
GM Snowheart |

I'm going to bot Ted here just to give y'all some additional information. No intention to rush you, just help telegraph one of the possible next steps. Grix also mentioned trying to find the wreckage of the necroglider...
Ted surveys the shuttle's sensors and focuses them on the Acreon. He's principally looking for weapons or threats (and things that would make a good "boom") and finds nothing. The ship seems to be, structurally, in perfectly find condition. The power core is functional and appears undamaged, but all the other systems are powered down. Further, each of the three access hatches are open to space. There are some life signs on board, though they are faint.
He shares this information with the rest of you with an air of disappointment. "Not seeing anything to blow up, though..."

Grix Krizvit |

"For a derelikht ship, I sure don't likhe that Akhreon having life signs while depressurized. Might be something nasty in there. No, definitely something nasty in there. I khan feel it." He also continues to eye the wreckage of the necroglider, hoping someone else is interested in taking a look at it.
Since Grix isn't in a commanding role here, he lets someone else make the call on what to check first.

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"We are closest to the Acreon. Shall we ensure our environmental seals on our armor are holding, spacewalk to the ship, and board? This one proposes shutting all the exterior hatches and trying to restart life support so we can properly explore it. And if there is alien life onboard... He pauses for a moment, fingering his weapons..."All the better."

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Arcalinte nods at Isu. "Not just a talented gunner, but a wise tactician too. We will mesh well, Isu."
He seizes his mote and lowers it towards his head, again, the helmet of solid light reforming on it as the rest of his solar armor seems to flow forth from it. His eyes take on the golden glow again as he smiles at the others.
When Grix comments on potential trouble aboard the Acreon, he nods.
"We may also want to investigate our mysterious interloper as well. It didn't respond to hails and just started gunning for us immediately. Why? The only reason I can think of is that it didn't want us reaching the Acreon...at least, not before they did. And we should identify them too. Are they Downside Kings here for revenge? Or maybe more hired guns from one of the several sides in this conflict looking to keep the legal dispute from moving forward?"

Solaria Jesari |

Solaria struggles to put on her armour and seal it tight, her legs and arms kicking out in a most awkward dance of contortion. "Be with you, not quite got the hang of it yet." As the armour seals, there is a sigh of relief, and over the comms unit in the suit you hear "Glad that's done, I agree with you, the Acreon should be the first place we go. Get the mission done, right. It's what you agreed with the Eoxian ambassador. And Grix, don't be so pessimistic, there are no life forms, so don't worry so much. Com'on Grix we've got Sydney, Isu and Arc, they know what they're doing." She smiles at Grix.
"Then we can find if there were any survivors from that craft we shot down or if it was just a drone."

Grix Krizvit |

"(...)And Grix, don't be so pessimistic, there are no life forms, so don't worry so much. (...)"
You might've missed Snow's post above where he said there *were* faint life signs aboard.
Grix spares another look on the monitor for the shattered interceptor, wiping away an imaginary tear for the salvage that'll probably be missing by the time the group gets back from the Acreon. "Arc, I'm as khurious as you are. Some eokhsians opposing their ambassador, trying to skhuttle the investigation. Either that or they don't want us rekhovering the ambassador's sekhret pakhage?" He looks around the ship for the camera drone to make sure the thing picked up the fight against the interceptor.
When Solaria speaks he shrugs and says "Alright, Khaptains orders are orders. Let's takhe a lookh at that hulkh first." He activates environmental seals and gets ready to disembark.
1d3 ⇒ 3
Grix points at the access hatch closest to the station (map south) and says "How about that one first? They should all khonnekht inside anyway."

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"Agreed. One is as good as another. Is everyone ready to disembark and proceed to the Acreon?"
Isu scans the group, who seem to have their environmental controls up on their suits and weapons ready to go. Now that they are facing a probable battle situation, his guard is up and he is almost instinctively assuming command.
I do not know if there is are any rolls we have to do to spacewalk over, but I think we are ready to go.

GM Snowheart |

You "park" the shuttle a short distance from the aft of the Acreon and, after cycling the atmosphere, make the short spacewalk over to the Acreon. No roll necessary.
The hatch through which you've chosen to enter is sandwiched between the old freighter's thrusters. Flickering emergency lights do little to dispel the darkness inside the derelict ship, and the sense of abandonment is only heightened by the apparent lack of any movement or life inside its airless corridors. Artificial gravity is still functional, however, so there’s likely still power to run essential systems and possibly restore life support and atmosphere to the ship. Unfortunately, there are still no obvious clues as to the fate of the Acreon’s vanished crew.
In the middle of the left-side of the map is the airlock. It's only big enough for four people. The door into the vessel is open. There is no atmosphere but there is gravity. I've placed you in a NULL space (over the thrusters) as a "parking lot" while you decide who is going in first. Whoever goes in first, give me perception checks and anything else you think is appropriate.
Also, turn up the speakers. Got some atmospherics playing. (Or turn them down if you're at work.)

Grix Krizvit |

Oooh, spooky. I like it. :> Because it looks like I wasn't clear, I've moved Grix to the access hatch I consider map-south. This one looks like it has more space too, which could be good for us.
Grix floats on over and scoots his way into the access hatch. He seems a little disappointed when the artificial gravity of the ship pulls him to the ground. Over comms he chitters out "Very welkhoming! The ship still has gravity!"
As he waits for the others to join him, he places a claw against the closed internal bulkhead and tries to feel if there are any suspicious vibrations.
Perception: 1d20 + 9 ⇒ (3) + 9 = 12

Solaria Jesari |

Still getting used to 'no gravity' Solaria makes her way floating and swimming in space. She maneuvers herself towards the entry hatch, "Perhaps one of you strong types can go in first and make sure the way is clear, Isu or Arc? I don't mind following, once we're safely in. You know it might be a good idea to get the power on first, do you know where the engines and power is supplied to this craft?" She hovers, then slowly falls on her feet as the gravity of the ship takes hold. She watches as Grix wanders off, "We'd best follow him, before he finds himself in trouble."

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Isu enters the south hatch behind Grix, but immediately puts himself in the lead. He draws his longsword with with left upper hand, his assault hammer with his right upper hand, a grenade with the left lower hand, and the right lower hand remains empty.
Isu flexes that empty hand as he walks forward. Still aches from the implantation procedure. But this one believes it will prove useful; useful indeed.
perception: 1d20 + 1 ⇒ (4) + 1 = 5

GM Snowheart |

Hah. Grix, you were very clear. I just read "map south" as "ship aft". Because, you know... reading comprehension is one of my strengths apparently... Description for the airlock is still the same. Fortunately a little more room and you're not squeezing. I'll give Arc a little more time to post actions/rolls. Unless we hear from him soon, I'm going to put Ted on the sidelines "guarding the rear" as it were. Six of you should be more than enough.

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Sorry for the bot, weekend was busy
Ted grins as he dons his space suit and heads for the hatch. He always enjoyed being "out of doors". His top flits around his head as he pushes off towards the wreck to join the others.
"Time for a welcome party!

GM Snowheart |

As you gather in the airlock, you cast your gaze deeper into the ship. This particular corridor seems to run the width of the ship and, at the opposite end, you see another airlock opened to space. Signs of battle—bullet holes, scorch marks, and droplets of blood—are clearly visible on the walls and floors. A small body in a space suit lies sprawled on the floor in the middle of a junction in the hallway.
Additional space revealed. Situation is dim lighting. The body is not represented on the map but it's there at the intersection.
Ted, welcome back!
All, it's probably pretty obvious at this point, but things are going to switch gears now from RP heavy to more combat and traditional dungeon crawl. I'll try to give everyone 24 hours to post but my focus is going to be on keeping things moving right now. With 7 of you, I won't be able to bot folks so, if you don't post within 24 hours while in a combat round, I'll probably just have you delay or go total defense. Also, be judicious in your movements/actions even outside of combat. Assume you can't do anything more than you could in a normal combat round with each post.

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His armor tightly protecting him from the vacuum environment, Isu talks through his comm unit to talk to the group, acting like a sergeant with a platoon.
"Obvious signs of a battle here. One body ahead. Clear path to the airlock on the other side, but another hallway crosses through. Spectre, secure the airlock behind us. All should proceed cautiously to the intersection ahead. Possible hostile forces still present."
Isu walks 25 feet north to the intersection and peeks around the corner.
percep: 1d20 + 1 ⇒ (17) + 1 = 18

Solaria Jesari |

Solari calls after Isu as he goes off down the hall, "Isu, where are you heading, we should try and find the power generators first. Sydney, do you know your way around this craft?"
Perception 1d20 + 6 ⇒ (6) + 6 = 12
Solaria will follow towards the back of the group as they move up the corridor.

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Ted looks for a terminal near the air lock to plug in to in order to get some more information about the state of the ship.
computer if terminal found: 1d20 + 8 ⇒ (11) + 8 = 19

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Solari calls after Isu as he goes off down the hall, "Isu, where are you heading, we should try and find the power generators first. Sydney, do you know your way around this craft?"
"Only one direction to go, and I'm going there. Don't yell extraneous communications into the comms during a probable battle situation."
Isu shakes his head. This group has no discipline. She was captain of the ship, but battle tactics are his field.
edit: ah, didn't notice that there is a door. thought the hallway was the only direction. Well... Isu didn't see that, so he is just being himself.

Sydney Jordan |

AHHH! My post last night didn’t post! :(
"Spectre may be a jerk, but I don't think he really cared about the loud noise, so I'm not sure he got the message you were trying to send."
Sydney gives Arc a confused look like she doesn’t know what he’s talking about. Is he a jerk? She glances over at the android, unsure what to make of the Solarian’s statement. I wonder how far back those two go.
Grix prepares himself to disembark, activating environmental seals on his armor just in case. As he does so he calls over to Sydney "Oh and remind me after we're done with this job to tell you about another one I have in the workhs. Bigger, more interesting, more uh, ekhciting! You might get a khikh out of it."
Sydney smirks, “Yeah. Okay, man.”
~*~*~*~*~
Sydney pushes off from the wall, propelling herself towards the ship. She grabs onto a handle as the gravity takes effect, pulling her boots-first to the floor.
As you gather in the airlock, you cast your gaze deeper into the ship. This particular corridor seems to run the width of the ship and, at the opposite end, you see another airlock opened to space. Signs of battle—bullet holes, scorch marks, and droplets of blood—are clearly visible on the walls and floors. A small body in a space suit lies sprawled on the floor in the middle of a junction in the hallway.
Sydney pulls her flashlight out of its leg holster and clicks it on, providing additional light. "Looks like we missed the action."
Solari calls after Isu as he goes off down the hall, "Isu, where are you heading, we should try and find the power generators first. Sydney, do you know your way around this craft?"
Sydney silently nods. What is Isu doing? Sydney creeps after her companion as stealthy as she can manage...
Stealth: 1d20 + 13 ⇒ (2) + 13 = 15
...which isn't too stealthy. She looks around for a computer terminal to access. Something that will give her the layout of the ship or more information about the security system.
Computers: 1d20 + 8 ⇒ (12) + 8 = 20

Grix Krizvit |

"I hear you sekhurity officer Isu!" Grix speaks through his comms, his rasp somehow even more pronounced through the speaker. "What's that body out there?" He creeps forwards.
Grix mutters more quietly into his comms, so that the camera drone doesn't pick it up "Something very khurious just khame bakh to me while we were spacewalkhing... when Chiskisk introduced this job to us, and again when the ambassador did, they both said there weren't supposed to be any life signs on the Akhreon. But once we got here, there were." He gnashes his mandibles audibly over comms "They had this place khuarantined, yea? That doesn't add up. Someone was lying to us."
"First the interceptor, now the fakhts not staying straight..." Peering over Isu's shoulder, Grix examines the body in the intersection.
Medicine to determine the body's status from visible signs: 1d20 + 4 ⇒ (6) + 4 = 10

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On approach toward the ship, Spectre made sure the rest of the crew knew he did not require life support to survive in the vacuum of space, and that in the event of a sudden loss of life support, he would return to the ship and let the Starfinders know of their demise.
"If you have any final instructions, I am happy to pass that along, as well," he says.
For a price...
Once inside, he moves forward with his longarm held aloft. "I can secure the airlock," he says. "Further, I have been experimenting with a personal deflector shield. Should hostilities commence, it should shield me from additional damage."

Solaria Jesari |

Solariai shrugs and follows along, clearly out of her depth in this situation. Her eyes dart from side to side, her antennae twitch, her mouth open in excitement at the thought they are exploring a deserted ship with much to discover. Even the distress of walking close to the dead body, can't halt her enthusiasm. In hushed tomes she asks between an almost panting breath, "Grix, do you know how he died?"

GM Snowheart |

Ted looks at nearby consoles and quickly determine that all functions have been locked out subject to a command from the bridge. The only way to release the functions is to enter the commands from the bridge.
Sydney gives a quick glance at a terminal on her way towards the corridor junction and determines roughly the same, though the effort distracts her a bit and some of her gear clangs against a wall while her flashlight also illuminates the way like a signal flare.
Isu and Sydney pause at the intersection. Glancing down the corridors they see it is lined with machinery and equipment used to operate the ship. It makes for rough lines and an inexperienced spacer may think it chaotic and ill-kept, but the lack of aesthetics actually makes for easier access and quicker repairs.
Scans indicate the body in the hallway is most definitely a corpse. There are no life signs. It is face-down but appears to be a small humanoid with a cobbled together and ill-maintained space suit. It looks like the suit has been ripped open at various points resulting in bloody wounds. The injuries are the likely cause of death but it's hard to know more without physically inspecting the body.
I'm going to say the interior doors are closed unless otherwise noted.

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G$**!~mit the forum ate my post from last night! I hate my wifi connection. D:<
Arcalinte follows after the group to meet them at the corridor, sword in hand, and the glow of his solar armor making the darkness of the ship a little less oppressive. He first turns to Isu.
"I can take point if you need me to, Isu. I know the armor looks conspicuous, but I've learned how to compensate for it when doing recon stuff. Besides, if there IS something on here with us, it'll probably hear us long before it sees us. I'm hoping to one day master the mysteries that allow a solarian to bend light around them to conceal them from view, but I'm not quite there yet."
In other words, I'm trained in Stealth, but I haven't taken Stealth Warp yet. :P
When Grix gives his analysis of the situation, he nods.
"I think you're right, and I think it's got to do with why the Ambassador reached out to us the way he did. He contacted us personally, instead of doing something like...say...petitioning the Society for aid, in an official, public way. We're disposable: we succeed and he gets what he wants, we fail and no one's going to ask too many questions about a few mercenary Starfinders that got in over their heads. Like I said...we're pawns here, and we're still learning the nature of the game."

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Isu nods at Arc and talks into his comms. "Every squad needs a scout. Don't fail us, solarian. Shall we remain in this central location as you look inside some rooms? This is a solid tactical location, because at this intersection, we can see up and down the length of the ship. If enemies threaten, you can retreat back to this location and we can shoot them down before they can close on us."

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Arcalinte nods and begins moving ahead quietly, straight ahead first, to get a better look at what's in the hall, and whatever particular rooms are off this hallway.
Stealth: 1d20 + 7 ⇒ (15) + 7 = 22

GM Snowheart |

Alrighty. Pause there. Will have an update up shortly... For, uh... no reason at all.

GM Snowheart |

Sydney moves up to examine the corpse. Nudging it with her foot, she realizes it's... a goblin!? Just as odd discovery comes to her, two creatures detach themselves from the machinery on the walls and leap to attack. One of them misses, its attack almost serving as a distraction, while the other bites deep and chews at Sydney's leg.
The sudden violence playing out in front of them takes most of the party by surprise, while Grix, Spectre and Arcalinte seemed to sense something was about to happen and are already snapping to the ready.
Syndey takes 12 points of damage from a critical hit, and needs to give me a Fort DC 10
Grix, Spectre and Arc may act during the surprise round. Everyone else will have to wait. After they act, we go into regular initiative and the creatures will go first.
#1 Perception: 1d20 + 5 ⇒ (15) + 5 = 20
#2 Perception: 1d20 + 5 ⇒ (1) + 5 = 6
Arc Perception: 1d20 + 10 ⇒ (18) + 10 = 28
Syd Perception: 1d20 + 8 ⇒ (2) + 8 = 10
#1 Standard Charge: 1d20 + 8 - 2 ⇒ (2) + 8 - 2 = 8 Dmg: 1d6 + 2 ⇒ (5) + 2 = 7 Miss
#2 Standard Charge, Flank: 1d20 + 8 - 2 + 2 ⇒ (20) + 8 - 2 + 2 = 28 Dmg: 1d6 + 2 ⇒ (4) + 2 = 6 Crit
Arcalinte: 1d20 + 2 ⇒ (11) + 2 = 13
Grix: 1d20 + 6 ⇒ (13) + 6 = 19
Isu: 1d20 + 5 ⇒ (8) + 5 = 13
Spectre: 1d20 + 3 ⇒ (15) + 3 = 18
Solaria: 1d20 + 2 ⇒ (1) + 2 = 3
Sydney: 1d20 + 5 ⇒ (14) + 5 = 19
Ted: 1d20 + 2 ⇒ (4) + 2 = 6
-----------------------
Enemy: 1d20 + 6 ⇒ (11) + 6 = 17
Aaand, because I forgot to roll it early and don't want to mess up the order of the dice...
Grix: 1d20 + 9 ⇒ (17) + 9 = 26
Isu: 1d20 + 1 ⇒ (13) + 1 = 14
Spectre: 1d20 + 5 ⇒ (15) + 5 = 20
Solaria: 1d20 + 6 ⇒ (9) + 6 = 15
Ted: 1d20 + 1 ⇒ (15) + 1 = 16

GM Snowheart |

Oooooooooh! I like that. Maybe? (But it feels a little cruel to JAF0/Eekz.)

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We don't know what they look like, they could be blood thirsty monsters

GM Snowheart |

The tokens on Roll20 are spot on for the creatures. Imagine a creature the size of a large dog with blue skin and tentacles around its head with a mouth filled with razor sharp teeth. Then imagine the dog is a tiger. And it wants to eat you...like it probably did the goblin’s friends

Grix Krizvit |

Nope, we're being attacked by whatever killed the goblin(s), seems like.
Life Science to identify: 1d20 + 4 ⇒ (7) + 4 = 11
Grix chitters in anxious surprise as Sydney is suddenly jumped. "Kh-khiller tentakhle beasts! Get off her!" Not wasting any time, he raises his semi-auto pistol and fires a wild shot.
Tactical Semi-Auto Pistol (hereafter 'TSAP') vs the one wearing the purple hat: 1d20 + 3 ⇒ (19) + 3 = 22
TSAP damage: 1d6 ⇒ 6
Also, getting crit by an enemy on the first attack? That's not a very auspicious start :/

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Ignore what I said about Eekz before. If we do meet him among other space goblins I want him to be alive.
Arcalinte gasps when he sees Sydney fall and immediately steps up and swings at the monster Grix shot at as his armor flares.
Entering photon mode. The one that Grix is shooting is the one that attacked Sydney, right?
Longsword: 1d20 + 5 ⇒ (6) + 5 = 111d8 + 2 ⇒ (4) + 2 = 6

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"Hostile creatures detected," Spectre says just a moment too late. Though he's already raising his weapon, some of the group is surprised.
His sighting attempts to compensate for his companions in the way, but there's too much chaos all at once for him to get off a clean shot.
Laser Rifle (azimuth) (weapon focus): 1d20 + 5 - 4 ⇒ (4) + 5 - 4 = 51d8 ⇒ 6
The link to Roll20 seems to be broken on the campaign page...any chance of fixing that?

Sydney Jordan |

Fort DC10: 1d20 + 2 ⇒ (14) + 2 = 16
A long string of profanity escapes Sydney's lips and keeps on coming out. Every curse word in the human dictionary and a few in Akitonian reverberate through the ship's darkened halls.
Sydney fearlessly tries to grasp some of the slippery face-tentacles - while avoiding the teeth - and unwrap them from her leg. With her other hand, Sydney smacks the biting creature with her flashlight as if to say: Down! Bad space monster! Sydney is too busy cursing like a space pirate to communicate with her companions.

Solaria Jesari |

GM if you would rather I wait my turn to do something, then I will do that, but hoped that this will make it easier. Basically just tell me to stop if you don't like this way.
With the sudden turn of events, Solaria is taken aback, and gasps audibly. This is her first real experience of fighting for her life, she hesitates waiting for someone to tell her what to do. Her mind frozen, then she thinks, Calm young lady, think your dealing with unruly guests, do what you do best. What do you know of the problem? She lets out a sigh and tries to remember if any of the simulations, visuo-reality programs or books she read about the great expanse of space contained any reference to creatures such as these, so she can relay the information to her companions.
Taking out her pistol she readies to shoot at the creature she can see, she attracts it's attention, by faking the shot at it's left flank, hoping to make its right easier to hit.
Life Science 1d20 + 6 ⇒ (9) + 6 = 15 to identify the creature.
Solaria's theme if applicable... THEME KNOWLEDGE (1ST) You are trained to seek out, identify, and interact with alien life-forms. Reduce the DC to identify a rare creature using Life Science by 5.
Move action
Takes out Pulsecaster Pistol
Standard action
Against Akata Solaria can see (one with purple hat). Bluff for Clever Feint 1d20 + 10 + 1d6 ⇒ (9) + 10 + (5) = 24
CLEVER FEINT As a standard action, you can fake out an enemy within 60 feet, making that enemy open to your attacks. Attempt a Bluff check with the same DC as a check to feint against that enemy (though this isn’t a standard check to feint, so Improved Feint and Greater Feint don’t apply). Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
Extra d6 from Envoy skill expertise.

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Ted chuckles, "These must be the goblins' pets! Wonder if they were the ones flying this ship against us. Spec, maybe trying feeding the animals instead of shooting them... They look hungry."
He makes a flicking motion at the top spinning around his head and points at the nearest beast. The top begins spinning faster and faster as energy sparks around it.
Full Round action: magic missile
3 missiles: 3d4 + 3 ⇒ (4, 1, 3) + 3 = 11
life science to identify (ditto isu): 1d20 + 8 ⇒ (6) + 8 = 14

GM Snowheart |

Grix, Spectre and Arc may act during the surprise round. Everyone else will have to wait. After they act, we go into regular initiative and the creatures will go first.
I think this got lost in the OOC posts, so just repeating it here. And, unfortunately, my laptop has crashed. IT is working on it but until I get it back I don't have access to my PDFs and my posting rate will be slower. Hang in there with me. Thanks!

GM Snowheart |

Grix: Identify; Fire-Hit
Spectre: Miss
Arc: Miss
Spectre fires off a snap shot that goes wild while Grix searches his brain for anything he can recall on these creatures.
With that little bit of knowledge percolating through his brain, Grix snaps off a shot from his pistol. It slams into the hind quarter of one of creatures, leaving a splash of blueish blood in its wake. Arcalinte charges in and swings his longsword, striking true and further injuring the creature.
The wounded creature whirls and bites at the latest source of injury, grazing Arcalinte. The other one, just around the corner and that previously missed Sydney, lunges forward and bites deep into Sydney's back, blood splattering on the inside of her helmet as she begins to cough crimson fluids.
Arc takes 3... Sydney has the worst of the luck, nailed with another critical (Nat 20) for 13 points.
Arc and Sydney need to give me saves; Fort DC 10.
Bite vs Arc: 1d20 + 8 ⇒ (19) + 8 = 27 Dmg: 1d6 + 2 ⇒ (1) + 2 = 3
Bite vs Syd: 1d20 + 8 + 2 ⇒ (20) + 8 + 2 = 30 Dmg: 2d6 + 4 ⇒ (3, 6) + 4 = 13

Sydney Jordan |

Round 2
Sydney doesn't have Life Science to roll.
Fort DC 10: 1d20 + 2 ⇒ (17) + 2 = 19
Sydney looks badly injured, but she takes out one of her guns and shoots at the creature currently gnawing her leg. She's still swearing up a storm.
To hit (Laser pistol, azimuth): 1d20 + 5 ⇒ (14) + 5 = 19
Damage: 1d8 ⇒ 1 I don't add my Dex, right?

GM Snowheart |

Yeah, I don't think you're adding Dex yet. Also, you may want to take a 5' step away if you can. Ranged combat adjacent to a melee opponent will still trigger an AoO. Edit: A guarded step is still going to leave you next to one of them. You're kind of in trouble. :-( Sorry!
* When you threaten a space and the opponent moves out
of that space in any way other than a guarded step (see
page 247) or withdraw action (see above), you can use your
reaction to make a melee attack against the opponent.
* When the opponent in a space you threaten makes a ranged
attack, you can use your reaction to make a melee attack
against the opponent.
* When the opponent in a space you threaten casts a spell or
uses a spell-like ability, you can use your reaction to make a
melee attack against the opponent. However, some spells or
spell-like abilities state in their descriptions that they don’t
provoke attacks of opportunity, so be sure to confirm that the
enemy has provoked your reaction before you take it.

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Isu barks into the comms. "Sydney, retreat, NOW! You are no condition to stand right in between them and continue attacking."
Spurred into action, Isu tries to slam his longsword into the creature in front of him, and then takes a guarded step to move closer to a flanking position.
longsword swing and damage: 1d20 + 2 + 4 ⇒ (10) + 2 + 4 = 161d8 + 4 ⇒ (2) + 4 = 6