
GM Bret |

Dytabail finishes off Orange robot.
Purple extends its hydraulic suspension and rolls over Dytabail and Azara.
Trample damage: 1d6 + 10 ⇒ (1) + 10 = 11 DC 13 Reflex for half damage
Green does the same against Claptrap and Kiff.
Trample damage: 1d6 + 10 ⇒ (5) + 10 = 15 DC 13 reflex for half
Round 2:
Bolded may act.
The floor is difficult terrain.
Purple robot 26 damage
Orange robot 81 damage
Green robot 48 damage
Azara 7 hp damage plus trample for 11
Sprocket 7 hp damage
Claptrap II plus trample for 15
Round 3:
Shokil 14 hp damage
Dytabail 11 damage 14 hp damage plus trample for 11
Kiff 15 hp damage plus trample 15
Oddman 14 hp damage hanging from the ceiling

![]() |

Claptrap Reflex: 1d20 + 2 ⇒ (20) + 2 = 22
Claptrap will move up and attack green.
Attack vs KAC: 1d20 + 10 ⇒ (5) + 10 = 15
Damage Slashing: 2d8 + 11 ⇒ (2, 1) + 11 = 14
Sprocket will attack Green /If green is down he will target Blue
Attack vs EAC: 1d20 + 12 ⇒ (1) + 12 = 13
Damage Fire: 2d6 + 8 ⇒ (1, 6) + 8 = 15

GM Bret |

Neither Sprocket nor Claptrap manage to hit the green robot.
Round 2:
Bolded may act.
The floor is difficult terrain.
Purple robot 26 damage
Orange robot 81 damage
Green robot 48 damage
Azara 7 hp damage damage plus trample for 11
Sprocket 7 hp damage
Claptrap II 5 damage
Round 3:
Shokil 14 hp damage
Dytabail 11 damage 14 hp damage plus trample for 11
Kiff 15 hp damage plus trample for 15
Oddman 14 hp damage hanging from the ceiling

![]() |

Oddman grabs his returning trident and switches target to the purple robot:
Adamantine sintered trident: 1d20 + 12 ⇒ (14) + 12 = 26
Piercing damage: 2d8 + 13 ⇒ (3, 7) + 13 = 23
Fire damage: 1d6 ⇒ 1
Upper-left photoenergetic node rounds: 2 of 3

GM Bret |

Oddman hits his target!
Round 2:
Bolded may act.
The floor is difficult terrain.
Purple robot 50 damage
Orange robot 81 damage
Green robot 48 damage
Azara 7 hp damage damage plus trample for 11
Sprocket 7 hp damage
Claptrap II 5 damage
Round 3:
Shokil 14 hp damage
Dytabail 11 damage 14 hp damage plus trample for 11
Kiff 15 hp damage plus trample for 15
Oddman 14 hp damage hanging from the ceiling

![]() |

Shokil takes a careful step backward, and then fires at the purple robot that seems to want to roll over him as well!
attack vs EAC: 1d20 + 11 - 2 ⇒ (5) + 11 - 2 = 14 I assume is a miss
But totally messes up the shot at he backpeddles.
Smith cursed his footed as he slipped. Fortunate really as the enemies chain-saw swung clearly over his head which would otherwise have been handily severed. Hmm, heads... Squeezing his HMG he waited for the enemies head to explode. But it didn't. A jam! At a time like this.
Smith changed to cursing the minimum wage robot who assembled the ammunition and the quality control supervisor and...

![]() |

Refl: 1d20 + 4 ⇒ (10) + 4 = 14
Azara sees what's coming and narrowly dodges out of the way of the worst of it, though he still gets battered by the machine as it passes.
He spins and follows the robot, slashing at it, again.
Solar Weapon vs. KAC: 1d20 + 10 ⇒ (7) + 10 = 17
Slashing: 2d6 + 1d6 + 14 ⇒ (6, 5) + (2) + 14 = 27
Photon Attuned: 1

GM Bret |

The robot takes an attack of opportunity as Shokil retreats, just barely managing to hit him.
Slam: 1d20 + 15 ⇒ (10) + 15 = 25
Bludgeoning damage: 1d6 + 10 ⇒ (2) + 10 = 12
His own shot misses.
Azara also narrowly misses the robot they attack.
Round 2:
Bolded may act.
The floor is difficult terrain.
Purple robot 50 damage
Orange robot 81 damage
Green robot 48 damage
Azara 5 damage 7 hp damage
Sprocket 7 hp damage
Claptrap II 5 damage
Round 3:
Shokil 12 damage 14 hp damage
Dytabail 11 damage 14 hp damage plus trample for 11
Kiff 15 hp damage plus trample for 15
Oddman 14 hp damage hanging from the ceiling

![]() |
Kiff will take an attack of opportunity rather than save versus the damage,
vs KAC: 1d20 + 8 ⇒ (11) + 8 = 19, damage(B): 1d6 + 7 + 1 ⇒ (5) + 7 + 1 = 13
He becomes fully attuned this round. "Oh my um you may all wish to back away."
Kiff will full attack this round
vs KAC1: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15, damage(B): 1d6 + 7 + 1 ⇒ (4) + 7 + 1 = 12
vs KAC2: 1d20 + 8 - 4 ⇒ (10) + 8 - 4 = 14, damage(B): 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11

![]() |

Reflex: 1d20 + 8 ⇒ (19) + 8 = 27 (Did I mitigate this round yet?)
Dytabail moves to green, trying to take that one down next.
Entropic Strike: 1d20 + 7 ⇒ (11) + 7 = 18
acid damage: 1d6 + 10 ⇒ (5) + 10 = 15

GM Bret |

Kiff strikes the creature as it runs him over. His follow up strikes unfortunately miss.
@Dytabail: Yes, I believe you did. I don’t think you have EP
Dytabail strikes green, destroying it.
Purple scans Azara and then strikes at them. Fortunately it misses.
Life Science vs DC 20: 1d20 + 11 ⇒ (16) + 11 = 27 Success
Slam: 1d20 + 15 ⇒ (7) + 15 = 22
Bludgeoning: 1d6 + 10 + 3d8 ⇒ (2) + 10 + (3, 2, 5) = 22
Round 3:
Bolded may act.
The floor is difficult terrain.
Purple robot 50 damage
Orange robot 81 damage
Green robot 76 damage
Azara 5 damage 7 hp damage
Sprocket 7 hp damage
Claptrap II 5 damage
Round 4:
Shokil 12 damage 14 hp damage
Dytabail 16 damage 14 hp damage
Kiff 15 damage 15 hp damage
Oddman 14 hp damage hanging from the ceiling

![]() |

Oddman catches his trident back and moves for a better throw at purple:
Adamantine sintered trident: 1d20 + 12 ⇒ (9) + 12 = 21
Piercing damage: 2d8 + 13 ⇒ (2, 1) + 13 = 16
Fire damage: 1d6 ⇒ 6
Upper-left photoenergetic node rounds: 3 of 3

GM Bret |

With a toss of his mighty trident, Oddman destroys the last of the robots.
Out of combat
Examining the destroyed robots, you find that you could salvage their armor and weapons. With some hacking, you could also attempt to retrieve their most recent activation logs.
It would likely take about 10 minutes per robot to salvage the polycarbonate plating, integrated corona laser pistols and batteries. The plating would function as vesk overplate II
A high engineering check can reduce the time required to salvage stuff from a robot.
I would allow you to overlap resting to recover stamina with attempts to hack or salvage equipment.

![]() |

Shokil shouldn't have had an AOO on him with a careful step backward, unless the robot has some special ability that lets it attack in such a siutaiton.
Shokil eyes up the robots. "I wonder why they attacked like that? Think you could find out stuff from their logs?" he asks.
"Who knows, we might get a map or an idea of where the storage room for this artefact is."

GM Bret |

Difficult terrain. Does Shokil have an ability such as the feat Nimble Moves that allows a guarded step in difficult terrain?
I didn’t notice one on the character sheet out on Mythweavers.
@Sprocket: Was the engineering check to get the data logs from the robots or to salvage equipment from one of the robots?

![]() |

Oddman distributes mystic cures I on the PCs more damaged:
Mystic Cure on Shokil: 1d8 + 4 ⇒ (2) + 4 = 6
Mystic Cure Dytabail: 1d8 + 4 ⇒ (2) + 4 = 6
Mystic Cure on himself: 1d8 + 4 ⇒ (8) + 4 = 12
Mystic Cure on Kiff: 1d8 + 4 ⇒ (5) + 4 = 9
Anyone taking a stamina break?

![]() |
If anyone else needs to rest kiff will take a stamina break, but i dont mind living dangerously if no one else feels the need.

GM Bret |

Accessing the logs shows the last activation before your group arrived was many years ago, and it depicts a harrowing battle between a feathered monstrosity wearing an ocular visor and a bloated, toad-like behemoth. Initially, the robots rushed to meet these aggressive creatures, but their scans identified them both as izalguuns, and so the robots returned to their security center without intervening.

![]() |

Engineering to salvage equipment: 1d20 + 20 ⇒ (11) + 20 = 31

![]() |

Sprocket will take a 10 and salvage the other robots

![]() |

I'm going to skip the rest, for the moment and save those RP's for when I've taken some more damage.
While Sprocket does what he does, Azara goes to investigate the chamber that held the robots.
Perception: 1d20 + 8 ⇒ (5) + 8 = 13
"Well, I think we're getting a clearer picture of what happened. I just wonder if the man and woman are still allies or if the woman really did kill him," he comments as the video runs.

![]() |

Oddman moves in to investigate as well:
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
Everything looks great!
Did 10 minutes elapse during the robot harvesting? My spider-climb might have run out if so

GM Bret |

The room is an immobile recharging station. You could charge your own batteries here if you wished to. There does not appear to be anything out of place or worthy of investigation here.
When in the room, the panel that opens like a door is very obvious.
So far no one has taken a 10 minute rest here. With Sprocket’s skill, he was able to loot the robots and get the data log in about 5 minutes total.

![]() |

Shokil doesn't feel a need for a rest yet.
"If we do want to take a longer break, could I suggest we retire to the shuttle to do so. Resting in a radiation field for a prolonged period doesn't sound good." suggests the author.
"Why do you think the izalguuns transformed into those creatures? Were they shapshifters? That log makes me think this was unexpected."

![]() |

"Well, I think we're getting a clearer picture of what happened. I just wonder if the man and woman are still allies or if the woman really did kill him," he comments as the video runs.
"I'll take the corpse we found in the tub as a hint," Dytabail says as she leans against the wall.
(OOC, down 16 SP and 8 HP, I can handle going ahead, I can handle resting. If anybody says they need a rest, I say we take one. But I don't think we need to go back to the ship yet, considering what a pain that entrance was.)

GM Bret |

Sounds like no one is resting.
Sprocket releases the magnetic seals on all doors in the complex. You go to the southern door that had trash piled in front of it and check it.
Since nothing was said, I assume you didn’t change any of the other controls.
Oddman, search: 1d20 + 14 ⇒ (6) + 14 = 20 darkvision
Oddman, Mystical trap disabling: 1d20 + 14 ⇒ (5) + 14 = 19
Sprocket, Technological trap disabling: 1d20 + 20 ⇒ (19) + 20 = 39
Sprocket, unlock: 1d20 + 20 ⇒ (13) + 20 = 33
Opening the door, you find a ransacked storage room filled with trash. They really need some cleaning drones here! There is a set of stairs along the eastern wall and another set of doors. Fortunately you have already dealt with the magnetic seals.
As you are moving through the room, Oddman notices a mk 2 null space chamber in amid the clutter.

GM Bret |

Oddman, search: 1d20 + 14 ⇒ (8) + 14 = 22 darkvision
Oddman, Mystical trap disabling: 1d20 + 14 ⇒ (12) + 14 = 26
Sprocket, Technological trap disabling: 1d20 + 20 ⇒ (16) + 20 = 36
Sprocket, unlock: 1d20 + 20 ⇒ (8) + 20 = 28
A small landing ends at a 10-foot wide conveyor belt that leads east and slopes slightly downward. The belt leads to others, all descending into a bank of greasy black smoke 60 feet below. There is a gap in the railing that lines the landing, but only the top two rungs of a ladder remain; the rest of the ladder is missing, providing only a vertiginous drop. The wheezing and clanking of machinery echo up from somewhere within the smoke.

![]() |

"Well, something is still operating down there." notes Shokil.
He peers down into the darkness.
"Did you say there was lighting controls? Can you turn them on in this section? Or even better, slave those controls to a datapad, so we can use them as we explore?"
He pauses. "Do they have even sections? If so, can you see what the lighting and temperature is set to in different areas? That might give us a clue about if the other creature is still around."

![]() |

Oddman actives the null space chamber and checks what's inside.

GM Bret |

Searching the storeroom, Dytabail doesn’t find anything else of interest.
To search the conveyor room, please give another perception check.
This scenario doesn’t say anything about slaving the controls to a datapad but I will allow it with a Computers check.
Lights are still off. You can set them to dim or normal illumination.
All of the doors it controls have had the magnetic seals released.
The temperature is slightly higher that normal, but not enough to be dangerous. A human would consider the temperature uncomfortably warm.
Oddman checks the inventory list and finds the Null Space chamber is empty. He then verifies that there is nothing in it.

![]() |

Shokil carefully approaches the unopened door to the south.
"Everyone ready? Lets check here before we risk that conveyor.." he suggests, lining up a good shot for whatever comes through *that* door.

GM Bret |

Sprocket has no problem linking his datapad to the computer in the complex.
What door to the south?
If it is the one that was buried under junk, you have already gone through it to the room on slide 4 and from there to the room in slide 5.
I have now added an overall map of the level to slide 7 to help you piece the sections together.

![]() |

Ahh thanks. That overall map helps a lot.
"I guess we only have that conveyer belt to work with" shudders Shokil.
He joins Dytabail, making sure to stay clear of the Conveyer itself as he peers into where it leads.
perception (aid): 1d20 + 8 ⇒ (15) + 8 = 23

GM Bret |

Dytabail with Shokil’s help determines there are hatches along the conveyor that are pressure activated. Through the smoke they are just barely able to make out the shape of a yellow case wedged where the converyor belts turn a corner.
I forgot to state it, but the conveyor belts move at 20’ per round.
I will also remind you of the broken ladder described in the original room description.
You think that someone with enough engineering could probably prevent the pressure from opening the hatches for one round.

![]() |

"Those trapdoors might be a quick way down... but a one way trip.."
He makes sure his Force soles are activated to avoid accidently tripping the trap, as it looks like the team will be heading that way eventually.
"If someone was agile, they could carry less, flight worthy, folk in that null space chamber.." he also notes brightly.
"As long as they were not too claustrophobic."
He gestures back toward the entrance. "Did you get your line back?"
Then finally the halfling goes back to the main room to find some junk to drop down into the smoke. "Shall we see how deep it is?" he asks before pointing to the wedged box. "Or try to see what is in that first?"
How would one go about un-wedging or opening the box? Would you need to stand on one of the trapdoors?

GM Bret |

The box is about 40’ from the platform. You can barely make it out from there. Once someone is much closer they will be able to evaluate what needs to be done.
The chutes are before the corner. You have space after them before the box.
Force Soles were not listed on your profile nor Mythweaver’s character sheet. I assume they are Mk I.

![]() |

Yeap, just mk1 :-( But hopefully enough to not fall through a trapdoor!
Not good enough to get me across that void at the start though.
"Tie the cable around me, and I'll see if I can get that box." he suggests.
And assuming someone can secure me in the case of an accident..
Shokil activates his force soles and hesitantly approaches the box, trying to see if he can dislodge it and take it back to somewhere safer to examine.

![]() |

Oddman observes these shenanigans from close by...

![]() |

Azara uses his cable to anchor Shokil, tying one end around his own waist and letting the halfling do the same with the other end.
"It's a shame we can't get that ladder. I'll bet it's laying around here somewhere and we could just climb down it," he says, nodding to where it is broken off.
"I'm not too fond of the idea of a jump when I don't know how far it is."

![]() |

(Were we able to retrieve Dytabail's cable after the early room? We may have 100 ft of cable to use.)
Dytabail will help to lower our ally on the line. I am guessing this is Athletics to be careful.
Athletics: 1d20 + 10 ⇒ (7) + 10 = 17