
GM Sasha |

I do not consider this situation one in which Perception can be aided...unless you wish to take your time...which I will assume you all do not.
Deloran does spot an opening ten feet up the west wall, it is 2-foot-wide and appears to be a ventilation shaft. Medium or Large creatures must squeeze to enter the shaft
Deloran used a move action
Lexicor used a standard action

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With a squeal Rhubarby grabs and fires her grappler to get up to the Ventilation shaft that Deloran points out.
Grappler: 1d20 + 3 ⇒ (15) + 3 = 18 - the DC5.
She will then climb up and check out if its the escape we need.
So Standard action and move action. If the coast is clear can I party banter "this way?"

GM Sasha |

You are encouraged to party banter. That said, I will not accept monologues. A round is 6 seconds. Try and keep it close to that.
Rhubarbie enthusiastically makes use of her grappler to make the trip up to the vent shaft easier. She then squeezes the entirety of herself and her armor into the vent. your speed is 35', so 10' to get up, followed by 20' through. Or, 2 squares progression through the shaft.
...there is a lot of metal on metal screeching...very wince-worthy...
Rhubarbie, soon after getting into the vent, takes a 90 degree turn and continues halfway toward another 90 degree turn to the right.
Also, map is up in my header and in the scenario description at the top. Ignore the blue on the map.

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Steve will inject himself with a basic booster (skills) (standard action).
"I can help!"
He'll then look around for anything else of use.
Move Action
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Also I would like to have scanned all of my fellow players before this with my custom micro lab, so I don't have to roll to hit them.

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Kat will move with Steve to the north and inspect the seam with the skittermander.
Engineering: 1d20 + 9 ⇒ (12) + 9 = 21
Sorry if I rolled for you, Steve. I assumed the check is a standard action?

GM Sasha |

The panel is pneumatic. It hisses and slides open to reveal deep lava channels surround the area. A section of hard-packed dirt rises above the lava, protected on its sides by a visible force field of blue-white energy. The bank slopes downward toward an area completely submerged in muddy water. Four narrow wooden planks float along the water’s surface, offering a dry route through. Across the way, past the water and logs, a sheer rock face towers above the water. Jagged outcroppings jut from the wall to provide handholds and footholds for climbing.
travel along the floating planks at full speed by succeeding at an Acrobatics check to balance, or travel at half speed by succeeding at an easier Acrobatics check to balance
"OH! It appears that the Starfinders are starting off strong by quickly finding the secret door! Let's see how they handle the log challenge!"

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After a failed dance career, Kat knows that her balance may not be up to the task. She takes her time and moves at half speed across the planks.
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

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not sure the logs and climb checks are two separate checks?
Lexicor follows along and tries the log run at half speed. He will activate his jumpers if and when possible
Acro : 1d20 - 2 ⇒ (5) - 2 = 3 +4 if jumping
You can fly up to 30 feet (average maneuverability) with a maximum height of 10 feet, so will jump over logs to far gray shore?

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Presume Rhubarby is up with everyone. Can I use my Grappler here in this scenario to improve my crossing chances? I don't see why not.
Rhubarby moves into position, raises her armored fist and launches her grappler.
Grappler vs DC5: 1d20 + 3 ⇒ (6) + 3 = 9

GM Sasha |

Rhubarbie is not with everyone. She is in the vent.
Lexicore has fully acted (life bubble + move)
Rhubarbie has fully acted.
Deloran has only used a move action (perception)
Kat5e has only used a standard (Eng check)
Steve has only used a move action (perception)
Telhi has not acted yet.

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"Thanks! You guys are great finding that! I'll scout ahead."
Telhi will double move out. She will try to full move across the logs (she has 15ft of movement left by the time she hits the logs (I stopped there in case I failed the acrobatics check.)
acrobatics: 1d20 + 14 ⇒ (16) + 14 = 30
Gonna go ahead and assume a 30 succeeds and finish my movement

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I have moved Kat in her move action towards the logs

GM Sasha |

While everyone rushes out of the elevator, Rhubarbie continues to squeeze through the vent. Telhi shows her fellow Starfinders how it is done and begins skillfully traversing the floating logs.
ROUND 2
You can use jump jets. However, they can only get you 10ft high and you have to land after 30ft of movement.

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Telhi will continue full speeding accross the logs.
acrobatics: 1d20 + 14 ⇒ (6) + 14 = 20
She hits the wall and . . . I assume has to make a climb check.
athletics: 1d20 + 7 ⇒ (9) + 7 = 16

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Lexicor strides to the edge of the water then activates his jump jets to travel 30’ in distances while climbing to 10’ when he reaches the far cliff. He will attempt to climb the remaining 20’
Acrobatic : 1d20 - 2 ⇒ (17) - 2 = 15

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Deloran starts to make his way across the wooden planks.
ACROBATICS: 1d20 + 13 ⇒ (10) + 13 = 23
As he goes along he keeps a look out for anything that will make getting across easier or that can help the party. (Not sure if that causes him to move at half speed or not. If it does please move him back 20ft.)
PERCEPTION: 1d20 + 8 ⇒ (11) + 8 = 19

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Kat moves across the logs slowly and methodically. Her exocortex tries to predict the random ways the logs will roll and bounce as she makes her way across.
Double Moved, not sure if I can reuse my roll from my earloer post, if not here is another
Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18

GM Sasha |

Steve gets Lexicor's attention before he takes off and injects him with some performance juice. Lexicor then rushes to the edge of the water and then lifts off with his jets. He aims for the nearest part of the cliff and grabs on to the cliff face (10ft) up from the water. He manages to get a little farther up the cliff face. (+5 more feet) (A side note for next round. Climbing is an Athletics check. I used your roll for the Athletics check and factored in Steve's boost.)
Meanwhile...
Deloran (you don't spot anything) and Kat5e skillfully traverse the logs.

GM Sasha |

Rhubarbie continues crawling through the vent shaft and, after she turns the corner and sees the exit, she spots a little alcove that contains a small crate. She emerges from the vent after more metal screeching. With a quick roll she is on her feet and makes it to the edge of the water.
in the crate : two basic medpatches, a brown nanite hypopen, two commando serums, a grappler, a mk 2 ring of resistance
ROUND 3
edit: Deloran, while perception was not the skill listed, I realized that you easily hit the survial DC (even if you had rolled a 1). You spot that the northernmost 15 feet of water conceals a 15-foot square area of quicksand. My apologies for missing that.

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"There's a lever up here to open the hatch, but it'll dump something on you when you open it!"
Do I need a check to get out of the way when I open it, or a check to disarm it, or what do I need to do here?

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"On my way, Telhi"
acrobatics: 1d20 + 3 ⇒ (20) + 3 = 23
Kat deftly crosses the remaining logs with her first move action, then rushes to the wall and begins lifting herself up.
Athletics: 1d20 + 7 ⇒ (5) + 7 = 12

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"Watch your step over here. There seems to be some quicksand over here."
Deloran marks the area where the quicksand is at. And waits for the trap to be disabled.
"Rhubarbie where did you find that box? Anything useful in it?"

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Lexicor makes note of the warning regarding the quicksand, and avoids.
If nothing else can disarm it, I can try to set it off from a distance with the psycokinetic hand spell.
Not sure if this is possible, but willing to try as last resort.

GM Sasha |

Sorry for the haitus yesterday.
Rhubarbie attempts to cross the logs carefully, but is unsuccessful and falls into the water. She finds out that the bottom isn't very far down but it is muddy and mucky and overall very bog-like. (Traversing through the water is considered difficult terrain. That said, once you hit the quicksand area...it will be more difficult.
Kat5e, on the other hand, deftly crosses the rest of the way and makes it to the cliff face but cannot seem to find good footholds. (Athletics check fail)
Deloran is still at the base of the cliff as far as I can tell.
Lexicor is halfway up (15ft/30ft) on the cliff face.
Steve still to act.
Telhi readies.

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Oops - sorry, I thought I was already posted too far ahead in rounds.
Lexicor waits, and looks to see if anyone is coming with a rope to aid the climb the rest of the way up.
How goes the progress for the rest of you?

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Acrobatics: 1d20 + 13 ⇒ (5) + 13 = 18
Deloran makes his way up the wall. "Where did you see this trap?"
(If he makes it up)
Then goes to where the trap is and gets to work.
Disable trap, ENGINEERING: 1d20 + 9 ⇒ (20) + 9 = 29

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Athletics 1st move action: 1d20 + 7 ⇒ (19) + 7 = 26
Kat uses a double movement to scale the wall
Athletics, 2nd move action, if required: 1d20 + 7 ⇒ (15) + 7 = 22