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George 09-23 holds back his instinct to immolate the three of them as the purpose of this combat is to retrieve them alive. He shifts into low gear and tendrils of electricity snake out from his hands towards red. He then legs it to a safer distance.
Energy Ray vs Red: 1d20 + 4 ⇒ (9) + 4 = 13
Damage,Electricity, Harmful Spells: 1d3 + 1 ⇒ (2) + 1 = 3
What happened to our Mystic?

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"They are dominated to attack by someone. We just don't have choice, but knock em out so they could be returned home alive!" she shouts
Survival to trick: 1d20 + 15 ⇒ (9) + 15 = 24
Knife v red: 1d20 + 6 ⇒ (18) + 6 = 24
nonlethal damage: 1d4 + 2 + 1d8 ⇒ (3) + 2 + (5) = 10

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Krzysztofli can't get their sights lined up on Yellow
Mincey continues to devastate the enemies, dropping Yellow to the ground
George 09-23 hits Red with a small amount of electricity as he backs away
Chrissy manages to trick and hit Red, dropping them to the ground as well.
Keskochu Ordox still hasn't acted from Round 1. I will bot tonight (my time, about 5 hours from now) if they haven't acted.
Starship Graveyard- Bring'em back alive: Round 1 and 2
Bold may act
Chrissy 34/54 HP
George 09-23 37/37 HP
Mincey 38/38 HP
Starfinder Black Recruit -18 HP, 12 NL, Unconscious
Krzysztofli 46/58 HP
Starfinder Green Recruit -6 HP, 6 NL
Starfinder Red Guard -26 HP, 10 NL, Unconscious
Starfinder Yellow Scholar -38 HP, 25 NL, Unconscious
Keskochu Ordox 58/58 HP

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After battling the mind-controlled Starfinders, you continue searching the starship graveyard and make a terrifying discovery: dozens of Starfinders are currently comatose and held in secure stasis chambers.
You realize that attempting to remove the bodies might kill the Starfinders or leave them permanently damaged

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George 09-23 comes out of the corner looking pleased that his Dragon Breath worked out so well this time.
"It looks like they are all knocked and ready to be brought back once we tie them up and take away their weapons of course."
"I wonder if we can find a way to break them out of their fugue state."
George 09-23 casts Detect Magic in an attempt to determine if there is any sort of mystical explanation for their behaviour.
(Assuming that we moved on from that scene to the next one)
Life Science: 1d20 + 11 ⇒ (5) + 11 = 16
"Yes, we are going to have to leave them in here for the time being. Perhaps a future medical team will be able to free them in a safe manner."
The android checks around looking for a terminal to hack into find out more information about what has happened here.

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Historia-7 agrees with your assessment when you report your discovery. She assigns Starfinder medical experts to start analyzing their condition so that the Society can determine how to evacuate them.
You get picked up and have another opportunity to pick a mission. I am also putting in a slide with a snapshot of the current progress report.

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Exploring an ancient civilisation seems like an interesting change of pace for George 09-23.
How about City of the Ancients?

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I will second the vote for whatever mission another PC suggests!

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I will accept your vote. City of the Ancients it is then. :)

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The imposing vesk Radaszam, leader of the Acquisitives, stands near a large screen that displays a tidally locked planet labeled as Callion-2. “Starfinders,” He greets, in his pleasantly low voice, “I’m sure you’ll find this mission interesting. Our sensors have detected numerous communication signals broadcast from Callion-2. Because one side of the planet is always facing the sun, only a narrow habitable zone exists, but here’s the interesting part: the entire habitable area is covered in one big, technologically advanced megacity. Finding survivors, or at least useful information in the city, seems likely. I’ll upload mission data on your ship’s computer. Good luck and come back safely!”
Following the Radaszam’s instructions, you easily find the right location in the sprawling megacity to take their landing craft. You are able to find a suitable place to land on a rooftop. As you approach the destination, you realize the only living things in the city are plants and small insectile invertebrates.
Doing a quick scan with your equipment there are five locations you can investigate within proximity of your landing zone. Strangely enough you can hear strange alien music (akin to distorted modern elevator music) playing in the background through loudspeakers integrated into the city’s buildings and infrastructure.

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I will second the vote for whatever location another PC suggests!

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George 09-23 thinks it is time to go shopping!
"I suggest we go to the Shopping Mall. If there are survivors they will probably be there close to so many resources."

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Shopping Mall: In the shopping mall, the weird elevator music is louder than elsewhere. Robots place useless and deteriorated products on display, but no one is around to buy anything.
You determine that the city was abandoned long ago—likely millennia ago—and the original inhabitants left the machines to take care of the city.

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Culture vs DC 17: 1d20 + 12 ⇒ (4) + 12 = 16
<<Either the robots value these items more than I would, or they do not recognize what condition they’re in. Fascinating.>>

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Culture: 1d20 + 8 ⇒ (19) + 8 = 27
"It seems like the robots were left in charge here. I think we should look around a bit and then head to the Residential area."
@GM Computerpro82- If there is nothing of interest here then we need to move on. :)

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The Residential area gives you the same information as the Shopping Mall

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-Hmmm ... library may give us some useful information
Thanks for botting me ... I keep my fame as gunslinger!

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George 09-23 agrees with the mystic.
"Sure, Why not go to the library."

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Library: With the exception of the ever-present alien music, this enormous building remains completely silent. Digital and physical records from the planet’s past fill shelves and data archives stretching for the equivalent of city blocks.

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George 09-23 tries to hack into the ancient database.
Computers: 1d20 + 12 ⇒ (14) + 12 = 26
"There is a log entry left behind by Pathfinders. I wonder what happened to them?"

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<<Perhaps there was some kind of conflict that drove the inhabitants away?>> Krzysztofli gestures towards the military complex.

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Culture: 1d20 + 11 ⇒ (5) + 11 = 16
"Factory and Military base are left to explore, if the robots are programmed to shoot intruders, it probably will happen at the base."

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- Let me see the digital records
medicine: 1d20 + 9 ⇒ (10) + 9 = 19

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George 09-23 nods at Chrissy.
"All right Chrissy. We can check out the Military Base next and test your theory."

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Mincey shrugs and follows the others to the military base.

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An androgynous human approaches you as you approach the military base.
Can I help you?

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George 09-23 makes his best approximation of a smile.
"Sure, we are looking for a group that landed a while back. They called themselves Starfinders. You would not know anything about this would you?"

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I was left in charge of this world when the original inhabitants left. I have established robots to maintain areas of this world.

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"I see but do you know when the original inhabitants left and if any other visitors have come to your world?"
George 09-23 has doubts about the veracity of the person's claim suspecting that they might be a clone or not actually human.
Life Science: 1d20 + 11 ⇒ (7) + 11 = 18

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George 09-23 realizes you are talking to a Hologram.

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George 09-23 accepts that he is talking to a hologram but waits for it to answer his question about its knowledge of any previous visitors.

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The Hologram does not seem inclined to answer your questions. Perhaps an Intimidate check will convince it to talk?

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George 09-23 looks to the others for backup. Cool and logical thinking is his forte. Intimidation, not so much.

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Krzysztofli does his best to look intimidating, crossing his arms and scowling.
Intimidate to Aid vs DC 10: 1d20 + 5 ⇒ (8) + 5 = 13

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Intimidate aid: 1d20 + 4 ⇒ (19) + 4 = 23
Come on machine man, dont be so negative

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Two aids, so you are at +4 if anyone has a decent Intimidate. If not, we should move on to alternative conflict resolution.

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I will give it a bit and then post if no one does just to move the game along. My character's Intimidate is pretty terrible. :)

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If nothing else, I'll bot Mincey with Intimidate +8. Chrissy doesn't have skills listed in her profile, so Mincey is the best I can see.

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Alright go for it. It is better than my -1 modifier. ;)

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Does this mean combat? :)

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Intimidate: 1d20 + 8 + 4 ⇒ (6) + 8 + 4 = 18
Nevermind, just saw Mincey was botted

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The Bots in the area respond badly when you fail to Intimidate the Hologram
This encounter reuses the map on slide 5
Krzysztofli's Initiative: 1d20 + 7 ⇒ (2) + 7 = 9
Mincey's Initiative : 1d20 + 6 ⇒ (1) + 6 = 7
Chrissy's Initiative : 1d20 + 5 ⇒ (13) + 5 = 18
George 09-23's Initiative: 1d20 + 6 ⇒ (9) + 6 = 15
Keskochu Ordox's Initiative: 1d20 + 1 ⇒ (4) + 1 = 5
Skirmisher Bot Blue's Initiative: 1d20 + 4 ⇒ (15) + 4 = 19
Skirmisher Bot Red's Initiative: 1d20 + 4 ⇒ (18) + 4 = 22
Hunter Killer Bot Yellow's Initiative: 1d20 + 2 ⇒ (19) + 2 = 21
Red Target selection: 1d5 ⇒ 4
Blue Target selection: 1d5 ⇒ 4
Red moves up and takes a shot at George 09-23
Autocannon attack: 1d20 + 9 ⇒ (1) + 9 = 10
Piercing damage: 1d8 + 1 ⇒ (3) + 1 = 4
Recoil: 1d4 ⇒ 2 squares
Yellow moves up and tries to drive a spike into Mincey
Spike attack: 1d20 + 12 ⇒ (6) + 12 = 18
Piercing damage plus trip: 1d8 + 7 ⇒ (4) + 7 = 11
Blue moves up and takes a shot at George 09-23
Autocannon attack: 1d20 + 9 ⇒ (13) + 9 = 22
Piercing damage: 1d8 + 1 ⇒ (1) + 1 = 2
Recoil: 1d4 ⇒ 2 squares
Alternative Dispute Resolution: Round 1
Bold may act
Skirmisher Bot Red - HP
Hunter Killer Bot Yellow - HP
Skirmisher Bot Blue - HP
Chrissy 54/54 HP
George 09-23 35/37 HP
Krzysztofli 58/58 HP
Mincey 27/38 HP
Keskochu Ordox 58/58 HP

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@GM ComputerPro82 - Is anyone Prone due to Trip and Recoil effects?

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I missed the Trip part of the attack, so here it is.
Free Trip attempt on Mincey with the Spike: 1d20 + 9 + 4 ⇒ (18) + 9 + 4 = 31
Mincey is Prone
Alternative Dispute Resolution: Round 1
Bold may act
Skirmisher Bot Red - HP
Hunter Killer Bot Yellow - HP
Skirmisher Bot Blue - HP
Chrissy 54/54 HP
George 09-23 35/37 HP
Krzysztofli 58/58 HP
Mincey 27/38 HP, Prone
Keskochu Ordox 58/58 HP

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"Dats 'nuff outta you!" Mincey says, springing to her feet.
Swift action to stand due to moxie!
She draws her blade and strikes at the robot in front of her.
Melee (survival knife) v yellow: 1d20 + 6 ⇒ (19) + 6 = 25
Damage (S): 1d4 + 1 ⇒ (1) + 1 = 2

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Physical Science, Archive to ID Yellow: 1d20 + 6 + 2 ⇒ (15) + 6 + 2 = 23
Krzysztofli scoots slightly to the side to get a clearer shot at the closer bot, drawing his pistol as he does so. A quick study of its movement pattern, then a pull of the trigger releases a jolt of electricity.
Sense Motive, Archive to Trick vs Yellow CR: 1d20 + 12 + 4 + 2 - 20 ⇒ (6) + 12 + 4 + 2 - 20 = 4
Arc Pistol vs Yellow EAC: 1d20 + 8 ⇒ (4) + 8 = 12 (FF EAC if Trick was successful)
Electric damage: 1d6 + 2 ⇒ (4) + 2 = 6
Possible Trick damage: 1d8 ⇒ 8

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Chrissy tries to surprise the red robot, but her aim doesn't find any weak spot.
Survival to trick: 1d20 + 11 ⇒ (1) + 11 = 12
Truth-sequence ember pistol: 1d20 + 6 ⇒ (13) + 6 = 19
piercing: 1d6 + 2 ⇒ (1) + 2 = 3