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"Looks like we arrived just in time!"
Hmm... I wonder if the audience would prefer the oozes got to the dwarf first...
Lily makes a show of diving past Drehpehs and firing at [red] as it inches up to the trapped dwarf.
Tactical Pistol: 1d20 + 4 - 4 ⇒ (19) + 4 - 4 = 19
Piercing Damage: 1d6 ⇒ 2
If Drehpehs already killed [red] then Lily will target [green] instead.

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Red looks hurt but still up.
Sebrir, you know that these are autonomous synth fluids and you know two things about them.
Sorry for not reiterating this before the start of combat but Dreph and Lily I need acrobatics checks to move half speed, as you are affected as with grease. It looks like Lily can still get within clear shot of red and so can Dreph but not as close.
If you fail your acrobatics check then I need a reflex save to avoid falling prone.

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Acrobatics: 1d20 + 4 ⇒ (18) + 4 = 22
Moved myself back on the stairs. @GM, feel free to move me back further as you see fit for the movement I have.

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life science (with flair): 1d20 + 8 - 4 ⇒ (15) + 8 - 4 = 19 if the check relates to xenobiology, lower the dc by 5
Medrick runs in to the room with Lilly drawing one weapon as he makes it to the stairs and the other as he moves passed Lilly. Once he gets into a better position, he studies the slimes. He looks to the camera and dramatically gives the information he learns about the enemy. I can not remember what my options to learn with the a check. It isn't listed under skills like I expected. What else can I learn beyond what has already been learned?
Double move action to move and equip both guns. Free action to identify the enemy.

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@Lily, I moved you back to where I believe you were, feel free to move yourself into any of those first two rows where I had people start as you didn't have an exact marching order.
@Medrick you can learn three things, Sebrir got special attacks and special defenses, there's not that much else to learn, so I can give you the rest, resistances, immunities, and senses.
Spit (Ex) As a standard action, an autonomous synth fluid can spit a stream of caustic liquid at a target within 60 feet.
Spray (Ex) As a reaction when hit by an attack that targets
its KAC, an autonomous synth fluid can spray a portion of its body into an adjacent 5-foot square. Any creature in the area takes acid damage (Reflex negates), and the area becomes difficult terrain for non-ooze creatures. The fluids evaporate after 1 minute.
Ooze Immunities
Acid Resistance
Blindsight (Vibration), Sightless

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[ooc]Don't want to bot a use of a spell so Raia will fire at purple Azimuth Laser Pistol: 1d20 + 3 ⇒ (6) + 3 = 9 and miss.
The fluids will close, Red will close and attack Medrick, Green will close and attack Drehp, Purple will close and attack Lily. Sebrir you can make your grenade attack. Tyrin will attack purple with his laser rifle.
Tyrin's Rifle: 1d20 + 2 ⇒ (19) + 2 = 21 Damage: 1d6 ⇒ 2
Red on Medrick: 1d20 + 6 ⇒ (9) + 6 = 15 will miss
Green on Drehp: 1d20 + 6 ⇒ (14) + 6 = 20 hits for Damage: 1d6 + 1 ⇒ (5) + 1 = 6
Purple on Lily: 1d20 + 6 ⇒ (17) + 6 = 23 hits for Damage: 1d6 + 1 ⇒ (1) + 1 = 2
And you're all up again.

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Medrick dodges the acid spit, but just barely. That was a close one. Time to take care of these messes.
Medrick takes a careful step back and fires his arc pistol at the ooze.
arc pistol (EAC, nonleathal): 1d20 + 6 ⇒ (17) + 6 = 23
damage (electricity): 1d6 ⇒ 4
Just looked it up and oddly oozes are not immune to nonlethal damage surprisingly. Which is lucky because then I would need a move action to change my gun into damage dealing one. But I don't want to use my other gun and start making everything difficult terrain.
Move action for a guarded step and a standard for attack action.

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Drehp takes a Guarded step back and flings the same wrench into the ooze attacking him.
Telekinetic Projectile: 1d20 + 2 ⇒ (18) + 2 = 20 Damage: 1d6 ⇒ 5
SP 0/6

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Lily, is that a critical hit?

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grenade toss, DC5 to hit floor: 1d20 + 2 ⇒ (7) + 2 = 9
damage: 1d6 ⇒ 6 Explodes in a 15-ft radius burst, I drew the blast area on the map taking the walls into account, and luckily was able to hit two of them without hitting any of my allies! :)
Sebrir then looks up at the camera drones. "You see? I DO use my grenades, when it makes sense to do so!"

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Must be getting Pathfinder rules mixed up. Figured Acrobatics was only needed to move at bgreater than half speed. Didn't Oozes could be Crit.
Honestly haven't looked at the Pathfinder rules for it in awhile, I'm just basing the needing the acrobatic checks on This:
A creature can walk within or through the area of grease at half normal speed with a successful DC 10 Acrobatics check. Failure means the creature can’t move that round and must then succeed at a Reflex save or fall prone, while failure by 5 or more means it falls prone (see the Acrobatics skill on page 135 for details). A creature that doesn’t move on its turn doesn’t need to attempt this check and isn’t considered flat-footed.
I'm not really sure where the flat-footed line comes from since it doesn't seem like failing the Acrobatics check makes you flat-footed but the rest seems to say if you move you have to make the acrobatic check and if you do you can move up to half your speed. Its a bit of a unique situation because usually you aren't under the effects of a grease by being greased yourself so I'm happy to be reading this wrong but that's the reading I get. I think in theory the spell doesn't even allow a guarded step but that one could go either way (half normal speed could mean either each move is 10 feet thus no guarded step or half normal speed could mean that your speed is 15 for the round instead of 30, its not really clear.)
Also you're right, oozes are immune to crits, I read it and then immediately forgot it.
Red Reflex: 1d20 + 0 ⇒ (18) + 0 = 18 even making its save, Red dies from the blast of the grenade and the weapon attacks.
Green Reflex: 1d20 + 0 ⇒ (6) + 0 = 6 Green is still up but severely damaged.
Purple is also still up so far.
Will give Tyrin and Raia a couple more hours and then will bot them when the fluids go if I hadn't seen their turns.
For the Record, as much for me as for all of you

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This is a handy sheet I keep available because it is not always easy to keep track of all the immunities PDF of Immunities I wish links stood out more... so I made it bold and it worked well.

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Acrobatics DC10: 1d20 + 4 ⇒ (18) + 4 = 22
Drehp nimbly steps through the slime.

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Sorry for the delay, thanks for botting me for a bit, my parents just got into town. I should be good now, but please feel free to bot me again if i am holding up the group.
Tyrin will build a small barricade in front of him, then take another shot at purple.
attack: 1d20 + 2 ⇒ (2) + 2 = 4
He seems a little too preoccupied with building the barricade, he lets the shot off early and it goes wide.

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Thank you SO much!
Until the SRD goes live (or archivesofnethys gets updated) I'm mostly flying blind on the rules.
The d20pfsrd people do have a rules database up and running already, so that might be handy as well. They've taken to calling it the Starjammer SRD (which is a recent change), but it includes all the rules from the Starfinder CRB, at least. Starjammer SRD

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Raia will shoot at the purple fluid. Raia's Rifle: 1d20 + 3 ⇒ (6) + 3 = 9 and miss again.
Both fluids will guarded step to Drehp and attack
Green Attack: 1d20 + 6 ⇒ (20) + 6 = 26 Damage: 2d6 + 2 ⇒ (5, 1) + 2 = 8
Purple Attack: 1d20 + 6 ⇒ (2) + 6 = 8 and a miss.
You can all take your turns again, should be the last round unless you all fumble badly.

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I'm very familiar. I actually helped work on d20pfsrd for a long time before they had to switch it to no longer community-use. I know a lot of people have ire against them about all that, but it's still a useful resource until the actual Starfinder SRD is up and running.
Sebrir, hoping to finish off the last ooze, pulls out his laser pistol and fires at it.
laser pistol: 1d20 + 2 ⇒ (6) + 2 = 8
damage (fire): 1d4 ⇒ 1 BOOO.

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Medrick moves into a better position and fires at the green ooze. I can take a look at your wounds in a moment Drehp
arc pistol (nonlethal, EAC, Green): 1d20 + 6 ⇒ (9) + 6 = 15
damage (electric): 1d6 ⇒ 4

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Medrick gives a heroic pose for the camera drones. Aid is coming Drehp!

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Lily leaps from her starting position, attempting a blinding display of Acrobatics in order to entertain the audience and confuse the ooze!
Acrobatics: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
Bluff Check: 1d20 + 9 - 4 ⇒ (14) + 9 - 4 = 19
Tactical Pistol: 1d20 + 4 - 4 ⇒ (16) + 4 - 4 = 16
Piercing Damage: 1d6 ⇒ 2
Trick Damage: 1d4 ⇒ 2

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Drehp grunts in pain, drops his pistol and readies his battle staff.
Take this!
Battle Staff: 1d20 + 1 ⇒ (13) + 1 = 14 Damage: 1d4 + 1 ⇒ (4) + 1 = 5

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Between Lily's fancy footwork and Drehp's battle staff the fluid dissipates into a flow of liquid that sloshes over the room We are out of combat
Who you believe to be Holsin's leg is trapped under a pillar. He cries out in Celestial:
"Please help me out of here, I don't know what happened."

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You think the room is still structurally sound and you can easily move the pillar off the dwarf with a couple people working together.
The dwarf is hurt but not in immediate danger of dying. He says,

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Medrick has no clue what is being said, but does know that the man is under a pillar and that is not good. He moves to the pillar to help lift. I am not the strongest android around so maybe someone should take the lead and I will help them lift.
strength aid: 1d20 ⇒ 3
Alas Medrick is not any help at all. Before we go any father, we should let people rest a moment and recover. I can also bandage you up a bit, Drehp.

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Sorry, this started as a short thing but turned into a full on rant. Made it a spoiler since it is not really relevant. Just sucks it is not possible to use medicine with flair.
This can happen while we talk with the dwarf since I have the feat that allows me to treat deadly wounds in 6 seconds.
Medrick walks over to his pal, Drehp, and pulls out his first aid kit. He quickly tries to bandage up Drehp with expert hands.
medicine dc 25: 1d20 + 8 ⇒ (17) + 8 = 25
I honestly can not believe I made that!
He uses some creams to help clean the acid burns and puts on the bandages smoothly onto Drehp. Woo, it looks perfect just like I learned in class! Medrick gives the camera a proud look as he packs up his medicine kit. He then, as customary for doctors, offers Drehp a piece of hard candy.
You get healed a whole 1 hp Drehp.

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** spoiler omitted **
You are able to work together and remove the pillar from on top of the dwarf, the hover drones of the camera crew pay close attention to your rescue effort.
Once the dwarf is free, he holds up a hand with one finger and disappears into another room within the temple, he comes back with a gem. He clutches the gem and begins to incanatate in what you presume is Dwarven.
He then speaks in perfect common, "Thank you friends, I am Holsin Nolskrit, priest of Torag, thank you for rescuing me. Please come with me."
Holsin leads you back through the fissure and with your help the dwarves are able to remove the boulder. Holsin continues, "Despite my tireless piety, it seems that Torag is angry with Clan Marbleheart. I suspect that this is a sign that we are close to the surface. For generations my people have climbed higher and higher in the Darklands, following Torag’s prophesied tremor that began the Quest for Sky. Ever since, Torag has rumbled periodically, coaxing my people to ascend. Now Torag’s miracles have become less powerful, I think this is because Torag’s power is diluted by the influence of surface faiths with which Torag must contend. The short orcs have also returned with magic wands from the surface to fight their age-old enemy (us). The orcs have used vile surface magic to channel the sky-realm’s toxic air into the caverns and kill my kin. I see that you have captured one of these orcs."
"The toxic air has only gotten worse in the past month. If my people are to survive and reach the surface—I believe we are so close—someone able to survive the poisons must travel into the deadly fog and clear the tunnels. I have prayed to Torag for guidance on this matter, and it appears you may be the answer to our prayers. Would you help me clear the tunnels and rid my people of the scourge of the short orcs?"

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Drehp takes a moment to rest and recuperate.
SP 6/6 HP 2/10 RP 3/4

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Lily helps with the pillar as well. What she lacks in strength, she makes up for in leverage!
After the dwarf begins communicating, she raises a finger of her own.
"Uummm..." Lily bites her lip, trying to find the right words. "About the surface... You really don't want to go up there right now. Bad... Season. And these short orcs... They're called Goblins. Orcs are wayyy bigger. Anywhom. They're trying to get down here because your air is bre... Better than the air up there. Trust us. You go up there the way you are now, you'll meet your Torag sooner than you're comfortable with."

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Seeing Drepehs looking a bit worse for wear, Sebrir tosses him a healing serum. "Use this, my friend. We have need of you on the front lines of combat, as I am less than ideal for such a task." He winks at the camera. "My talents lie elsewhere." Mk I healing serum, will heal you for 1d8 hit points.

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Thanks, friend, but I have a Connection with the Divine. You may yet have need of that serum yourself.
I wasn't sure yet if this was the end of the adventure, but it makes sense now to use my last spell to heal myself.
Drehp casts a spell and his bruises and scrapes seem to magically heal.
Mystic Cure: 1d8 + 3 ⇒ (6) + 3 = 9
Aaah, much better.
SP 6/6 HP 10/10 RP 3/4 Spells 1:0/3

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Why, thank you, good friend.
SP 6/6 HP 10/10 RP 3/4 Spells 1:1/3

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Medrick is ashamed that he was not able to make the Kasatha feel better. I did exactly what the books said and the bandages look perfect. If only I had a few hours and proper equipment!
What I would respond with would be that it can be good because if you beat the DC by 5 you get to add your Int modifier to it, as you get higher levels the DC doesn't get any harder to meet and can still do a decent amount of healing. Its of little solace right now but something to keep in mind
Yeah, it is actually interesting because the DC goes down as we level (assuming I buy the advanced medkit which I will. But either way, I took medicine for the RP aspect, was just hoping to get some game benefits out of it as well.
Medrick looks to the dwarf. I believe I and my team can survive the poison air. I will need to see it to be sure, but I am willing to take a look, as long as my friends are too. But I agree with my ghoulish friend, I am not sure you want to be on the surface.
Did the surface have breathable air?

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It's a vacuum; Lily interrupted herself saying "breathable" and instead said "better".
It seems to me that the Medicine skill actually does something in Starfinder, whereas it didn't heal anything in Pathfinder.

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"Ah, Goblins, fascinating, I am sure they are just another test from Torag. As for the surface, it is our destiny, if your team can survive the toxins, I can cast life bubble upon myself and accompany you."
The camera crew gets good shots of all of this, Wazasha summons Medrick and Tyrin to the Booth.
What has surprised you about what you’ve found here?
You seem disappointed in your medical skills, have you been training at them long?
What’s the best thing about being a Starfinder?
Do you trust the dwarves?
What about being a Starfinder makes you mad?

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Raia admires the spellgem, "Very useful."
All the talk of air prompts a thought which she projects to the others, but not the dwarf, "So, this place has an atmosephere of breathable air that does not extend to the surface. Is it natural or artificial? What is the source?"