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"I can't make heads or tails of it. I'd copy it so we can hand it in, but no network and I'm fresh out of cables compatible with ancient hobgoblin tech... port's probably corroded anyway. I don't know much about hardware. Any of you know how to hard-wire--oh yeah, there we go."

cmlobue |

The Starfinders are able to copy the data to their computers for later translation.
There doesn't seem to be anything else to find here. You can travel down the hallway to the west, visit the room to the direct south across the hallway, or travel further south through C7.

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While the others work with the computers, Nalo goes through the double doors and into the corridor. He looks right down the hall to the west, then turns left toward the door that had interested him before the team rested. He waits for the others before opening the door.
Drew a spline to show his route if it's important. Want to check the room south of his icon next.

cmlobue |

This room is both a kitchen and a storage space. Shelving has collapsed, spilling pots, pans and containers throughout the room. The room has a single door along the north wall.
Despite the destruction, you can tell that the kitchen has been used, if not recently.

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"Someone's been here, but I don't see anything interesting." The vesk wheels and follows his rifle to the west.

cmlobue |

Indeed you did.
As Nalotrunos approaches the door to the west, the walls begin to close in on him!
Jaws: 1d20 + 11 ⇒ (14) + 11 = 25
Piercing Damage: 2d6 ⇒ (4, 6) = 10
The vesk in pinned in place, and the walls are continuing to move in.
Now would be a good time to make Engineering checks to get him out. I assume you all moved with him, so don't need to to reach the trap, but you only get one round of actions each before Nalo gets pinched more.

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Oh now this is some rubbish here innit? We'll try and get you out....
Kerathi flies over and tries to fix things.
engineering: 1d20 + 12 ⇒ (12) + 12 = 24

cmlobue |

Kerathi frees Nalotrunos. In doing so, she notices that the walls to the south will also crush anyone who walks by.
Two more Engineering checks, one for each 5-foot square of hallway, if you want to move south safely.

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"I should probably learn how to deal with things like that at some point," says Elian.
For now, he hangs back and covers the others--though there doesn't seem to be anything to cover them from at the moment.

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Kerathi covers another engineering check for the south in case it's needed. (in particular if 18 is not enough...)
engineering: 1d20 + 12 ⇒ (19) + 12 = 31

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"They didn't want us to go that way. " Nalo gestures to the south along the trapped corridor. Then he returns to the intersection and squats again to meditate.
That went through my SP and 2 deep into HP. Rest 10 minutes to recover SP again.

cmlobue |

The Starfinders manage to disable all the traps on the hallway, then take a breather. There is a door to the west and and opening south in the formerly-trapped hallway, as well as doors to the west and south in the main hallway, and one south of the room where you entered.

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I agree, let's go where the traps were, or at least in that direction.

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"..are we looking for a prize? I think the records we already have are a pretty good find, even if they're not exciting yet since we can't read them.
"But, uh, no objections. ...you go first."

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Thanks, Z, but not now. He's down only 2 hp. I just have to watch his SP and RP.
Nalo stares at the human operative. "Courage and glory." The vesk follows his rifle down the trapped hallway to the south.
Moved Nalo on the map. What's in the new room?

cmlobue |

Weapon racks line the walls of this room. Two mannequins wearing armor stand at the east and west sides of the room. Several storage lockers stand behind the armored mannequins. A small hallway to the north is the room’s only entry and exit point.
Among the timeworn gear, you find microgoggles, a suit of regimental dress I, a reinforced EVA suit II, a recovery aegis and a holographic sashimono that displays the image of a black helmet.

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Nalo nods approvingly. "A useful room, but hardly worth traps to keep us out. Maybe there's something more valuable hidden here."
Perception: 1d20 ⇒ 14

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"Well, back when people were using this space, the trap didn't need to keep intruders out by itself. It just needed to slow them down and alert the occupants. You don't want enemies getting into your armory."

cmlobue |

Nalo does not find anything else of interest, unless he is interested in archaic armor that would need extensive repairs to be usable.

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Into the large square rooms then?

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"Yes, onwards. I will return for that armor."
Oh, he's interested.
The vesk takes a few steps toward the door, then turns around to look at the armor again.
can I grab it for use right now?

cmlobue |

Unless you are unarmored, the unnamed archaic armor will provide you with less protection. The regimental dress and EVA suit can be used and function normally.
Bunk beds hold half-decayed mattresses. Storage chests stands open and empty at the foot of each bunk bed. The room has a single door in the east wall.
which rests a small obsidian statue of a winged horse.

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Perception: 1d20 + 6 ⇒ (16) + 6 = 22
"Empty foot lockers. So the occupants did leave on purpose, with time to pack. Nothing castroph--oh hey."
Elian opens the hidden panel. "Nobody claimed this, though. Weird thing to hide. Magical, maybe? Any ideas?" He holds up a small obsidian statue of a winged horse.

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"You have good eyes there Elian! I have seen a picture of that figurine before. He is General Susumu, also known as the "Black Daimyo", a deity from Golarion." Telgan said as he checked the aura for any trace of magic.
Mysticism: 1d20 + 4 ⇒ (20) + 4 = 24
Detect magic

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ha. I wanted to try the regimental dress since no one else took an interest.Nali will pile the other loot into his pack for party use. Except the other armor, we'll come back for that.
["They worshipped winged horses on Golarion? "
Nalo catches up after lagging behind to don the new found armor.

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"No, that was the symbol associated with him if I remember right." Telgan said. "His followers would display a black winged horse as a symbol of their faith. He was a war god of the Tian-Xia area on Golarion. He was more of personal glory in battle. Organized Evil would be a good description."

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The little room between c1 and c7 please.
With its bold colors, the regimental dress is a real contrast to Nalo's own worn and drab armor. The vesk fairly staggers as he leads the way down the main hall.

cmlobue |

It's actually a hallway that no slightly squished solarian would randomly walk into without checking first, right?

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You, sir, are a gentleman.
Call it Vesk-sense or Nalo-tingle, something in Nalo's basal ganglia doesn't feel right. He looks around suspiciously.
perception: 1d20 + 0 ⇒ (16) + 0 = 16

cmlobue |

Nalo's basal ganglia don't see anything specifically wrong, but he still holds position rather than walking back toward the entrance.

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Kerathi moves in and tries to look around.
perception: 1d20 + 8 ⇒ (8) + 8 = 16

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"Great! Let's check it out then."
With complete confidence, Elian moves carefully forward to take a look. "I know we're not too worried about the time, but we aren't not on a clock here."

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perception: 1d20 + 0 ⇒ (12) + 0 = 12
Nalo looks over the doorway, then pushes it open.
It's the new and improved cautious Nalo! Looking at the room west of his position.

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Kerathi cautiously inches up....

cmlobue |

Smashed computer banks line this broad chamber and wires have been ripped out of the ceiling. A raised platform in the back holds a headless statue with strange, dark crystals in its hands. A throne made from lashed-together computer parts sits in front of the statue. The platform has been dug up in places, mimicking hilly terrain. Puppets made from scrap are everywhere, positioned as if in battle. A double door is set in the east wall.
Inside are a red-skinned humanoid and two small quadrupeds that look like spiky wolves. None of them seem happy to see you.
”Telgan Initiative”: 1d20 + 2 ⇒ (14) + 2 = 16
”Kerathi Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Elian Initiative”: 1d20 + 4 ⇒ (13) + 4 = 17
”Nalotrunos Initiative”: 1d20 + 1 ⇒ (4) + 1 = 5
”Red Initiative”: 1d20 + 5 ⇒ (5) + 5 = 10
”Green Initiative”: 1d20 + 4 ⇒ (8) + 4 = 12
”Blue Initiative”: 1d20 + 4 ⇒ (15) + 4 = 19
One of the quadrupeds moves forward and snaps at Nalotrunos.
Bite: 1d20 + 6 ⇒ (8) + 6 = 14
Piercing Damage: 1d6 + 3 ⇒ (3) + 3 = 6
Round 1 - bolded may go
Blue
Elian
Telgan
Zarzucket
Kerathi
Green
Red
Nalotrunos