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George 09-23 starts to slowly lead the group in the direction of the smoker.
"Bordie if you can handle it I think you should come with us. I don't know for how long the building will be locked down after we get out and you need to get medical attention today if possible."
"Do my a favour and don't try to do anything heroic in your current condition. Just stick back and find some cover if trouble breaks out. Ok?"

GM Jhaeman |

The Starfinders and the two civilians they've rescued reach the door to The Smoker.
Bordle nods distractedly at George 09-23's request that she not do anything heroic. When Scruffy asks about respirators, she shakes her head to indicate "no". Director Ebaki speaks up "Don't forget about me! I don't have anything either. My handprint will open the Smoker, but maybe Bordle and I shouldn't go in . . . I don't know!"

TK423 |

"What does the smoker do exactly? If we need to, after I pass through someone can come back through with my Flight Suit Stationwear and that could protect one of you as you get through and then repeat the process for the other. Unless the smoker does something else than just gas the occupants."

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George 09-23 nods at TK423.
"Right we can always send Robert-0 back to deliver the suit. It is time to go!"
Hopefully all of the PCs have some sort of armor with a sealed environment.

GM Jhaeman |

After activating their environmental seals, the Starfinders believe they're ready for the Smoker. Director Ebaki presses his hand to a panel, and the door slides open to reveal a small octagonal chamber, with an identical closed door on the far side. "Uh . . . who wants to go first?" Ebaki asks.
Perception (Kaath): 1d20 + 6 ⇒ (1) + 6 = 7
Perception (Twila-4): 1d20 + 5 ⇒ (15) + 5 = 20
Perception (George 09-23): 1d20 + 0 ⇒ (19) + 0 = 19
Perception (Scruffy): 1d20 + 5 ⇒ (16) + 5 = 21
Perception (TK423): 1d20 + 5 ⇒ (2) + 5 = 7

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George 09-23 points upwards.
"I can see acid sprayers on the ceiling. We will need to either carry something above our heads to block the flow of acid or find a way to disable them."
George 09-23 has a quick look around for something big and light enough to block the acid.
I was thinking about the office partitions typically used to create work areas for the employees but there might be something more suitable.
@GM Jhaeman - Is there a skill roll we can use to disable these vents?

TK423 |

"This sounds a little dark. but we could try tossing in some of the dead workers to see is there is a recharge time for the sprayers."
He points to the corps of a dead worker.

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George 09-23 nods at the Mechanic.
"Go ahead. There is no point of us all being sprayed at the same time if you fail. If something else pops up we will rush in to help you. Thanks again for volunteering to be brave."
It just does not make any sense to expose the entire party to the acid damage if we can possibly avoid it.

GM Jhaeman |

Scruffy enters the Smoker. The closed door at the far end looks exactly the same as the open one, and, upon closer inspection, it seems like they function like airlock doors--one can't open unless the other is closed. With some protection ready in case they activate, Scruffy sets to work on the acid sprayers.
@Scruffy: Go ahead and roll an Engineering check please.

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Scruffy attempts to take his time and takes 10 if possible for a total of 21 engineering.
If that doesn't do it or something interesting begins to happen prompting a roll here it is
engineering: 1d20 + 11 ⇒ (3) + 11 = 14

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He attempts to do the same thing for the gas vents taking 10 for a total of 21 engineering.
Just in case roll
engineering: 1d20 + 11 ⇒ (9) + 11 = 20
"Hmm oughta hold 'er C'mon in evereyone. It occurs to me that if I was clever, an I wanted something under heavy guard, waiting to trigger a security system or virus when the reterival team was inside would be real fancy. All the security to my objective is clear and the ones what might be holding it are all softern up. IF I were clever... Front lines 5 feet from the door, blasters on the sides. Employees to the rear. please keep yer apendages inside the smoker at all time. "

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Excellent work, master Scruffy. We will enter as the cosmos beckons us forward.
Kaath advances with the all clear, but keeps a wary eye alert for any issues.
perception: 1d20 + 6 ⇒ (19) + 6 = 25

GM Jhaeman |

Scruffy manages to clog the vents with random bits of debris from the cubicles. With both obvious sources of danger nullified, the Smoker seems harmless. But that door on the far side of the octagon is still closed . . .
Like an airlock, only one door can be open at a time; if you want to try to override this feature so that both doors can be open at once, I'd need an Engineer check. If you don't want to try this, just let me know who's going to be inside the Smoker when the "back" door is closed.

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George 09-23 steps up now that it looks like it is safe. He holsters his weapon and pulls out his shiny engineering kit.
"Mind if I give it a try? I might get lucky you know."
Engineering: 1d20 + 8 ⇒ (13) + 8 = 21
"Or not..."
"Ok people I think we can risk it. All the security protocols that we know of have been disabled by Scruffy."
George puts away his kit and draws his pistol.

GM Jhaeman |

Everyone crams inside the Smoker. After the door you entered in is closed, faint whiffs of gas emanating from the floor and tiny dribbles of acid from the ceiling make it clear just how deadly the trap could have been if Scruffy hadn't disabled it. After a few seconds, the other door opens.
Director Ebaki rushes into the foyer and jabs the elevator button. An indicator shows a car is on its way. "Finally! We're safe!" Ebaki says.
Perception (Kaath): 1d20 + 6 ⇒ (20) + 6 = 26
Perception (George 09-23): 1d20 + 0 ⇒ (5) + 0 = 5
Perception (Scruffy): 1d20 + 5 ⇒ (8) + 5 = 13
Perception (TK423): 1d20 + 5 ⇒ (5) + 5 = 10
Perception (Ebaki): 1d20 + 5 ⇒ (5) + 5 = 10
Initiative (Kaath): 1d20 + 1 ⇒ (5) + 1 = 6
Initiative (sniper: 1d20 + 4 ⇒ (11) + 4 = 15

GM Jhaeman |

Initiative (Round 1)
George
?
Scruffy
Sniper
Ebaki
TK423
Elevator
Kaath
Bold should go!
Initiative (George 09-23): 1d20 + 7 ⇒ (20) + 7 = 27
Initiative (TK423): 1d20 + 5 ⇒ (7) + 5 = 12
Initiative (Scruffy): 1d20 + 6 ⇒ (9) + 6 = 15
Initiative (Ebaki): 1d20 + 2 ⇒ (12) + 2 = 14
Initiative (?): 1d20 + 5 ⇒ (17) + 5 = 22

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George 09-23 rushes into the room and then attempts to put the magical whammy on the now visible sniper. George decides to minimise his profile to the shooter by falling prone.
(Daze Will DC 14, CR 3 Humanoid creature)

GM Jhaeman |

George 09-23's spell leaves the sniper drooling and befuddled!
But as the android makes it to the right side of the elevator, he realises the sniper isn't the only threat! A pair of doshko-wielding vesk warriors are hidden in the other corridor! One of them rushes into the fray, taking a powerful swing! Fortunately, George ducks just in time.
Director Ebaki jabs the elevator button repeatedly, looking over his shoulder at the assassins!
The sniper is dazed until the beginning of George's next turn.
George, the attack would have missed whether or not you were prone, and since they would have been in line of sight when you moved into the room, you can decide whether or not you want to stay prone (I'm guessing not!).
Ebaki is doing total defense.
Will save: 1d20 + 6 ⇒ (1) + 6 = 7
Cleave vs George KAC: 1d20 + 8 ⇒ (3) + 8 = 11

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Scruffy moves up to the elevator door.
"Be careful director there could be more."
Scruffy directs Robert-0 up to stab the sniper.
Vs KAC: 1d20 + 5 ⇒ (15) + 5 = 20
S and E damage: 1d4 + 2 ⇒ (4) + 2 = 6

TK423 |

TK423 moves through the doorway using what cover he can to spring out on the sniper. Firing his auto pistol at it.
Trick attack, Stealth: 1d20 + 11 ⇒ (1) + 11 = 12
DC equal to 20 + the target’s CR
tactical semi-auto pistol vs. KAC: 1d20 + 4 ⇒ (2) + 4 = 6
Damage P: 1d6 ⇒ 4
Well that is not very good

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Kaath will rush into the fray.
He swings his solar weapon at the nearest foe. (Vesk piker?)
solar crystal weapon: 1d20 + 5 ⇒ (16) + 5 = 21 for bludgeon: 1d6 + 2 + 1 ⇒ (2) + 2 + 1 = 5 +1 elec/stun
is the sniper the only enemy visible or are these other pikers part of our team or enemy

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George 09-23 with no melee weapon and stuck in a corner with a sword wielding lunatic has little choice but to dance around and hope that a blow does not connect.
"Director, mind moving over or better yet go back to the smoker and take cover while we deal with these people?"
(Total Defence Action)
@GM Jhaeman - He is standing and not prone for the moment. :)

GM Jhaeman |

The wounded vesk mercenary rears back with a powerful swing, hoping to smash both George 09-23 and Director Ebaki at the same time! George gets a close plasma shave, but the attack doesn't connect.
The other vesk mercenary, stuck in the corridor behind his ally, bides his time, knowing his chance will come.
The vesk is using Cleave.
Ooh, that missed by 1! Total defense was a good idea. Because the attack on George missed, the cleave doesn't continue on to Ebaki.
attack vs George KAC: 1d20 + 8 ⇒ (12) + 8 = 20
attack vs Ebaki KAC: 1d20 + 8 ⇒ (18) + 8 = 26

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"Get 'em Robert-0"
Using a move action to let Robert-0 full attack.
vs KAC: 1d20 + 5 - 4 ⇒ (15) + 5 - 4 = 16
P/E: 1d4 + 2 ⇒ (2) + 2 = 4
vs KAC: 1d20 + 5 - 4 ⇒ (18) + 5 - 4 = 19
P/E: 1d4 + 2 ⇒ (4) + 2 = 6
Robert-0s hydraulic limbs make a sound that is something like ha-haaaaaw
Scruffy tries to line up a shot at the sniper before they come to.
vs EAC: 1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
A damage: 1d4 ⇒ 3
critical damage: 1d4 ⇒ 1
"Director you might want to withdraw to the rear"

GM Jhaeman |

The heavily-wounded sniper backs away from Robert-0 carefully, dropping her sniper rifle and drawing a wicked-sharp knife for close quarters combat. She presses a button on her belt, and suddenly two more snipers appear right next to her! Wait, which one is the real one?
Meanwhile, Director Ebaki darts back into the comparable safety of the Smoker.
The sniper has done a move action guarded step and drawn a weapon as part of movement. Then, as a standard action, she's activated holographic clones.
Ebaki does a withdraw action.
clones: 1d4 ⇒ 2