
Supers Duthuj |

Duthuj slides in through the doorway, checking the digital display of a comms worn on a tentacled limb.
"Ah, this is the right place after all," they announce.
They incline their head toward the vesk. "Hey, Khavarku." Noticing the skittermander, they raise their tentacles. "Veevee! What trouble have you got in store for us today?"

Spacefarer Redelia |

As a trusted strike team of an anti-Veskarium group, the Mrraheen, you’ve been on numerous missions to fight against the despotic Veskarium rule on Vesk-6. One of the Mrraheen’s most hated enemies is Shethris Nazriar, consul of the Vesk-6 region of Voyedris, known for his callousness and cruelty. The rebels have so far been unable to strike at him directly, but the Mrraheen recently acquired evidence linking Shethris to numerous illicit activities, from embezzlement to records falsification to multiple incidents of excessive force against citizens under his command. If this evidence was made public, Shethris would be removed from his position in disgrace and the Veskarium would be forced to appoint a different, hopefully less corrupt, official.
Spreading the information over the Veskarium-controlled infosphere without it being taken down immediately is all but impossible, so the Mrraheen have dispatched a team to infiltrate Comm Outpost 18. The outpost is a military communications facility in the remote jungles of Voyedris.
The mission is to reach Comm Outpost 18, enter the bunker facility and upload the evidence to the emergency planetary broadcast system. Once this is completed, you can escape and await the results of your action against the Veskarium.
OK, the adventure has you jump right in here. I need each of you to roll a stealth check for your approach to the communications facility.

Spacefarer Redelia |

Veevee remembers that now is the time she needs to begin broadcasting the group's adventure, with the current location scrambled for security.
After a few minutes of additional travel, your comms crackle to life as you spot the fortified fence of the compound ahead. Another rebel at the Mrraheen base, Vyrnandi, provides remote technical support for this mission.
The thick tree canopy provides scant protection against the afternoon sun, and the sound of birds echoes through the air. The voice of your colleague Vyrnandi crackles over the comms, as chipper as usual in spite of the mission’s gravity. "My scans say you’re just about there!" she exclaims. "No problems on the way, I hope?" Without waiting for a response, she continues. "Doesn’t look like your approach has been noticed. Unfortunately, we haven’t been able to get any intel on the area—information on these places is locked up tighter than a High Despot’s vault. We know it’s an underground bunker, with an entrance near the center of the compound. I’m sure it’s got external defenses though, so I recommend scouting around."
pause for any comments, questions, or conversation

Spacefarer Redelia |

A clearing ringed by thick jungle foliage lies just ahead, a metal fence surrounding the outer edge. Signs posted every several feet along the fence read, in both Vesk and Pahtra, “WARNING: Restricted Area. Authorized Veskarium personnel only. Use of deadly force permitted.” Beyond the fence, four large towers arranged in an oblong square pattern stretch toward the sky. The tops of the towers slowly rotate, seemingly scanning the area, as mechanisms within glint in the sunlight. Scattered clumps of trees and vines dot the clearing around the towers, offering some protection from sight between open stretches of grass. To the north a small stone building with a single metal door is barely visible through the greenery.

Supers Duthuj |

"Nice of you to ask, but nothing we couldn't handle," Duthuj replies to Vyrandi.
"Nice and careful, now," they say to Khavarku. "We'll keep them blind to our presence."
The ijtikri inspects the area for danger.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
To clarify, the small stone building is outside the fenced area?

Spacefarer Redelia |

You see some evidence of sensors and patrolling guards in the area.
Any of you who decided to scout can roll a sequence of five stealth checks and (if possible/if you choose) either a Life Science or Survival check. (to play this out in initiative as the scenario suggests would be painful in PbP; I'll make sure any ambiguity works reasonably to your benefit)

Supers Duthuj |

Stealth 1: 1d20 + 16 ⇒ (14) + 16 = 30
Stealth 2: 1d20 + 16 ⇒ (10) + 16 = 26
Stealth 3: 1d20 + 16 ⇒ (20) + 16 = 36
Stealth 4: 1d20 + 16 ⇒ (20) + 16 = 36
Stealth 5: 1d20 + 16 ⇒ (17) + 16 = 33
Survival: 1d20 + 12 ⇒ (20) + 12 = 32

Spacefarer Redelia |

botting Veevee:
stealth: 1d20 + 12 ⇒ (13) + 12 = 25
stealth: 1d20 + 12 ⇒ (11) + 12 = 23
stealth: 1d20 + 12 ⇒ (16) + 12 = 28
stealth: 1d20 + 12 ⇒ (9) + 12 = 21
stealth: 1d20 + 12 ⇒ (2) + 12 = 14
Duthuj is able to point out to everyone several vines that would attack you if you got too close, and several turrets that would shoot at you. You know that you could remotely hack the turrets if you want. There are also several patrols. You have moved forward a little to be able to see this first set of stealth rolls used
Now that you are in closer and have the general idea of what you are facing, what is your strategy?

Troobaldoo pregen |
"Maybe we could hack the towers so they won't shoot us then sneak around the guards and creepy vines? Then if the guards see us we can have the towers shoot them?" VeeVee is bobbing in place with impatience.

Supers Duthuj |

Sorry all. I made a post a few days ago but it seems to have fallen afoul of some nasty PBP nanobots.
"What's that? Giving me more work to do as usual, Veevee?" Duthuj jibes, pulling a datapad from their pack with a tentacled limb. "Don't even think about trying to tell me how to do my job."
The ijtikri swipes and taps the datapad screen. "Style and finesse first. Make us invisible to their turrets. If all goes well, we'll creep by and they won't even know we are here..."
Computers: 1d20 + 12 ⇒ (16) + 12 = 28

Spacefarer Redelia |

Duthuj is able to hack into the turrets. He notices that they are set up so that the presence of some sort of code emitting object tells them not to shoot at the bearer. He is easily able to switch them over to only attacking someone who has that object. The turrets immediately start shooting at the guard patrols, and quickly are able to take down all the patrolling guards.
You are then able to quickly and quietly make your way across to the bunker door.
An explosion of static crackles from the comm units, followed by a gruff male voice. “So you’re the members of the Mrraheen who stole my files. I know what you’re trying to do, but you’ll never make it past the outpost’s defenses. I’m feeling generous, so I’ll give you one chance: turn tail and run if you value your miserable lives.” Consul Shethris laughs as the comms fall silent.
The door into the bunker is locked, and it will take either computers or engineering to get it to open.

Supers Duthuj |

"A real comedian, huh?" Duthuj remarks as the comms cuts out. "Let's see if he's still laughing after we deliver our punchline."
Computers: 1d20 + 12 ⇒ (17) + 12 = 29

Spacefarer Redelia |

Duthuj unlocks the door, although it takes him about a minute.
The door leads to a square room, containing only an opening in the floor that leads to a 10-foot wide stairway, descending 20 feet below to another door.
“Good job handling all that!” Vrynandi exclaims from the comms. “I’ve been monitoring your progress on Veevee’s channel, and it seems like you’re generating a lot of buzz, so keep it up! I’ll go quiet for now so I don’t tip anyone in there off, but feel free to get in touch if you need anything. I’m happy to assist or advise.” She sighs wistfully. “Maybe I’ll get to go off support duty next time and get in on the action!”
The door at the bottom of the stairs opens onto a dimly-lit entryway. Another door directly across appears to lead into the rest of the bunker. The thick metal walls silence any sound from the world above, creating an eerie, hushed atmosphere. In the corner sits a desk containing a bulky computer, a chair pushed neatly in behind it.
Two strange, plush looking robots guard the doorway.
Duthuj: 1d20 + 10 ⇒ (9) + 10 = 19
Kavarku: 1d20 + 2 ⇒ (13) + 2 = 15
Syrelle: 1d20 + 4 ⇒ (11) + 4 = 15
Veevee: 1d20 + 4 ⇒ (4) + 4 = 8
robots: 1d20 + 2 ⇒ (14) + 2 = 16
Duthuj is up first.
Everyone please place your tokens just inside the doorway, at the bottom of the stairs.

Supers Duthuj |

Duthuj takes stock of the little room at the bottom of the stairs.
Are the robot guards reacting to our presence?
Perception, if required: 1d20 + 12 ⇒ (5) + 12 = 17

Supers Duthuj |

Sorry, more to the point, do the 'bots appear hostile?
To save us from delays waiting to go back-and-forth, I'll post options below...
Taking stock of the robot's guarding the doorway, Duthuj quickly reaches a decision.
If the robots don't seem hostile:
Duthuj runs a practiced eye over the robots, trying to glean any hint as their manufacture.
Identify Creature/Technology (Engineering): 1d20 + 12 ⇒ (12) + 12 = 24
Should the robots appear hostile:
Drawing their pistol, Duthuj moves to their right, blasting the yellow robot.
Pistol vs EAC: 1d20 + 7 ⇒ (12) + 7 = 19
Cold Damage: 1d6 + 2 ⇒ (6) + 2 = 8

Spacefarer Redelia |

Yes, the robots are clearly hostile.
Duthuj shoots yellow, damaging it.
The robots move forward, clearly trying to capture you.
Yellow slams into Duthuj.
attack: 1d20 + 12 ⇒ (16) + 12 = 28
damage: 1d8 + 7 ⇒ (8) + 7 = 15 nonlethal
Duthuj is grappled by the robot.
Red attacks Syrelle.
attack: 1d20 + 12 ⇒ (19) + 12 = 31
damage: 1d8 + 7 ⇒ (2) + 7 = 9 nonlethal
[Syrelle is also grappled.
The entire party is now up.

Supers Duthuj |

Wrapped in the robot's embrace, Duthuj relaxes, allowing their body to go limp. aLlowing gravity - and their flexible anatomy - do their job, Duthuj attempts to slip free.
Escape (Acrobatics) DC=Bot's KAC+10: 1d20 + 14 ⇒ (12) + 14 = 26
Standard Action
Should they wriggle free, Duthuj will move over near the computer desk.
(Does not provoke from yellow - Uncanny Mobility)

Spacefarer Redelia |

Syrelle is unable to escape, but Duthuj does.
The yellow robot moves back (guarded step) and then shoots at Syrelle.
attack: 1d20 + 10 ⇒ (2) + 10 = 12.
(miss, even with -2 to AC from grappled)
red tries to maintain its grip.
grapple: 1d20 + 12 ⇒ (8) + 12 = 20
nope, so Syrelle gets free.
The party is up.

Supers Duthuj |

Duthuj slinks around the room's perimeter, creeping behind the robots and attempting to catch them by surprise. (Yellow)
Trick attack (Stealth) DC20+CR: 1d20 + 17 ⇒ (5) + 17 = 22
Trick attack damage, if successful: 3d8 ⇒ (1, 8, 8) = 17
Pistol: 1d20 + 7 ⇒ (5) + 7 = 12
Cold damage: 1d6 + 2 ⇒ (5) + 2 = 7