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What is considered a "reasonable" amount of time? Hours or days? If this is something to roll, I will. At the very least, I may be able to move some of the debris into the room we entered from and make a level to climb a bit higher, to start getting out.

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Oddman looks around for some lead box or similar container to put the Tear in, so it won't kill everyone during the trip back.
Alternatively, he looks for a way to turn it off. Mysticism: 1d20 + 14 ⇒ (10) + 14 = 24
Maybe we can stuff it inside someone's medium level armor?

GM Bret |

The roll for making an accurate estimate would be Engineering or a profession that would reasonably have some skill in clearing the passage. Then I would need to make a rough estimate of how to clear out about 20’ x 60’ of rock from the bottom without making the situation worse.
A skilled engineer could probably fit a suit of armor around the Tear to protect against the radiation it gives off.
Oddman does not think there is a way he could turn off the radiation.

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Dytabail looks at the debris, moving one or two pieces before she feels larger slabs shifting.
"Anybody want to give me a hand figuring this out without trapping us?" she asks.

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Let me think a minute.
Engineering: 1d20 + 20 ⇒ (1) + 20 = 21

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Shokil offers some advice.
"I read once about the ability for water to lift weights. And there was me thinking it was just Vesk that lifted weights!" he says, trying to lighten the mood.
engineering aid: 1d20 + 5 ⇒ (12) + 5 = 17

GM Bret |

Your group does some quick estimates and figures there is between 900 and 1000 tons of rock blocking the passage. It would be quicker to go back the way you came. Without some sort of blasting or mining equipment it would be very difficult. A hydraulic system could work if you could figure out a way to prevent the damaged walls from further collapsing into the space once you got the existing rocks out.

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Yeah let's just go out the way we came. It's going to be way easier.

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Oddman moves back ahead, securing the prize - the group can try to stop the radiation poisoning before taking off.

GM Bret |

You do not have any problems leaving the way you came.
One of you uses their jet pack to fly up and drop a cable. With a little work, you get everyone up.
Leaving, you realize you never did find the bottom of the pit you encountered when entering. You get the three izalguun to the ship and retrieve Dytabail’s long cable, then can decide if you leave the pit unexplored.
Marked it on slide 9.

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Oddman definitely climbs down the pit:
Perception: 1d20 + 14 ⇒ (16) + 14 = 30

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Let's go back and look at the pit not that these guys are safe.

GM Bret |

Oddman leads the way down Dytabail’s line. You are glad you don’t have to try climbing the greasy silo walls.
Several hills of trash crest above the refuse floor and emit the stench of grease, rust, and old medicine. Miasmic vapors swirl in clouds around the garbage piles.
This junkyard is far below the main silo doors and stacked with trash dozens of feet deep. Although most of the trash is sufficiently compacted to form a “floor” of garbage 80 feet below, it is heaped in uneven hills, some as much as 20 feet tall. The bridge that once spanned the entry high above lies here in three twisted pieces.
Oddman notices a sturdy airlock door hidden among the debris here.
You would need to go all the way down and search the debris to see if there is anything worth salvaging there.
I assumed you stopped about 20’ up to view the area.
Since you found the hidden door, I’ve added an overview map of the second level showing the bottom of the pit as Slide 10. That should give you a pretty good idea of how things connect up between the two levels.
You have not actually seen the room between the junkyard and the factory machinery.

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Sprocket has a jetpack so he can fly down there to take a look.

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Oddman moves down to the trash heap:
Perception: 1d20 + 14 ⇒ (4) + 14 = 18
He also checks the airlock for traps, if nothing happens with him when he reaches the bottom:
Perception: 1d20 + 14 ⇒ (7) + 14 = 21
If there's nothing on it, he tries to open the airlock.
C'mon dice

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Kiff would like a 10 minute rest before getting ferried down to the junkyard floor. If that is not possible he will take out a ranged weapon and position himself to where he can hit creatures that might leap out to attack his ally.

GM Bret |

Kiff and anyone else had time for a ten minute rest with everything you had to do in order to get the Izalguun back to safety.
I have added a bigger version of the junkyard map at slide 4.
The green line is where I think it would be easiest to drop the line, just off the walkway above but along the wall.
The white oval in the southern wall is the airlock that was hidden by rubble.
Please place your avatars wherever you think is appropriate. Remember that it is 80’ down from the walkway above to the junkyard.
You manage to get down there via Jetpack or cable.
Oddman doesn’t find any traps on the airlock.
Engineering check to,open it, you would need to be near it as well.
Those who go down can start searching through the junk.

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Sprocket can remote hack things 30ft away but he will try to unlock the door.
Engineering: 1d20 + 20 ⇒ (8) + 20 = 28

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Shokil hangs around a little higher up so as to be able to get a good view of what is down there. He keeps his sniper rifle loaded and pointed at the various piles of junk.
How good is visibility down here?

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For the third time, Oddman activates his fiendish gloom graft and his shadow weaver connection ability, turning invisible for 1 minute.
He enters the room, walking on the wall and hoping to avoid any pressure plates on the floor.
Perception: 1d20 + 14 ⇒ (1) + 14 = 15
The suspense is killing me!

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Dytabail took a 10 minute rest if we had time.
Dytabail starts sifting through the junk. Maybe something important got dropped here by accident.
Perception: 1d20 + 8 ⇒ (3) + 8 = 11

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Azara sifts through the trash, wishing that being a Starfinder didn't mean having to be so thorough but glad that none of his many fans and followers couldn't see him, at the moment.

GM Bret |

As you are digging round, Oddman finds a soot-stained crate with a smashed-i corner. Several small, glimmering UPBs are spilling out of the broken crate.
He is just about to gather them up when something happens.
Azara: 1d20 + 8 ⇒ (9) + 8 = 17
Dytabail: 1d20 + 8 ⇒ (2) + 8 = 10
Kiff: 1d20 + 5 ⇒ (18) + 5 = 23
Oddman: 1d20 + 14 ⇒ (6) + 14 = 20
Shokil: 1d20 + 8 ⇒ (17) + 8 = 25
Sprocket: 1d20 + 13 ⇒ (5) + 13 = 18
Azara: 1d20 + 2 ⇒ (12) + 2 = 14
Dytabail: 1d20 + 2 ⇒ (13) + 2 = 15
Kiff: 1d20 + 2 ⇒ (14) + 2 = 16
Oddman: 1d20 + 2 ⇒ (6) + 2 = 8
Shokil: 1d20 + 5 ⇒ (13) + 5 = 18
Sprocket: 1d20 + 6 ⇒ (17) + 6 = 23
Ooze: 1d20 + 3 ⇒ (19) + 3 = 22
Who looks tasty?: 1d6 ⇒ 2
Surprise Round:
An ooze comes out of the garbage and attacks Dytabail.
pseudopod: 1d20 + 14 ⇒ (14) + 14 = 28
Bludgeoning damage: 2d6 + 11 ⇒ (3, 3) + 11 = 17
Round 1:
Sprocket
Claptrap II 5 damage
Ooze
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 17 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage

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I am confused with what Slide we are on and where the bad guy is

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Slide 4, the ooze is large and brown, standing right next to Dytabail

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Sprocket will draw his weapon and fire.
Sprocket Attack vs EAC: 1d20 + 12 ⇒ (3) + 12 = 15
Fire Damage: 2d6 + 8 ⇒ (1, 5) + 8 = 14
Claptrap will move ahead and attack
Claptrap Attack vs KAC: 1d20 + 10 ⇒ (11) + 10 = 21
Slashing Damage: 2d8 + 11 ⇒ (6, 1) + 11 = 18

GM Bret |

Sprocket and Claptrap both miss the ooze.
The ooze full attacks, one pseudopod attacking Dytabail and the other Claptrap. The hit against Dytabail is solid!
Pseudopod vs Dytabail: 1d20 + 14 - 4 ⇒ (20) + 14 - 4 = 30
Bludgeoning damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20
Pseudopod vs Claptrap: 1d20 + 14 - 4 ⇒ (5) + 14 - 4 = 15
Bludgeoning damage: 2d6 + 11 ⇒ (2, 5) + 11 = 18
Round 1:
The ground in the junkyard is difficult terrain
Bolded may act.
Ooze
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 2:
Sprocket
Claptrap II 5 damage

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Sprocket and Claptrap will try to attack the creature.
Sprocket Attack vs EAC: 1d20 + 12 ⇒ (1) + 12 = 13
Fire Damage: 2d6 + 8 ⇒ (2, 5) + 8 = 15
Claptrap Attack vs KAC: 1d20 + 10 ⇒ (12) + 10 = 22
Slashing Damage: 2d8 + 11 ⇒ (4, 5) + 11 = 20

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"I knew it couldn't be this easy," Azara says as the ooze appears.
He clambers over the piles of junk between him and the ooze, drawing his solar weapon as he approaches.
He's not sure where to cut but takes a slice.
Solar Weapon: 1d20 + 10 ⇒ (9) + 10 = 19
Slashing: 2d6 + 1d6 + 14 ⇒ (6, 5) + (6) + 14 = 31
Photon Attuned: 1

GM Bret |

Hey, at least I let you know there was treasure here before triggering the combat. :)
Sprocket, Claptrap and Azara all miss the creature. It seems to be like a hermit crab, surrounding itself with pieces of junk from the junkyard. Tough to get to the creature under all that junk.
Round 1:
The ground in the junkyard is difficult terrain
Ooze
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 2:
Sprocket
Claptrap II 5 damage

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Life Science to Identify creature: 1d20 + 4 ⇒ (3) + 4 = 7
Oddman flies to a better position, activates his plasma scabbard and tosses his trident at the monster:
Adamantine sintered trident vs. Red's KAC: 1d20 + 12 ⇒ (15) + 12 = 27
Piercing damage: 2d8 + 13 ⇒ (5, 8) + 13 = 26
Fire and electricity damage: 1d10 ⇒ 10

GM Bret |

Kiff moves towards the creature.
Oddman doesn’t recognize the creature, but his trident hits it. The fire doesn’t appear to hurt it at all.
Round 1:
The ground in the junkyard is difficult terrain
Ooze 31 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 2:
Sprocket
Claptrap II 5 damage

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Good thing we got that rest in. I have 3 SP left.
Dytabail gains an Entropy Point at the start of her turn. She is proper peeved. She isn't quite sure what will work against this thing, so she tries to recall.
Life Science: 1d20 + 10 ⇒ (10) + 10 = 20
Regardless, she tries to smack the thing right back. Let's hope acid does some damage.
Entropic Strike: 1d20 + 7 ⇒ (6) + 7 = 13
Acid damage: 1d6 + 10 ⇒ (1) + 10 = 11

GM Bret |

Dytabail feels like she has studied creatures like this, but in the heat of battle can’t recall anything.
Very close, it is DC 22.
Her strike also misses.
Round 1:
The ground in the junkyard is difficult terrain
Ooze 31 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 2:
Sprocket
Claptrap II 5 damage

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Upon reading, I should be able to Mitigate 5 damage from that critical attack. I get an Entropy Point when I take more than my level in damage (surprise round) which I can then spend on Mitigate.

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From his vantage point, Shokil watches in dismay as the creature seems to ignore the fiery death his companions lay down on it. With a shrug he tries it anyway.
sniper rifle vs EAC: 1d20 + 11 ⇒ (13) + 11 = 24
F damage: 2d8 + 5 ⇒ (2, 2) + 5 = 9
As his team spread out around the alien monstrsity, Smith climbed atop of the crashed shuttle. Slipping the sniper rifle out of his golf bag, he took aim, right in the center of the things fourteen eyes... and squeezed the trigger.

GM Bret |

Shokil carefully aims and hits his target! Unfortunately none of the damage gets through.
The ooze continues to attack Dytabail and Claptrap. Neither attack connects
Pseudopod, Full attack, Dytabail: 1d20 + 14 - 4 ⇒ (6) + 14 - 4 = 16
Bludgeoning damage: 2d6 + 11 ⇒ (3, 6) + 11 = 20
Pseudopod, Full attack, Claptrap: 1d20 + 14 - 4 ⇒ (12) + 14 - 4 = 22
Bludgeoning damage: 2d6 + 11 ⇒ (4, 5) + 11 = 20
Round 2:
The ground in the junkyard is difficult terrain
Ooze 31 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 3:
Sprocket
Claptrap II 5 damage

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The little halfling sniper swears quietly. That hit was right on. Time for something a little risker.
attack, deadly aim: 1d20 + 11 - 2 ⇒ (8) + 11 - 2 = 17
F damage: 2d8 + 5 + 2 ⇒ (3, 1) + 5 + 2 = 11
That doesn't stop him slowly backing toward the exit line...

GM Bret |

Shokil misses this time.
@Shokil I thought you wanted high ground? I put you at the top of one of the 20’ piles of junk. It is more than a step down unless you count falling. That said, you could have easily climbed down.
Round 2:
The ground in the junkyard is difficult terrain
Ooze 31 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 3:
Sprocket
Claptrap II 5 damage

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I'll stay where I am then.

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Oddman grabs his trident and tosses it back, not bothering to activate his fiery damage enhancements:
Adamantine sintered trident vs. KAC: 1d20 + 12 ⇒ (19) + 12 = 31
Piercing damage: 2d8 + 13 ⇒ (8, 7) + 13 = 28
Solid round!

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Sprocket will keep trying to attack.
Sprocket Attack vs EAC: 1d20 + 12 ⇒ (15) + 12 = 27
Fire Damage: 2d6 + 8 ⇒ (3, 5) + 8 = 16
Claptrap Attack vs KAC: 1d20 + 10 ⇒ (9) + 10 = 19
Slashing Damage: 2d8 + 11 ⇒ (7, 4) + 11 = 22

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Azara is caught between a need to maximize damage against this thing and to ensure that he hits it. In the end, he focuses on accuracy over volume and just takes a single slash at it.
Solar Weapon: 1d20 + 10 ⇒ (3) + 10 = 13
Slashing: 2d6 + 1d6 + 14 ⇒ (5, 2) + (4) + 14 = 25
He's also more than a little dismayed to see the creature shrug off all the heat damage done to it. His ace in the hole seems as though it won't be effective.
Photon Attuned 2

GM Bret |

Oddman hits with his trident, doing full damage.
Sprocket hits and demonstrates that a hot enough fire will overcome the defenses. Claptrap misses.
Azara misses.
Round 2:
The ground in the junkyard is difficult terrain
Ooze 66 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 3:
Sprocket
Claptrap II 5 damage