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Jek shows up a bit late to the door opening, followed by a klickharp.
'Sorry I'm running late was trying to figure out how to turn on the environmental protections for the klickharp."

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(Telepathically) "While you rest, perhaps we should inspect this trap. I don't remember it being on the schematics."
I-apvii will examine the trap, and see if it is something built into the ship, or improvised by someone else. They will also look for a communication line we may be able to access and attempt to communicate with the Automated core and let it know we are here to rescue it. (That "Help me, please" is still sticking in the back of I-apvii's brain. It doesn't seem to be characteristic of an "automated system")
Skill checks?

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I've created a blank slide on the map for a marching order and gave a very rough marching order for the party. If Jek wants to be at the back of the party they can swap places.
Naitier readies magic as the blast of explodes outward and relaxes a bit as Djakar recovers. "I certainly don't recommend you have your klickharp friend near the fore if the ship is this hostile towards intrusion."
Moving to check on Djakar and allows the others to expect the airlock. "I don't want to intrude into your recording or present any issues of scene continuity, but do you want any aid? That was more force than I could conjure. I can finish mending your body or wait until we are not floating outside an airlock."

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"I'll take care of him Naitier, save your magics for an emergency." While he rests, Triage will sit down next to him and apply a soothing cream to the injured areas.
Medicine: 1d20 + 13 ⇒ (18) + 13 = 31
Please regain 6 hit points!

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From the middle, I can heal everyone at once. I'll keep Davo2 behind me.
Davo2 (the klickharp) is short for Dave-02, which is a combination of Dave a common human pet name (culture check 3) + 02 as a reminder to make our own hope-02

The Bot Behind the Screen |

Djakar gets launched out of the airlock and bounces off of the side of the Starfinder ship. Only some quick assistance from the cameraman keeps her from floating out of the docking ring into space... since that definitely would have ruined the shot. Climbing back into the ship, Djakar takes a breather as Triage-347 patches her wounds.
I-apvii's Engineering: 1d20 + 9 ⇒ (3) + 9 = 12 I-apvii looks over the airlock trap while the party regroups. The mechanism is fairly apparent knowing the effect, however understanding of its control and setup evades him. After a short break the party moves through the airlock one by one.
Magnified by speakers in the walls and ceiling, a voice echoes through the ship “Attention, unauthorized intruders. There’s nothing for you to do here and nothing for you to steal. Scans of your ship have been taken and will be forwarded to authorities if you attempt to take any of my cargo. I don’t want to hurt you. Leave immediately, or I will activate full defense mechanisms.”

The Bot Behind the Screen |

Two pairs of robotic arms, clearly meant for handling cargo, hang from gantries on the ceiling, they twitch, then move to grab Ikmanji...
Initiative:
Ikmanji: 1d20 + 3 ⇒ (10) + 3 = 13
Naitier: 1d20 + 1 ⇒ (9) + 1 = 10
Dirindi News Network: 1d20 + 3 ⇒ (5) + 3 = 8
I-apvii: 1d20 + 0 ⇒ (3) + 0 = 3
Triage: 1d20 + 2 ⇒ (2) + 2 = 4
Jekcedo: 1d20 + 1 ⇒ (16) + 1 = 17
Arms: 1d20 + 2 ⇒ (5) + 2 = 7
I'm putting you into initiative, however as a Full Action you can attempt to negotiate with the source of the warnings with a social check (Diplomacy, Bluff or Intimidate as fits your angle).
Round 1:
Jek
Naitier
Ikmanji
Djakar
Robotic Arms
Triage
I-apvii

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Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Sense Motive: 1d20 + 3 ⇒ (20) + 3 = 23
Naitier looks around at the moving machinery and does their best to catch up with the situations. They shift uncomfortably within their armor as they feel their senses hampered by the armor. "I assure you that we do not mean ill will. We would not wish bring harm any more than you do."
"We were sent here to provide aid to the ship, based on way you speak, it feels as though we made a misstep not providing a better introduction."
Full round Diplomacy
Diplomacy: 1d20 + 8 ⇒ (3) + 8 = 11
If that hurts the party I would use my reroll.

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Diplomacy: 1d20 + 12 + 1d6 ⇒ (11) + 12 + (3) = 26
Djakar comes forward, arms in the air, her face lit up by Research Rat's photography lights. "Gentle Sentients, this Djakar of the DNN network, embedded in a rescue crew for the Starfinder Society. We are here not to steal, but to provide assistance. We have come at the behest of Multifold Representative 1120, to find out why their ship has gone astray."
Sense Motive: 1d20 + 5 + 1d6 ⇒ (18) + 5 + (5) = 28
"Look, you don't want to hurt us, and we certainly don't want to hurt you. Can we talk? Get your side of the story? Perhaps the people who need to be rescued are you, and I'm willing to listen."

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Life Science: 1d20 + 13 ⇒ (18) + 13 = 31
Sense Motive: 1d20 + 10 ⇒ (13) + 10 = 23
"We come with aid for who ever may be injured on this vessel, organic or mechanical!"
Diplomacy: 1d20 + 6 ⇒ (18) + 6 = 24

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"We are here to help, responding to the message "Emergency. Unknown universal critical systems failure. Unable to complete route. Critical engine failure. Unable to travel to maintenance facility. Request immediate assistance from Automated Maintenance Vehicle 13. AutoMaint 13 required immediately. Coordinates attached. Please. Help me." How can we assist you?"
Diplomacy: 1d20 + 1 ⇒ (18) + 1 = 19
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
Survival: 1d20 + 8 ⇒ (17) + 8 = 25

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“So I suppose we should avoid breaking these things…”
Ikmanji waits for the arms to attempt to grab him, and then steps out of their reach.
Likely yellow or green tries to grab them first, whichever it is, take a five foot step out of their reach as them make the attack. Probably stepping SW of current location,

The Bot Behind the Screen |

"We were sent here to provide aid to the ship, based on way you speak, it feels as though we made a misstep not providing a better introduction."
“I don’t believe you.”
"Gentle Sentients, this Djakar of the DNN network, embedded in a rescue crew for the Starfinder Society. We are here not to steal, but to provide assistance. We have come at the behest of Multifold Representative 1120, to find out why their ship has gone astray."
"Send AutoMaint 13."
"We are here to help, responding to the message "Emergency. Unknown universal critical systems failure. Unable to complete route. Critical engine failure. Unable to travel to maintenance facility. Request immediate assistance from Automated Maintenance Vehicle 13. AutoMaint 13 required immediately. Coordinates attached. Please. Help me." How can we assist you?"
"Correct. Request immediate assistance from Automated Maintenance Vehicle 13. You are not AutoMaint 13."
Ikmanji takes a defensive posture as one of the arms reaches for him. He quickly steps back but fails to correctly gauge the length of the arms reach. 15 ft reach
Yellow Grapple vs Ikmanji: 1d20 + 10 ⇒ (4) + 10 = 14 Fail
Green Grapple vs Ikmanji: 1d20 + 10 ⇒ (18) + 10 = 28
The first one fails to hold onto him but the second grabs on tight, nearly hoisting him off of the ground. The remaining two rush forward to grab onto I-apvii.
Red Grapple vs I-apvii: 1d20 + 10 ⇒ (1) + 10 = 11
Blue Grapple vs I-apvii: 1d20 + 10 ⇒ (10) + 10 = 20
I-apvii is grabbed by the last of the arms, and the airlock suddenly reopens... both of the doors, leaving a clear path to eject boarders.
"We come with aid for who ever may be injured on this vessel, organic or mechanical!"
"Deactivating incoming communications as a defense against lies."
Something seemed... off about that last statement. Uncertainty? The arms release I-apvii and Ikmanji, then stop their movement. The airlock remains open, and the hands hang loosly over I-apvii and Ikmanji, but no longer seem to be active.
"Please just contact Multifold Industries."

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“Would you like a copy of our communications with them so far? There is about an hour turn-around on messages.”

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"Disabling transmissions seems to have disrupted it's control links... I suppose have to continue inward. I don't suppose we recorded Manifold's transmission? I am intensely curious about the fate of that auto tug..."

Research Rat |

"Hey, I'm the sound guy!" Research Rat, assuming that combat is at least temporarily over, replays transmission. "Mind you, they said they were disabling incoming transmissions, but if it were me I'd still listen in. That's how you keep well informed!"

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Triage holsters his weapon and shrugs. "Guess the only way ahead is foreword."

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"This is Djakar, live on the scene for DNN on the Starfinder rescue mission. After an initial threat, we are moving forward!" Then Djakar adds, "And also looking for traps as we go!"
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
She's too busy talking to the camera to see a thing.
When off the mike, she turns to Triage. "Thank you for the healing; I feel much better now."

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Ikmanji says “So far the only way I’ve found a trap is when I set it off. If you want me to do that, I can.”

The Bot Behind the Screen |

Djakar decrees with confidence that the way is clear, so you leave the cargo staging room and head into the hallway. According to the ship schematics, there are three main areas attached to the primary cargo bay.
First off, there is a repair bay where worker drones are used for repairing damage to the ship are stored, dispatched and controlled.
Second is an engineering bay with controls for the ship's systems, including life support.
Lastly there is the ship's manual piloting, scanning, and gunnery station located on the bridge.
Unfortunately the schematic seems to have a few problems. First off, it is excruciatingly detailed in things like ventilation ducts, wiring conduits, and gaps between decks. This leaves important details like... where does this hallway go buried in a sea of minutia. Second, it appears to have page after page of configuration options. It looks like the schematics are accurate, but correlating them to this configuration is a bit tricky.
Let me know where you wish to go, then I'll need a Survival, Physical Science, Culture, or Piloting check to successfully reference the schematics to find your way around.
As you move forward you hear a crash from somewhere several rooms and/or decks away...

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Culture: 1d20 + 7 ⇒ (18) + 7 = 25
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
Djakar is so busy studying schematics she doesn't notice a thing.
This is becoming a worrying trend.

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Ikmanji brings up the information on their suit’s comm unit. After a moment, they say “Think I’ve got this figured out. Where would we like to start?”
Survival: 1d20 + 9 ⇒ (18) + 9 = 27

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"Engineering seems most likely to let us find out what did this. After the bridge, but I don't think we should approach the bridge till we can demonstrate that we are willing and able to help.
Perception: 1d20 + 4 ⇒ (7) + 4 = 11
I-apvii notices nothing...

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"Djakar, live on the scene from DNN. The Starfinders are on their way to investigate the Engineering, and see what assistance they can provide."

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"We should continue to be wary. I was not expecting the controller of this ship to be as intelligent, or frightened as they appear. Given the bleakness and emptiness around us, I would rather lead them to the light then stumble through their fears.
Perception: 1d20 + 12 ⇒ (13) + 12 = 25
Survival: 1d20 + 3 ⇒ (8) + 3 = 11
The noise across the ship gets Naitier's full attention, their polyps nervously seeking within their armor. Focused on the distance Naitier asks, "did we get any records of the manifest that would say that the ship was transporting living creatures?"

The Bot Behind the Screen |

As the party moves through the halls, Naitier catches a glimpse of something darting just out of view... as though it's stalking you. It appears to be a predatory mammal with a long, articulated neck making up nearly half its body length. Cautiously, the party moves forward when all of a sudden the doors behind close and seal, while simultaneously a pair of laser turrets pivot out of the wall.
Initiative:
Ikmanji: 1d20 + 3 ⇒ (19) + 3 = 22
Naitier: 1d20 + 1 ⇒ (7) + 1 = 8
Dirindi News Network: 1d20 + 3 ⇒ (10) + 3 = 13
I-apvii: 1d20 + 0 ⇒ (17) + 0 = 17
Triage: 1d20 + 2 ⇒ (3) + 2 = 5
Jekcedo: 1d20 + 1 ⇒ (17) + 1 = 18
Lasers: 1d20 + 2 ⇒ (16) + 2 = 18
Round 1:
Ikmanji
Lasers
Jekcedo
I-apvii
Djakar
Naitier
Triage

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Ikmanji steps over to Green turret and swats at it with his tentacle. “Seems this is not a friendly ship.”
Entropic Strike: 1d20 + 7 ⇒ (5) + 7 = 12
Acid Damage: 1d3 + 6 ⇒ (3) + 6 = 9

The Bot Behind the Screen |

The strike eats away at the barrel of one of the turrets. The further turret scans back and forth and settles out on the largest target. All of the other turrets seem to move in unison as it locks on and fires a blast. A second turret uses the same targeting solution and fires a salvo.
Red vs I-apvii EAC: 1d20 + 9 + 1 ⇒ (14) + 9 + 1 = 24
Yellow FA vs I-apvii EAC: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 231d20 + 9 + 1 - 4 ⇒ (11) + 9 + 1 - 4 = 17
3 hits
Damage (F): 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Damage (F): 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Damage (F): 1d6 + 1 + 2 ⇒ (6) + 1 + 2 = 9
The one that was partially melted by Ikmanji changes the targetting solution to him, the fires alongside the furthest turret.
Green vs Ikmanji EAC: 1d20 + 9 + 1 ⇒ (7) + 9 + 1 = 17
Blue FA vs Ikmanji EAC: 1d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 201d20 + 9 + 1 - 4 ⇒ (10) + 9 + 1 - 4 = 16
1 hit
Damage (F): 1d6 + 1 + 2 ⇒ (1) + 1 + 2 = 4
Round 1/2:
Jekcedo
I-apvii (-22)
Djakar
Naitier
Triage
Ikmanji (-4 pending vanguard shenannigans)
Red Laser
Yellow Laser
Green Laser (-9, Target lock on Ikmanji)
Blue Laser

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"Oh my, and it's a fight! At first it looked like I-apvii was seriously hurt, but that urog is tougher than we thought!"
I-apvii, take back 10 stamina!
"With the situation so precarious, DNN hopes that the party takes out that green turret ASAP!"
Get 'Em on the Green Turret

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When the Yellow and Green turrets fire, Ikmanji strikes at them.
Ranged attacks still provoke
AoO Yellow Entropic Strike: 1d20 + 7 ⇒ (12) + 7 = 19
Acid Damage: 1d3 + 6 ⇒ (1) + 6 = 7
AoO Green Entropic Strike: 1d20 + 7 ⇒ (17) + 7 = 24 Reactive, once a day
Acid Damage: 1d3 + 6 ⇒ (3) + 6 = 9
Then they strike again at Green, hoping to destroy it.
Entropic Strike: 1d20 + 7 ⇒ (19) + 7 = 26
Acid Damage: 1d3 + 6 ⇒ (3) + 6 = 9
“Stupid turrets! Quit that!”

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As the lasers strikes I-apvii, I-apvii starts to panic, fortunately I-apvii's body starts frantically rearranging itself and the third blast mostly just blows away a nanite shell.
"I was really hoping we could talk this out..."
Given that the non-confrontational option appears to be off the table, and given that they are surrounded by engineers who can deal with the doors, I-apvii elects to start thinning out the lasers. Abandoning their previous non threatening stance, I-apvii expends a massive amount of Nanites to surround themselves with a midnight black sheath, with a reinforced beak. (+1 Acrobatics, Stealth, Reflex saves, +2 temp HP, and Nanite Surge strike)
engineering: 1d20 + 9 ⇒ (10) + 9 = 19 to identify the turrets, particularly if there is a type of physical damage that will be more or less effective.
(Damage will be piercing unless the earlier engineering check identified something more effective. Targeting Green Yellow Laser.)
Swarm Strike
Swarm Strike To Hit: 1d20 + 7 ⇒ (9) + 7 = 16
Swarm Strike Damage: 1d3 + 7 ⇒ (2) + 7 = 9 (B, P, S, Chose up to 2)

The Bot Behind the Screen |
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Djakar provides moral support for I-apvii, giving him the mental fortitude to push through the flurry of blasts.
With a trio of swift strikes, Ikmanji quickly tears a small opening in one of the turrets that shot at I-apvii, then disassembles the laser that dared acquire a target lock on him.
I-apvii shreds the nearest one further with a swarm strike. He considers the possibilities for maximum effectiveness but his knowledge of automated turrets boils down to the following: shoot it until it dies.
Round 1/2:
Jekcedo
I-apvii (-5, +2 Temp)
Djakar
Naitier
Triage
Ikmanji (-4 pending vanguard shenannigans)
Red Laser
Yellow Laser (-16)
Green Laser
Blue Laser

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"Why does "we're here to help" always turn into live target practice?"
Telekinetic Projectile @ red
Projectile: 1d20 + 2 ⇒ (17) + 2 = 19
Bludgeon damage: 1d6 ⇒ 6

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“I’ve heard the more experienced Starfinders blame it on someone named Datch.”

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Triage runs down the hall to get a clear shot at Ikmanji. "Keep it up Ik! We got this!" A dart is fired into their mandible, and while it stings, their movements suddenly seem just a little bit faster.
Basic Booster 5 Rounds:
+1 Enhancement Bonus to AC

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"I would like to discuss this more as well. We should be avoiding destructive options. My tools are limited though. At the least I can see about removing these cannons to give us the chance to learn more."
Focusing a blast of force, Naitier casts another spell trying to break the nearest of the turrets.
Casting Soul Surge targeting Red
Attack vs EAC: 1d20 + 5 ⇒ (9) + 5 = 14
Piercing Force Damage: 3d8 ⇒ (4, 2, 3) = 9
Afterwards a fiery aura formed from the magic shields Naitier.
Causes 3 HP damage to self.

The Bot Behind the Screen |

Jek and Naitier batter the nearest turret to themselves which returns fire.
Red Attack vs Naitier EAC, FA: 1d20 + 9 - 4 ⇒ (15) + 9 - 4 = 20
Damage (F): 1d6 + 1 ⇒ (2) + 1 = 3
Red Attack vs Jek EAC, FA: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
Damage (F): 1d6 + 1 ⇒ (3) + 1 = 4
The trio of turrets off to the side however pivot to Ikmanji after his deadly display, and coordinate their fire. The first one generates a firing solution, and they all unload.
Yellow Attack vs Ikmani EAC, Targetted: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage (F): 1d6 + 1 ⇒ (3) + 1 = 4
Green Attacks vs Ikmani EAC, FA, Targetted: 1d20 + 9 + 1 - 4 ⇒ (4) + 9 + 1 - 4 = 101d20 + 9 + 1 - 4 ⇒ (14) + 9 + 1 - 4 = 20
Blue Attacks vs Ikmani EAC, FA, Targetted: 1d20 + 9 + 1 - 4 ⇒ (9) + 9 + 1 - 4 = 151d20 + 9 + 1 - 4 ⇒ (4) + 9 + 1 - 4 = 10
The targetting lock didn't appear to amount to much...
Round 2/3:
Jekcedo (-4)
I-apvii (-5, +2 Temp)
Djakar
Naitier (-3 SP, -3 HP)
Triage
Ikmanji (-8, +1 AC)
Red Laser (-15)
Yellow Laser (-16)
Green Laser
Blue Laser

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Jek uses Telekinetic Projectile @ red again, then moves closer to be in healing range of most of the party.
"If we can find the power core, maybe we can shut down power to all the traps."
Telekinetic Projectile @ red
Projectile: 1d20 + 2 ⇒ (15) + 2 = 17
Bludgeon damage: 1d6 ⇒ 5

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Ikmanji attacks Yellow when it fires at them.
AoO Entropic Strike: 1d20 + 7 ⇒ (10) + 7 = 17
Acid Damage: 1d3 + 6 ⇒ (3) + 6 = 9
I expect that destroys it. If it doesn’t, move me back and have me attack the turret still active.
They then move up to Blue and attack it.
Entropic Strike: 1d20 + 7 ⇒ (12) + 7 = 19
Acid Damage: 1d3 + 6 ⇒ (1) + 6 = 7
Entropic Strike: 1d20 + 7 ⇒ (8) + 7 = 15
Acid Damage: 1d3 + 6 ⇒ (3) + 6 = 9

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"Djakar, live on the scene for DNN. Multiple turrets targeted Ikmanji, but none of their shots appear to be serious!"
Ikmanji, take back 10 Stamina!
"Get that turret!"
If Red is still working, she targets Red with Get 'Em. Otherwise, she targets Yellow.
Plus one to all attacks on Red (or Yellow if Jek destroyed Red.)
Instead of healing stamina, Djakar shoots at the target of her Get 'Em.
Zap! (called pulsecaster rifle)+Get ‘em: 1d20 + 4 + 1 ⇒ (20) + 4 + 1 = 25
Nonlethal Electric Damage: 1d6 + 3 ⇒ (6) + 3 = 9

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Telepathically to Triage "If you could move back a bit I will help take care of that blue turret."
Urogs only have a 20 foot move

The Bot Behind the Screen |

Jek hurls a piece of debris at the nearby turret, denting up the casing enough to render it scrap. (Red destroyed)
Ikmanji shreds the turret pivoting to blast him (Yellow destroyed by AoO, shot doesn't go off). Green turret seems to have forgotten that it doesn't have a barrel anymore and fires wire insulation confetti instead (Green forgot it was already dead). The remaining turret locks targets on him and promptly gets rushed and pummeled for its efforts.
Djakar fires a well aimed shot straight down the barrel, causing an internal detonation which knocks it off of its gantry. (Blue destroyed)
Final Status:
Jekcedo (-4 SP)
I-apvii (-5 SP, +2 Temp)
Djakar
Naitier (-3 SP, -3 HP)
Triage
Ikmanji (-4 SP)

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"Do we need to rest here before moving on?" Djakar asks.

Research Rat |

Research Rat looks through the scrap for anything useful.
Though mechanically as a hireling, he can't Perceive anything, and so has to borrow Djakar's Perception bonus to find any useful scrap.
Djakar's Perception: 1d20 + 7 ⇒ (19) + 7 = 26
"C'mon, c'mon, there's got to be something useful for an enterprising hireling like myself...." He tugs on Djakar's sleeve. "Help me look! Those three eyes of yours have got to be useful for something!"

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"If we can figure out what triggered the other traps perhaps we can avoid the next ones or deactivate them."
Perception: 1d20 + 8 ⇒ (16) + 8 = 24

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Shaking their tentacle to get some of the wiring off, Ikmanji says “I’m fine. Hopefully we will not be asked to fix those…”

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I-apvii looks around. perception: 1d20 + 4 ⇒ (4) + 4 = 8
"I am good to keep going"