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Reynold frowns at Chuck. "If there are cameras, we should disable them and wipe their memory. Don't want these wackadoos tracking us down the way Lanzio thinks they will."

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Don't pay too much attention to the order of posts. If everyone had to wait for one person to roll a check, play-by-post would take years to complete.
We established earlier that William would be primary roller for Engineering and Computers. Angrid can't fail to Aid. We may have failed to Perceive them, but that's a different circumstance.
Might just want to bot William if this area is pending on a roll from him

LoreMaster GM |

Yep, I wasn't going to make people post in order. You are free to aid now, which you did. I expect a roll from William but he has not made one yet. I called for the engineering check less than 24 hours ago and in a non-timed adventure, I usually give people between 24 and 48 hours to post before botting. A large part of this adventure is going to be skill checks so I do not want to take away from a character who has invested heavy into those by botting quickly just because it is only a skill check.
Plus, disabling the camera is not the only thing I am waiting on. Everyone besides Chuck and Reynold is on the wrong side of a fence. Even if I bot Will's engineering check, we are still waiting for other people to post their solution to the fence.

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Will tries to disable the lock again.
Engineering: 1d20 + 16 ⇒ (16) + 16 = 32.
Regardless of success or failure, he then stretches his wings, and flaps lazily over the wall, deliberately show-boating for the cameras, activating his Holographic Sashimono (which is a big Wayfinders symbol).

LoreMaster GM |

Will, you say try again but as far as I can tell that is your first engineering check?
Will is able to disable the lock, opening the gate up with no problem at all making it so everyone can get through. The fence is taken care of, but there still has not been a roll to take care of the cameras. I will wait a couple of hours till I am doing my last round of posting for the night. At this point Will has posted multiple times and has ignored the cameras in the fence posts so far so it does not appear he is inclined to make the engineering check. If Angrid (or another player) wants to disable them, feel free to make the check but I do not feel comfortable botting an action of a character when they seem to be willfully ignoring the action.

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Will attempts to pick the lock...
Engineering: 1d20+16.
He then glances around, carefully.
Perception: 1d20+12.
I assumed the 19 was a fail...?

LoreMaster GM |

Thanks Angrid
Angrid is able to take apart all the cameras in the poles. You are fairly sure you are also able to delete any recordings they took as it does not appear to live stream it anywhere or anything fancy like that.
You continue down the enclosed fenced in area when you come to the fortified bunker entrance constructed of concrete and steel. It is currently closed and it looks mighty tough. Not the kind of door you can just lower your shoulder into. But maybe with some computer know-how you can trick the door into believing that you are supposed to be here. Or you can attempt to physically attempt to unlock the door. Overall the issue here is that there is a big heavy locked door in front of you.
**EDIT** Sorry, you are right Will, you did make an engineering check that I missed. I just went back to check on it and I overlooked it. I do apologize.

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No dramas :-) I'm going to look through pictures, and pick an icon for Will, right now...
Will looks at the door with a practiced eye.
"This is the sort of thing that would be *thoroughly* trapped. I assume no-one minds if I take a couple of minutes to make absolutely sure...?"
Perception - 'Take 20' = 32.

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Reynold nods. "That door might as well have 'OPEN ME, I DARE YOU' written in huge letters with a winky face after it. Give it the once-over, Will."
Perception (search the door, likely aiding William): 1d20 + 9 ⇒ (17) + 9 = 26

LoreMaster GM |

Thanks for the avatar Will. That is a huge help. Sorry for any misunderstanding so far.
Will searches the door pretty thoroughly. Almost right away he spots a trap that seems to be an electrical discharger. He almost finishes up his search when he notices something odd. He is pretty sure that there is a second, even more hidden trap, on the door. It is much trickier to discern the nature of this trap. Nice perception and use of taking 20. The dc to find the second trap is 31.
Computer or engineering check to disarm the first trap. Same for the second trap (separate check). Given where the trap is, I would say only one aid can be given.

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Given where the trap is, I would say only one aid can be given.
Rather than Aid, can I disable the secondary trap while Will disables the primary?
"Looks a bit cramped in there. Don't want the second goin' off when yer workin' on the first."
Engineering, Tool: 1d20 + 14 + 4 ⇒ (19) + 14 + 4 = 37

LoreMaster GM |

Yep, that wouldn't be unreasonable at all! Also, nice roll.
Angrid is able to reroute the power away from the electric dischager making the trap ineffective.

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Chuck Stands at the ready for anything that might happen, Solar weapon clenched in his fists.

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Will nods to Angrid.
"I see that you are also quite skilled..."
He then tries to disable the other trap.
Engineering: 1d20 + 16 + 4 ⇒ (9) + 16 + 4 = 29.

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Goose, having taken a passive stance so far, uses his operative skills to check around.
Perception check: 1d20 + 12 ⇒ (16) + 12 = 28
Being on the right side of the fence and seeing his teammates work to disable the traps, Goose waits patiently to check to make sure the traps are indeed rendered inoperative.
Engineering if they don't at first succeed: 1d20 + 18 ⇒ (15) + 18 = 33

LoreMaster GM |

Will is pretty sure that trap is now disabled by bypassing the circuit to it. It is still hard to tell the function of the trap but you would best assess it as an alarm but it lacks any visual or auditory component.
Goose doesn't notice anything else out of the ordinary... just a group of hooligans breaking into a heavily fortified vault.
You now stand in front of a locked detrapped heavy door. I need an engineering or computer check to open unlock the door.

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Satisfied that the traps have been dealt with, William strikes a dashing pose, and then attempts to hack the door...
Computers: 1d20 + 16 ⇒ (20) + 16 = 36.

LoreMaster GM |
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You guys are crushing all the skill checks!
Will is able to use his computer "magic" to make the door think you swiped the key card and said the password. The vault door slides open.
This opens right away to a stairway going down about 40 feet. At the bottom of the stairs, the hallway turns to the right, then opens into a large room.
A corridor connects the forty-foot staircase to the west to a large and empty but well-lit chamber. The air is climate controlled, with tolerable temperature and humidity, if not actually fresh. Clean vinyl tiles cover the floor with a neutral checked pattern commonly seen in buildings across the Pact Worlds. Power outlets and data jacks routinely jut from the walls, suggesting the area could repurposed or left empty for future expansion. Two doors exit to the north and east.
This area has a 15-foot-high ceiling and has normal lighting
Map is up to date. What is the plan from here?
I have made a bit of a mistake. I feel foolish but I jumped over a small dielog and reward before you left the Stewards. I will post the relevent info with the reward you get in a spoiler below. I will try to be more careful (will be easier now that I am back to my apartment).
You are approached by one of the Stewards after your interview. She introduces herself as Xatina Marcos, a female lashunta. Xatina confesses she and her fellow Stewards have monitored the interview remotely. They’re impressed you got Lanzio to talk. The Council of Legates recognizes the Society is not only acting on its own agenda but toward the safety of all the Pact Worlds. They offer the team the following resources to support their investigation: two darksight goggles, two mk 1 diffraction cloaks, and mk 2 serums of healing and a credstick with 1,630 credits, one targeting computer upgrade and two purple force field upgrades.
Feel free to discuss who gets what as there is a lot of loot there. Since it is my mistake and you have some unexpected credits, I will allow you a brief window to retcon some shopping (about 23 hours,10 PM Eastern time) But also feel free to move along in the dungeon was well.

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For the loot, I think Goose and Will should take the diffractor cloaks (to help keep our main skill monkeys alive and making skill checks for us). Goose and Reynold should take darksight goggles, which will open up Reynold's armor upgrade slot, so he'll also take a forcefield. The other upgrades are free for the taking (Chuck should probably nab the targeting computer if he doesn't have a better option). As for the credits, Reynold and Chuck should each buy a serum of the scientist so we can participate in aiding the Computers and Engineering checks, along with thieves' tools, and hacking, engineering, and trapsmith kits. Does this all sound good?
Assuming the purchases above are greenlit by the group: Reynold downs his serum as he descends the stairs, then dons his goggles and familiarizes himself with the switch to activate his force field. "Do I look nerdier? I feel nerdier." He takes a look around the new chamber.
Perception (search 20-foot square for traps/goodies): 1d20 + 9 ⇒ (8) + 9 = 17

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Goose looks at the gear and shrugs. "I can already see in the dark, mates. Can someone less inclined benefit better?" offers the operative as he extends his tiny hands out and offers them around. "Besides, I have a pair of nifty goggles already." he states proudly.
"I'll take the cloak, but only if nobody else wants it. My packs are already bursting at the seams and this frail body can't carry too much!"
Once the gear is distributed, Goose offers to take point again. "Left or right? I suggest left. Thoughts?"

LoreMaster GM |

The green box in the room represents what has been searched. When you search, I am ruling that you actually need to enter that space. It is up to you if you want to search the whole room for traps (just let me know that is what you are doing). It would take 6 to 7 seven minutes. I would just need to know what the marching order looks like for searching. The reason being that to find traps before they are set off, the person in front would need to spot it. I am sorry this is so complicated, traps are so much easier to run in a face to face situation.
If there is a trap and you are searching for it, the front two people in the marching order will get a check to see if it. If they do not, it will go off. It is up to you on who those front seekers are and if the rest of the group wants to follow right behind them or hang back.
You may take 10 on any non combat perception check without any penalty. Just say you are taking 10. I prefer it to be a standardized system (either you take 10 most of the time or you roll most of the time just so you can't preview your roll then decide to take 10).
You may take 20 but time will really add up. Each 20x20 square will take 20 minutes if you take 20 all of the time. This room alone would take over an hour to search.
Any questions or disagreements with the rulings here?
Reynold searches the entry way of the room and is not able to find anything suspicious. By the fact that nothing negative has happened, it seems pretty safe.

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Chuck will enter the room a little more but stay behind Reynold, "Finding traps the easy way was never my forte but if you think you can do it take your time buddy." He says curtly.

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AK just keeps pace with the other watching how well they work together they make it look pretty easy. AK keeps himself at the ready for when the shit its the fan as it always dose

LoreMaster GM |

As you start searching the room, you don't notice anything out of the ordinary. When you get about half way into the room, two secret panels open up as you see 4 small sized security robots start to wake up. That being said, most of the group is ready for them and gets to attack even before they wake up!
It is everyone besides Chuck's turn
Angrid init: 1d20 + 3 ⇒ (12) + 3 = 15
Ak init: 1d20 + 3 ⇒ (10) + 3 = 13
Chuck init: 1d20 + 0 ⇒ (5) + 0 = 5
Goose init: 1d20 + 12 ⇒ (3) + 12 = 15
Reynold init: 1d20 + 4 ⇒ (4) + 4 = 8
Will init: 1d20 + 12 ⇒ (18) + 12 = 30
me: 1d20 + 4 ⇒ (4) + 4 = 8
Bold May Act
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Round 1 statusNothing special
-------------------------------------
Will
Angrid
Goose
Ak
Reynold
Red bot (flat footed)
Yellow bot (flat footed)
Blue bot (flat footed)
Purple bot (flat footed)
Chuck

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Will frowns, then sends a worm in the direction of Yellow, trying to mess with its visual processor, as he moves to the side, and takes a shot.
Computers - Trick Shot: 1d20 + 16 ⇒ (13) + 16 = 29 Vs DC 20 + CR.
Holy Static Arc Pistol: 1d20 + 10 ⇒ (2) + 10 = 12, for 1d6 + 3 + 3d8 ⇒ (6) + 3 + (7, 5, 2) = 23 Electricity damage.
If the trick shot is successful, it is also flat-footed to everyone until the start of my next turn.

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"Look alive."
Engineering to Identify: 1d20 + 14 ⇒ (7) + 14 = 21
She's looking for Special Defenses, Special Attacks, Special Abilities, in that order.
Angrid moves 15 feet north and shoots an overcharged beam of plasma at [yellow].
Trailblazer Tactical Plasma Bolter vs EAC: 1d20 + 7 ⇒ (14) + 7 = 21
Half Electricity, Half Fire: 1d10 + 1d6 + 5 ⇒ (4) + (5) + 5 = 14
2/5 shots remaining.

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Reynold nods at the near robot. "Take that one out first." He takes aim and fires his static arc pistol at the machine.
Move action get 'em, standard action clever attack. Both target yellow unless Will and Angrid already felled it, in which case target red.
Bluff: 1d20 + 18 ⇒ (7) + 18 = 25
Bluff reroll (convincing liar): 1d20 + 18 ⇒ (7) + 18 = 25
Attack vs EAC: 1d20 + 9 ⇒ (10) + 9 = 19
Damage (E): 1d6 + 3 ⇒ (2) + 3 = 5

LoreMaster GM |

Will manages to cause the yellow bot's visual system to bug a bit but fails to capitalize on it as his shot misses.
Angrid recognizes these as Deterrent-Class Security Robot's MK 2. These guys were built with a special "riot suppression protocol". A deterrent -class security robot can generate a localized magnetic burst to disarm an opponent. Since it typically has one appendage free, it then snatches the item in midair. Once per day, it can make a disarm combat maneuver against a target within 20 feet with a +8 circumstance bonus.
They can also expend a large store of energy to temporarily increase its processing power and attempt to avoid harm. Once per day, it can reroll a failed Reflex saving throw with a +10 circumstance bonus.
Lastly, it's weapons are integrated into its frame and can’t be disarmed.
Angrid also takes a shot one of the robots, and hits it! The attack seems to have some extra effectiveness to it. 17 damage to yellow
Reynold is able to feint cleverly against the yellow bot, but it seems unresponsive to it. It was already flat footed He also takes his shot at it which hits and causes some sparks. 7 damage to yellow
Bold May Act
----------------------------------
Round 1 statusNothing special
-------------------------------------
Will
Angrid
Goose
Ak
Reynold
Red bot (flat footed)
Yellow bot (flat footed) -24
Blue bot (flat footed)
Purple bot (flat footed)
Chuck

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Reynold is able to feint cleverly against the yellow bot, but it seems unresponsive to it. It was already flat footed He also takes his shot at it which hits and causes some sparks. 7 damage to yellow
True, but now it'll be flat-footed against everyone until the end of Reynold's next turn!

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Goose moves off to the side a bit and fires a projectile at the yellow bot, seeing as everyone else is focusing on it.
Trick attack: 1d20 + 23 ⇒ (1) + 23 = 24 DC 20+CR
Attack with slugthrower: 1d20 + 10 ⇒ (5) + 10 = 15 Target flat-footed
Damage: 1d6 + 3d8 + 3 ⇒ (6) + (8, 4, 3) + 3 = 24

LoreMaster GM |

That is fair. I did not think about that. With 2 operatives and your feints, something tells me that my critters will be flat footed a lot haha.
Goose, did you add in the "get 'em" from Reynold? also, you operatives do some CRAZY damage!

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flipping a screen over his left eye here we go. Ak draws up his rifle and takes aim.A.N.D.R.E.A lock onCombat Tracking yellow Information scroll over the screen covering his left eye faster them most would be able to read it. A.N.D.R.E.A.'s vice in his head feeds him yet more information on the situation.
Ranged Attack : 1d20 + 6 ⇒ (13) + 6 = 19Damage(E+F): 1d8 + 3 ⇒ (7) + 3 = 10 Boost: 1d4 ⇒ 4

LoreMaster GM |

Goose is able to take advantage of the situation to hide from the robot and get a powerful shot off. It just barely hits and without the encouragement of an ally, it would of missed, but it does manage to blow up the sleeping yellow robot. 24 damage to yellow
Ak, activating your combat tracking is a move action so you are unable to use your boost in the same round. Your target is dead before you acted so I will change your target to red. Ak gets himself ready for battle and starts tracking the movements of the red robot. He takes a well aimed shot at it causing some damage!10 damage to red
Please remember to include what type of damage your guns do in your posts (preferably where you roll for damage). Makes it a lot easier for me.
The red robot moves up to Angrid and tries to slam her down. The robot finds the perfect place to slam, as it smashes into her head! Ouch... max damage critical as the first attack of this adventure. 22 bludgeoning damage to Angrid
The blue robot moves forward and launches a grenade right in the middle of the group of starfinders. It explodes into a big mess of sticky goo! Stickybomb grenade at Will, Goose, Ak, and Chuck. Dc 12 reflex save vs being entangled for 2d4 rounds.
Lastly, the purple robot moves forward and takes a shot at Goose. Just like how Goose just barely made the hit, the robot just hit Goose by an inch. 4 electric damage to Goose
Everyone is up! Don't forget your reflex saves if you need to make them!
1d20 ⇒ 20
2d6 ⇒ (6, 6) = 12
1d20 ⇒ 9
1d20 ⇒ 13
1d6 ⇒ 1
Bold May Act
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Round 1 statusNothing special
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Chuck dc 12 reflex save
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Round 2 statusNothing special
-------------------------------------
Will dc 12 reflex save
Angrid 18/40 SP
Goose 38/42 SP dc 12 reflex save
Ak dc 12 reflex save
Reynold
Red bot -10
Yellow bot -48
Blue bot
Purple bot

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Reynold gestures to the red robot. ”Hey guys, this one packs a wallop! Take it down next. Walk it off, Angrid!”
Move get ‘em on red, standard inspiring boost on Angrid. She recovers 18 Stamina.

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reflex: 1d20 + 1 ⇒ (17) + 1 = 18
Krogge enters Photon mode and dodged the worst of the entanglement while he lights his sword on fire as a move action before erupting forward in a Stellar rush at the blue robot, bringing his flaming sword of light down in fiery wrath!
attack KAC with fire damage: 1d20 + 9 ⇒ (15) + 9 = 241d6 + 16 ⇒ (3) + 16 = 19
I gotcha back rat! HUNNGH!! FRIGGIN CLANKERS!!"

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Reflex: 1d20 + 11 ⇒ (8) + 11 = 19.
Will lithely dodges the blast of glue, then fires off a computer virus in the direction of Purple.
Computers - Trick Shot: 1d20 + 16 + 4 ⇒ (20) + 16 + 4 = 40 Vs DC 20 + CR.
Holy Static Arc Pistol: 1d20 + 10 ⇒ (17) + 10 = 27, for 1d6 + 3 + 3d8 ⇒ (4) + 3 + (8, 6, 2) = 23 Electricity damage.
If the trick shot is successful, it is also flat-footed to everyone until the start of my next turn.

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"Thanks, Reynold! But right now, this chump's savin' me stubby legs tha trouble."
She locks her gaze onto [red] (move action, combat tracking) and swings at it with her overcharged seismic pick (standard action, overcharge attack).
Light Seismic Pick vs EAC: 1d20 + 7 + 2 + 1 ⇒ (2) + 7 + 2 + 1 = 12
Sonic Damage: 1d4 + 1d6 + 8 ⇒ (1) + (6) + 8 = 15

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Goose uses his tremendous dexterity to evade the effects of the entangling grenade.
Reflex save: 1d20 + 10 ⇒ (11) + 10 = 21
The nimble ysoki then shrugs off the hit and dances off to the side to line up another shot, this time taking aim on the red bot. He uses his surroundings to blend in and use cover so as to distract the enemy to get in a shot to a vital area.
Trick attack on red bot: 1d20 + 23 ⇒ (13) + 23 = 36 DC=20+CR
Shot on red bot with Semi-Automatic pistol vs. KAC: 1d20 + 2 + 10 ⇒ (20) + 2 + 10 = 32
Damage, Piercing, non-energy: 1d6 + 3 + 3d8 ⇒ (6) + 3 + (1, 8, 3) = 21
Damage, Piercing, non-energy: 1d6 + 3 + 3d8 ⇒ (3) + 3 + (6, 7, 5) = 24

LoreMaster GM |

Reynold gets everyone to inspired to attack the very powerful red robot. In the process, he manages to just about undo the large damage the bot did to Angrid.
Chuck manifests his sword to then try and chop down the blue robot. He hits with some brutal damage, but the bot stays standing. 19 damage to blue
Will sends out another virus, this time at the purple robot! The virus takes hold as Will follows up the virus with an accurate shot. The shot shoots sparks everywhere and you tell the bot is on the brink of shutting down. 34 damage to purple. Nice damage!
Angrid tries to reorient herself after the big blow to the head. She begins her combat tracking but misses the target on the swing.
Goose manages to blend in again and the red robot doesn't pick him up on it's sensors. Suddenly there are no sensors to pick him up on as the robot is destroyed in many small pieces! 45 damage to red
Man, you guys can kick out some serous damage. Ak is up.
Bold May Act
----------------------------------
Round 1 statusNothing special
-------------------------------------
Chuck
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Round 2 statusNothing special
-------------------------------------
Will
Angrid 36/40 SP
Goose 38/42 SP
Ak dc 12 reflex save
Reynold
Red bot -55
Yellow bot -48
Blue bot -19
Purple bot (flat footed) -34

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Reflex Save DC12: 1d20 + 6 ⇒ (9) + 6 = 15 AK Seeing the grenade Darts out of the way. Not having time to lock on or power up his weapon he just takes a quick shot and hopped for the beat. Ranged Attack: 1d20 + 6 ⇒ (1) + 6 = 7Damage E+F: 1d8 + 3 ⇒ (8) + 3 = 11Purple bot

LoreMaster GM |

Despite dodging the stickybomb, Ak is unable to connect with his gun.
The purple robot swings around behind Chuck and tries to slam the solarian. The attack lands, clonking him on the head. 11 damage to Chuck
The blue bot carefully steps around to flank Chuck and tries to slam him as well! His swing also hits, and Chuck is starting to feel dizzy. 6 damage to Chuck
Everyone is up! Finish these bots up!
1d20 ⇒ 14
1d6 ⇒ 6
1d20 ⇒ 10
1d6 ⇒ 1
Bold May Act
----------------------------------
Round 2 statusNothing special
-------------------------------------
Chuck 15/32 SP
----------------------------------
Round 3 statusNothing special
-------------------------------------
Will
Angrid 36/40 SP
Goose 38/42
Ak
Reynold
Red bot -55
Yellow bot -48
Blue bot -19
Purple bot (flat footed) -34

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Chuck looks at the blue bot in front of him then glances at the purple one behind him before finally looking to Angrid as he swings twice,”You ever hear of a flank train Angie? Let’s make it happen!”
Full attack vs blue: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 171d6 + 16 ⇒ (6) + 16 = 22
Full attack vs blue: 1d20 + 9 - 4 ⇒ (1) + 9 - 4 = 61d6 + 16 ⇒ (2) + 16 = 18

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Will dodges around, and, after tossing out a quick program to (briefly) force the Blue robot to see a looped visual feed, tries to take it out.
Computers - Trick Shot: 1d20 + 16 + 4 ⇒ (15) + 16 + 4 = 35 Vs DC 20 + CR.
Holy Static Arc Pistol: 1d20 + 10 ⇒ (12) + 10 = 22, for 1d6 + 3 + 3d8 ⇒ (5) + 3 + (1, 8, 2) = 19 Electricity damage.
If the trick shot is successful, it is also flat-footed to everyone until the start of my next turn.