkit and an engineering specialty kit.
Spoiler city! Hooray!

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Can we short rest on the way out? Or did we and I missed it.
engineering: 1d20 + 7 ⇒ (7) + 7 = 14
survival: 1d20 + 2 ⇒ (9) + 2 = 11
physical science: 1d20 + 7 ⇒ (15) + 7 = 22
engineering: 1d20 + 7 ⇒ (20) + 7 = 27
"Hey look! Someone left this locker open. Don't mind if I do."
Flex0 takes out the contents of the locker and offers up the medkit.

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Survival: 1d20 + 4 ⇒ (13) + 4 = 17
As they walk up to the mine, Jan points and notes "Recent tracks. Path looks unused before that much."

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Those of you with mechanical experience notice that the mine cart tracks appear to be usable, but there is no sign of a way to call a minecart.
You move forward from the mine entrance and find yourself in a narrow mine passage. Dusty, clearly unused tracks go north, deeper into the mine, while the overhead lights continue to the south, along with a lack of dust.
Map is updated. Since we only had two posts, I'm just taking a half step forward.

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"Who wants to take point? I feel this is going to get violent either way...that last fan was almost a cultist." he says keeping his rifle up.

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Sefel steps into the mine and inspects the tracks.
I do not relish the thought of flying down these tracks in an open cart.
He perks up at Drift's question, drawing his laser pistol and carrying it casually in-hand.
Certainly not the techy nerd he answers, non-helpfully.

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Jan steps up, rifle raised, "I'll lead the way. Unless one of you sneaky guys wants to scout."
If no one volunteers to scout, he leads the way trusting his heavy armor and infrared sensors to keep him safe, should any trouble arise.

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Survival: 1d20 + 3 ⇒ (4) + 3 = 7
Tog tromps along behind the others, telling Dwarven anecdotes which largely involve slightly hyperbolic stories of Dwarven perfection.
When the group arrives at the mine, a smile lights up Tog's face; it's the smile one might have upon returning home.
In response to Jan's question, Tog says "Dwarves do not sneak. It's well-known that each time a Dwarf touches the ground, it cheers in joy. That being said, I do not mind taking point either."

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You follow the used looking part of the tracks to where they branch. To the east you see a rather small room. A passageway from the west leads into this 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 full of Material Safety Data Sheets, on safety with explosives.
Jan: 1d20 + 0 ⇒ (15) + 0 = 15
FlexNaught: 1d20 + 8 ⇒ (2) + 8 = 10
Drift: 1d20 + 7 ⇒ (16) + 7 = 23
Sefel: 1d20 + 1 ⇒ (10) + 1 = 11
Tog: 1d20 + 7 ⇒ (7) + 7 = 14
Just before the group moves on, Drift notices a laser trap just to the west of you! It is triggered by a motion sensor, which can be disabled with a single engineering check. Others may assist.

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" Here take the kit and be sure to disable the interociter first. "
engineer assist: 1d20 + 7 ⇒ (20) + 7 = 27
Flex0 offers up the engineering toolkit along with his advice and takes out a smoke grenade and his pulse caster.

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Engineering (Traps): 1d20 + 14 ⇒ (5) + 14 = 19
"You really know your stuff Flex. Let's get this taken apart before it hurts someone."
With the knowledge that traps are present he volunteers to look ahead as well.
Stealth: 1d20 + 7 ⇒ (13) + 7 = 20
"Let me make sure that is our only trap up ahead. I'll whistle if we have trouble." he says at a near whisper.
Sneaking past after disabling the trap.

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Just in case...
Sefel steps up to look at the trap with Flex and Drift...
Engineering, aid Drift: 1d20 + 11 ⇒ (16) + 11 = 27
He then proceeds, attempting to follow quiety...
Stealth: 1d20 + 2 ⇒ (14) + 2 = 16

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Perception: 1d20 + 3 ⇒ (3) + 3 = 6
Perception: 1d20 + 3 ⇒ (6) + 3 = 9
Perception: 1d20 + 3 ⇒ (3) + 3 = 6
The two scouts continue, and find a passage that 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 minecart 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. Three miners stand around the room, but do not notice you peek your heads in.
The two scouts sneak back and explain everything they saw.

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"So do we want to take bets if these miners are as crazy as that Shohbad?" Drift adds after informing the others.

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Jan grunts, "Likely. We probably aren't getting through this without gunning down a whole mess of crazies." he cocks his head for a moment, considering.
"Though that seems par for the course when working for the Starfinders."

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There are miners in there? How many? We should at least try talking to them before shooting...

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With no better plan, you all enter the room. The three miners stand around the room, and turn to face you when you enter. A man, whom you recognize as Talbot, leaves the “office” and faces you. ”Well, hello there. I suppose you’re here for me?” He smiles, hands at his side, near his pistol.

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"If we are speaking technically, no, we are here for what you stole. However that doesn't mean you haven't upset some other powerful people along the way. So how would you like to handle this, Talbot?" he says with a business tone still holding his rifle but at rest.
Diplomacy: 1d20 ⇒ 18

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"You're very kind to ask, Starfinder." The man sneers, casually walking behind his men. "First, I'd like for you to let me and my friends go. We have a ship to catch." He keeps walking, ending up by the mining cart. "Second, don't even think of asking for my Rock. Finders, keepers." He puts a hand on the cart, almost taunting you with his casual air.
Map and NPC pictures are updated.

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Hearing conversation, Jan hustles to catch up to their scouts, content to look in the background and let their more loquacious members perhaps talk this guy in without violence.
Fat chance

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Sefel keeps his eyes on this development and steps over to stand on the tracks where they curve around the bend at the end of the chamber opposite Talbot.
He holds his azimuth laser pistol nonchalantly at his side and, standing behind Drift.

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stupid autocorrect, that was supposed to be LOOM in the background, not look. Look isn't nearly as intimidating, or sensical

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Sorry, Sefel, you can't ready an action for when combat starts. Because of the awareness rules. (Because everyone is aware of each other, you will all take your "readied" actions in initiative order. So... a normal combat round.)
Talbot smirks at your silence. "I guess that wasn't in the plan." He reaches for his gun!
Flexnaught: 1d20 + 7 ⇒ (1) + 7 = 8
Jan: 1d20 + 3 ⇒ (20) + 3 = 23
Drix: 1d20 + 3 ⇒ (13) + 3 = 16
Tog: 1d20 + 0 ⇒ (19) + 0 = 19
Sefel: 1d20 + 2 ⇒ (7) + 2 = 9
Miners: 1d20 + 5 ⇒ (12) + 5 = 17
But Jan and Tog are faster than the miners! You're both up!
Those in bold may act. Those who do not post within 24 hours will be botted or delayed.
Jan
Tog
Miners
Flexnaught 6/6 SP
Sefel 5/5 SP 6/9 HP Did you heal your HP damage?
Tog
Drix
Jan 9/9 SP

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Tog, I made you a token on the maps. I moved you last turn. Please move yourself in the future.
Keeping us moving because I won't be able to post tonight. Jan, take two turns.
Talbot ignores Tog's threat and leaps away!
Acrobatics, jump in the cart: 1d20 + 13 ⇒ (4) + 13 = 17
Acrobatics, Avoid AoO: 1d20 + 13 ⇒ (10) + 13 = 23 Success, no AoO.
He lands in the mine cart, bending his body to avoid Tog's reach. He hits a button on his shoulder, laughing.
Holographic Clone: 1d4 ⇒ 1
A second man appears in the mine cart, identical to Talbot! "You can't stop me, agents!" says both of the Talbots. There is room in the cart for two more people. You can board or disembark from the cart while it is in motion with a successful DC 15 Acrobatics or Athletics check.
Two of the miners surround Tog, drawing clubs as they do so.
Club @ Tog, Flanking: 1d20 + 6 + 2 ⇒ (20) + 6 + 2 = 28
Damage, B: 1d6 + 3 ⇒ (3) + 3 = 6
Damage, B: 1d6 + 3 ⇒ (6) + 3 = 9
Club @ Tog, Flanking: 1d20 + 6 + 2 ⇒ (13) + 6 + 2 = 21
Damage, B: 1d6 + 3 ⇒ (6) + 3 = 9
The two hit the dwarf on the head twice, dropping him like a bag of rocks! Wow, that was a lot of damage.
The third miner runs up to Drift, hitting him in the side with his own club!
Club @ Tog: 1d20 + 6 ⇒ (19) + 6 = 25
Damage, B: 1d6 + 3 ⇒ (1) + 3 = 4
Those in bold may act. Those who do not post within 24 hours will be botted or delayed.
Flexnaught 6/6 SP
Sefel 5/5 SP 6/9 HP
Tog 0/8 SP, 0/12 HP Dying
Drift 2/6 SP
Jan 9/9 SP x2
Talbot 1 clone
Purple
Blue
Orange

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Seeing violence suddenly break out all over the place, Jan snaps his rifle to his shoulder and opens up on the closest thug.
Attack 1: 1d20 + 4 - 4 ⇒ (14) + 4 - 4 = 14
Damage, P: 1d10 ⇒ 4
Attack 2: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20
Damage, P: 1d10 ⇒ 5
Crit: 1d10 ⇒ 5
I'm guessing that might have done blue thug in? I'll narrate that but if hes still up I'll shoot him more
Seeing his first target drop in a spray of blood the soldier shifts fire to the next thug in line orange
Attack 1: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Damage: 1d10 ⇒ 8
Attack 2: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Damage: 1d10 ⇒ 2

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Jan doesn't mess around, taking out the first thug in a hail of fire. Which does retcon my old post. The miner falls unconscious before hitting Drift!
Those in bold may act. Those who do not post within 24 hours will be botted or delayed.
Flexnaught 6/6 SP
Sefel 5/5 SP 6/9 HP
Tog 0/8 SP, 0/12 HP Dying
Drift 6/6 SP
Jan 9/9 SP
Talbot 1 clone
Purple
Blue 14 damage, dying
Orange 2 damage

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Back from my weekend trip! Sorry, I didn't mean "ready" as in pre-execute before combat. Simply what I wanted inserted in my order if I needed to be botted while away. So....
Sefel steps up from behind Drift and readies his laser pistol with extra power...
5' guarded step
Cast supercharge weapon

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"So much for hucking grenades.
trick: 1d20 + 12 ⇒ (8) + 12 = 20
Oh wait, this isn't a grenade, its a gun!
I fire off a shot at Talbot.
EAC pulsecaster: 1d20 + 3 ⇒ (17) + 3 = 20
E nonlethal damage: 1d4 ⇒ 1

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Move Action to Track Orange. Standard Action to Attack.
A. Laser Rifle: 1d20 + 3 + 1 + 1 + 1 ⇒ (3) + 3 + 1 + 1 + 1 = 9
Damage: 1d8 ⇒ 2
Seeing Tog go down shook the doctor's aim apparently.

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Ah, sorry Sefel! I misunderstood your intention.
Flex shoots at Talbot with a small laser shot.
Holographic Clone, 1 is Real: 1d2 ⇒ 1
His shot was aimed between the two images of Talbot, scraping one on the shoulder. It must have been the real one, since both images let out a growl.
Talbot twists a dial on the control panel of the cart. There is a creaking of rusty metal and a few sparks then the minecart is headed your way! It moves surprisingly fast, and collides into Flexnaught! Give me a DC 12 Reflex save. If you fail, open the spoiler below.
Crash!: 4d4 ⇒ (2, 2, 3, 3) = 10
Boom! The cart runs into you, causing 10 damage and pushing you to the side.
Trick Attack @ Sefel: 1d20 + 13 + 4 ⇒ (8) + 13 + 4 = 25
Trick Attack Damage: 1d4 ⇒ 3
Arc Pistol @ Sefel: 1d20 + 8 ⇒ (20) + 8 = 28
Damage @ EAC: 1d6 + 2 ⇒ (5) + 2 = 7
Critical Damage @ EAC: 1d6 + 2 ⇒ (5) + 2 = 7
The perfectly aimed shot hits Sefel in the head, causing some of the electricity to shoot past and strike Drift! Of course, Sefel doesn’t notice this. The shock of the blast knocked him out and his body drops to the ground, unconscious! Wow, lots of Crits around here…
The two miners leave Tog’s unconscious body and head towards their next prey, Flexnaught!
Club @ Flexnaught: 1d20 + 6 ⇒ (3) + 6 = 9
Damage, B: 1d6 + 3 ⇒ (1) + 3 = 4
Club @ Flexnaught: 1d20 + 6 ⇒ (10) + 6 = 16
Damage, B: 1d6 + 3 ⇒ (3) + 3 = 6
Luckily for Flexnaught, both miners are in awe of their leader’s excellent shot and miss him entirely!
Those in bold may act. Those who do not post within 24 hours will be botted or delayed.
Flexnaught 6/6 SP Reflex Save
Sefel 0/5 SP 0/9 HP Dying
Tog 0/8 SP, 0/12 HP, 3 /4 RP Stable
Drift 4/6 SP
Jan 9/9 SP
Talbot 1 damage, 1 clone
Purple
Blue 14 damage, dying
Orange 2 damage

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Oh no I thought that cart was farther away, reflex save!: 1d20 + 5 ⇒ (20) + 5 = 25
acro away: 1d20 + 8 ⇒ (11) + 8 = 19
trick attack: 1d20 + 12 ⇒ (17) + 12 = 29
EAC @ talbot: 1d20 + 3 ⇒ (4) + 3 = 7
but i doubt a 7 hits flat footed EAC
also does talbots armor look like it is sealed or is he acclimated?

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Jan continues firing on the thug in Orange.
Attack 1, KAC: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11
Damage, P: 1d10 ⇒ 6
Attack 2, KAC: 1d20 + 4 - 4 ⇒ (15) + 4 - 4 = 15
Damage, P: 1d10 ⇒ 4

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Flexnaught manages to dodge out of the way of the cart, and just in time! Unfortunately, it throws off his aim! Talbot's visor is down, so you can tell he is acclimated.
Jan hits the thug with the orange bandanna once, the other shot going towards the back wall. The thug groans but stays standing!

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Overcharge Mechanic Trick. 3x Charge for 1d6 Bonus Damage.
Drift, run overclock procedures on Weapon 1. We are taking this one down, NOW!
The doctor aims his rifle at the thug in orange as the charge readouts begin to flicker. The weapon rattles with the power inhibitors being disabled for the shot.
A. Laser Rifle: 1d20 + 3 + 1 + 1 + 1 ⇒ (17) + 3 + 1 + 1 + 1 = 23
Damage: 1d8 + 1d6 ⇒ (6) + (2) = 8

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Sefel's life force hangs on despite otherwise losing consciousness.
Spending 1 RP to stabilize

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Drift’s enormous shot hits the thug square in the chest, knocking him on his back. He won’t be waking up anytime soon! Tog, behind the remaining miner, begins to rustle as he wakes up from unconsciousness! Tog, it seems you are a turn behind. You stabilized two turns ago. So last turn you would gain 1 HP. You are prone.
Talbot’s journey on the mining cart continues, sending him flying past your group. Triggering Attack of Opportunities from… No one? Does anyone have a melee weapon out? He laugh as he goes, calling out to the last miner, ”Cover me, and bring honor to your people!” He leans out the front of the cart, shooting at Flexnaught. Luckily for the android, Talbot's arm is shaking from the mine cart and misses!
Trick Attack @ Flex: 1d20 + 13 + 4 ⇒ (11) + 13 + 4 = 28
Trick Attack Damage: 1d4 ⇒ 1
Arc Pistol @ Flex: 1d20 + 8 ⇒ (3) + 8 = 11
Damage @ EAC: 1d6 + 2 ⇒ (3) + 2 = 5
The miner nods, smiling grimly. He steps forward and waves his club at Jan! ”Don’t shoot my friends!” But his anger does him no good and his club is easily deflected by Jan's thick armor.
Club @ Jan: 1d20 + 6 ⇒ (9) + 6 = 15
Damage, B: 1d6 + 3 ⇒ (3) + 3 = 6
Those in bold may act. Those who do not post within 24 hours will be botted or delayed.
Flexnaught 6/6 SP
Sefel 0/5 SP 0/9 HP, RP 2/4 Stable
Tog 0/8 SP, 1/12 HP, 2 /4 RP Prone
Drift 4/6 SP
Jan 9/9 SP
Talbot 1 damage, 1 clone
Purple
Blue 14 damage, dying
Orange 14 damage, dying

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trick attack on Talbot: 1d20 + 12 ⇒ (13) + 12 = 25
trick damage: 1d4 ⇒ 4
EAC attack: 1d20 + 3 ⇒ (17) + 3 = 20
Nonleathal E Damage: 1d4 ⇒ 1
clone roll: 1d2 ⇒ 2
"STUPID LOUSY HOLOGRAM!

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sadly, no melee out at the moment he goes by but..
Jan let's his empty rifle drop against its sling (held in left hand) and snaps his survival knife out and, without a word, slashes at the thug assaulting him.
Attack, KAC: 1d20 + 3 ⇒ (20) + 3 = 23
Damage, S: 1d4 + 2 ⇒ (2) + 2 = 4
Crit: 1d4 + 2 ⇒ (3) + 2 = 5
Has he sees blood spurt he roars, "Get Talbot, I'll gut this fool and be along!"

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my suggestion stands. Interestingly enough prior to this mission I had gone with the soldier specialty that treated unarmed as a battle glove so maybe I could have AAO, then I recalled I went with the bombard. Too bad I had forgotten, and tog was near or I could have grenades the lot of em.

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"You got it, Jan."
Move Action: Guarded Step. Standard Action: Overcharge Attack.
Re-run last script, Drift.
The weapon begins to hum once again as the doctor steps back and pivots to face Talbot. He quickly fires of a blast.
A. Laser Rifle: 1d20 + 3 + 1 + 1 ⇒ (19) + 3 + 1 + 1 = 24
Damage: 1d8 + 1d6 ⇒ (3) + (1) = 4

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Stay in the fight, 1RP, back to 1HP. Prone.
Sefel stirs on the ground, very slowly regaining consciously.
GM, you've got me listed as 2/4 RP already, but I should only just get there with this action.