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Sprocket Tension is a albino ysoki that looks surprisingly clean for being a mechanic like you may have heard. He is wearing Lashunta Tempweave Adv armor that looks to be rather flashy with reds, pinks and whites similar to that of Strawberry Machinecake. He also has 2 longarm rifles on his back and 2 pistols at his waist.
Sprocket is currently riding a medium sized combat drone named Claptrap II. Claptrap II has a Devestation Blade that it is holding onto.

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Kiff is a Slim Lanshunta. He is wearing basic lashuntsa tempweave with a patch marking him as a member of the exoguardian. He is carrying a number of weapons and has a softly glowing yellow mote of light floating near his shoulder.

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Oddman is sitting on a chair in the corner, partially hidden in the shadows - nobody can quite remember if he was already there when they arrived, or if he came in silently without anyone noticing. If addressed, he answers his name, but otherwise just grunts or nods. He looks like just any other kasatha.

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Something seems a bit off about Dytabail. She looks mostly human, but her skin is a strange pale shade. Anybody with a decent amount of experience with Eoxians may recognize that she is a borai, a type of intelligent undead. Whatever made her this way must have been fairly recent.
Oddly enough, this seems to make her almost cheerful. She is flipping through a set of pictures on her datapad, browsing the Eoxian equivalent of Zillow. But as soon as somebody approaches her, she puts the pad away and gives them her full attention.

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Azara Thenason needs no introduction, unless you've been living under an asteroid or have no interest in Lashunta Epic Poetry. In which case, how sad. For those who do have a soul, he is a rising star in the world of poetry.
The handsome, self assured Lashunta nods to everyone as he enters.
But there is one face he recognizes.
"Oddman! Good to see you again. Hopefully, this time you won't end up taking a dip in a tank full of green goo inside a giant robot monster," he says.

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"Hmm." Oddman nods, in a rare demonstration of acknowledgment.
Oddman lives for moments like those

GM Bret |

You receive a call to report to the captain’s briefing room. You gather outside the room so as to all enter as a group.
As you enter, First Seeker Luwazi Elsebo rises from her chair and proclaims, “Ah, these are the agents I spoke about! Starfinders, may I introduce to you Ulyapses, a new friend from the Vast.”
A massive, six-limbed alien rises from its chair, barely avoiding a collision with the ceiling. She clears her throat, and in a deep, bellowing voice begins, “I am honored to stand in the presence of those as accomplished as you. I am Ulyapses, and it seems our past and your present have come together.” As she speaks, she retrieves a holographic projector from the folds of her simple robe. “This is our history,” Ulyapses continues, gesturing to the images appearing from the projector.
Over the next several moments, the projector displays an advanced society of creatures shaped like Ulyapses laboring under an opaque golden sky. The creatures toil with obvious dissatisfaction, creating monolithic tributes to an unseen entity. At times, the shield fades, and in these moments the aliens quickly turn to the frantic design of rockets, starships, and other methods of leaving their world. Each time, the aliens fail to pierce the golden sky and must return to their toil. As the playback accelerates, the images speed past a myriad of failed escape attempts before suddenly slowing as the glimmering shield winks out of existence. As the barricade vanishes, the subjugated aliens swiftly escape aboard their highly sophisticated starships.
The images then show the aliens arriving upon a fertile planet. They bury the majority of their ships and load the remaining few with relics that remind them of the world where they had been held hostage. A small group of custodians flies these ships, laden with reminders of their grim history and other technological advances, to a nearby, heat-blasted moon. On the newly settled world, the aliens live a peaceful, agrarian life for generations. Suddenly, a short golden obelisk descends from the heavens, igniting panic among the people.
With obvious sadness, Ulyapses shuts off the projector. With a tremble, she stammers, “Your brothers and sisters wait trapped behind the same barrier that once imprisoned us—Luwazi calls it the ‘Godshield.' For us, escape took many generations and considerable luck. For you, perhaps, we have another path. We call the golden relic deposited on our world the Tear. We fear it heralded a return to our captivity, so we quickly deposited it on the same rocky moon where we sent our unnecessary technology and unpleasant reminders of our past. We call that facility the Repository. Perhaps the Tear is a key, or a beacon. But if it has answers, we don't want them.”
Ulyapses collapses back into her chair with a thud.
Elsebo steps forward. “We have permission to access the Repository and claim the Tear, on the sole condition that we take it far away from Ulyapses's people and never bring it back. The key to pierce the Godshield awaits, and the Society needs you to retrieve it.”
Slide 3 has pictures of the two.

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Dytabail stares at the space where the hologram was. "Trapped," she mutters.
After a moment, she shakes herself out of it. "So we're clear, was that the Scoured Stars system?"

GM Bret |

“Yes, it is the system you call the Scoured Stars.” Ulyapses says.

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"Um.. excuse me. Oh, um... is there anything dangerous in this... er... repository?"

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We will need to be careful but I would love to see this Year and learn more about it.
Sprocket looks excited because he gets to see new things.

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Azara listens carefully. Since his first mission was the Society's trip to the Scoured Stars to save those trapped trapped there in the first expedition they sent, he has a great deal of curiosity the Godshield.
"Thank you for sharing your history with us. We are always happy to help those who need it and who are our allies," he comments.
"The past and present collide."
"A gold shield broken."
"Freedom from oppression found."

GM Bret |

Luwazi says “The izalguuns know very little about the Repository, as it was the purview of several izalguun custodians to store and study the materials sent there. The izalguuns have been dumping technology and unwanted relics—godgifts, they call them—at the Repository for some time. Ulyapses knows which silo the Tear was sent to, but nothing more— communications with the izalguun custodians stopped decades ago. I'd be prepared for anything: advanced technology, radiation, or even strange magic.”
Luwazi and Ulyapses both complement Azara on his poem.

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"It shall be done, seeker. No questions."
Oddman is buying a spell gem of Resist Radiation before the travel to Izaalran.

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At Luwazi's mention of custodians, Dytabail opens a new tab on her datapad. She reserves a spell amp of Comprehend Language from a nearby shop.

GM Bret |

You prepare and then take a shuttle to the indicated silo of The Repository on Izal-4.

GM Bret |

Steep stairs curve around the interior of the cone beneath the silo, descending to a small platform that overlooks a smog- shrouded region below. The platform ends with jagged metal and torn struts, obvious clues that it once anchored a bridge to an airlock across the cone, dozens of feet away. Only a single small ledge remains in front of the airlock. Next to the airlock is an unlit computer terminal.
Map on Slide 4.
All the original maps used 10' squares. Apologies for any unevenness in the spacing of the lines I added to approximate 5' squares.

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A rather tardy halfling turns up to the briefing. He is oddly dressed in Vesk armour, and his eyes are the sort of red that makes you scream "Don't open them, you'll bleed over the carpet" And lets not get started on the smell. The scent of ... bushfires(?) .... lingers around him almost as strong as the reek of alcohol.
"Ahh, hello everyone..." he says. "Sorry... overslept. Partying with the Yeti.."
---
Shokil looks down the shaft, somewhat more soberly during an enforced drying-out spell on the shuttle. He checks the seals on his armour, and then his weapon.
The sniper rifle the halfing carries must be almost as long as he is. "Isn't she a beauty?" he smiles.
Sorry, totally missed that the gameplay was open.

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Oh look a computer, that probably will probably get the door open for us. But someone needs to check for traps. I don't like traps. I almost died a few times. Traps are bad.

GM Bret |

The computer terminal is on the other side of the room where there is a small ledge and the airlock door.
The floor of the pit is 60’ down and it looks sort of squishy.

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Oddman jetpacks all the way to the airlock and examines the computer for traps:
Perception: 1d20 + 14 ⇒ (6) + 14 = 20
Oh no

GM Bret |

Oddman finds a narrow ledge in front of the door on the other side. He can either try to balance on it or remain flying.
He doesn’t see any traps on the door or terminal.

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Oddman tries to open the airlock manually.

GM Bret |

Gaining entry through the airlock requires bashing through the door or hacking the computer terminal next to the door.

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Azara gets to the edge of the walkway they came in on then taps into the power of the universe, particularly the gravity that holds everything together.
He jumps out but instead of falling down, he falls sideways, landing with his feet on the wall and breaking into a sprint that takes him around the periphery of the tower until he comes to the platform on the other side, where his personal redefinition of the laws of runs out and he comes to land on the opposite platform.
He starts by trying to hack the computer terminal.
Computers: 1d20 + 4 ⇒ (10) + 4 = 14
Using my Gravitic Boost revelation to get to the other platform.

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Oddman flies back to let his companion play with the computer.
Oddman has an adamantine weapon, bashing through the door is definitely on the table!

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Sprocket will get use his jetpack and get within 30ft of the terminal and try to get into the door.
Computers: 1d20 + 16 ⇒ (11) + 16 = 27

GM Bret |

My reading of Gravitic Boost is it gives a bonus to Athletics to jump, reduces falling damage, and at your level allows you to Spider Climb. Since a 75' jump is further than most can accomplish, I'm going to assume Azara used the Spiderclimb to move along the wall most of the way.
Azara makes a leap and lands on the silo wall, which they are able to stick to. They then move along the wall over to the terminal. They then start messing with the computer terminal.
Oddman flies out of the way.
Sprocket flies across the room using their own jetpack and reachs the terminal just as Azara is trying to hack it.
At that point, everyone notices five hidden panels open and gun turrets coming out.
I will allow Sprocket to keep their computers roll if they want to open the door. Otherwise it is Engineering to disable a turret. A high enough roll will disable all the turrets.
Azara: 1d20 + 2 ⇒ (1) + 2 = 3
Dytabail: 1d20 + 0 ⇒ (15) + 0 = 15 Didn't give it in profile, will update next battle assuming I have a full profile.
Kiff: 1d20 + 2 ⇒ (20) + 2 = 22
Oddman: 1d20 + 2 ⇒ (19) + 2 = 21
Shokil: 1d20 + 5 ⇒ (11) + 5 = 16
Sprocket: 1d20 + 6 ⇒ (17) + 6 = 23
Gun Turrets: 1d20 + 12 ⇒ (3) + 12 = 15
Trap Round 1:
Bolded may act.
You need to be either at the terminal or at a turret to deactivate it using an Engineering check. The turrets are about 15' above the level of the entrance.
You can also destroy a turret by doing enough damage.
The airlock door is still locked.
Sprocket and Claptrap II
Kiff
Oddman
Shokil
Gun turrets
Dytabail
Azara

GM Bret |

Sprocket manages to disable one of the turrets.
Trap Round 1:
Bolded may act.
You need to be either at the terminal or at a turret to deactivate it using an Engineering check. The turrets are about 15' above the level of the entrance.
You can also destroy a turret by doing enough damage.
The airlock door is still locked.
Sprocket and Claptrap II
Kiff
Oddman
Shokil
Gun turrets ⅘ active
Dytabail
Azara

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Shokil takes aim at one of the turrets that is still targetting the team. Lining up the turret he squints, and squeezes.
attack vs KAC: 1d20 + 11 ⇒ (7) + 11 = 18
damage: 2d8 + 5 ⇒ (5, 3) + 5 = 13
"Lets hope they are not too heavily armoured."

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Oddman flies closer to a turret, activates his plasma scabbard, and tosses his trident at the walled weapon!
Adamantine sintered trident vs. KAC: 1d20 + 12 ⇒ (20) + 12 = 32
Piercing damage: 2d8 + 13 ⇒ (1, 1) + 13 = 15
Fire damage: 1d10 ⇒ 5
What an odd(man) result...
Critical piercing damage: 2d8 + 13 ⇒ (5, 5) + 13 = 23
Critical Fire damage: 1d10 ⇒ 5
In case it's a construct instead of an object...

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Kiff begins to glow(attune solar) and runs inside drawing his solar weapon. Then with a burst of light he launches towards the nearest turret and slashes at it (stellar rush)
vs KAC: 1d20 + 8 ⇒ (10) + 8 = 18
Damage(S) penetrating(2): 1d6 + 8 + 1 ⇒ (4) + 8 + 1 = 13
He then drops prone.

GM Bret |

Shokil fails to hit anything important on the turret.
Oddman destroys the turret he strikes with his trident! The adamantine weapon slices straight through the armor.
They are objects so no crit.
Kiff hits the turret and does some damage to it. It is still operational.
Then the guns fire.
Turrets vs Dytabail: 1d20 + 19 ⇒ (1) + 19 = 20 Miss
Piercing: 3d8 ⇒ (7, 7, 4) = 18
Turrets vs Azara: 1d20 + 19 ⇒ (6) + 19 = 25 Hit
Piercing: 3d8 ⇒ (4, 1, 1) = 6 DR protects
Turrets vs Sprocket: 1d20 + 19 ⇒ (13) + 19 = 32 Hit
Piercing: 3d8 ⇒ (8, 2, 8) = 18
Turrets vs Claptrap: 1d20 + 19 ⇒ (13) + 19 = 32 Hit
Piercing: 3d8 ⇒ (4, 2, 6) = 12
Turrets vs Kiff: 1d20 + 19 ⇒ (5) + 19 = 24 Miss
Piercing: 3d8 ⇒ (7, 8, 2) = 17
Turrets vs Oddman: 1d20 + 19 ⇒ (19) + 19 = 38 Hit
Piercing: 3d8 ⇒ (8, 5, 6) = 19
Turrets vs Shokil: 1d20 + 19 ⇒ (17) + 19 = 36 Hit
Piercing: 3d8 ⇒ (5, 7, 8) = 20
Trap Round 1:
Bolded may act.
You need to be either at the terminal or at a turret to deactivate it using an Engineering check. The turrets are about 15' above the level of the entrance.
You can also destroy a turret by doing enough damage.
The airlock door is still locked.
Gun turrets ⅗ active, 8 damage on turret at 3 o’clock
Dytabail
Azara
Round 2:
Sprocket 18 damage
and Claptrap II 12 damage
Kiff
Oddman 19 damage
Shokil 20 damage

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Shokil winces as the turret tears into his armour. "How do vesk move in these things?"
He sights and fires again.
attack: 1d20 + 11 ⇒ (19) + 11 = 30
damage: 2d8 + 5 ⇒ (8, 3) + 5 = 16
This time he is more on target

GM Bret |

Shokil takes aim at the turret that Kiff damaged and manages to finish it off!
Trap Round 1:
Bolded may act.
You need to be either at the terminal or at a turret to deactivate it using an Engineering check. The turrets are about 15' above the level of the entrance.
You can also destroy a turret by doing enough damage.
The airlock door is still locked.
Gun turrets 2/5 active
Dytabail
Azara
Round 2:
Sprocket 18 damage
and Claptrap II 12 damage
Kiff
Oddman 19 damage
Shokil 29 damage

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"Why aren't things closer?" Azara questions as he pulls out his pistol. It's more for show than anything else but it's all he's got, at the moment.
He lines up a shot on the nearest, functioning turret.
Ranged Corona Laser Pistol: 1d20 + 9 ⇒ (10) + 9 = 19
Fire: 2d4 + 3 ⇒ (3, 3) + 3 = 9

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Just a little bit longer guys I'm trying.
Engineering: 1d20 + 20 ⇒ (17) + 20 = 37

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Oddman catches his returning trident and double flies to the south turret.

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Kiff stands up then runs south as he draws his static arc pistol. He drops prone at the edge of the walkway he is on.
So I noticed a typo in my KAC. I'm fixing it. If the rail of the walkway grants cover it would still be a miss otherwise I will mark down the 17 damage

GM Bret |

Azara hits the turret, but not enough to deactivate it.
Suddenly all the turrets deactivate as Sprocket figures out how to disable all of them at once!
Out of combat.

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See I knew I could find the right button. Everyone ok?

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Oddman returns to the platform to save up on the battery of his jetpack.

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Shokil stands tall, well, as tall as a halfling can.
"Well, that was exciting." he says.
"I do note that we have no pressing time issues on this mission. If we run into another set of defences, we may want to retire to the ship for a good rest . No sense in pressing forward into a determined set of defensive measures and getting ourselves killed needlessly."
[i]Unless of course, you are Sgt Smith and there are time pressures. Perhaps even time pressures that he is not aware of. Men dropping to the left and the right. Does he pull the team back? Or press on? He's a hero. Of course he presses on. Pity the red-shirts.[/b]"
"Hang on, I've gota to write some notes up.." calls out the author.

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Kiff gets back up with a grunt. "I think, Ill we OK. Just a little banged up. I might need some help getting up there though.
"

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"Can you extend the bridge out, for those of us who cannot fly?" asks the author, even as he taps at his notepad.
Sgt. Smith eyed up the canyon before him. The approaching enemy behind meant he had little alternative, but jumping the gap, even in powered armour was not going to be easy...

GM Bret |

The bridge long ago collapsed into the pit.
Perhaps someone has a cable line or something?

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Oddman has 30 ft only of cable line - not quite enough to attach between both entrances.