
![]() |

Let me see what the old doctor knows about finding the lesser used paths in a place like this.
Survival: 1d20 + 17 ⇒ (18) + 17 = 35

AbadarCorp Entertainment |

Brock tries his best to pull of the Jinsul armor look, while Drei and Melisende try to find a less busy path. The group draws some strange looks, and somebody whispers something, but no action is taken so far.
Praise Dhurus! A group of fanatical worshippers block the way All hail the master of conquest!
It looks like passing this group is not trivial.
You can sneak by the jinsuls (an Average Stealth check), bully their way past them (a Hard Intimidate check, reduced to Average if the PC speaks Jinsul), or nonchalantly bypass them by pretending to do other work (an Average Profession check for any type of tech job).

![]() |
Meglos speaks Jinsul
"Fools, are you not aware of who you are blocking from advancing. I bring news of victories from the battlefield and you block the passage of one of the most holiest of Dhurus's servants. Move to the side now and I will not report your blasphemies!"
Meglos while not as gifted in intimidation as others is no slouch either
intimidation check: 1d20 + 18 ⇒ (11) + 18 = 29

![]() |

Kneepuncher does not speak Jinsul, but he does speak "encased in a large amount of deadly steel, and that should be enough to lend some gravitas to Meglos' words.
Intimidate, Aid Another: 1d20 + 14 ⇒ (2) + 14 = 16

AbadarCorp Entertainment |

Meglos startles the zealots a bit while Drei takes for the walls. Did someone spot him?
---
Stealth
Intimidate
Profession
---
Meglos (Itm 29 + 2)
Kneepuncher (Aid another Itm - Success)
Drei (Stealth 29)
Mel
Brock
---

![]() |

Mel glares at the jinsuls and lets out a small psychic scream at them to get them to understand her threat despite not knowing how to speak their tongue.
Intimidate w/ aid another: 1d20 + 16 + 2 ⇒ (5) + 16 + 2 = 23

![]() |

I also speak jinsul. Looks like I can't try Intimidate and we already cleared it ... I'll cross my fingers that "Corporate Professional" counts as a tech job, I guess.
Brock moves through, looking like an executive on his way to an important meeting. A jinsul executive, perhaps?
Profession (Corporate Professional): 1d20 + 6 ⇒ (14) + 6 = 20

AbadarCorp Entertainment |

With a mix of bluster and stealth the group makes it past the priests, though one of them quickly scurries off in the direction of some security forces once the group is past!
The group comes up to the tower’s entrance, where security guards are on duty, automated the doors are automated.
The group can break in through a back door (a Hard Engineering check), distract the guards (a Hard Bluff check), or steal a key card (an Average Sleight of Hand check).
---
Engineering
Bluff
Sleight of Hand
---
Meglos
Kneepuncher
Drei
Mel
Brock
---

![]() |

Like most of his race, Meglos is fairly good at lying to people or telling them what they want to hear
Moving up to the guards " Fellow acolytes I witnessed some suspicious actions just earlier. A Priest did not greet me with the required greeting AND he seemed to have recording equipment on him. He ran off away from his fellows after I saw him. If you move now , you might catch him and you can prove your devotion to Dhurus!"
Graviton sidreal boosted Bluff: 1d20 + 20 ⇒ (5) + 20 = 251d6 ⇒ 2

![]() |

Kneepuncher takes a look at the automated doors. "This is going to take too long and be too loud for me to simply bash down. Lend me a hand?"

![]() |

The only one of these I have is Engineering so I'll just roll another one on my own since I can't help the one we haven't rolled yet.
"Okay let's see what's going on back here with the doors..."
Engineering: 1d20 + 15 ⇒ (1) + 15 = 16

AbadarCorp Entertainment |

That was a close call! The group nearly draws the attention of security at they get in, but ultimately manage to get in. It's now a matter of quickly reaching the control center.
You can scale the stairways (a Hard Acrobatics or Athletics check) or find a shortcut (a Hard Perception check).

![]() |

Meglos Looks up the Stairwell and winces.
Not Sure if this is going to work here but if so I have
Gravity Boost:
You can increase or reduce the gravitational attraction between yourself and the terrain around you. You can add a bonus equal to one-third your solarian level (minimum +1) to Athletics checks to climb, jump, or swim as part of the action you take to attempt the skill check. In addition, as a reaction when you are falling, you can reduce the falling damage you take by half. At 6th level, you can move along vertical surfaces and even upside down along ceilings for 1 round. This functions as spider climb, but it leaves your hands free and you can also run. You must end your movement on a surface that can support you normally. If you end your movement while you are standing on a vertical surface or ceiling, you fall unless you succeed at an Athletics check to climb to remain in position.
It works out at +4. Not sure if this is considered climbing.. if not thats cool. It is not factored into the roll below
Athletics: 1d20 + 20 ⇒ (18) + 20 = 38

AbadarCorp Entertainment |

This is definitely the kind of circumstance where that feature is supposed to work! It's cool and I'll allow it, not that you really need it with that roll.

![]() |

Brock glances up at the control tower and begins racing up the stairs.
I have jump jets, and will use those judiciously as needed if they can help get up the stairs more quickly.
Athletics: 1d20 + 16 ⇒ (16) + 16 = 32

![]() |

Kneepuncher charges up the stairs, barely touching the floor. In fact, he is not touching the floor at all!
Athletics: 1d20 + 15 ⇒ (10) + 15 = 25
Kneepuncher's suit flies, if that helps.

AbadarCorp Entertainment |

With the use of jetpacks and gravity manipulation, the group manages to get up to the control center. It's not exactly subtle - jet engine are loud! - but it gets the job done.
All that remains now is hacking into the mainframe. Easy job, right?
They can hack the computer (a Hard Computers check), eject and steal a starship data log (a Hard Piloting check), or connect the dots from some adjacent documents detailing supply transportation (a Hard Sense Motive check).

![]() |

"You're up," Kneepuncher says to his companion.

![]() |

Brock begins reviewing the supply records. He mumbles, "You'd expect a more efficient system from these guys..."
Sense Motive w/ Expertise: 1d20 + 6 + 1d6 ⇒ (2) + 6 + (3) = 11
Ack. I was going to remind you that I knew jinsul if that helped with the supply records, but doesn't matter with a roll like that.

![]() |

Mel takes a seat and starts flicking switches and clicking through files until she gets into the starship data which are files she might actually know how to decipher.
Piloting: 1d20 + 18 ⇒ (16) + 18 = 34
"Thank goodness all the starships in the galaxy are extremely standardized even out here in the Scoured Stars."

AbadarCorp Entertainment |

While searching the mainframe, Corporal Melisende not only finds some relevant data, but also receives an encrypted aid package from Celita. The message reads We've located an escape path for you. You'll also find we have some assistance ready for you, in case you run into trouble.
You have received an aid token (see Handouts). You can use it in this encounter, or boost it and pass it onto another table. As a general hint, I wouldn't hold onto it for too long, so that other tables can use it as well!

![]() |

Computers: 1d20 + 15 ⇒ (16) + 15 = 31
Drei silently moves up to the computers and begins to extract information to his personal computer. He flits quickly through the screens as if he knew Jinsul. (..because he does..)

![]() |
Looking over Brock's shoulder, Meglos attempts to examine the same record hoping to see some connections
sense motive: 1d20 + 14 ⇒ (8) + 14 = 22

AbadarCorp Entertainment |

Extraction success! The group gets their hands on some invaluable intelligence data, just before the alarms sound! There is just enough time to escape through a long corridor, leading to the tower's docking bay. Unfortunately, jinsul security forces are right on your tail, and it looks like you just didn't buy yourselves enough time, as the group draws some gunfire
Could've been a lot worse, though
Draw gunfire: 10d4 ⇒ (2, 1, 1, 2, 2, 2, 3, 3, 4, 4) = 24
Celita comes in over the comms I'm locking that bay door behind you, that should hold the security forces out for a while.
Having the jinsuls locked outside is a relief, for sure, but didn't take into account the three nasty scorpion-like security robots that are waiting inside...
Enemy: 1d20 + 4 ⇒ (1) + 4 = 5
Meglos: 1d20 + 3 ⇒ (9) + 3 = 12
Drei: 1d20 + 11 ⇒ (4) + 11 = 15
Mel: 1d20 + 6 ⇒ (15) + 6 = 21
Brock: 1d20 + 6 ⇒ (14) + 6 = 20
KneePuncher: 1d20 + 3 ⇒ (17) + 3 = 20
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy
Enemy
Enemy
---

![]() |
Meglos starts to flare with the photon (1) as he runs towards the red robot manifesting his Magnetar Mace as he moves and tries to deliver a solid hit to the Robot's frame.
I have Coordinated Shot if anyone is shooting at Red its +1 to attack
Magnetar Mace vs KAC, Bludgeoning: 1d20 + 20 ⇒ (4) + 20 = 246d6 + 26 ⇒ (2, 6, 4, 3, 1, 1) + 26 = 43

![]() |

Kneepuncher charges toward the orange robot.
2 Entropy

AbadarCorp Entertainment |

Kneepuncher and Meglos rush in, and the latter deals a heavy blow to the security robot, giving it a good dent.
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (43)
Enemy
Enemy
---

![]() |

Mel runs across the area trying to set up a good line on the enemies, but not quite having the time to get down there so she takes one shot at the orange robot in the meantime.
"Just uhhh make those robots stay still for a minute and I'll do something more effective then... probably." She shouts to her two fighting companions, before firing her shot.
Aphelion Artillery Laser vs Orange EAC: 1d20 + 17 ⇒ (2) + 17 = 19
Fire Damage: 3d8 + 9 ⇒ (3, 6, 3) + 9 = 21 (penetrating 9)

![]() |

Drei sets his feet as a sniper rifle appears in his hands. He kicks open the bipod on it as he aims and releases a shot at the Corporal's target.
pew vs kac: 1d20 + 16 + 1 ⇒ (18) + 16 + 1 = 35
piercing: 3d6 + 16 ⇒ (6, 6, 4) + 16 = 32
these shots ignore up to 4 bonus ac from cover; this includes deadly aim as well

posthuman |
A jinsul captive revealed that we have a traitor in our midst! A double-agent has been feeding sensitive information to the jinsul data center on Agillae-4. We need Starfinders adept at hunting fugitives to track this turncoat down and stop them from leaking any other valuable data.
Table GMs, the Captive Interview mission is closed, and the Stop the Mole mission in Part 2 is now unlocked.

![]() |

Brock fires his jump jets. As he lands, a handaxe springs from the quick-release sheath in his armor into his hand, and he hurls it at the red droid.
Returning handaxe attack vs. Red's KAC: 1d20 + 15 ⇒ (15) + 15 = 30
Returning handaxe damage (slashing): 1d4 + 15 ⇒ (1) + 15 = 16

AbadarCorp Entertainment |

That's right! You uncovered the mole thanks to your 'interview' of the Jinsul, and in a next mission you could try to catch him!
Mel points out the orange robot with artillery fire, but these things are hard to hit. A sniper rifle seems to be much better suited, as Drei... demonstrates, blasting straight through the robot's armor and knocking out a telemetry chip.
Brock increases the damage on the red robot, which lets out a bit of smoke. The two robots facing Meglos and Kneepuncher attack viciously, but only manage to scratch some armor. The flying Brock takes a hit from a sonic blast, though.
Pincer Blade, Kneepuncher: 1d20 + 21 ⇒ (7) + 21 = 282d10 + 15 ⇒ (3, 1) + 15 = 19
Pincer Blade, Meglos: 1d20 + 21 ⇒ (3) + 21 = 242d10 + 15 ⇒ (10, 10) + 15 = 35
Integrated Sonic Rifle, Brock: 1d20 + 18 ⇒ (13) + 18 = 312d10 + 9 ⇒ (2, 8) + 9 = 19
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (59)
Enemy - Orange (32)
Enemy
---

![]() |
Meglos starts to crackle with light as the energy increases (Attunement 2)
Meglos then tries to club the Robot down and then in the same motion bring the mace back up into its torso (Flashing Strikes -Full Attack)
Magnetar Mace Attack 1, Bludgeoning Damage vs KAC: 1d20 + 17 ⇒ (16) + 17 = 336d6 + 26 ⇒ (6, 3, 5, 5, 2, 5) + 26 = 52
Magnetar Mace Attack 2, Bludgeoning Damage vs KAC: 1d20 + 17 ⇒ (8) + 17 = 256d6 + 26 ⇒ (3, 2, 3, 5, 5, 2) + 26 = 46
Continues to provide Coordinate Shot on Red with +1

![]() |

Drei sets his sniper rifle with a kneel and fires a shot at the same one as last time.
pew vs kac: 1d20 + 16 ⇒ (14) + 16 = 30
piercing: 3d6 + 16 ⇒ (3, 3, 3) + 16 = 25
these shots ignore up to 4 bonus ac from cover; this includes deadly aim as well

![]() |

Orange needs to be turned into juice.
Entropic Strike: 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 6, 6) + 15 = 31 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (17) + 16 = 33 vs. {10 + Intimidate} or {15 + 1½ × CR}
Entropic Strike: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (1, 2, 3) + 15 = 21 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (5) + 16 = 21 vs. {10 + Intimidate} or {15 + 1½ × CR}
Success on the Intimidate makes the creature off-target when attacking anyone but me until my next turn.
Entropy 3

![]() |

Brock catches the returning handaxe as it flies into his hand. He leaps again, clearing a set of cubicles and desks, and lands next to the blue one. As he comes down, he lets go of the axe, which falls to the ground ... but shimmering into his hands is the paramagnetic storm hammer, which he holds firmly to smash into the blue droid as he comes down.
paramagnetic storm hammer attack vs. KAC: 1d20 + 15 ⇒ (8) + 15 = 23
paramagnetic storm hammer damage (bludgeoning/electric): 3d6 + 18 ⇒ (2, 3, 5) + 18 = 28

AbadarCorp Entertainment |

There are very few robots whose engineering specifications tolerate multiple impacts of the Meglos puts down, and this Jinsul make isn't one of them. With two well-aimed striked, the robot is reduced to scrap components.
Drei shoots at the same target again, and blasts another hole in the robot's armor. Vs Orange
Kneepuncher then focuses all his might, and strike the orange robot again and again, softening it up, but not taking it out completely.
Brock tries to dent the last robot, but his hammer just bounces of an armor plate without much effect.
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (DOWN)
Enemy - Orange (109)
Enemy - Blue (0)
---

![]() |

I THINK from my position I can get blue and orange in a 45ft line without hitting my friends with one of those weird stair segmented line shapes.
Mel moves herself into position, then changes the dial on her armor to instead fire an electrical beam at the two robotic enemies, trying to overload their systems.
Aurora Anacite Ion Cannon vs Blue and Red EAC: 1d20 + 16 ⇒ (12) + 16 = 28
Electricity: 2d10 + 9 ⇒ (6, 2) + 9 = 17 with the Lockdown property so it disables a construct instead of destroying it but that basically never makes a difference, really.

AbadarCorp Entertainment |

Yeah, I think it's possible too. I can draw a through the two without hitting anyone else, so good for me
The Corporal blasts the two remaining constructs, giving them a good jolt of the ion cannon.
The construct in front of Kneepuncher is smoking heavily, but that doesn't stop it from trying to pinch the mecha. The sound of bent metal fills the room as it cuts through armor like a hedge clipper.
Pincer, Kneepuncher: 1d20 + 21 ⇒ (20) + 21 = 412d10 + 15 ⇒ (2, 2) + 15 = 19
Crit: 2d10 + 15 ⇒ (4, 3) + 15 = 22
Brock is much luckier, avoiding the pincer altogether.
Pincer, Brock: 1d20 + 21 ⇒ (2) + 21 = 232d10 + 15 ⇒ (7, 3) + 15 = 25
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (DOWN)
Enemy - Orange (126)
Enemy - Blue (17)
---

![]() |

Spending 1 EP to reduce damage by 9.
There is no orange robot.
Entropic Strike: 1d20 + 14 - 2 ⇒ (17) + 14 - 2 = 29 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (6, 6, 6) + 15 = 33 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (11) + 16 = 27 vs. {10 + Intimidate} or {15 + 1½ × CR}
Entropic Strike: 1d20 + 14 - 2 ⇒ (5) + 14 - 2 = 17 vs. EAC
Acid and Bludgeoning Damage: 3d6 + 15 ⇒ (4, 4, 4) + 15 = 27 (force, magic, operative; critical knockdown)
Intimidate: 1d20 + 16 ⇒ (6) + 16 = 22 vs. {10 + Intimidate} or {15 + 1½ × CR}
Success on the Intimidate check makes the target off-target against anyone other than me until my next turn.
If the first attack is a KO, I'd like to move to the indicated spot after if allowed. I've had GMs rule both ways on whether a full attack commits you to two swings or if you could move if you had no targets after the first.
2 Entropy

AbadarCorp Entertainment |

Kneepuncher makes sure there is no longer an orange robot - only a buckled husk, bent under the force of his entropic strike.
---
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (DOWN)
Enemy - Orange (DOWN)
Enemy - Blue (17)
---

![]() |

"Well now you're all in the way of my shot..." Mel says a little annoyed as she rushes up around Kneepuncher's very armored right flank and tries to line up a shot on the remaining robot.
Aphelion Artillery laser vs Blue EAC: 1d20 + 17 ⇒ (3) + 17 = 20
Fire: 3d8 + 9 ⇒ (8, 7, 1) + 9 = 25

![]() |
Meglos hits attunement 3 and his solar acceleration zenith kicks in giving kneepuncher.. just and Brock ( only two within 30:ft of me) HASTE!.
Meglos then moves to flank the robot with kneepuncher and now makes full flashing strikes as a standard action ( have not included any flanking bonuses)
Magnetar mace, flanking attack 1: 1d20 + 17 ⇒ (6) + 17 = 236d6 + 26 ⇒ (3, 3, 2, 5, 1, 2) + 26 = 42
Magnetar mace, flanking attack 2: 1d20 + 17 ⇒ (14) + 17 = 316d6 + 26 ⇒ (6, 6, 2, 6, 5, 5) + 26 = 56
(Have a turquoise cube if I miss by one which I would activate )

AbadarCorp Entertainment |

The Corporal has an almost impossible angle on the Jinsul robot and misses, upon which Meglos activates his turqoise cube and strikes hard twice. The robot is still up, but only barely...
--
Mel
Kneepuncher
Brock
Drei
Meglos
---
Enemy - Red (DOWN)
Enemy - Orange (DOWN)
Enemy - Blue (115)
---