
GM Zoomba |

Oh, I see bit of mismatch in post text vs roll descriptor about which bot was attacked by Donovan, but will assume you're focusing fire.
Moving that far in though I don't see a path that wouldn't have exposed Staar to an AoO
Staar dodges the worst of the electricity, but less dodges a left hook from her target as she circles around it. The solarian lands a solid blow of her own though right back
AoO v KAC: 1d20 + 10 ⇒ (11) + 10 = 21 for Bludgeoning: 1d6 + 7 ⇒ (1) + 7 = 8
<Acknowledged. Fisitcuff program engaged.>
Initiative
Donovan ?/SP, need Reflex
Purple Robot
Green robot
Red Robot 21 damage, flat-footed
Raia
Staar 28/32 SP
Amariel 17-/24 SP, need Reflex and Will
Also, Engineering to ID these guys

Friendly Neighborhood Pregen |

Engineering: 1d20 + 11 ⇒ (17) + 11 = 28
Raia moves into the room to get a better look at what seems to be shooting her allies.
Oh! These are patrol robots! The can punch a bit worse but swinging harder than their electric guns. But If you shock them right back with it can short out their systems!
They are vulnerable to electricity
Lacking a good electrical attack herself but with two of the robots bunched together, the mage tries to Overheat their systems.
Fire: 2d8 ⇒ (1, 5) = 6

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Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
Reflex Save: 1d20 + 7 ⇒ (17) + 7 = 24
Amariel starts thinking about tacos. A lot of tacos.
He nuts up and gets his gun out as he moves into the room. He also calibrates the gun against the Red robot.

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Donovan moves in.
He then makes a quick movement to feint and makes a clever attack to hit the red robot with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (18) + 13 + (1) = 32
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (4) + 6 = 101d4 + 2 ⇒ (2) + 2 = 4

GM Zoomba |

Ignore above AoO Staar: remembered Flat-footed creature's can't take AoOs (sorry, runing between too many similar systems sometimes makes me brain-fart on the minor differences :P
Purple ref: 1d20 + 6 ⇒ (19) + 6 = 25
Green Ref: 1d20 + 6 ⇒ (14) + 6 = 20
Amariel takes advantage Donovan's trick to scurry around the damaged target. Donovan for his part continues to flummox that bot, though his aim is a bit off this time.
The robot by Staar rears back and punches at her twice. She ducks and weaves to dodge!
Attack v KAC: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13 for Bludgeoning: 1d6 + 7 ⇒ (1) + 7 = 8
Attack v KAC: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11 for Bludgeoning: 1d6 + 7 ⇒ (6) + 7 = 13
<Recalibrating>
The 'Green' robot doesn't seem to like getting warmer, and shocks Raia before its second shot explodes a nearby desktop computer.
Attack v EAC: 1d20 + 13 - 4 ⇒ (15) + 13 - 4 = 24 for Electrical: 1d4 + 4 ⇒ (2) + 4 = 6
Attack v EAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11 for Electrical: 1d4 + 4 ⇒ (2) + 4 = 6
Meanwhile the third ('purple') security droid opens its chestplate slightly to send another wave of electricity crashing around all four of you.
<Intruder incursion growing!>
Electrical damage: 1d8 ⇒ 3 With another DC 13 Reflex save for half
[i]Initiative
Donovan ?/SP, need 2 Reflex (one from last round's blast, one for this)
Purple Robot 3 damage
Green robot 3 damage
Red Robot 21 damage, flat-footed
Raia 14-/20 SP, need Reflex
Staar 28-/32 SP, need Reflex save
Amariel 13-/24 SP, need Reflex

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Reflex: 1d20 + 1 ⇒ (18) + 1 = 19
Staar displays her full dodging prowess, which she's actually terrible at.
Then she attunes photon again and full attacks the red robot:
Solar Gauntlet vs. Red's flat-footed KAC: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13
Bludgeoning damage: 1d6 + 13 ⇒ (3) + 13 = 16
Solar Gauntlet vs. Red's flat-footed KAC: 1d20 + 10 - 4 ⇒ (17) + 10 - 4 = 23
Bludgeoning damage: 1d6 + 13 ⇒ (2) + 13 = 15
Beefy robots

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Donovan tries to do dodge!!
reflex from before : 1d20 + 4 ⇒ (16) + 4 = 20
reflex for now : 1d20 + 4 ⇒ (10) + 4 = 14
He then makes a quick movement to feint and makes a clever attack to hit the red robot with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (13) + 13 + (6) = 32
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (13) + 6 = 191d4 + 2 ⇒ (4) + 2 = 6

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Reflex: 1d20 + 7 ⇒ (4) + 7 = 11
Amariel steps back and takes a big shot with his big ol' prototype gun.
Attack Roll: 1d20 + 7 ⇒ (6) + 7 = 13
Damage: 1d12 + 8 ⇒ (10) + 8 = 18

Friendly Neighborhood Pregen |

Reflex: 1d20 + 3 ⇒ (4) + 3 = 7
Raia gets the worst of the shock. And then is shocked again when the one robot survives yet another punch, and another shot from Donovan. Trying desperately to lower the number of people shooting, she focuses on a barrage of missiles at the damaged bot.
Magic Missile: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10

GM Zoomba |

Beefy boys indeed
All of you focus fire on the single damaged robot. Amariel's shot goes wide, but Staar lands another blow, as does Raia's spell and Donovan's pistol. It seems to take all your combined efforts, but finally that robot goes down!
...Leaving only two more to go. One steps up towards Raia <Mage detected. Threatening protocols suggested> and slams out at her.
Attack v KAC: 1d20 + 10 ⇒ (6) + 10 = 16 for Bludgeoning: 1d6 + 7 ⇒ (3) + 7 = 10
The other turns towards Staar with her glowing fists. <Analysis shows fists display high destructive power. Distance advised> and takes its own suggestion by shooting two bolts of electricity at her.
Attack v EAC: 1d20 + 13 - 4 ⇒ (9) + 13 - 4 = 18 for Electrical: 1d4 + 4 ⇒ (2) + 4 = 6
Attack v EAC: 1d20 + 13 - 4 ⇒ (2) + 13 - 4 = 11 for Electrical: 1d4 + 4 ⇒ (1) + 4 = 5
Initiative
Donovan 21/28 SP
Purple Robot 3 damage
Green robot 3 damage
Raia 1/20 SP
Staar 21/32 SP
Amariel 10/24 SP

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Donovan makes a guarded step.
He then makes a quick movement to feint and makes a clever attack to hit the green robot with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (16) + 13 + (3) = 32
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (14) + 6 = 201d4 + 2 ⇒ (3) + 2 = 5

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Staar carefully takes a route that allows her to approach Green while not provoking an AoO, fully attunes photon and explodes, hitting green and blue:
Supernova fire damage: 5d6 ⇒ (5, 6, 6, 2, 5) = 24
Reflex DC 14 for half damage.
It's been forever since she exploded! And quite the good rolls

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Amariel calibrates his gun for the blue robot and takes another shot with his prototype!
Prototype Yellowstar Conqueror vs Blue EAC: 1d20 + 7 ⇒ (5) + 7 = 12
Damage, electric and fire: 1d12 + 8 ⇒ (7) + 8 = 15

Friendly Neighborhood Pregen |

Whoa! Raia says. She's just now learning she's not the only one on the team who can make blasts of fire.
Stepping back, she fires her pistol at the flat-footed main target.
Attack v Green EAC: 1d20 + 6 ⇒ (20) + 6 = 26 for Sonic damage: 1d8 + 2 ⇒ (3) + 2 = 5
More: 1d8 + 2 ⇒ (2) + 2 = 4

GM Zoomba |

Ref: 1d20 + 4 ⇒ (16) + 4 = 20
Ref: 1d20 + 4 ⇒ (15) + 4 = 19
the robots dodge the worst of Staar's fiery eruption, but with Donovan and Raia's hits green is looking a bit damage. (Amariel unfortunately is still getting the hang of the *oomph* of his souped-up gun in these closed quarters.
<Open flame is not allowed in an office environment> says the security droid closest to Staar as it lashes out at her.
Attack v KAC: 1d20 + 10 - 4 ⇒ (13) + 10 - 4 = 19 for Bludgeoning: 1d6 + 7 ⇒ (1) + 7 = 8
Attack v KAC: 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12 for Bludgeoning: 1d6 + 7 ⇒ (5) + 7 = 12
The other meanwhile fires back at the other gunslingers. It launches an electirc bolt each at Raia and Donovan
Attack v Raia EAC: 1d20 + 13 - 4 ⇒ (5) + 13 - 4 = 14 for Electrical: 1d4 + 4 ⇒ (4) + 4 = 8
Attack v Donovan EAC: 1d20 + 13 - 4 ⇒ (1) + 13 - 4 = 10 for Electrical: 1d4 + 4 ⇒ (2) + 4 = 6
Initiative
Donovan 21/28 SP
Purple Robot 15 damage
Green robot 29 damage
Raia 1/20 SP
Staar 13/32 SP
Amariel 10/24 SP

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Staar begins attunning photon again and full attacks green:
Solar Gauntlet vs. Green's flat-footed KAC: 1d20 + 10 - 4 ⇒ (5) + 10 - 4 = 11
Bludgeoning damage: 1d6 + 13 ⇒ (3) + 13 = 16
Solar Gauntlet vs. Green's flat-footed KAC: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
Bludgeoning damage: 1d6 + 13 ⇒ (5) + 13 = 18
The blast seems to have thrown her off a bit, she was too out of practice.

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Donovan makes a guarded step.
He then makes a quick movement to feint and makes a clever attack to hit the green robot with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (6) + 13 = 19
Reroll Clever Feint Bluff without d6 : 1d20 + 13 ⇒ (1) + 13 = 14
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (15) + 6 = 211d4 + 2 ⇒ (3) + 2 = 5

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Can I, as a move action, move the rolly chair next to me so I can get some cover?
Amariel takes another shot.
Yellow Star Conqueror, vs Blue EAC: 1d20 + 7 ⇒ (8) + 7 = 15
Damage: 1d12 + 8 ⇒ (5) + 8 = 13

Friendly Neighborhood Pregen |

Raia considers trying to get one of the robots to slip in grease, but seeing how most of her allies are firing form a distance decides to not make that any harder for them. Instead, she uses her magic to enhance her own weapon and fires again a sonic gunshot of her own.
Attack v EAC: 1d20 + 6 ⇒ (14) + 6 = 20 for Empowered sonic: 1d8 + 2 + 2d6 ⇒ (1) + 2 + (3, 2) = 8

GM Zoomba |

Can I, as a move action, move the rolly chair next to me so I can get some cover?
Sure: that's a great use of using the environment to your advantage.
None of you attacks are your best work, but with your target thrown off by Donovan's cleverness Amariel's blast and one of Staar's swings together are enough to drop the second robot!
With it down, Raia and Donovan are each able to land some hits on the last one as it too is sent off-kilter and flat-footed. Now alone, the robot declares. <Office security compromised. Contraband weaponry within facility. Violaters mus be made example of> before firing two shocking shots at 1d3 ⇒ 2 Raia.
Attack v EAC: 1d20 + 13 - 4 ⇒ (3) + 13 - 4 = 12 for Electrical: 1d4 + 4 ⇒ (4) + 4 = 8
Attack v EAC: 1d20 + 13 - 4 ⇒ (7) + 13 - 4 = 16 for Electrical: 1d4 + 4 ⇒ (4) + 4 = 8
Initiative
Donovan 21/28 SP
Purple Robot 22 damage, flat-footed
Raia 0/20 SP 17/24 HP
Staar 13/32 SP
Amariel 10/24 SP, in cover

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Staar attunes photon, approaches the last robot and starts delivering:
Solar Gauntlet vs. Green's flat-footed KAC: 1d20 + 10 ⇒ (5) + 10 = 15
Bludgeoning damage: 1d6 + 13 ⇒ (6) + 13 = 19
Well, kinda

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Amariel recalibrates his weapon, hopefully for the last time, and takes a shot at the remaining robot.
Attack vs Green's EAC: 1d20 + 7 ⇒ (20) + 7 = 27
Damage, fire and electricity: 1d12 + 8 ⇒ (2) + 8 = 10
Extra Damage: 1d12 + 8 ⇒ (5) + 8 = 13
Are robots immune to wound? If not...
Wound effect: 1d20 ⇒ 4
I guess maybe its losing some lubricating oil? I bet they're immune to bleed.

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Donovan makes a quick movement to feint and makes a clever attack to hit the robot with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (19) + 13 = 32
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (4) + 6 = 101d4 + 2 ⇒ (1) + 2 = 3

GM Zoomba |

Amariel's perfectly aimed shot causes the robot to explode as the electrical element of the plumber's blast short circuits its safeguards!
COMBAT OVER
Donovan 21/28 SP
Raia 0/20 SP 17/24 HP
Staar 13/32 SP
Amariel 10/24 SP
The large office is now silent. A statue in the northwest corner is the room’s most prominent feature: another brass rat! This one is sculpted crouching defensively over piles of antiquated metal coins, paper currency, and credsticks. The statue extends an empty paw, as if requesting payment.

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Staar places Datch's credstick on the paw of the statue, wondering how she'll get cursed this time.

GM Zoomba |

As the credstick is placed in the outstretched paw, the paw closes right around it. It then reopens to reveal the credstick is gone: but a tiny console is revealed!

GM Zoomba |

At Raia’s tinkering, a low rumble echoes throughout the complex, followed by a *click* sound down the hallway outside.
The BLUE doors are now unlocked, in addition to the previously unlocked red ones!

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Can we take a stamina break? Raia seems to be on her last legs. She could also use one of those fancy food packs we got from the start of the special

GM Zoomba |

With the countdown and time factors, you cannot take the time for a Stamina break in this section.
HOWEVER:
* As you feel yourselves making great strides towards the exit, that Second Wind does restore all of your Stamina points!
* You all have received another Aid token, which I would suggest using soon
Raia will also consume her food pack as she looks at you expectantly to decide where to go next as you try to find your way to the exits.
Heal: 3d8 ⇒ (3, 6, 4) = 13

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Staar, feeling 100%, moves ahead and opens the blue door once her colleagues are all gathered up.

GM Zoomba |

The newly-unsealed door opens to a long hallway. At the other end, that door slides up to reveal an empty circular chamber with an intricate mosaic on the floor depicts an emaciated rat with red eyes curled in on itself. Impressive, but sealed metal double doors lead east and west, while a single metal door leads south on the opposite end.

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Looks like the red door is inevitable - but we haven't opened the un-glowing door to the north yet.
Going to leave the choice to one of my colleagues

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Staar waits for the group to catch up and advances towards the main hall with the Lao Shu Po symbol drawn on the floor - if nothing happens in there, she'll walk around it and head towards the other red door, and open it.
With the group all together, so we don't waste time running towards a room

GM Zoomba |

Donovan: 1d20 + 5 ⇒ (13) + 5 = 18
Staar: 1d20 + 5 ⇒ (19) + 5 = 24
Amariel: 1d20 + 10 ⇒ (3) + 10 = 13
Raia: 1d20 ⇒ 8
The group advances through the main hall towards the floor's opposite end. As they cross through the room however there's an audible *click*.
You looks down to see a depressed pressure plate unnoticed as you went, and then looks up as spiked panels careen down from the ceiling to pierce you below!
Attack v Donovan KAC: 1d20 + 14 ⇒ (18) + 14 = 32 for Piercing: 4d10 + 2 ⇒ (8, 6, 1, 10) + 2 = 27
Attack v Staar KAC: 1d20 + 14 ⇒ (16) + 14 = 30 for Piercing: 4d10 + 2 ⇒ (8, 6, 6, 8) + 2 = 30
Attack v Amariel KAC: 1d20 + 14 ⇒ (7) + 14 = 21 for Piercing: 4d10 + 2 ⇒ (10, 7, 5, 8) + 2 = 32
Attack v Raia KAC: 1d20 + 14 ⇒ (17) + 14 = 31 for Piercing: 4d10 + 2 ⇒ (2, 7, 4, 8) + 2 = 23
Weydan those are high rolls...
As you pull yourselves off the spikes and assess the damage, at least you notice the trap does not seem to be able to reset itself.
Reminder that you do have an Aid token, one option of which is to restore some Stamina. All but Raia also still have their HP-healing leftovers

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So much for that second wind. I'd prefer to use the aid token on damage, instead of healing 1d6 stamina.
Staar drinks a mk 1 revitilate and opens the red door.

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“Arggg, that hurt!!“
I am on vacation currently so please bot me if I’m late. I am in favor of using the aid token.

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An extremely pale gnome runs past you down the hall as you gather in front of the door. It is in some ways the first time you've noticed you're not the only Starfinder team scrambling about to escape here.
"Hey! Ooof, you look like a Renkroda ran over you. Well don't worry! We're all going to get out of here, together! Or, if we don't, all those stings are just going to bug you for a bit longer!"
As she says this, the speakers around the level echo out almost as if on queue: Self-Destruct in Twenty Minutes. Have a nice day.
"See? Almost over either way!"
The gnome runs off, but her words make you feel somewhat better...?
Stamina heal: 1d6 ⇒ 1
...very somewhat

GM Zoomba |

Wasting little time to let that sink in, Staar opens the red door.
Similar to the last room you looked at, partial concrete walls divide this large office into several cubicle workstations. This room also bears another brass rat statue, though the posture of this one is different than the last two. Neither of its paws are extended out but sit at the statue's base. The rat's jaws are clenched around a curved dagger in its mouth. Dried blood speckles the brass sculpture.
What do you do?
Donovan 22/28 SP
Raia 1/20 SP 21/24 HP
Staar 3/32 SP
Amariel 1/24 SP 25/28 HP

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Staar looks for traps this time:
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Since everything looks fine, she enters the room, looking for the next problem.
She'll go to the statue, but considering the situation, I'll let the rest of the party take position first - or even wait outside the room, just in case it's an area attack or something

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I think I have the best perception so I go looking for traps, and hopefully doing the engineering to disable the trap?
Perception: 1d20 + 10 ⇒ (16) + 10 = 26
Amariel inspects near the statue and the statue.

GM Zoomba |

Staar waits for her allies to ready themselves, then heads into the room moving towards the statue. Everything does seem ominous, but fine to her.
Amariel does look around as he moves in carefully after the solarian. The plumber's eyes do notice a trap on the statue: not just a mechnical one but a blend of tech and magic. He's not sure he can disable it through his normal means Mysticism to try and disable but he does think healing magic might be one of the things that could trigger it.
Of course, that's not all Amariel notices. While Staar is willing to move forwards in ignorance, the elf notices skittering about in the shadows behind and under several of the desks are almost a half-dozen hideous rat-like creatures!
Staar: 1d20 + 0 ⇒ (20) + 0 = 20
Amariel: 1d20 + 3 ⇒ (3) + 3 = 6
Raia: 1d20 + 2 ⇒ (9) + 2 = 11
Red & Yellow: 1d20 + 4 ⇒ (5) + 4 = 9
Blue & Purple: 1d20 + 4 ⇒ (19) + 4 = 23
Green: 1d20 + 4 ⇒ (8) + 4 = 12
Amariel yells out a warning to Staar just in time, as a rat scurries out and bites at her! It chomps down on the punch-girl, who suddenly feels a twinge in her skull. I need a Fort save Staar, vs poison
Attack v KAC: 1d20 + 4 ⇒ (17) + 4 = 21 for Piercing: 1d4 + 3 ⇒ (4) + 3 = 7
Meanwhile another rat to the north squeaks in a strange cadence as Amariel feels his head get foggy. You don't think these are ordinary rats...
Amariel, I need a Will save, vs a mind-affecting enchantement compulsion spell.
Initiative
Blue rat-thing
Purple rat-thing
Donovan 2/28 SP
Staar 0/32 SP 28/32 HP, need Fort save
Green rat thing
Raia 1/20 SP 21/24 HP
Red rat-thing
Yellow rat-thing
Amariel 1/24 SP 25/28 HP, need Will save
Mysticism to ID these

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Donovan looks at the two rats in green and red and tries to reduce their morale.
demoralize : 1d20 + 16 ⇒ (13) + 16 = 29
move action demoralize : 1d20 + 16 ⇒ (16) + 16 = 32
”You two will be in hell for eternity!!!“
Also damage-2 please if successful.

GM Zoomba |

These rats do seem properly unnerved by Donovan's yells and glares: several rounds worth in fact.
Staar is up

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Fortitude save vs. poison: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
The cursed and now poisoned Staar attunes photon, forms her solar gauntlet and punches the purple rat in front of her:
Solar gauntlet vs. Purple's KAC: 1d20 + 10 ⇒ (9) + 10 = 19
Bludgeoning damage: 1d6 + 13 ⇒ (2) + 13 = 15
Just in case they are incorporeal, her solar weapon damage functions as a force effect, due to the apocalypse crystal

GM Zoomba |

Staar starts to get a bit of a headache, though it doesn't stop he fist from slamming into her target and severely wounding it.
Staar you are currently Weakened: you take a –2 penalty to all Intelligence-based ability checks and skill checks, and the DCs of your spells and special abilities decrease by 2. This seems to be an Intelligence track poison
One of the scared rats looks back towards Donovan and screeches at him. The sound is a bit obnoxious to you all, but Donovan finds it echoing painfully in his skull.
This is casting mind thrust at you! You'll take Damage: 2d10 ⇒ (8, 1) = 9 mental damage, but a DC 15 Will save could halve that.