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That can be arranged.
The corners of Burn's mouth quirk upward. Fortuitous how Ipqik's desire and our likely course of action align. So many questions -- who sold Ipqik, what would the imp do when free, where is Villyth and what is the number and disposition of her guards? Who else is down here?
Burn keeps his mouth shut and let's Oshari continue a successful diplomatic iniative.

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Perception: 1d20 ⇒ 19

GM Sasha |


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Kapteyn will wait until Ipqik departs to share what he learned.

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“What a pity it would be if she were to die...”
Oshari grins, the rims of his glasses glowing a bit as nanites swarm the frames. Behind them, his eyes light up with a newfound fire. "A pity indeed."

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"At least they're not smart. Nice work, Oshari. " Burn grins. "
" Burn checks his laser rifle. It's easy enough to make sure the safety is off, even in the dark. " I wish our friend had told us where Villyth is. Vomatian, you're ready on the lights. Kapteyn, you're high. Oshari, lead us in." Burn lines up behind Oshari with a hand on the Nuar's shoulder.
Per SOP feel free to ignore Burn's instructions.

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Kapteyn mentions that They saw that that the storage area is incredibly disordered, and many of the containers are sitting on the floor between the racks, blocking some of the aisles. The pallet racks closest to the elevator have symbols that seem to label them. The containers on the shelves contain all kinds of stolen goods from canned food to holographic projectors.
They intend to stay at approximately the height of the other Starfinders' heads unless otherwise specified, and remain close to Burnham (who has no special senses that I can see) unless requested to do otherwise - 5 feet behind ideally, since Kapteyn is squishy.

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I was waiting for Oshari to chart our course since he's the one that can see, but just to move us along let's say we follow the yellow brick road. (line on the map)

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Rather than clamber over crates in the dark, Burn suggests moving down the second to last aisle toward the east. (yellow curve on the map)

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Perception: 1d20 + 0 ⇒ (1) + 0 = 1 Can see in Keptyn's circle of light. No dark or low light vision.
Initiative: 1d20 + 2 ⇒ (13) + 2 = 15

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Perception: 1d20 ⇒ 9
Initiative: 1d20 + 2 ⇒ (7) + 2 = 9

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Perception: 1d20 + 10 ⇒ (19) + 10 = 29
Initiative: 1d20 - 1 ⇒ (4) - 1 = 3
Oshari's the first one to see stuff and the last to react, lol.

GM Sasha |

As you proceed down the aisle, Oshari spots two half-orcs at the edge of his vision, and an odd fleshy, eyeballish growth on the floor. The half-orcs seem ready to shoot.
Green Pew: 1d20 + 6 ⇒ (20) + 6 = 26
laser: 1d4 ⇒ 3
Yellow Pew: 1d20 + 6 ⇒ (18) + 6 = 24
laser: 1d4 ⇒ 3
crit and hit; 9 fire damage and Oshari is taking 1d4 burn (at start of turn), Ref at the end of turn to put out
Surprise Round
bold may go
Purple
Green
Burnham
Vomation
Kapteyn
Yellow
Oshari 9 fire
(Please remember what the sight range for you character is.)

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Sorry about the delay, finals week. I'm assuming this is a surprise round, so I only get a move/standard.
Oshari sighs. "Come on, are you really being paid enough for this? If you're being paid at all?"
Nonetheless, the nanites surrounding him form into a doshko and begin working to stitch up his wounds.
Move - Gear Form, Storm Doshko
Swift - Nanite Surge, Reactive Repair: 1 hp + 1 temp hp per turn

GM Sasha |

Oshari's burn: 1d4 ⇒ 2
Oshari's ref save: 1d20 + 0 ⇒ (19) + 0 = 19
Oshari quickly pats out the fire.
Green Pew: 1d20 + 6 ⇒ (9) + 6 = 15
laser: 1d4 ⇒ 4
One of the half-orcs takes another shot at Oshari before clambering over some crates behind. The shot goes wide and sizzles next to Burn's head.
Round 1
bold may go
Purple
Green
Burnham
Vomation
Kapteyn
Yellow
Oshari 9 fire
(Please remember what the sight range for you character is.)

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Kapteyn moves forward slightly and grabs a sphere of space from an alternate reality where the half-orcs are surrounded by exposed wires.
Electrical Damage: 2d4 ⇒ (3, 3) = 6
Fort DC 17 half
Next round it will do 1d4 electrical damage to any creature who either starts their turn in the field or enters it.

GM Sasha |

My bad, I forgot to move green after I posted it's actions.
Seeing just the little bit from the laser pistol shots, Kapteyn draws in exposed wires. The faint flashes reveal that there are two half-orcs there, but the one father back looks strange...
Fort p: 1d20 + 5 ⇒ (11) + 5 = 16
Fort y: 1d20 + 2 ⇒ (14) + 2 = 16
E: 1d4 ⇒ 4
Fort p: 1d20 + 5 ⇒ (17) + 5 = 22
Acrobatics: 1d20 + 8 ⇒ (20) + 8 = 28
After the sparks start flying, the strange one runs at Kapteyn. Oshari sees it charging and leap over the eyeball on the floor. When it gets within Kapteyn's light, you all can see clearly that where it's head should be is just a mass of tentacles, which it then attacks Kapteyn with.
tentacle: 1d20 + 11 ⇒ (15) + 11 = 26
B: 1d8 + 7 ⇒ (7) + 7 = 14
Round 1
bold may go
Green
Kapteyn 14
Purple 6
Burnham
Vomation
Yellow 6
Oshari 9 fire
(Please remember what the sight range for you character is.)

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We had you with the party on the map already.
"Vomatian, lights!"
Burn doesn't have to wait for the verthani however. Kapteyn has unwisely pushed forward, or perhaps it was strategy to draw the drow out. In any event the novian has provided Burn with an illuminated target, a target threatening one of his team. And it's ugly.
Burn rounds Oshari and pitches the laser rifle low at squid-head's legs. Drop the rifle. His sword sweeps from the scabbard as he steps past Kapteyn. "Kapteyn, get a little altitude, a little room. And you, Ugly, you pay attention to me and my sword."
Move as shown.
Sword v KAC: 1d20 + 7 ⇒ (8) + 7 = 15 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8

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Burn frowns even as his sword turns an outflung tentacle away. Preternatural speed, and reach, and it can probably see in the dark while he can't. Better try to end this quick.
"But not too far, Kapteyn, please.
Defensively Burn's got Close Combat going for him. (When you are attacking a foe in melee, you know how to maneuver to make it more difficult for other foes to target you. When you hit an adjacent foe with a melee attack, as long as you are adjacent to that target, you gain a +2 circumstance bonus to your ac against attacks from other creatures that are not adjacent to you until the beginning of your next turn.)
Offensively if the team lines up behind Kapteyn they can benefit from Burn's Coordinated Shot. (You can maneuver a foe to be in the direct line of an ally's fire. When you are threatening a foe with a melee weapon, any ally that has line of sight to that foe without you granting that foe cover gains a +1 bonus to ranged attack rolls against that foe.)

GM Sasha |

E: 1d4 ⇒ 2
The half-orc remaining in the wires jets zapped as he fires off a shot at Burnham. He must have been off target before the jolt because he manages to hit Burnham in the shoulder.
Yellow Pew: 1d20 + 6 ⇒ (19) + 6 = 25
F: 1d4 ⇒ 1
Round 1
bold may go
Green
Kapteyn 14
Purple 6
Burnham 1
Vomation
Yellow 8
Oshari 9
(Please remember what the sight range for you character is.)

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After the sparks start flying, the strange one runs at Kapteyn. Oshari sees it charging and leap over the eyeball on the floor. When it gets within Kapteyn's light, you all can see clearly that where it's head should be is just a mass of tentacles, which it then attacks Kapteyn with.
"...huh."
Without missing a beat, Oshari runs around to the opposite side and starts attacking the strange tentacle-thing.
Static Storm Doshko, possibly flanking with Kapteyn? I'm not sure if they're at ground level/are threatening, EAC: 1d20 + 5 ⇒ (20) + 5 = 25, 1d8 + 4 ⇒ (5) + 4 = 9

GM Sasha |

Fort save vs DC 12 Staggered (from doshko crit effect): 1d20 + 5 ⇒ (4) + 5 = 9
The unnatural abomination is sent reeling from Oshari's attack.
One of the half-orcs, in his new position behind some crates, sends off a several shots at Oshari...
Pew: 1d20 + 6 - 4 ⇒ (8) + 6 - 4 = 10
F: 1d4 ⇒ 4
Pew: 1d20 + 6 - 4 ⇒ (4) + 6 - 4 = 6
F: 1d4 ⇒ 3
...missing terribly.
Round 2
bold may go
Green
Kapteyn 14
Purple 24
Burnham 1
Vomation
Yellow 8
Oshari 9
(Please remember what the sight range for you character is.)

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Kapteyn takes a guarded step up and away from purple and casts hardlight spheres, hurling one at the nearby half-orc.
Ranged Attack: 1d20 + 5 ⇒ (20) + 5 = 25 vs. KAC
Bludgeoning Damage: 1d8 ⇒ 4
plus Reflex DC 16 for dazzled 1 orund

GM Sasha |

Dazzled doesn't seem to affect this creature.
The spheres impact heavily on the aberration. Still staggered by Oshari's blow it manages to lash out at Oshari with a tentacle..
Thwap!: 1d20 + 11 ⇒ (6) + 11 = 17
B: 1d8 + 7 ⇒ (1) + 7 = 8
...connecting.
Round 2
bold may go
Green
Kapteyn 14
Purple 32
Burnham 1
Vomation
Yellow 8
Oshari 17
(Please remember what the sight range for you character is.)

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"Vomatian! Turn the lights on."
Burnham steps between Tentacles and Kapteyn and thrusts with his sword.
Sword v KAC, flank: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18 ... damage: 1d8 + 7 ⇒ (1) + 7 = 8

GM Sasha |

Vomatian's shot hits a crate on the shelf next to the abomination while Burnham's sword cuts into it spraying an off-red fluid. It seems nearly dead.
The other half-orc, in his new position behind some crates, sends off a several shots at Oshari...
Pew: 1d20 + 6 - 4 ⇒ (9) + 6 - 4 = 11
F: 1d4 ⇒ 1
Pew: 1d20 + 6 - 4 ⇒ (14) + 6 - 4 = 16
F: 1d4 ⇒ 2
...hitting once.
Round 2
bold may go
Green
Kapteyn 14
Purple 40
Burnham 1
Vomation
Yellow 8
Oshari 19
(Please remember what the sight range for you character is.)

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Oshari takes one more swing at the nearly-dead creature.
Static Storm Doshko, Flanking: 1d20 + 5 + 2 ⇒ (12) + 5 + 2 = 19, 1d8 + 4 ⇒ (3) + 4 = 7
If it's dead, move action to run over to the others, since they're just barely in my sight range.

GM Sasha |

1d2 ⇒ 1
Oshari strikes the tentacle monstrosity which causes it to seem to go limp. As it hits the floor however, it thrashes out at Oshari.
Tentacle: 1d20 + 11 - 2 ⇒ (18) + 11 - 2 = 27
1d8 + 7 ⇒ (1) + 7 = 8
After the thrashing, it stops moving.
Oshari quickly wheels around a tentacle slapping him in the back but begins rushing the half-orcs behind the crates. Unfortunately, Oshari has forgotten about the eyeball he spotted earlier. When he passes over the eyeball tentacles erupt from the floor and thrash about.
6d6 ⇒ (2, 4, 4, 6, 1, 6) = 23
Ref for half
The rightmost half-orc looks concerned as Oshari rushes their position and fires a flurry of shots...
Pew: 1d20 + 6 - 4 ⇒ (16) + 6 - 4 = 18
F: 1d4 ⇒ 1
Pew: 1d20 + 6 - 4 ⇒ (10) + 6 - 4 = 12
F: 1d4 ⇒ 1
...clipping him once.
To all others, Oshari rushes into the darkness and some strange sounds and flashes occur.
Round 3
bold may go
Green
Kapteyn 14
Burnham 1
Vomation
Yellow 8
Oshari 25 SP damage / 2 HP damage reflex save
(Please remember what the sight range for you character is.)

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Burn watches Oshari disappear into the dark. He hears something happen close by, then the sound of gunfire.
"Vomatian, can we please have the lights on?"

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Kapteyn runs (or runs-equivalent) forward and slightly up, bathing the enemy in Their light but keeping Themself above the reach of any melee weapons.

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In addition to the access codes that will let you open any door, you made the check to upload access to a wireless device (such as a data pad or a personal comms unit) and manipulate the systems listed from anywhere in the building.
Air Conditioning: The default setting is 65° F and allows values from 40° F to 90° F. A PC who succeeds at a Computers check can write a script that causes the air conditioning system to generate steam for 3 rounds, during which time all squares within area A provide concealment.
Automated Defenses: This view shows that automated defenses are currently “online” on the warehouse floor. If a PC succeeds at a Computers check, she can switch off the traps in the warehouse.
Door Access: This setting is currently set to “normal,” which means that any locked door can be opened with the right key card. The other two settings are “full lockdown” and “open all,” which lock and unlock, respectively, all doors on the office floor.
Inventory: The warehouse inventory shows that “Xicton guns” have arrived and are ready for shipping, but the database is poorly maintained, and the precise location of the guns is unspecified.
Light Level: This setting is currently set to “manual,” which means each room has an individual light level set on a control panel in the room. Three other settings (0, 1, and 2) set a uniform light level (dark, dim, or normal, respectively) in the whole building, overriding the individual light settings. If a PC succeeds at a Computers check, she can write a script that overloads the lights, causing them to emit bright light for 3 rounds (which triggers the drow’s light blindness), after which the lights break and all areas of the building are irrevocably dark from that time forward.