About Dreamer of the Host D beast:
Saves 14 easy : 16 medium : 18 hard Skill 18, easy : 23 medium : 28 hard Use the vehicle chase rules (Starfinder Core Rulebook 282–
2. Dunes Altered Movement: Deep sand (–2 to Piloting) 3. Stone monoliths Altered Attacks: Rock spires (cover); New Trick: Topple rocks (Piloting or ranged attack roll, New Active Hazard: –2 to Piloting and must evade or vehicle takes 5d8 damage). 4. Giant Anthill Active Hazard: Defensive ants (must evade or vehicle takes 5d8 damage); New Trick: Bolting ants (–4 to Piloting) 5. Ramps Split Routes: Jump across a ravine (Piloting DC 20 + item level or vehicle takes 5d8 damage; hardness applies), go around (–4 to Piloting checks to keep pace or speed up) 6.Salt flats Altered Movement: Good grip (+4 to Piloting). 7. Sandstorm Altered Attacks: Sandstorm (concealment). 8.Canyon Altered Movement: Narrow canyon (–2 to Piloting); Active Hazard: Falling rocks (must evade or vehicle takes 5d8 damage). Stuff:
SAND SLITHERER CR 9 N Gargantuan magical beast Init +4; Senses darkvision 60 ft., low-light vision; Perception +17 DEFENSE HP 145 EAC 21; KAC 22 Fort +13; Ref +13; Will +8 (+12 vs. mind-affecting effects) OFFENSE Speed 50 ft. Melee bite +22 (3d6+10 P plus swallow whole) Space 20 ft.; Reach 15 ft.
Scout Missions:
MAXILLASAUR CR 7 21609549 N Large animal Init +2; Senses low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +11; Will +6 OFFENSE Speed 50 ft. Melee bite +17 (2d10+12 P plus swallow whole) Space 10 ft.; Reach 10 ft. Offensive Abilities intimidating roar, swallow whole (2d10+12 A, EAC 19, KAC 17, 26 HP) STATISTICS Str +5; Dex +2; Con +4; Int –4; Wis +1; Cha +1 Skills Athletics +19, Intimidate +19 SPECIAL ABILITIES Intimidating Roar (Ex) As a standard action, a maxillasaur can bellow ferociously, causing all enemies within 60 feet to become shaken for 1d4+1 rounds (Will DC 15 negates). This is a mind-affecting, sense dependent fear effect. Spoiler:
1. Starfinders have recovered a signal beacon from a steamy swamp on Agillae-2. Our analysis of the data indicates there is a large group of survivors on another planet in the same system, and we will soon be ready to commence the evacuation mission.
2. Our agents explored a starship graveyard on Agillae-5, where they found many more of our comrades kept comatose in stasis chambers. Our scientists are studying the strange technology so we can decide how to safely release them. 3. Our comrades investigated the derelict starship Aeon Horizon and recovered mission data and logs from the ship. The logs indicate that there may be a large number of Starfinders on a barren moon orbiting the ice giant Bastiar-8. 4. We sent our scouts to investigate derelicts in the ice rings of Bastiar-7. Those agents discovered that a few Starfinder ships escaped the fate of our other ships in the area. We are now determining the current locations of these ships so we can start a mission to evacuate the survivors. 5. Starfinders have penetrated the defenses of an ancient automated city on Callion-2. They discovered that a group of Starfinders visited the city a year ago, trying to find a way to help other Starfinders stuck on the desert planet of Callion-1. We’ll begin moving resources to Callion-1 immediately. Graveyard:
Shortly after the PCs begin their descent
to the planet’s surface, an insidious virus infects their landing craft via Starfinder communication channels, easily bypassing firewalls and other defenses. The virus hijacks all systems and starts running a simulation of a gravitational anomaly that results in the ship crashing on the planet’s surface unless the PCs can intervene to stop it. The virus uses the ship’s own systems to create false data and to play messages captured from ships that crashed on the planet in the past. Viral Phases: The viral simulation progresses through the steps listed below. During each step, each PC can attempt one of the skill checks listed in that phase. Everything happens so fast that the PCs must decide who attempts which skill check or aid another check prior to rolling. For each skill check that the PCs succeed at, the PCs increase their total number of successes by one. Multiple PCs succeeding at the same check do not increase this total. These successes represent the PCs fixing a problem affecting the ship’s maneuverability or accurately anticipating what’s happening next, giving them more time to react. The total number of successes determines how much damage the PCs take when the ship lands, as detailed in the Development section. Communication Request: The PCs receive a message from one Venture-Captain Whiskan. If the PCs accept the communication request, they hear a distressed voice warning them about gravitational anomalies and asking them to turn back. A PC who succeeds at a Hard Sense Motive check realizes the message seems overly familiar in tone, as if it had been sent to someone whom the venture-captain knew well. A PC who succeeds at a Hard Computers check notices that the metadata of the message indicates it was sent 9 months ago. A PC who succeeds at a Hard Culture check recognizes Venture-Captain Whiskan as a senior Starfinder who was lost during the original Scoured Stars incident. Sensor Readings: The ship’s sensors indicate nearby gravitational anomalies, and the ship starts gently shaking. A PC succeeding at an Average Computers or Physical Science check realizes the sensor scan data must be false and can calculate more accurate navigational information; in this case, successful checks with the two skills count as separate successes. A PC succeeding at a Hard Perception check notices the shaking doesn’t feel natural; it’s as if the ship’s own engines were creating the effect. Loss of Controls: The ship starts shaking uncontrollably and barely
Starfinders:
STARFINDER OPERATIVE CR 5
bluethorn:
BLUETHORN RAVAGER N Huge plant Init +4; Senses blindsense (vibration) 60 ft., low-light vision; Perception +14 DEFENSE HP 105 EAC 19; KAC 21 Fort +11; Ref +9; Will +6 Defensive Abilities regeneration 5 (cold); Immunities plant immunities OFFENSE Speed 30 ft. Melee slam +17 (2d6+12 B & P) Space 15 ft.; Reach 10 ft. Offensive Abilities trample (2d6+12 B & P, DC 15) STATISTICS Str +5; Dex +4; Con +1; Int –4; Wis +2; Cha –2 Skills Acrobatics +14, Athletics +14, Survival +19 Refugee crowd moves 30 feet per round at initiative count 0. The first group starts moving immediately, while the second group starts moving on the following round. Each group takes up a 10-by-10-foot area. Once both groups have made it safely past the map’s left edge, the PCs can also withdraw without defeating the remaining creatures. A group of survivors has EAC 10, KAC 10, and a +0 bonus to all saves. Each crowd has 50 HP
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