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"Not much that I personally can do about those collars, My Synthetic Friend, but one of my companions may be of assistance." suggests Sir Feighnswelle. He scans the room, looking for OMID.

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OMID goes through the fire door.
Engineering: 1d20 + 12 + 4 ⇒ (11) + 12 + 4 = 27

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"I don't have much training in subtle. That said, we should at least try it. Best to hold the blazing guns until needed."
Benacu turns back to Sir Feighswelle and adds in decent Morlamaw words and gestures, "I don't think I'd be overstepping if I guessed you were about as clandestine as me?"

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"I have no idea what is going on. Anyone want something from the bar?"

DM Kludde |

The music is loud and the lights are a-strobing. With the alarm disabled, it should be quite easy to slinkn through the fire, even for someone as large and assuming as Sir Feighnswelle.
Sir Feighnswelle sees OMID pass the firedoor. OMID finds a corridor, with a number of door to the left (east side of the map) and a storage area to the right (west side of the map). The storage area contains a number of large, heavy deep-space pods. All of them are sealed shut, and contain deactivated androids with red collars on them. There is an exit door, which is welded shut.

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Apikinzas will join the others in the corridor then the storage area
Hmm the welded shut exit is the least of the problems here he shakes his head at the androids and checks whether the collar can be deactivated
comp/engineering: 1d20 + 8 ⇒ (9) + 8 = 17

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OMID will auto Aid Apikinzas in investigating the collars.
"This person needs to meet their final death."

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"Pardon me." says Sir Feighnswelle after he spies OMID disappear behind the door. The pinniped plops out of his seat at the bar and waddles over toward the door.

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"I guess you found the art collection?" Vaal Noor follows behind.

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Benacu follows. Instead of his gun, he carries a handheld fire extinguisher. It doesn't require as much finesse and could make for a better distraction.
"How do we free them?" The kalo looks most distressed at this new sight.

DM Kludde |

As OMID inspects the androids in the pod, the rest of the group slowly slinks through the fire door, using the cover of loud music, rowdy crowd and the disorienting effect of strobe lights.
The spacepods are tightly sealed - without specialised equipment there is no hope of opening them. Sir feighnswelle has been told by the android barkeeper, however, that the collars are controlled from the office or Bogden, opposite of the fire door.

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"Anyone got a signal jammer? It would come in handy to keep the owner from using these poor fellows against us! You know, sometimes it surprises me how many evil people have a knack for collecting fine art - I wonder if the expensive costs have anything to do with it."

DM Kludde |

The door to the office is locked.
Needs an engineering check to open, or a strength check to break down (which might be noisy)

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Engineering: 1d20 + 11 - 2 ⇒ (15) + 11 - 2 = 24
"Finally something to do!"

DM Kludde |

Vaal Noor, narrowly fitting in the corridor, open the lock to the office. The office contains several small workstations, a desk, and a well-stocked bar. Two doors lie on the western wall, 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.
There's a painting that leaves a little too much space between the wall and the frame

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Perception: 1d20 ⇒ 5
"Looks like the owner is out taste-testing his products. Or doing something nefarious. Probably both!" Vaal Noor enters the room with his drone.

DM Kludde |

Apikinzas silently scans the room, and finds a small latch. When unhooked, the painting can be swung from one side to reveal an access control panel.
The panel interfaces with a computer, but is currently locked. Computers check to hack

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"Good work. Is this the computer than controls the slave collars?"

DM Kludde |

Easy hack for Vaal Noor. The control panel shows a crude map of the area, and options:
A) Deactivate restraining devices (showing a number of blips concentrated in the pod area, and two blips in the club area)
B) Open the safe (showing a blip in the next room)
C) Theatrical smoke (showing an area covering roughly the lower third of the club floor
D) Strobe light on/off (currently off, showing a rectangle in the club area)
You manage to transfer controls onto your datapad

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Computers: 1d20 + 10 ⇒ (3) + 10 = 13
Vaal Noor explains the options to his colleagues. "So, where do we start? I'd think by changing everything!"

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"That'd make for a good distraction. It'd probably bring out our mark. And most of the security detail, I'd wager." Benacu doesn't sound entirely opposed as he heads in to check out the console.
Computers: 1d20 + 8 ⇒ (12) + 8 = 20
"Here, maybe...I think we can do it remotely now. Is there a place you'd rather be when this goes down?"

DM Kludde |

The shadowspeaker manager to transfer the main controls onto a datapad, which means that the controls now work from any location.
The room is easily accessed from the current one, with no further security measure. The safe unlocks easily. There is no fabled art collection in here, but it does contain the last sandstone tablet!

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"If that's an option, we might as well get the tablet first, and do the other three on our way out, make it a theatrical escape!"

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"I hope he didn't put any traps inside the safe - that would risk his art collection, if he actually ever gets one!" Vaal Noor moves inside and picks up the tablet - if nothing happens, he moves outside the safe. His drone follows him around all the time.

DM Kludde |

The tablet is about the size of a datapad, and sturdy enough to transport without trouble.
Looking around further, it becomes rather clear that fire safety isn't a priority in this building: all exits other than the main entrance are completely shut!
init, OMID: 1d20 + 1 ⇒ (8) + 1 = 9
init, Benacu: 1d20 + 1 ⇒ (4) + 1 = 5
init, D’vost: 1d20 + 4 ⇒ (15) + 4 = 19
init, Feighnswelle: 1d20 + 0 ⇒ (10) + 0 = 10
init, Apikinzas: 1d20 + 4 ⇒ (2) + 4 = 6
init, Vaal Noor: 1d20 + 3 ⇒ (10) + 3 = 13
init, bad guys: 1d20 + 2 ⇒ (14) + 2 = 16
Start combat!
The beat drops on the dancefloor, as none other than Bogden himself has appeared, flanked by two of his Vesk bouncers!
You're not getting away that easily! Prepare to DIE! the smuggler exclaims. The crowd on the floor starts to disperse, and the two android behind the bar look distraught.
Did you guys deactivate their collars?
---
D'vost
---
Vesk - blue
Vesk - orange
Bogden - red
---
Vaal Noor
Feighnswelle
OMID
Apikinzas
Benacu
---

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D'vost runs towards the center of the room reaching out for his self made stickybomb grenade. Parts of it falls apart as he takes it out from his bag, but he considers them less important ones. He throws the grenade aiming in between the foes
Grenade throw, DC5, 2nd increment: 1d20 + 6 - 2 ⇒ (7) + 6 - 2 = 11 I've dranw the 10 ft range that include all 3 of them. D'vost is throwing Stickybomb grenade entangling them for 2d4 rounds if they don't pass reflex save DC15.
"Unlock those collars!" shares telepathically
Move and take out grenade, throw grenade

DM Kludde |

Theh crowd disperses in a panic as the burly vesks and the smuggler move in, which is just as well. D'vosts stickybomb grenade makes the floor into a sticky mess
[RFX: 1d20 + 7 ⇒ (6) + 7 = 13
RFX: 1d20 + 5 ⇒ (5) + 5 = 10
RFX: 1d20 + 5 ⇒ (11) + 5 = 16
Bodgen and one of the vesks are as nailed to the floor, stuck in the nasty goop.
Get that Shirren! Bodgen cries out in frustration, before aiming his gun at D'Vost. Bodgen sorely misses, but the two vesk brutes hit D'Vost hard.
Static arc pistol, D'vost: 1d20 + 3 - 2 ⇒ (6) + 3 - 2 = 71d6 ⇒ 6
Azmimuth laser pistol, D'vost: 1d20 + 8 + 1 - 2 ⇒ (17) + 8 + 1 - 2 = 241d4 + 1 ⇒ (1) + 1 = 2
Azmimuth laser pistol, D'vost: 1d20 + 8 + 1 ⇒ (14) + 8 + 1 = 231d4 + 1 ⇒ (1) + 1 = 2
---
Vaal Noor
Feighnswelle
OMID
Apikinzas
Benacu
D'vost (8/18 SP)
---
Vesk - blue (stuck, 2d4 ⇒ (2, 3) = 5 rounds)
Vesk - orange
Bogden - red (stuck, 2d4 ⇒ (4, 2) = 6 rounds)
---

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As a move action, Vaal Noor overcharges his drone’s weapon. He uses his second move action to control his drone. The Bone drone uses a move action to boost its weapons, and a standard action to fire at the orange vesk.
Ember Agitator vs. Orange Vesk EAC: 1d20 + 4 - 2 ⇒ (20) + 4 - 2 = 22
Fire damage: 1d8 + 1d6 + 1d4 ⇒ (1) + (2) + (1) = 4
Critical Fire damage: 1d8 + 1d6 + 1d4 ⇒ (1) + (4) + (4) = 9
1d4 burn damage, Reflex DC 9 to end.
Man, look at all those 1s... so sad

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OMID stands in the middle of the dance floor and targets Bogden.
Magic Missiles: 3d4 + 3 ⇒ (4, 4, 2) + 3 = 13

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Sir Feighnswelle moves toward the doors.
Double move

DM Kludde |

Vaal Noor burns the one free-moving Vesk badly, while Benacu hits a disco ball on the ceiling, dispersing laser fire everywhere in a bright flash of effects. Three magic missiles make their impact on Bodgen, while Sir Feighnswelle flops up. Apikinzas moves up to the bar, supercharging his weapon, while the android throw hopeful glances at the party....
---
Vaal Noor
Feighnswelle
OMID
Apikinzas
Benacu
D'vost (8/18 SP)
---
Vesk - blue (stuck, 2d4 ⇒ (2, 3) = 5 rounds)
Vesk - orange (11)
Bogden - red (13, stuck, 2d4 ⇒ (4, 2) = 6 rounds)
---

DM Kludde |

Bodgen takes a brutal hit from D'vosts laser, which knocks him clean out. With no further loyalty to spare, the Vesk bouncers surrender to the group.
The clubbing crowd vacates the building, leaving only the androids trembling behind the bar.
End of the third quest, though you may do some wrapping up with the androids

DM Kludde |

We can still wrap up quest III as flashbacks, so feel free to post your actions in the club
Quest IV: Nightmare
After reporting successful recovery of the third fragment, a message arrives from Arvin:
I have look at the tablet scan, and we have received the last message from the dramer:
“The Herdsman sails on
The Prize you seek inside
A Shadow awaits”
It took some searching through the database, but I am now certain this tale leads to Preahan, one of Liavara’s many moons. Records show that in the time before the gap, other Dreamers built a mausoleum here for one of their ascended kin. Several dreaming devices were placed within. It must be those devices that Whisperer of Solar winds wants us to find. It is strange, however, that it would give us the location of the map pieces, as well as the location of the mausoleum itself... It must mean the map pieces do more than just show the way.
Take the Loreseeker to Preahan, and await further instructions
As the gas giant Liavara comes into view, the Loreseeker’s communications station activates and plays a pre-recorded hologram of Venture-Captain Arvin. “The Liavaran Dreamer, Whisperer of Solar Winds, pointed us here. It took the Society quite some time to discern our target: 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.”
Armor provided environmental protection. Those who are not wearing any can take one of the six available space suits aboard the Loreseeker
The surface weather is harsh indeed. An ice-storm is raging as the Loreseeker lands, blowing large chunks of frozen methane into white mist of dense... stuff. The strong winds, combined with low gravity, make moving around hard. Even though there is only a 400 meter gaps between the Loreseeker and the tunnel entrance, covering that distance will be quite an arduous task.
I need Athletics, Acrobatics and Survival checks. Anyone can roll, the highest roll counts with lower rolls as aid another

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"Would you look at that! All this ice reminds me of home, except for the methane gas. Imagine how a light show would work around here!" Vaal Noor picks up his drone, gets on all four and starts moving ahead.
Acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5
Goodbyeeeeeee

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OMID has none of those. All aids.
Athletics: 1d20 ⇒ 7
Acrobatics: 1d20 + 1 ⇒ (11) + 1 = 12
Survival: 1d20 ⇒ 11

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Benacu pulls out his military survival kit to help out, then quickly proves he has never needed to use it before.
Athletics: 1d20 ⇒ 4
Acrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Survival: 1d20 + 3 ⇒ (5) + 3 = 8

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The clubbing crowd vacates the building, leaving only the androids trembling behind the bar.
Sir Feighnswelle ensures that his fellow Starfinders have deactivated to collars, then approaches the bartender.
"You are free to go now, My Artificial Ally. Those collars shouldn't bother you anymore, my fellow agents have seen to that." offers the morlamaw. "What you do with your freedom is up to you of course, but I know of a few bars on Absalom Station that could use a skilled mixologist or two."
The morlamaw wishes the androids well and scoots out into the bustling city.
The surface weather is harsh indeed. An ice-storm is raging as the Loreseeker lands, blowing large chunks of frozen methane into white mist of dense... stuff. The strong winds, combined with low gravity, make moving around hard. Even though there is only a 400 meter gaps between the Loreseeker and the tunnel entrance, covering that distance will be quite an arduous task.
"Though covering the distances ahead of us appears to be a daunting and arduous task, I am certain that we are up for the challenge. Pip Up and Tally On!" declares Sir Feighnswelle as he seals his second skin armor and dives head first into the "stuff".
Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
Acrobatics: 1d20 + 0 ⇒ (12) + 0 = 12
Survival: 1d20 - 1 ⇒ (11) - 1 = 10
Swim speed 40 ft if relevant.

DM Kludde |

Flashback
The androids are grateful to be rescued from the collar, and feel their now unburdened necks.
(cue dramatic music)
Kozmos-13 found a new life as mixologist and eventually became the inventor of the 'protein goop sling', a popular favourite among Ghibrani, while Kozmos-14 eventually found a job as a food safety inspector on Aballon
Quest IV
We find our starfinder braving the worst of the storm, but making little headway. Vaal Noor struggles to keeps his limbs on the ground, his large cross-section not helping in any way. Benacu, using the little military equipment he brought, seems to be the only one able to maneuver in the blizzard...

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acrobatics: 1d20 + 4 ⇒ (17) + 4 = 21
athletics: 1d20 - 1 ⇒ (9) - 1 = 8
survival: 1d20 + 1 ⇒ (18) + 1 = 19
The smallish vesk tries her best on the walk to the entrance