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Maverick activates the laser sight on his semi-auto pistol, but keeps it holstered as he has a look around.
Perception: 1d20 + 23 ⇒ (16) + 23 = 39

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Perception: 1d20 + 24 ⇒ (1) + 24 = 25

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The neighborhood looks to be well-kempt, and Felthaum's lot is no exception. The group soon sees some neighbours walking about Howdie there, citizens. I haven't seen you before. How are you enjoying this neighborhood?
If you interact, please roll a diplomacy check

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Getting nothing from her drone or through the maintenance robots, Neroo approaches
Greeting citizen! Yes, this is a lovely neighborhood! But we are only passing by. In fact, may be you could help us? As you can see, we are not local, but I know that one of my old friend is living there, I don't know exactly where, but we had a long time awaited meeting in one bar downtown but he hasn't showed up neither answering my call, which is quite unusual for him!
May be you know him? Felthaum Pixilu?
Diplomacy: 1d20 + 24 + 1d6 ⇒ (18) + 24 + (4) = 46

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Do I know Felthaum! Quite the model neighbour, as you can see he keeps his property in good order despite being absent. Very charming, we really miss him at the neighbourhood parties, he hasn't attended in several months! He is quite the lively conversationalist. If you see him, tell him I still owe him some debates when he gets back!

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Maverick listens closely to how the neighbors respond to Katrina.

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No, he's been away for months, I'm not sure where he is.
Do you want to search his house?

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Good citizen, may be you have a spare key that you could lend us? I'm sure it's nothing but his absence to our rendez-vous is quite unusual. I would like to make sure nothing bad happened to him! If you want, you can come with us to check.
I have myself a digital key, that he gave me some time ago in case of emergency, but I don't want to look suspicious to this lovely neighborhood!
Diplomacy: 1d20 + 24 + 1d6 ⇒ (9) + 24 + (2) = 35

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Maverick prepares to search the house as soon as Neroo assures the neighbors.

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Of course, Citizen, everyone would be watching of course, we're a very vigilant neighbourhood, as decreed by the empire! the neighbor says with a hint of fanaticism. Let me guide you to the front door, and everybody will know everything is alright.
And so the neighbor does, and he even helpfully opens up the door. The neighbor doesn't stick around for long enough to see that the inside of the apartment has been completely turned over, and everything of use has been taken.
There's a hidden compartment under Felthaum’s bed. The compartment contains a cache of travel documents, additional IDs, credsticks, supplies, and some weapons: a rocket lightning pistol.
There's also an abstract painting of a bottle of wine, with a border of strange cyphers.
Culture and/or Sense Motive to know more
There are also more some books and puzzles scattered about Felthaum’s bedroom, which contain highlighted passages and codewords that - to the trained eye - look like Starfinder cyphers.
Culture or Mysticism to decipher

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With the neighbor out of the way, Deep Blue searches the room...
Perception: 1d20 + 23 ⇒ (11) + 23 = 34.
...and easily finds the secret compartment hidden under the bed.
He then moves on to attempt to interpret the cypher in the border of the painting...
Culture: 1d20 + 23 ⇒ (2) + 23 = 25.
Sense Motive: 1d20 + 23 ⇒ (13) + 23 = 36.
...and then takes a crack at interpreting the hidden meaning in the assorted books and puzzles scattered around the room.
Mysticism: 1d20 + 23 ⇒ (19) + 23 = 42.

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Perception: 1d20 + 21 ⇒ (6) + 21 = 27
Before Neroo could says anything, Deep Blue find the secret compartment under the bed.
Looking at the painting and at the books, she tries to understand what was going on.
Culture (painted bottle): 1d20 + 28 ⇒ (7) + 28 = 35 +4 RK with Library Chip
Culture (Decipher): 1d20 + 28 ⇒ (8) + 28 = 36

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Perception: 1d20 + 25 ⇒ (9) + 25 = 34
Hmm...
Sense Motive: 1d20 + 23 ⇒ (9) + 23 = 32

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Perception: 1d20 + 23 ⇒ (14) + 23 = 37
Culture: 1d20 + 17 ⇒ (12) + 17 = 29
Mysticism: 1d20 + 18 ⇒ (5) + 18 = 23
Maverick also spots the secret compartment.

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The ciphers around the painting translate to form a phrase. It says, “Ghwenti Ghanti—I eat grapes on the hills, I like drapes and frills.” With cyphers typical of the Society, this would be someone’s name followed by a secret passphrase.
The other code is a lot harder to decipher, but eventually Deep Blue crack it: it looks like Felthaum was researching a Lissalan cult called the Seven Stars. He notes that the cult is a great danger to the Pact Worlds, but doesn’t mention the nature of the threat. There's also a hidden, mostly empty note about something called the “Sihedron Guard,” though the note raises many questions without providing any answers.
Suddenly, four sleek, gunmetal gray robots burst into Felthaum’s home, coming to an abrupt halt as they survey the interior. There is a loud click from each as their chassis opens and lifts, transforming into hulking bipedal robots. “Your lack of compliance has been noted. Pacify intruders,” they say flatly as they trudge forward.
Neroo: 1d20 + 4 ⇒ (15) + 4 = 19
Carlos (DISADV): 1d20 + 5 ⇒ (11) + 5 = 16
Carlos (DISADV): 1d20 + 5 ⇒ (10) + 5 = 15
Maverick: 1d20 + 14 ⇒ (20) + 14 = 34
Katrina: 1d20 + 11 ⇒ (1) + 11 = 12
Roque: 1d20 + 14 ⇒ (15) + 14 = 29
Deep Blue: 1d20 + 15 ⇒ (18) + 15 = 33
robots: 1d20 + 5 ⇒ (18) + 5 = 23
---
Maverick
Deep Blue
Roque
---
Robot
Robot
Robot
Robot
---
Neroo
Carlos
Katrina
---

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Roquefort dives out of the way and starts blasting!
Vs red
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 ⇒ (12) + 16 = 28 FF EAC
Damage 2d4 + 5 + 6d8 ⇒ (4, 4) + 5 + (8, 7, 2, 1, 1, 5) = 37 F
+Flat footed to everyone

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Deep Blue opens fire upon Red.
Trick Attack - 'Take 10' = CR 21 or less. Off-Target for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 16 ⇒ (20) + 16 = 36, for 2d6 + 10 + 12d8 ⇒ (2, 3) + 10 + (6, 3, 1, 8, 8, 2, 3, 8, 3, 3, 2, 4) = 66 Electricity damage.

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Maverick, draws his semi-auto pistol and fires off an explosive round at red. He then repositions next to Roquefort. Shot on the Run
"Take them out one at a time or we are fish in a barrel."
Take 10 Acrobatics (Debilitating Trick) Hampering Shot 10+26=36 For your debilitating trick, you can reduce your target’s speeds by half and prevent it from using the guarded step action until the beginning of your next turn.
Semi Auto Pistol vs. Red KAC: 1d20 + 17 ⇒ (7) + 17 = 24
Piercing/Fire Damage: 4d6 + 6 ⇒ (6, 5, 3, 1) + 6 = 21
Trick Attack Piercing/Fire Damage: 7d8 ⇒ (5, 7, 4, 5, 1, 3, 4) = 29

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Roquefort blasts a hole in the robot, and Deep Blue demonstrates to high effectiveness what kind of damage an electrical blast can do on a robotic construct like this. When Maverick hits the sparkling robot, its servos just overload, and it grinds to a halt.
Pacify, pacify the robots rebeat as they shoot nerve-suppressing beams
Numbing Beam, NL vs Roque: 1d20 + 19 ⇒ (2) + 19 = 213d6 + 10 ⇒ (5, 1, 6) + 10 = 22
Numbing Beam, NL vs Carlos: 1d20 + 19 ⇒ (10) + 19 = 293d6 + 10 ⇒ (6, 4, 2) + 10 = 22
Numbing Beam, NL vs Carlos: 1d20 + 19 ⇒ (10) + 19 = 293d6 + 10 ⇒ (3, 1, 2) + 10 = 16
--- (Round 1)
Neroo
Carlos
Katrina
--- (Round 2)
Maverick
Deep Blue
Roque
------
Robot
Robot
Robot
---

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Satisfied that Red has been junked, Deep Blue fires upon Blue.
Trick Attack - 'Take 10' = CR 21 or less. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 16 ⇒ (8) + 16 = 24, for 1d6 + 5 + 6d8 ⇒ (2) + 5 + (3, 5, 7, 3, 1, 7) = 33 Electricity damage.

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Neroo
Neroo moves away from the robots and points at the one at her right Blue and says Get'Em!
Everyone has +1 moral bonus (except if immune to mental effect) to attack blue
Then, her drone follows her and shoots at blue.
Drone
Plasma Caster, White Star: 1d20 + 14 ⇒ (8) + 14 = 22
Damages, F&E: 3d10 + 12 ⇒ (7, 6, 1) + 12 = 26

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"They're to close for missiles, I'm switching to guns," Maverick says as he unloads a barrage of explosive rounds at the blue robot.
Semi-Auto Pistol + Get 'Em vs. Blue KAC: 1d20 + 17 + 1 - 4 ⇒ (3) + 17 + 1 - 4 = 17
Piercing/Fire Damage: 4d6 + 6 ⇒ (6, 3, 2, 3) + 6 = 20
Semi-Auto Pistol + Get 'Em vs. Blue KAC: 1d20 + 17 + 1 - 4 ⇒ (14) + 17 + 1 - 4 = 28
Piercing/Fire Damage: 4d6 + 6 ⇒ (1, 2, 1, 2) + 6 = 12
Semi-Auto Pistol + Get 'Em vs. Blue KAC: 1d20 + 17 + 1 - 4 ⇒ (5) + 17 + 1 - 4 = 19
Piercing/Fire Damage: 4d6 + 6 ⇒ (4, 5, 5, 4) + 6 = 24
Semi-Auto Pistol + Get 'Em vs. Blue KAC: 1d20 + 17 + 1 - 4 ⇒ (3) + 17 + 1 - 4 = 17
Piercing/Fire Damage: 4d6 + 6 ⇒ (3, 1, 3, 2) + 6 = 15

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Roquefort swaps onto the new designated target!
Vs Blue
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 + 1 ⇒ (3) + 16 + 1 = 20 FF EAC
Damage 2d4 + 5 + 6d8 ⇒ (1, 4) + 5 + (2, 1, 1, 8, 1, 4) = 27 F
+Flat footed to everyone

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It hurts. But it doesn't hurt enough. Try harder.
The figure in yellow opens the violin case and takes out a sniper rifle, which he assembles from two parts into one in a single movement with an unpleasant metallic click.
Now it's my turn.
Called Nullifying Rift Rifle: 1d20 + 14 + 1 ⇒ (16) + 14 + 1 = 313d10 + 12 ⇒ (2, 6, 4) + 12 = 24 - Slashing dmg vs EAC | Force effect | VS BLUE

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Katrina goes for Blue with an UW Pilot Handcoil while diving for cover.
Take 10 for 37 trick
uph: 1d20 + 16 + 1 ⇒ (7) + 16 + 1 = 24 electricity: 2d8 + 6 ⇒ (4, 4) + 6 = 14
trick damage: 6d8 ⇒ (6, 3, 4, 6, 8, 1) = 28

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Deep Blue lands another crackling shot on the robot, which ignores Neroo's shouts and even minutely dodges the reality star's shot. Maverick sprays, missing mostly, but still landing a hit, which cannot be said for Roquefort. Carlos then softens the robot up enough for Katrina to finish it off.
Resistance detected the orange robot speaks as blue explodes, and the duo unload once more on Carlos
Numbing Beam, NL vs Carlos: 1d20 + 19 ⇒ (16) + 19 = 353d6 + 10 ⇒ (6, 2, 2) + 10 = 20
Numbing Beam, NL vs Carlos: 1d20 + 19 ⇒ (3) + 19 = 223d6 + 10 ⇒ (1, 1, 2) + 10 = 14
--- (Round 2)
Neroo
Carlos
Katrina
--- (Round 3)
Maverick
Deep Blue
Roque
------
Robot
Robot
---

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Neroo
Get'Em! says Neroo pointing at orange
Everyone has +1 moral bonus (except if immune to mental effect) to attack orange
Then, she shoots the robot
Thunderstrike vs EAC (+coordinated assault & Get'Em): 1d20 + 10 + 1 + 1 ⇒ (11) + 10 + 1 + 1 = 23
Damages, So: 1d8 + 6 ⇒ (1) + 6 = 7
Drone
The drone, shoots at the same target as its creator.
Plasma Caster, White Star vs EAC (+coordinated assault+ Deadly Aim): 1d20 + 14 + 1 - 2 ⇒ (16) + 14 + 1 - 2 = 29
Damages, F&E: 3d10 + 12 + 4 ⇒ (7, 5, 2) + 12 + 4 = 30

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Great. I like. Go on.
Called Nullifying Rift Rifle: 1d20 + 14 + 1 ⇒ (15) + 14 + 1 = 303d10 + 12 ⇒ (10, 1, 4) + 12 = 27 - Slashing dmg vs EAC | Force effect | vs ORANGE
After a new shot, Carlos is enveloped in impenetrable darkness in which the features of the figure in yellow are barely discernible. It seems that he suddenly has more tentacles and they are climbing from everywhere... Or is it just a game of shadows?
Concealment 20%

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Don't mind if I do!
Deep Blue opens fire upon Orange.
Trick Attack - 'Take 10' = CR 21 or less. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28, for 1d6 + 5 + 6d8 ⇒ (6) + 5 + (5, 5, 6, 1, 4, 2) = 34 Electricity damage.

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Roquefort follows the instructions and starts shooting at Orange
Vs orange
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 FF EAC
Damage 2d4 + 5 + 6d8 ⇒ (1, 4) + 5 + (1, 3, 2, 7, 1, 5) = 29 F
+Flat footed to everyone

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You lot need reprogramming - you didn't even say what you wanted for us to comply with you mechanical morons
She also goes for Orange.
Take 10 for 37 trick
uph: 1d20 + 16 + 1 ⇒ (11) + 16 + 1 = 28 electricity: 2d8 + 6 ⇒ (2, 2) + 6 = 10
trick damage: 6d8 ⇒ (4, 5, 8, 2, 7, 8) = 34

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Maverick sprints past the two bots and fires off a shot at the orange one before ducking behind cover. Shot on the Run
Take 10 Acrobatics (Orange is off target for one round.) 10+26=36
Semi Auto Pistol + Get 'Em vs. Orange KAC: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
Piercing/Fire Damage: 4d6 + 6 + 7d8 ⇒ (4, 3, 2, 4) + 6 + (4, 2, 2, 2, 1, 3, 6) = 39

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The robots are immune to mind-affecting effects. I don't think Get'em is mind-affecting, though, so it would still work.
Neroo and the drone fire on the next robot, and after taking hits from the rest of the team (except Maverick), this one is also decomissioned. Remain on target the last robot commands, though none of the other robots comply
Numbing beam, Roquefort: 1d20 + 19 ⇒ (18) + 19 = 373d6 + 10 ⇒ (1, 1, 5) + 10 = 17
--- (Round 4)
Neroo
Carlos
Katrina
--- (Round 5)
Maverick
Deep Blue
Roque
------
Robot
---

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The last robot gets shot at.
Take 10 for 37 trick
uph: 1d20 + 16 ⇒ (16) + 16 = 32 electricity: 2d8 + 6 ⇒ (7, 6) + 6 = 19
trick damage: 6d8 ⇒ (2, 7, 6, 4, 1, 1) = 21

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Deep Blue focuses upon the remaining robot.
Trick Attack - 'Take 10' = CR 21 or less. Flat-Footed for 1 round.
Underwater Living Holy Static Arc Pistol: 1d20 + 16 ⇒ (9) + 16 = 25, for 1d6 + 5 + 6d8 ⇒ (3) + 5 + (8, 4, 6, 6, 7, 4) = 43 Electricity damage.

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Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (2) + 14 = 163d10 + 12 ⇒ (2, 4, 2) + 12 = 20 - Slashing dmg vs EAC | Force effect

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Roquefort remains playing the game of follow the leader, and responds back to being shot!
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 + 1 ⇒ (16) + 16 + 1 = 33 FF EAC
Damage 2d4 + 5 + 6d8 ⇒ (3, 2) + 5 + (6, 6, 4, 4, 8, 6) = 44 F
+Flat footed to everyone

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Get 'Em is mind affecting.
Maverick lays down another barrage.
Semi-Auto Pistol vs. Purple KAC: 1d20 + 17 - 4 ⇒ (3) + 17 - 4 = 16
Piercing/Fire Damage: 4d6 + 6 ⇒ (3, 3, 3, 6) + 6 = 21
Semi-Auto Pistol vs. Purple KAC: 1d20 + 17 - 4 ⇒ (18) + 17 - 4 = 31
Piercing/Fire Damage: 4d6 + 6 ⇒ (3, 2, 5, 6) + 6 = 22
Semi-Auto Pistol vs. Purple KAC: 1d20 + 17 - 4 ⇒ (14) + 17 - 4 = 27
Piercing/Fire Damage: 4d6 + 6 ⇒ (6, 1, 5, 2) + 6 = 20
Semi-Auto Pistol vs. Purple KAC: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
Piercing/Fire Damage: 4d6 + 6 ⇒ (5, 6, 2, 6) + 6 = 25

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Get'Em don't work for my drone, but work on the target, immune to mind-affecting or not :)
Neroo
Neroo move, points at the last robot and says Get'Em!
Everyone has +1 moral bonus (except if immune to mental effect) to attack purple
Drone
The drone follows and shoots at the designed target.
Plasma Caster, White Star vs EAC (deadly aim): 1d20 + 14 - 2 ⇒ (18) + 14 - 2 = 30
Damages, E&F: 3d10 + 12 + 4 ⇒ (3, 4, 2) + 12 + 4 = 25

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The group completey focuses on the last robot, and the machine goes down in a flurry of electricity and plasma fire!
Combat over!
It looks like the memory banks of one of the robots is intact. The robots were on patrol around Felthaum’s home for the last several months masquerading as maintenance robots. Their orders were to kill or capture anyone visiting Felthaum’s home and bring them to the address of the Seven Stars compound — which is conveniently embedded in the memory core as well.

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We'll take a break somewhere before the local police come here. And then we will go to these Seven Stars. Objections?