
Game Master S |

The party takes up positions. The desolate Eoxian terrain turns macabre here, as the sloping land descends into a gaping canyon that stretches for dozens of yards. But instead of sheer cliffs of rock, towering piles of bones and skulls of all sizes and shapes form the walls of the gorge. At the ravine’s eastern end, a wide pool of bubbling green acid abuts a sheer cliff. Several flat, stepped rocks next to the pool approximate a stairway climbing to the top of the cliff.
As the undead survivors of the Eoxian cataclysm tried to rebuild their planet in the aftermath, they gathered all of the village’s bones into two large piles. However, the sheer macabre volume of the remains—combined with the harsh landscape and the acid pools that spontaneously arose from the ground in several places—led the elebrians to eventually abandon this endeavor.
A troop transport comes screeching in from the west. Based on the fact that it doesn't open fire, you think they might not expect Starfinders in place of their asset. A fire team of five bone troopers rappel from the transport.
A sixth soldier emerges, obviously different from the others. A supernaturally enhanced voice rings out as he hits the ground. “Petty, foolish, irritating Starfinders! All of the effort I spent to weave this deadly trap, and for what? To have you bumble through, unharmed and yet still so ignorant? Allow me to enlighten you. I am Captain Zeera Vesh, esteemed officer of the mighty Corpse Fleet—valiant navy of the true Eox—and you will go no farther. You’ve meddled enough in our plans. Now, I shall succeed where my lackeys have failed. I shall destroy you and bring glory to the Corpse Fleet once and for all!” This solider is..... not a normal elebrian. Mysticism DC 21 to ID.
Everyone's weapons, Starfinder and Corpse Fleet alike, are out.
It's a standoff.

Torin Janzi |

Culture: 1d20 + 10 ⇒ (10) + 10 = 20
Janzi shares the info in the spoiler before the Eoxians arrive.
Mysticism: 1d20 + 11 ⇒ (17) + 11 = 28

Game Master S |

jiang-shi vampire!
fast healing 5, DR 10/magic, Immunities effects from spell gems and normal undead stuff; Resistances cold 10
A jiang-shi is held at bay by cooked rice, mirrors, or ringing a handbell. It must stay at least 5 feet away from the object of its revulsion and cannot touch or make melee attacks against a creature brandishing such an object.

Torin Janzi |

Janzi tells what he knows to the party via telepathic message: Jiang-shi. Undead. Vampire. Need magic. Cold's no good. Heals.
Diplomacy: 1d20 + 12 ⇒ (1) + 12 = 13 awesomesauce. I mean, DAMMIT JEFF
Aloud, he says, Thanks for the villain monologue, I needed a short nap. If you're done pontificating, we'll accept your surrender now.

Game Master S |

Janzi's utter failure is all the provocation the Corpse Fleet unit needs to open fire!
Vampire: 1d20 + 6 ⇒ (19) + 6 = 25
Grunts: 1d20 + 7 ⇒ (18) + 7 = 25
Booker: 1d20 + 5 ⇒ (4) + 5 = 9
Dunklezahn: 1d20 + 9 ⇒ (1) + 9 = 10
Gig: 1d20 + 3 ⇒ (18) + 3 = 21
Hack-it: 1d20 + 0 ⇒ (11) + 0 = 11
R.1.G.5.: 1d20 + 6 ⇒ (8) + 6 = 14
Torin: 1d20 + 1 ⇒ (9) + 1 = 10

Game Master S |

The grunts start attacking in every direction, looking to sow confusion! The pistols release Supercharged Arcane Energy on the opening Salvo
Red v. Hack-it: 1d20 + 9 ⇒ (19) + 9 = 28 for DMG: 1d6 + 3 + 4d6 ⇒ (3) + 3 + (4, 1, 1, 2) = 14
Orange launches a trio of Magic Missiles at Gig! for DMG: 3d4 + 3 ⇒ (1, 1, 4) + 3 = 9
launches a trio of Magic Missiles at Janzi! for DMG: 3d4 + 3 ⇒ (4, 1, 4) + 3 = 12
Green v. Sputter: 1d20 + 9 ⇒ (11) + 9 = 20 for DMG: 1d6 + 3 + 4d6 ⇒ (3) + 3 + (1, 4, 3, 4) = 18
Blue v. Dunk: 1d20 + 9 ⇒ (8) + 9 = 17 MISS
The vampire hops to action, literally. She has a gait unlike anything you've ever seen, hopping in a zig zag pattern. She bounds towards Dunk!
Round 1:
Hostiles: ATK!
Gig: Go
R1G5: Go
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Go
Orange: MM 2/3 Supercharged
Yellow: MM 2/3 Supercharged

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R1G5 takes off, making a beeline running through Janzi and Dunk, and takes a potshot at the vampire with a disintegrator pistol that's drawn while moving.
Stealth vs DC 20 + CR: 1d20 + 19 ⇒ (8) + 19 = 27 If successful, target is Flat-Footed (-2 AC) for R1G5' attack only.
Disintegrator Pistol: 1d20 + 9 ⇒ (5) + 9 = 141d10 + 2 ⇒ (5) + 2 = 73d8 ⇒ (3, 6, 5) = 14 If the Stealth check was successful and the attack hits, target is Flat-Footed (-2 AC) until R1G5' next turn.

Game Master S |

R1G5 pulls off an impressive maneuver, but the android's aim is off.
Round 1:
Hostiles: ATK!
Gig: Go
R1G5: Miss
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Go
Orange: MM 2/3 Supercharged
Yellow: MM 2/3 Supercharged

Torin Janzi |

Janzi grimaces in pain as the force bolts hit him, but he's perfectly clear on which foe is the biggest threat. He thinks about the firearm in his holster and how inadequate it will be, then lashes out at the Captain with amind thrust.
lv 2 spell: 4d10 ⇒ (1, 8, 3, 10) = 22 DC 16 Will for half damage
Janzi Steps to the side, and tries to encourage the vesk. You got this, Dunk! he says, not very convincingly.

Game Master S |

Will: 1d20 + 9 ⇒ (1) + 9 = 10 Janzi's spell catches the vampire unawares, and he feels the alien and undead brain scrambling to his will!
Round 1:
Hostiles: ATK!
Gig: Go
R1G5: Miss
Hack-It: Go
Dunklezahn: Go
Janzi: Psionics!
Booker: Go
Orange: MM 2/3 Supercharged
Yellow: MM 2/3 Supercharged
Captain: 22

Gig Razorbyte |

Gig feels the pain of the arcane bolts and in instant retaliation releases a volley of magic missiles back at Orange.
Magic Missile: 3d4 + 3 ⇒ (2, 2, 2) + 3 = 9

Booker Broadshaw |

Booker opens fire from the cover of his pile o' bones. "Focus on the leader! ON THE LEADER!" he barks.
Focus Fire @ Vampire: 1d20 + 11 + 1 - 3 ⇒ (15) + 11 + 1 - 3 = 24
Damage: 1d10 + 7 ⇒ (2) + 7 = 9
Focus Fire @ Vampire: 1d20 + 11 + 1 - 3 ⇒ (9) + 11 + 1 - 3 = 18
Damage: 1d10 + 7 ⇒ (9) + 7 = 16
Not magic, sadly.

Hack-It |

"The jumping freak? Sure, this should be fun," Hack-It's words drip with sarcasm.
Attack w/Tactical semi-auto pistol: 1d20 + 8 ⇒ (12) + 8 = 20
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack w/Azimuth Laser Rifle: 1d20 + 8 ⇒ (4) + 8 = 12

Game Master S |

Gig fights fire with fire, or rather arcane bolts with arcane bolts! The solider grunts and takes the hit. It'll be a few more of those to bring down on of these Corpse Fleet Marines.
Booker's first shot hits, but doesn't even harm the captain! The second does a bit, but only because it was a direct hit.
Skipping the easier targets for the pair, Hack-it and Sputter take aim at the leader, but he's too much of a match for them.
Round 1:
Hostiles: ATK!
Gig: MM
R1G5: Miss
Hack-It: Miss
Dunklezahn: Go
Janzi: Psionics!
Booker: Hit
Orange: MM 2/3 Supercharged
Yellow: MM 2/3 Supercharged
Captain: 28

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As the leader closes in, Dunk gives his tactical pike a spin and tries to bring it down on the vampire.
Tactical Pike: 1d20 + 10 ⇒ (10) + 10 = 20
Bludgeoning Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Game Master S |

Dunk scores a solid hit, but the supernaturally tough body of the vampire resists most of the damage. The vampire responds in kind, "Pathetic lizard. Crawl back into your hole." The captain unleashes a barrage of attacks that starts with a feint:
Trick Attack!: 1d20 + 19 ⇒ (3) + 19 = 22, but Dunklezahn isn't so easily fooled!
Claw: 1d20 + 14 ⇒ (15) + 14 = 29 for DMG: 1d6 + 8 ⇒ (6) + 8 = 14 and grabs hold of Dunk! The vampire pulls his face close to Dunklezahns, "Let me drink your chi. I hunger for such wu!"
The soldiers continue to fan out and attack the party:
Red: holds his position, but uses a Magic Missile spell to hit Booker in his sniper's nest: MM: 3d4 + 3 ⇒ (2, 4, 2) + 3 = 11
Orange: Runs around to Gig's open flank and levels his supercharged pistol at the ysoki Tactical pistol: 1d20 + 9 ⇒ (5) + 9 = 14, but misses! The bullet slams into some skulls and explodes with magically amplified damage.
Yellow: Rushes to the edge of the shelf and takes aim at Janzi Tactical pistol: 1d20 + 9 ⇒ (16) + 9 = 25 for DMG: 1d6 + 2 + 4d6 ⇒ (1) + 2 + (1, 1, 4, 1) = 10!
Green: stands his ground, and focuses a trio of missiles at Janzi MM: 3d4 + 3 ⇒ (3, 2, 4) + 3 = 12
Blue: also stands his ground, and focuses a trio of missiles at Hack-itMM: 3d4 + 3 ⇒ (4, 2, 2) + 3 = 11
Round 2:
Hostiles: ATK!
Gig: Go
R1G5: Go
Hack-It: Go
Dunklezahn: Go (Grappled)
Janzi: Go
Booker: Go
Orange: MM 2/3
Yellow: MM 2/3
Red: MM 2/3
Green: MM 2/3
Blue: MM 2/3
Captain: 29

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https://youtu.be/xKwLXNJya5c?t=63
While the vampire is busy getting busy with Dunk, R1G5 hopes to use that as an opening to land an acid bullet right in the vampire's neck.
Stealth vs DC 20 + CR: 1d20 + 19 ⇒ (9) + 19 = 28 If successful, target is Flat-Footed (-2 AC) for R1G5' attack only.
Disintegrator Pistol: 1d20 + 9 ⇒ (17) + 9 = 261d10 + 2 ⇒ (2) + 2 = 43d8 ⇒ (7, 8, 6) = 21 If the Stealth check was successful and the attack hits, target is Flat-Footed (-2 AC) until R1G5' next turn.

Game Master S |

The acid bullet slams into the vampire, whose eyes widen at the pain. Regardless though, it seems intent on drinking Dunk's chi.
Round 2:
Hostiles: ATK!
Gig: Go
R1G5: Hit!
Hack-It: Go
Dunklezahn: Go (Grappled)
Janzi: Go
Booker: Go
Orange: MM 2/3
Yellow: MM 2/3
Red: MM 2/3
Green: MM 2/3
Blue: MM 2/3
Captain: 54

Torin Janzi |

Janzi reels from the force missiles, but quickly refocuses his attention on Vampirella. His higher magic spent, he reaches out with a lower level mind thrust.
lv 1 spell: 2d10 ⇒ (8, 8) = 16 DC 15 Will for half damage
Not much else I have, I'm afraid.

Game Master S |

Following up from his first success, Janzi pushes his will onto the vampire's mind again Will: 1d20 + 9 ⇒ (18) + 9 = 27 though this time the vampire is ready.
Round 2:
Hostiles: ATK!
Gig: Go
R1G5: Hit!
Hack-It: Go
Dunklezahn: Go (Grappled)
Janzi: Psionics!
Booker: Go
Orange: MM 2/3
Yellow: MM 2/3
Red: MM 2/3
Green: MM 2/3
Blue: MM 2/3
Captain: 62

Booker Broadshaw |

"Stay on target, stay on target!" Booker growls, taking the hits and keeping his focus. He drops his vesk weapon unceremoniously and reaches for the old artillery laser, warming it up and firing a blast at the vampire.
Artillery Laser @ Vampire: 1d20 + 11 + 1 ⇒ (20) + 11 + 1 = 32 CRIT
FIRE damage: 2d10 + 10 ⇒ (7, 1) + 10 = 18 plus BURN: 1d6 ⇒ 3

Game Master S |

Dunklezahn stares down the vampire holding onto him with supernatural strength. The strange abomination opens its mouth wide to drink the vesk's chi.
BOOM!
The vampire's head rips back as a sniper's laser effectively decapitates it. The vampire crumbles to dust at Dunklezahn's feet!
Round 2:
Hostiles: ATK!
Gig: Go
R1G5: Hit!
Hack-It: Go
Dunklezahn: Go
Janzi: Psionics!
Booker: Kill shot
Orange: MM 2/3
Yellow: MM 2/3
Red: MM 2/3
Green: MM 2/3
Blue: MM 2/3
Captain: 0

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As the dust settles at Dunklezahn's feet, he takes a quick look back at Booker, nods his thanks, then rushes in to the Corpse Fleet grunts.
Tactical Pike, Green: 1d20 + 10 ⇒ (13) + 10 = 23
Piercing Damage: 1d8 + 11 ⇒ (7) + 11 = 18

Gig Razorbyte |

Gig breaths a sigh of relief see the vampire slain, but stays focused on his own target. Gig uses a full round of Magic Missile to send three arcane bolts at orange.
Magic Missile: 3d4 + 3 ⇒ (1, 2, 1) + 3 = 7

Game Master S |

Magic Missiles fly out all over the battlefield. Gig sends three of his own into the bone trooper.
With a battlecry Dunklezahn impales the trooper before him. The wound lacks blood, but it's obviously grievous. The soldier doesn't drop but looks at him with dead eyes ready for more violence.
Round 2:
Hostiles: ATK!
Gig: MM
R1G5: Hit!
Hack-It: Go
Dunklezahn: Hit
Janzi: Psionics!
Booker: Kill shot
Orange: 7 MM 2/3
Yellow: MM 2/3
Red: MM 2/3
Green: 18 MM 2/3
Blue: MM 2/3
Captain: 0

Hack-It |

"Yeah! That's more like it!" Hack-It celebrates the big bad vampire's death, ignoring the wounds. He then places a hand on Sputter, causing a flow of energy to infuse the drone. Supercharge Weapon
"Kill the one in blue. Don't miss!"
Sputter takes aim, and a massive beam of laser fire lances out!
Attack w/Azimuth Laser Rifle (supercharged) vs Blue: 1d20 + 8 ⇒ (5) + 8 = 13
Fire damage: 1d8 + 5 + 4d6 ⇒ (7) + 5 + (1, 2, 3, 6) = 24

Game Master S |

Hack-it burns the ever-loving hell out of the bone trooper! The trooper doesn't drop, but it won't take more after that!
Red: "Bring down that vesk!" He launches a trio of missiles at Dunklezahn: MM: 3d4 + 3 ⇒ (2, 3, 1) + 3 = 9
Orange: "Lemme finish this thing!" replies as he does the same against Gig MM: 3d4 + 3 ⇒ (2, 2, 4) + 3 = 11
Yellow: "Got it Red!" Another trio of bolts slams into the soldier! MM: 3d4 + 3 ⇒ (3, 1, 3) + 3 = 10
Green: locked in tight to Dunk turns to savage claws: ATK: 1d20 + 4 ⇒ (4) + 4 = 8, but it's pathetic at best.
Blue: "Fall you ugly lizard!" MM v. Dunk: 3d4 + 3 ⇒ (3, 2, 3) + 3 = 11
Round 3:
Hostiles: ATK!
Gig: Go
R1G5: Go
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Go
Orange: 7 MM 1/3
Yellow: MM 1/3
Red: MM 1/3
Green: 18 MM 2/3
Blue: 24 MM 2/3
Captain: 0

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On it, Hack!
R1G5 dashes past Hack-It seemingly coming from nowhere and fakes out Da Blue One.
Stealth vs DC 20 + CR: 1d20 + 19 ⇒ (12) + 19 = 31 If successful, target is Flat-Footed (-2 AC) for R1G5' attack only.
Disintegrator Pistol: 1d20 + 9 ⇒ (6) + 9 = 151d10 + 2 ⇒ (8) + 2 = 103d8 ⇒ (5, 4, 2) = 11 If the Stealth check was successful and the attack hits, target is Flat-Footed (-2 AC) until R1G5' next turn.

Torin Janzi |

Janzi draws his azimuth laser pistol and fires at Green (or Blue, if Green is down)!
pew: 1d20 + 5 ⇒ (16) + 5 = 21
fire: 1d4 + 2 ⇒ (1) + 2 = 3

Hack-It |

"What? No, focus on the ones harassing Dunk! I was talking to Sputter."

Game Master S |

R1G5 misses with the actual shot, but Janzi scores a glancing blow with his own!
Round 3:
Hostiles: ATK!
Gig: Go
R1G5: Miss
Hack-It: Go
Dunklezahn: Go
Janzi: Hit
Booker: Go
Orange: 7 MM 1/3
Yellow: MM 1/3
Red: MM 1/3
Green: 21 MM 2/3
Blue: 24 MM 2/3
Captain: 0

Game Master S |

While most of the action is clustered around the melee to the north, Gig continues his duel of missiles to the south. His spell's missiles aren't as potent this time, but nevertheless, a trio of missiles still wounds the bone trooper.
Round 3:
Hostiles: ATK!
Gig: MM
R1G5: Miss
Hack-It: Go
Dunklezahn: Go
Janzi: Hit
Booker: Go
Orange: 14 MM 1/3
Yellow: MM 1/3
Red: MM 1/3
Green: 21 MM 2/3
Blue: 24 MM 2/3
Captain: 0 (8 Rounds)

Game Master S |

Mishandled the target AC. R1G5 did, in fact, hit. Correcting:
R1G5 scores a blow at the base of the Bone Trooper's neck. Enough of its neck disintegrates that the head tears itself off!
Round 3:
Hostiles: ATK!
Gig: MM
R1G5: Kill shot
Hack-It: Go
Dunklezahn: Go
Janzi: Hit
Booker: Go
Orange: 14 MM 1/3
Yellow: MM 1/3
Red: MM 1/3
Green: 21 MM 2/3
Captain: 0 (8 Rounds)

Booker Broadshaw |

Booker focuses on his job and tries to keep Dunklezahn standing. A pair of laser blasts lance towards the [color=green]bone trooper locked in melee[/color] with the vesk.
Artillery Laser Focus Fire @ Green: 1d20 + 11 + 1 - 3 ⇒ (17) + 11 + 1 - 3 = 26
Fire Damage: 1d10 + 5 ⇒ (2) + 5 = 7
Artillery Laser Focus Fire @ Green: 1d20 + 11 + 1 - 3 ⇒ (4) + 11 + 1 - 3 = 13
Fire Damage: 1d10 + 5 ⇒ (6) + 5 = 11

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Dunklezahn's knees nearly buckle at the onslaught of magic from the troopers. Panting hard, he tightens his grip on his pike. Not seeing any options that still won't stop another barrage from dropping him, Dunklezahn does what he does best and swings the pike at the trooper next to him.
Tactical Pike: 1d20 + 10 ⇒ (6) + 10 = 16
Piercing Damage: 1d8 + 11 ⇒ (5) + 11 = 16

Game Master S |

Dunklezahnguts the trooper with shocking violence. The trooper his the ground with a sickening crack.
Booker hits a trooper with a solid shot, but only once. Moving to Yellow
Round 3:
Hostiles: ATK!
Gig: MM
R1G5: Kill shot
Hack-It: Go
Dunklezahn: Kill
Janzi: Hit
Booker: Hit
Orange: 14 MM 1/3
Yellow: 7 MM 1/3
Red: MM 1/3
Captain: 0 (8 Rounds)

Hack-It |

Hack-It and Sputter unleash their combined fury on the trooper with red lapels.
Attack w/Tactical Semi-Auto Pistol: 1d20 + 8 ⇒ (3) + 8 = 11
Attack w/Azimuth Laser Rifle: 1d20 + 8 ⇒ (11) + 8 = 19
Fire Damage: 1d8 + 5 ⇒ (2) + 5 = 7

Game Master S |

Sputter connects as the entire valley begins to smell of ozone and acid.
Seeing the vesk on Death's Door, the bone troopers coordinate their attacks!
Yellow sends a pair of missiles at Dunklezahn, and a third at R1G5:
Dunklezahn: 2d4 + 2 ⇒ (4, 3) + 2 = 9
R1G5: 1d4 + 1 ⇒ (3) + 1 = 4
The other in the fray sends a trio at R1G5 too, knowing that kills are better than wounds:
R1G5: 3d4 + 3 ⇒ (1, 3, 2) + 3 = 9
To the south the battle of spells rages:
MM v. Gig: 3d4 + 3 ⇒ (1, 2, 4) + 3 = 10
Round 4:
Hostiles: ATK!
Gig: Go
R1G5: Go
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Go
Orange: 14 MM OUT
Yellow: 7 MM OUT
Red: 7 MM OUT
Captain: 0 (8 Rounds)

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R1G5 weathers the barrage of missiles coming its way, dashes over towards the red skeleton, and unleashes a nasty trick attack.
Stealth vs DC 20 + CR: 1d20 + 19 ⇒ (19) + 19 = 38 If successful, target is Flat-Footed (-2 AC) for R1G5' attack only.
Disintegrator Pistol: 1d20 + 9 ⇒ (15) + 9 = 241d10 + 2 ⇒ (2) + 2 = 43d8 ⇒ (6, 6, 2) = 14 If the Stealth check was successful and the attack hits, target is Flat-Footed (-2 AC) until R1G5' next turn.

Game Master S |

R1G5 doesn't let a wound get in the way of a job! Another bone trooper drops dead from cranial disintegration!
Round 4:
Hostiles: ATK!
Gig: Go
R1G5: Kill
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Go
Orange: 14 MM OUT
Yellow: 7 MM OUT
Captain: 0 (7 Rounds)

Booker Broadshaw |

Laser fire rains down on the [color=yellow]bone trooper[/color] at the edge of the cliff.
Laser @ Yellow: 1d20 + 11 - 3 ⇒ (11) + 11 - 3 = 19
Fire Damage: 1d10 + 5 ⇒ (8) + 5 = 13
If yellow goes down, the next shot goes to orange (at a -1 penalty).
Laser @ Yellow: 1d20 + 11 - 3 ⇒ (17) + 11 - 3 = 25
Fire Damage: 1d10 + 5 ⇒ (7) + 5 = 12

Game Master S |

Two laser shots from a distance combine to almost bring down the penultimate foe! One other remains and from the looks of it, he's about to charge Gig....
Round 4:
Hostiles: ATK!
Gig: Go
R1G5: Kill
Hack-It: Go
Dunklezahn: Go
Janzi: Go
Booker: Hits
Orange: 14 MM OUT
Yellow: 32 MM OUT
Captain: 0 (7 Rounds)

Torin Janzi |

Janzi watches in horror as the vesk crumples to the ground. He keeps the pistol in his hand as he rushes over to Yellow in a fury, lighting into its mind with his.
Mk 1 mind thrust: 2d10 ⇒ (5, 5) = 10 DC 15 Will for half damage

Hack-It |

Hack-It and Sputter turn their sights on the trooper with the yellow jacket.
Attack w/Tactical Semi Auto Pistol (Hack-It): 1d20 + 8 ⇒ (17) + 8 = 25
Piercing Damage: 1d6 + 2 ⇒ (1) + 2 = 3
Attack w/Azimuth Laser Pistol (Sputter): 1d20 + 8 ⇒ (18) + 8 = 26
Fire Damage: 1d8 + 5 ⇒ (1) + 5 = 6

Game Master S |

Janzi addles the bone trooper's mind. When Booker's twin blasts come in, there's little left of the enemy!
Sputter and Hack-it both land blows on the final enemy, but it looks like he's still going to charge Gig!
Round 4:
Hostiles: ATK!
Gig: Go
R1G5: Kill
Hack-It: Hit
Dunklezahn: Go
Janzi: Mind Thrust
Booker: Kill
Orange: 23 MM OUT
Captain: 0 (7 Rounds)

Gig Razorbyte |

Gig Razorbyte decides that he has had enough of the trooper waging war against him. He moves his hands in somatic gestures to cast Caustic Conversion and hurls a handful of angry magical nanites towards the orange trooper that transforms the water vapor in his surrounding area into a deadly acid.
Ranged Attack vs. EAC for Caustic Conversion: 1d20 + 6 ⇒ (20) + 6 = 26
Damage for Caustic Conversion: 4d4 + 5 ⇒ (1, 3, 3, 1) + 5 = 13
Critical Confirmation: 1d20 + 6 ⇒ (20) + 6 = 26
Critical Damage for Caustic Conversion: 4d4 + 5 ⇒ (2, 2, 3, 3) + 5 = 15
The five extra damage occurs at the end of its own turn.
Burn! You annoying twit!"

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Dunklezahn suffers the continued assault of arcane projectiles and falls to the ground. Though out of the fight, he still breathes.
Spend 2 RP to stabilize.

Game Master S |
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Double 20s! Though this is Starfinder, so you already critted after the first!
The final bonetrooper brandishes his claws and charges Gig. His intent is clear, he's going to pick the ysoki up and toss him into the acid!
He charges with a battle cry. Gig digs deep, it's time for a solo.
The technomancer casts a spell. As the vapor breaks apart at the molecular level the H+ immediately begins to burn, burn, burn.
The nearly disintegrated body falls apart, broken at Gig's feet. Its momentum preserved, the parts slide past Gig.
Out of combat!

Torin Janzi |

Janzi flings down his azimuth pistol and rushes to Dunk's side. He exhales loudly when he sees that the vesk is stable. Stupid, f*¢x!ng Corpse Fleet bastards, the lashunta mutters while giving Dunk a mk 1 mystic cure.
healing: 1d8 + 3 ⇒ (7) + 3 = 10
He breathes another sigh of relief as the soldier's eyes snap open and Dunk sits up. Slow down, killer, Janzi says in a surprisingly gentle tone. You're not ready to take on the rest of the system just yet.
Will spend ten minutes using Healing Touch to heal Dunk 25 pts.