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Disable - Engineering - 1d20 + 16 ⇒ (8) + 16 = 24
"Eel trap!" Blinky indicates as he moves to diable the device, hoping the others have jumped clear!

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While the other Starfinders try to disable the door, Domakale takes a few moments to meditate on the nature of mysticism.
Placed token

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Neither of those rolls are good enough.

Pon. |

Pon attempts to quickly come to Blinky's side to disarm the trap, pulling out tools as he moves.
Engineering: 1d20 + 19 + 4 ⇒ (10) + 19 + 4 = 33
If that succeeds.
Pon then stashes those tools and pulls out a different set and attempts to open the door.
Engineering: 1d20 + 19 + 4 ⇒ (15) + 19 + 4 = 38

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That is just enough to disable the sonic emitters in the ceiling before they go off. The biometric sensors can be examined with computers or engineering.
As for the southern door, not only is it stuck, it's locked. So Pon has to unlock it first which they manage to do.

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Blinky tries pulling the biometric data.
Engineering - 1d20 + 16 ⇒ (1) + 16 = 17

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Twich determines that this area of Talgradur was highly secured. To get at the actual biometric data, the sensors need to be hacked with Computers.

Pon. |

"I can get it," Pon says as he approaches. "The door is unlocked but is stuck. Are any of you particularly athletic?" he asks as he gets yet another set of tools out and writings on the sensors.
Computers: 10 + 19 = 29

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Pon discovers that the scanner was programmed to allow only six employees access into this area—all were cloud giant scientists or engineers. Furthermore, he can determine that this site was part of its own isolated network. He can download the biometric data if he wants.

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Blinky looks across "Grab the data, and yeah what you need?"

Pon. |

Pon will download the info into a new folder on his datapad titled 'Mission Data'.
"Any luck on the stuck door?
If no one else steps up..
Athletics: 1d20 + 11 ⇒ (16) + 11 = 27

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It finally yields.
Inside this roughly L-shaped room is a mess of boxes and broken crates, all jumbled together from Talgradur’s fall. Three modest rooms line the north wall, each with the same solid metal doors as the other rooms, though these have filthy viewports at eye-level for a giant. These viewports are caked with silt and mud.
Each of these rooms has a mechanical lock that looks in poor shape after a century underwater.

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Blnky rummages the crates, and also examines the rooms beyond the viewports, then once happy there are no threats, looks at getting the doors open.

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It needs Engineering to get them open - a rather high one.
You also think it will take you at least four hours to search and inventory this room.

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Game reported for Outpost

Pon. |

Engineering: 1d20 + 19 + 4 ⇒ (18) + 19 + 4 = 41
"While I try this, why don't you all start cataloging this place?" Pon pulls out his tools again and tries himself.

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Blinky gets to cataloguing - being the Archaeologist he is...

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I've been asked to pick up the pace on this one so it's not hanging around too long so ...
Searching through the crates, boxes, and debris in this chamber takes 4 hours of work. The contents of most of the broken or wooden crates have long since disintegrated, save for a variety of indeterminate canned foodstuffs. Amid this debris, you discover numerous types of restraints, including six pairs of ceramic manacles. Collectively, these objects weigh 5 bulk. Additionally, they discover the skeletal corpse of a giant that still wears combat gear.
Three metal crates remain sealed and undamaged. It’s best for the preservation of the any objects potentially within these crates that they’re opened above water, on the atoll or on your boat. Each of these metal crates weighs 10 bulk.
Meanwhile Pon gets the cell doors open. They discover that each has a metal bed frame and toilet bolted to the floor. While the blankets, pillows, and other textiles in this room have long degraded, the remaining metal springs and fragments of the mattress drift eerily through the water. Two of these cells contain the bones of a long-dead giant.

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Skeleton - Medicine 1d20 + 16 ⇒ (15) + 16 = 31
SkeletonS - Medicine 1d20 + 16 ⇒ (3) + 16 = 19
"Looks like a guard and prisoners in cells. Guard during the fall, seems like he was of good health, must have just been injury"
"No idea on these two, would need to get them back to a medical facility. Probably need to pack all these bodies for recovery anyway"

Pon. |

2nd Medicine: 1d20 + 10 ⇒ (20) + 10 = 30
Pon investigates the cells.
"The giants in these cells were clearly injured before the crash and not in good health at the time of the crash," he is silent for a moment before continuing. "If those outside were not in this state, that seems to suggest something."
Pon thoroughly records the findings on his datapad.

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It certainly looks like a prisoner/guard situation as you continue looking through the finds here.
The outside giant corpse wears squad aegis series armor with a mk 3 electrostatic field, carries an elite numbing beam, a heavy sap, and an elite needler pistol, and has a large key and a plastic key card hooked onto their belt. You discover that the keys open the cell doors. The keycard, not sure yet.
If you want to collect the bodies, it'll be an additional hour per body. Each skeleton takes up ten bulk.
What are you going to do with the intact crates? Take them up to the surface to be opened or deal with them afterwards?

Pon. |

I could have sworn that I posted a response.
"I think we should gather one of each of these bodies, either now or later. As for the crates, leaving them above alone might go against our contract."

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"Yeah, let's get the crates up now. We could always die from some trap before we get the chance."

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You surface with the three crates and can open them up there.
One crate contains a variety of flimsy blankets, pillows, and hospital gowns. Another crate contains long-spoiled sedatives. The final crate contains custom tools and devices with a lot of rubber components, including insulating rubber gloves.

Pon. |

Engineering: 1d20 + 19 ⇒ (20) + 19 = 39
"All of this rubber strongly suggests that these tools were designed to protect the users from electric shock. Come, let us continue through the other door. "
Token moved

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Looks like Pon is going north.
Once you get the door open, you have a quick look around. This room has two sets of large double doors to the south - one of which you came through. Inside the room are multiple workstations, all bolted to the floor and with built-in computer consoles. Chairs, trash, and other debris are scattered throughout the room, jolted into disarray by Talgradur’s fall. On the north end of the room is a massive electrical engine surrounded by a catwalk. The engine extends forty feet up before it disappears into the shimmering ceiling of the room, with the catwalk roughly halfway up the visible portion of the engine. The east wall is transparent, and through this wall two large tanks are visible, connected with cables and tubes. The clear dome on the top of the southern tank reveals the decomposed body of an adult storm giant. The northern tank holds the body of an eel-like creature, similarly decomposed.
Two security robots power up and enter the room through recesses in the north wall.
Initiatives:
Blinky: 1d20 + 11 ⇒ (13) + 11 = 24
Domakale: 1d20 + 2 ⇒ (11) + 2 = 13
Pon: 1d20 + 13 ⇒ (13) + 13 = 26
Twich: 1d20 + 8 ⇒ (19) + 8 = 27
red: 1d20 + 5 ⇒ (17) + 5 = 22
Green: 1d20 + 5 ⇒ (7) + 5 = 12
Twich, Pon, Blinky, Red, Domakale, Green. Bold gets to go.

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Blinky rushes towards the emerging combat and pops a shot at the red robot!
Trick attack (Take 10) CR12 or Lower tricked.
Attack 1d20 + 11 ⇒ (19) + 11 = 30 vs FF KAC
Damage 1d6 + 4 + 4d8 ⇒ (5) + 4 + (7, 5, 6, 2) = 29
+Off Target, -2 to attacks.

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((Red: -29, Green: -0))
Red moves, but is entangled by cable, to get a good line of sight and shoots back at Blinky with an integrated elite needler rifle.
shoot: 1d20 + 23 ⇒ (10) + 23 = 33 piercing: 2d10 + 18 - 2 ⇒ (2, 7) + 18 - 2 = 25
Domakale is up

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Domakale runs into the room, and lets the photons flow through her, manifesting her solarion weapon as she does.

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Green, also entangled in cable, double moves out of it's cubicle.
Twich, Pon, and Blinky are up.

Pon. |

Pon rounds the corner and rushes in, try to duck and dip around the robot. As he runs he pulls out a baton.
Trick Attack; take 10 for a 33; CR 13 or less
Attack-DA: 1d20 + 13 - 2 ⇒ (19) + 13 - 2 = 30
B+DA+TA: 1d4 + 7 + 3 + 5d8 ⇒ (1) + 7 + 3 + (2, 6, 7, 2, 3) = 31
Target is Flat-Footed

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((Which one Pon?))

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Blinky rushes in swinging at the robot!
Trick attack (Take 10) DC12 or Lower tricked.
Attack 1d20 + 14 ⇒ (1) + 14 = 15 FF KAC
Not happy with that! Reroll!
Attack 1d20 + 14 + 5 ⇒ (20) + 14 + 5 = 39 FF KAC
Damage 2d6 + 19 + 4d8 + 2d6 + 19 + 4d8 ⇒ (1, 6) + 19 + (8, 7, 7, 2) + (3, 1) + 19 + (4, 1, 2, 6) = 86
+Off Target, -2 to attacks.
YAY dicebot!

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((Red: -146; Green: 0))
The red coloured robot isn't quite demolished but it's most of the way to getting there.
Twich still to go.

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And that is enough to cause Red to crumble into a pile of spare parts.
With Red gone, Domakale is up.

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Domakale rushes forward at the big robot, and swings her solar flail into him.
Solarion Weapon vs Green's KAC: 1d20 + 16 ⇒ (10) + 16 = 26
Bludgeoning Damage: 3d6 + 20 + 1d8 ⇒ (6, 1, 2) + 20 + (7) = 36

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That just hits the robot (E23 K25) which take a guarded step back and fires on Domakale.
integrated elite needle rifle: 1d20 + 20 - 2 ⇒ (3) + 20 - 2 = 21 piercing: 4d6 + 10 ⇒ (5, 6, 1, 4) + 10 = 26
Everyone is up.