
Sev - |

"Indeed." Sev responds. He begins to follow the skittermander, but with his longer legs he manages to step ahead of the small creature. As he approaches, the android gives a visual scan of the portal. Perception: 1d20 + 7 ⇒ (6) + 7 = 13

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Psyche is less certain about the need to go on the rock. "Isn't our mandate fulfilled by securing the ship? We are not qualified to assess the value of the Drift Rock," she says. Nevertheless, she is eager to test out her new jumpjets in a low-gravity environment. She reloads her weapons and gets ready to go out there.

GM JLeeBly |

The party enters through the airlock doors. With its vaulted ceiling and smoothed stone floor, this sprawling cavern has the appearance of a primitive shuttle hangar or landing bay—an impression reinforced by the presence of a starship taking up the majority of the space. Only the western wall is finished with the ceramic-metallic plating found elsewhere in the complex; the remainder of the cavern is hemmed by natural rock walls. Huge doors stand in the eastern wall of the chamber—doors easily big enough to accommodate the starship parked in front of them. Of more immediate interest, however, are the two human bodies splayed on the floor just inside the western doors, their internal organs spread artfully on the floor around the corpses.
Before you stands an imposing creature.
Roll Initiative, and wrest victory from the hands of despair!

Sev - |

Initiative: 1d20 + 6 ⇒ (2) + 6 = 8
Sev stops to admire the spread of internal organs on the floor, analyzing the manner in which they function to compose a single system. Unfortunately, it makes him slowe to react to the creature.

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Psyche draws her gun and arms it. She raises her hand, which glows with magical energy. "Does anyone know what that is?" She murmurs as she accesses her own memory banks.
Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Life Sciences: 1d20 + 8 ⇒ (12) + 8 = 20

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init: 7 + 1d20 ⇒ 7 + (15) = 22

GM JLeeBly |

Dakes: 1d20 + 1 ⇒ (10) + 1 = 11
Creature: 1d20 + 5 ⇒ (8) + 5 = 13
Round 1
Psyche studies the creature and immediately identifies it as a garaggakal, sometimes called a "drift wraith". Many xenobiologists believe garaggakals can absorb and subsist on the planar energies of the Drift and don’t actually need to feed on living creatures, even though they hunt. A garaggakal will make a temporary lair on a floating chunk of terrain, using it as a base from which to mount hunting forays into the plane nearby. Inevitably, however, the garaggakal abandons its lair in search of better hunting grounds.
Highly intelligent, garaggakals display intense curiosity about other creatures, but their extremely alien mindset makes peaceful interaction difficult, if not impossible. Garaggakals seem to divide all life into two categories: predators (such as itself) and prey (everything else). To a garaggakal, the best way to learn more about a new alien species is to kill, dissect, and eat it—and not necessarily always in that order.
Psyche knows that garaggakal are vulnerable to electricity, have been documented to phase in and out of reality (substantiated by Moriko Nash's last logs), and can seemingly leech the life out of victims from a distance.
The party is currently 60 feet from this beast.
I will be resolving actions as soon as possible. Post early and often. :P

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Jax will throw the incendiary grenade right behind the creature and then move 30 feet closer to it. hit the square: 3 + 1d20 - 4 ⇒ 3 + (10) - 4 = 9 -4 range penalty, as a bombard I can throw the grenade at range+5Xstr modifier, it would be range 3 to hit that square dmg: 1d6 ⇒ 6 fire Reflex 15 for half. Yes 15 this time instead of 14, it is a level 2 grenade

Sev - |

I have epoxy and a grapple line, but with its phase ability and our general lack of strength, I am not sure that either will do us much good. Thus, the only tactic I can see Sev taking is...
Sev draws his pistol and attacks.
Acrobatics, Trick attack: 1d20 + 10 ⇒ (1) + 10 = 11
Ranged attack (semi-auto pistol, tactical): 1d20 + 4 ⇒ (1) + 4 = 5
Damage (pistol)(P): 1d6 + 1 ⇒ (6) + 1 = 7
Additional Damage if Trick Attack Successful: 1d8 ⇒ 7

GM JLeeBly |

Jax tosses a grenade at the fiend...
Reflex Save: 1d20 + 7 ⇒ (12) + 7 = 19
...and it deftly avoids most of the explosion.
The garaggakal meets Jax in the open field, using powerful wingstrokes to close the distance. It attempts to bite Jax...
Attack: 1d20 + 12 ⇒ (11) + 12 = 232d6 + 9 ⇒ (2, 6) + 9 = 17
...and scores a vicious hit.
Nik-a-Nik bides his time...
Dakes sends a wave of psychic energy at the beast...
Will Save: 1d20 + 6 ⇒ (20) + 6 = 26
Damage: 2d10 ⇒ (4, 3) = 7
...but the thing shrugs off most of the effects.
Psyche also sends psychic energy at the garaggakal...
Will Save: 1d20 + 6 ⇒ (8) + 6 = 14
Damage: 2d10 ⇒ (5, 10) = 15
...and waves of pain make the thing shudder. Psyche took spell focus, right? ;)
Sev attempts to shoot the creature, but the speed of its approach makes the shot extremely difficult.
End of Round 1 / Beginning of Round 2
Nik-a-Nik awaits his opening!
Initiative: Nik-a-Nik (Holding), Jax (22.07), Garaggakal (13.05|21 Damage), Dakes (11.01), Psyche (10.01), Sev (8.06), ROUND 3

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Jax will pull out his hammer and swing hit: 3 + 1d20 ⇒ 3 + (19) = 22 vs KAC
dmg: 1d8 + 1 ⇒ (2) + 1 = 3
My blood is poisonous to worms bluff: 1d20 ⇒ 11 to get him to believe that.

Sev - |

Sev continues his attack.
Acrobatics, Trick attack: 1d20 + 10 ⇒ (13) + 10 = 23
Ranged attack (semi-auto pistol, tactical): 1d20 + 4 ⇒ (17) + 4 = 21
Damage (pistol)(P): 1d6 + 1 ⇒ (2) + 1 = 3
Additional Damage if Trick Attack Successful: 1d8 ⇒ 5

GM JLeeBly |

Jax swings at the beast and connects, though only superficially.
The garaggakal attempts to bite Jax once more...
Attack: 1d20 + 12 ⇒ (3) + 12 = 152d6 + 9 ⇒ (5, 1) + 9 = 15
...but misses due to the hammer blow!
Dakes and Psyche send mental waves of pain once more...
Dakes Will Save: 1d20 + 6 ⇒ (20) + 6 = 262d10 ⇒ (8, 9) = 17
Psyche Will Save: 1d20 + 6 ⇒ (14) + 6 = 202d10 ⇒ (2, 8) = 10
...though it has prepared itself for that trick.
Sev is unable to hide from the beast, though successfully puts a round into its wing.
End of Round 2!
Nik-a-Nik is still looking for an opening. The garaggakal is engaged with Jax, the two exchanging blows. It appears the garaggakal is looking for an exit route.
Initiative: Nik-a-Nik (Holding), Jax (22.07), Garaggakal (13.05|40 Damage), Dakes (11.01), Psyche (10.01), Sev (8.06), ROUND 4

Sev - |

Sev presses his attack.
Acrobatics, Trick attack: 1d20 + 10 ⇒ (5) + 10 = 15
Ranged attack (semi-auto pistol, tactical): 1d20 + 4 ⇒ (7) + 4 = 11
Damage (pistol)(P): 1d6 + 1 ⇒ (3) + 1 = 4
Additional Damage if Trick Attack Successful: 1d8 ⇒ 7

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Nik-a-Nik moves forward, and around the creature, so that he is exactly 15' away (double move, if required).
He then drops his backpack full of explosives (no action), and moves away 30' (using his 'Hyper' ability to take an extra move action).
Nik-a-Nik then waves cheerily at the creature.
"Time to go boom!"
He then depresses the trigger on the detonator (no action).
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 2 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 2 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 5 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 1 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 2 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 2 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 4 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 6 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 2 damage, DC 13 Reflex for half.
Mk I Frag Grenade: 1d6 ⇒ 3 damage, DC 13 Reflex for half.
Mk I Shock Grenade: 1d8 ⇒ 3 Electricity damage, DC 13 Reflex for half.
Mk I Shock Grenade: 1d8 ⇒ 8 Electricity damage, DC 13 Reflex for half.
Note: I have explicitly moved around, so I *don't* blow up Jax in the process.

GM JLeeBly |

Blink
Reflex Save, Set 1: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (18) + 7 = 25
Reflex Save, Set 2: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (3) + 7 = 10
Reflex Save, Set 3: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (2) + 7 = 91d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (12) + 7 = 191d20 + 7 ⇒ (18) + 7 = 25
Reflex Save, Set 4: 1d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (18) + 7 = 25
Reflex Save, Set 5: 1d20 + 7 ⇒ (7) + 7 = 141d20 + 7 ⇒ (13) + 7 = 201d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (19) + 7 = 26
Reflex Save, Set 6: 1d20 + 7 ⇒ (9) + 7 = 161d20 + 7 ⇒ (20) + 7 = 271d20 + 7 ⇒ (16) + 7 = 231d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (7) + 7 = 14
Reflex Save, Set 7: 1d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (1) + 7 = 81d20 + 7 ⇒ (4) + 7 = 111d20 + 7 ⇒ (11) + 7 = 18
Reflex Save, Set 8: 1d20 + 7 ⇒ (11) + 7 = 181d20 + 7 ⇒ (18) + 7 = 251d20 + 7 ⇒ (17) + 7 = 241d20 + 7 ⇒ (6) + 7 = 131d20 + 7 ⇒ (2) + 7 = 9
Reflex Save, Set 9: 1d20 + 7 ⇒ (14) + 7 = 211d20 + 7 ⇒ (7) + 7 = 141d20 + 7 ⇒ (8) + 7 = 151d20 + 7 ⇒ (5) + 7 = 121d20 + 7 ⇒ (7) + 7 = 14
Reflex Save, Set 10: 1d20 + 7 ⇒ (15) + 7 = 221d20 + 7 ⇒ (12) + 7 = 19
10 + 15 + 12 + 11 + 13 + 7 + 11 + 10 + 9 + 7 = 105

GM JLeeBly |

Nik-a-Nik gets into position and drops a backpack strategically near his adversary -- a backpack diligently armed with close to 50 pounds of munitions. With a single button press, the makeshift hanger bay turns into ground zero for the most terrifying display many of the party has ever witnessed. The area is sprayed with dust and viscera. Once vision (and hearing) has returned, the party finds that any sign of the garagakkal is wiped from existence.

GM JLeeBly |

Upon searching the cavern, you find several unusual art objects that the garaggakal has collected from myriad civilizations over the years while hunting in the Drift. Ranging from bizarrely unsettling to delicately exquisite, these examples of exotic fine art are worth a total of 2,000 credits. Of course, the biggest treasure here is the Sunrise Maiden itself.
The party can easily recognize the Sunrise Maiden as a Sanjaval Vagabond, a common (though somewhat outdated) model of starship known for its toughness and dependability. As Moriko Nash’s
last will and testament gifted the ship to whomever found her, the Sunrise Maiden is legally yours now. With the departure of the Hippocampus, the Sunrise Maiden is your only way off the Drift Rock.
Opening the hanger doors is a simple matter, as is getting the Maiden started (even after 75 years of inactivity).

GM JLeeBly |

Wrapping up Book 1
Information pertaining to the drift rock is sent to the Starfinder Society for perusal. The initial findings suggest the drift rock is part of a much larger facility called "The Stellar Degenerator", possible a system-ending weapon. The revelation concerns the Society, and you are asked to examine further.
Gevelarsk Nor is pleased with the evidence you have found to help arbitrate the case between the Hardscrabble Collective and Astral Extractions, and your discretion with handling his package is rewarded.
Things seem to be calming down, only for the trip back to Absalom Station be interrupted by space-faring assailants! Find out what happens next in Book 2: Temple of the Twelve!