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The Umbral Dawn uses all his movement this time to get to an advantageous position on the gremlin's flank.
Longsword: 1d20 + 4 + 2 + 1 ⇒ (11) + 4 + 2 + 1 = 18
Damage, slashing: 1d8 + 5 ⇒ (3) + 5 = 8
Photon attunement 2 points

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Can you show me how you moved, if you did so to avoid an AoO?

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Remaining in place, Ratatat fires off two shots at blue!
red star plasma array vs EAC: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
E&F Damage: 1d10 + 3 ⇒ (6) + 3 = 9
red star plasma array vs EAC: 1d20 + 9 - 4 ⇒ (12) + 9 - 4 = 17
E&F Damage: 1d10 + 3 ⇒ (5) + 3 = 8

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It's really hard to draw lines on my phone. I would need to draw it latter. Basically he moved three squares along the length of the wall and then two diagonals to get into place. I don't remember exactly which square he was in, so there's a chance I miscounted the steps.
I would still have him do the same thing, risking the AoO (he has Mobility).

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Ratatat shoots and, despite Dariox's injunctions, his first shot is hindered by having to avoid hitting "Jack", but the second one connects.
The electric damage does not pass the electrified gremlin's skin, but the fiery plasma burns a lot harder than normal.
Hit - At least 4 Electric Resistance - 6 damage
The Umbral Dawn dances past, avoiding any attempts at being bit, and, as the photon charge rises, he slashes with his sword and wounds the boss gremlin.
I think you take an AoO, but rolled a 21 vs. your 22 w. Mobility so let's drop that.
Hit - 8 damage
Meanwhile, way down in the south-east, red panics when he sees Xo racing in and right up into his face... so he bats his hands out like a maniac, not even touching Xo, before moving carefully away.
MIss - Guarded Step
Round 2
--Can act:
Spanner
Harrowed Jack (-9 damage)
--Then it will be:
Blue Get Em whatever that translates to (-14 damage)
Xochitl
Dariox
Ratatat
Umbral Dawn
Red (-10 damage) - Holding
Red: 1d20 + 4 ⇒ (5) + 4 = 9

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"Harrowed Jack" decides to put an end to the nearest glitch goblin. Using a piece for deflective do debris to try and disorient his opponent.
Survival Trick attack: 1d20 + 16 ⇒ (2) + 16 = 18
Melee (bone blade) v blue KAC: 1d20 + 3 ⇒ (6) + 3 = 9
Damage (P): 1d4 + 1 ⇒ (3) + 1 = 4
Additional trick attack damage: 1d4 ⇒ 3

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"Harrowed Jack" is unable to distract the screen-headed gremlin, that also avoids the blow.
Miss
An image of an assault hammer appears in the screen, and then pops out, falling into Blue's hands, then he swings it, bopping Jack on the head!
Before stepping away... "Chuckle chuckle!"
Damage 4
It would help if you mention your bonuses (like Jack having Flank + Get Em + getting enemy Flat Footed if trick works), I'll probably end up missing things you have if you don't...
Round 2
--Can act:
Xochitl
Dariox
Ratatat
Umbral Dawn
--Then it will be:
Red (-10 damage) - Holding
Spanner
Harrowed Jack (-13 damage)
Blue Get Em whatever that translates to (-14 damage)
damage B: 1d6 + 1 ⇒ (3) + 1 = 4

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Ratatat continues to unload, firing two shots at blue!
red star plasma array vs EAC, full attack penalty: 1d20 + 9 - 4 ⇒ (19) + 9 - 4 = 24
E&F Damage: 1d10 + 3 ⇒ (1) + 3 = 4
red star plasma array vs EAC, full attack penalty: 1d20 + 9 - 4 ⇒ (5) + 9 - 4 = 10
E&F Damage: 1d10 + 3 ⇒ (7) + 3 = 10

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1 will hit and deal 3 damage, Blue still up (will add damage later if not dead) I mean Blue not dead, not myself, I hope to not die today

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Spanner activates his targeting and fires agan.
Azimuth Laser Rifle: wpn focus, wpn spec, target tracking
v EAC 1d20 + 4 + 1 + 1 ⇒ (20) + 4 + 1 + 1 = 26 Fire Damage 2d8 + 3 ⇒ (7, 3) + 3 = 13 burn: 1d6 ⇒ 2

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Just a little FYI. With a crit, the modifier is also doubled. So I believe you did 2d8+6 damage rather thank 2d8+3. Good roll!

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Sorry, I see I skipped you Spanner (((
Spanner aims at the center of the screen, and smashes his laser shot right through!
24 damage to 1 HP critter!
The screen explodes, sending bits and pieces of the gremlin all over, including on Xo'!
The burning remnants smoke all over throughout the room.
Ratatat sends one of his plasma blobs against the blue gremlin, that shrugs off the electricity, but is burnt hard by the fiery part.
Hit - 3 damage
Round 2
--Can act:
Xochitl
Dariox
Umbral Dawn
--Then it will be:
Spanner
Harrowed Jack (-13 damage)
Blue Get Em whatever that translates to (-17 damage)
Ratatat

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'Excellent shot spanner!' squeals the solarian, as the black film thickens. 'Let's get up there to help the others.'
Double Move
Graviton Mode: 3/3

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Pfff... sorry, yes round 3

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Drawing her Bruiser Demoralizer, Dariox aims it at the Blue Gremlin and calls out to the others around her again, saying "Come on guys, it should be pretty easy to hit this little guy."
Move Action: draw weapon; Standard Action: activate Get'Em on blue.

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Photon Attuned 3
The Umbral Dawn steps to the side carefully. Suddenly he stretches his arms out and let's out a primal scream. A white flame explodes from his body, bathing everything within 10 feet in flames.
Supernova, fire, Ref DC 14 for 1/2: 4d6 ⇒ (4, 2, 5, 5) = 16

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Blue chuckles when Dariox aims at it: "You won't Get Me!"
But then explodes in a ball of fire under the effect of The Umbral Dawn's fiery sunset, despite having ducked...
16 dam for 3 HP left!
Reflex: 1d20 + 4 ⇒ (18) + 4 = 22
COMBAT OVER
Harrowed Jack (-13 damage)
Kerchatu comes racing back in: "You did it!", and tries to give a big bear hug to The Umbral Dawn... who dances away?
With the gremlins defeated, you gather your breath, and see the colonists repair the damaged systems.
Repairing the systems takes a little time, to clear up the glitches made by the gremlins.
The colonists are vocally appreciative for all the help you provided.
Kerchatu hands you a a tactical baton.
Wow, you think, that's a gift!
Corporal Kalyavata does a bit better, handing over a rumbler boomer rifle Starfinder Armory 21 and a lattice resonant pistol Starfinder Armory 16: "Family heirlooms, these were my grandmother's!"
And a young girl goes over to Ratatat and, blushing, holds out some flowers: "Thank you mighty hero!"
In the flowers you discover three mk 2 serums of healing.
As all is now repaired, and the last colonists pile into their ship, to leave, Kalyavata tells you: "I led our small team to explore the nearby ruins but got no farther than the first chamber before we were attacked by spiderlike defenders. Not wanting to risk injury, I had my team departed. I remain convinced that the underground part of the ruins is still intact."
She transfers what little data her team collected from the ruins, and the directions to the site.
The colonists all give all of you congratulatory handshakes and embraces.
Then they depart, saved by the crack Starfinder team.
Time to prepare, and head for the ruins?

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Spanner works alongside the colonists to get everything in working order. When everything is ready, he's just as happy as they are and is very congratulatory.
Spanner would like to try the rumbler boomer.

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"Harrowed Jack" sheathes the bone blade, even as a small whiffs of smoke waft from fresh burns on his jacket.
"I'm fine." he asserts through the smoke although his appearance suggests otherwise. Yet, for the one called "Harrowed Jack", that it typically the case.
"What can you tell us about these ruins?" he asks Kalyavata.

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With nothing to add, Ratatat listens to the response to Jack's question.

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The Umbral Dawn will accept Kerchatu's hug...assuming that he is not too hideous that is.
"We should allow those who were hurt to take time to rest and then head over to the ruins as soon as possible. I don't want to spend anymore time on this wretched planet than I have to."

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Climbing onto her departing freighter, the noise of the engines deafening, Kalyavata strives to listen to "Harrowed Jack", and answers: "Runes? What runes? No, no, I don't need to know about any runes!"
The door closes, and they are off.
No more information other than spidery things attacking in the entrance.
Kerchatu is just an elderly human with a big head of white curly hair and a mustach.
And he obviously showers.
Any resting before going? A night's sleep? Remember to pick equipment up, like Spanner with the boomer.
Waving good-bye to the colonists' ship that disappears into the sky, you look at one another, wondering what to do. You have full use of the remaining colony facilities and can take a night’s rest in one of the colony’s dormitories first if you like. There is food left too.
When time comes, now or the next day, you head out from the dusty colony, and can take in some of the landscape.
Due to Sansorgis’s 48-hour cycle, it is dark when you depart, but the proton storm makes for an impressive aurora of color in the sky, dancing overhead in green curtains of light.
Stunning.
And the plant life of Sansorgis is thoroughly adapted to its dry climate.
Succulent plants and cactus variants grow everywhere in the rocky terrain.
Very juicy, and spicy... refreshing.
The terrain isn’t suitable for starships to land, so you have to hack it out and must travel on foot, or other similar appendage.
But with the directions from Kalyavata, it takes you a mere 2 hours to walk from the colony to the ruins, taking in the beautiful sights.
Now, to the second part of your mission: bringing back as much archeological information as you can.
Once you arrive at the coordinates provided by Kalyavata, you see that the ruins were clearly part of what once was a much larger complex.
Sand now covers much of the site, with little more than ruined walls sticking out of the dunes.
As a GM in a long line of GMs, I ask: "What do you do?"

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We might as well take an overnight rest. When we get to the ruins, we'll take photos and search for an entrance. Ratatat will also hold onto one of the healing serums. Take 20 for perception or survival to see what we can find?
And considering we were warned of spider creatures, Ratatat will have his weapon drawn while searching around.

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Unless someone against resting overnight, all get RP's etc. back.
It is a fun night, being able to use the big kitchens, empty the fridges, eat in the large mess hall, like dining in a ghost town.
At the coordinates provided by Kalyavata, among the ruins that were clearly part of what once was a much larger complex, you see that sand now covers much of the site, with little more than ruined walls sticking out of the dunes.
You explore, and see that if you spend about 30 minutes extra, you could map the aboveground ruins, and make VC Arvin happy.
[spoiler=DC 17 Engineering, Physical Science, or Profession (archaeologist) check]Mapping earns you 1 Discovery Point. These can be accrued in this part of the adventure.
With a few minutes of searching, "Harrowed Jack" easily finds a broad staircase leading down into an old underground complex.
He shakes his head, not understanding why Kalyavata did not pinpoint this for you: "Runes, my foot..."
The underground facility is dark.
It will be dark throughout, and the ceilings are the usual 10 feet high.
Tell me if any other things you take, do to prep', etc., and then I will move you on to the third and final act of this adventure.

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Make sure everything is charged.
Did they leave any other useful equipment, like tool kits or batteries or anything?

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Nothing else noted in the scenario. I imagine they cleaned the place out.

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You explore, and see that if you spend about 30 minutes extra, you could map the aboveground ruins, and make VC Arvin happy.

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Could've sworn I had already posted. Maybe website ate it up...
Engineering: 1d20 + 8 ⇒ (3) + 8 = 11
Ratatat attempts to map the area but his equipment fails him. "Can anyone get a good recording of the layout? My equipment seems a bit glitchy at the moment..."
Aside from having weapon in hand, no additional prep for me! Good to go when everyone else is!

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Tell me if no others go for this roll. It's about getting Discovery Points, which, if you get enough, are one of the multiple things you need X amount of to get the secondary success condition.

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I'm sure at least Spanner will in his next post.

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Dariox will attempt to map the ruins as well.
Engineering: 1d20 + 6 ⇒ (3) + 6 = 9 Not with that roll.

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'Any of you want to make a map of this place?' inquires Xo, looking around...but quickly getting bored. 'Sorry, I'm more interested in living creatures, not alien places...shall we go in then?'
Sorry can't help you there

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"The Umbral Dawn is a warrior and artist. He prefers to leave the computers and and machinery to those better suited to such endeavors," the lashunta says haughtily.

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"Just give us a bit of time. This is why we're here, after all."
Can I Take 10 on the roll for 22 Total.
Otherwise. Engineering1d20 + 12 ⇒ (1) + 12 = 13 and that is why I want to Take 10.

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This might be what you are here for, but with all the excitement, and curiosity as to what lies in the darkness ahead, you are not very concentrated.
Thank Triune for android coolant systems, for Spanner just takes some time, and calmly maps the place out.
VC Arvin will be happy.
If he gets this report...
Take 10 is fine, you get 1 Discovery Point
The surveying done, you all move into the entrance of the underground complex.
This must have been some sort of admission hall .
It clearly was once a grand entrance.
The walls bear faded murals of muscular soldiers with long pointed ears standing at parade rest, war machines, and spiked starships.
Decorative pillars in states of disrepair, some fallen over, surround three entryways located north, south, and west.
Alcoves hold statues of large, broad humanoids in elaborate uniforms, similar to those in the murals.
statues as hobgoblins, though these stylized examples are clearly larger and broader then the modern hobgoblins.
They remind you of some hobgoblin captain you just encountered, and her ship!
If you got an 18 or more open this:
A dozen tarnished and cracked robots lie scattered across the hall.
The entryway has sustained a lot of damage but is still structurally sound.

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"I can't make heads nor tails outta these statues and murals. How about you guys?"
Ratatat will keep an eye out for spidery hostiles though...
Perception: 1d20 ⇒ 8

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Again Take 10 if I can. Otherwise:
Culture (Take 10= 15) 1d20 + 5 ⇒ (3) + 5 = 8
Physical Science (Take 10= 20) 1d20 + 10 ⇒ (2) + 10 = 12

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I believe we've been cursed with awful rolls this entire scenario!

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I will wait to see if others get better rolls!
Otherwise the take 10 will be enough, but better if someone rolls higher... spoiler: there is a spoiler nested in the spoiler.
Finally, yes, a lot of bad rolls, but losing the Space Battle only reduces the rewards a little, so keep on flushing them bad rolls out... but get better rolls, even good rolls, coming in the future! Go team, go!

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Ratatat will take a closer look at the robots.

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As Ratatat moves among the robots, you detect movement among some...
Combat Music
I placed Ratatat where he arrived when activating the combat.
You can place your minis where you wish on the other side of the line I put behind Ratatat. You are in this entrance.
I will post all the 1st round stuff in a bit.

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To the west of the vast entrance, an open corridor continues.
And there are doors, to the north and to the south, a bit before that corridor.
Movement?
Yes: three spidery creatures seem to come to life.
see slide 6
Recall Knowledge will be Mysticism
Place your minis where you wish on the other side of the line behind Ratatat.
Xochitl: 1d20 + 1 ⇒ (4) + 1 = 5
Ratatat: 1d20 + 5 ⇒ (2) + 5 = 7
Spanner: 1d20 + 2 ⇒ (15) + 2 = 17
Umbral Dawn: 1d20 + 4 ⇒ (2) + 4 = 6
Harrowed Jack: 1d20 + 3 ⇒ (7) + 3 = 10
Dariox: 1d20 + 2 ⇒ (3) + 2 = 5
Yellow: 1d20 + 4 ⇒ (8) + 4 = 12
Orange: 1d20 + 4 ⇒ (13) + 4 = 17
Red: 1d20 + 4 ⇒ (14) + 4 = 18
Red
Orange
Yellow
Spanner
Harrowed Jack
Ratatat
Umbral Dawn
Dariox
Xochitl

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Mysticism, Trained for Trouble: 1d20 + 4 ⇒ (10) + 4 = 14
"Harrowed Jack" considers the spiders.
Untrained in Mysticism, but can use the skill untrained to ID creatures due to"Trained for Trouble" archetype feature.

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Culture: 1d20 + 5 ⇒ (13) + 5 = 18
"I can not place where I have seen them before, but history is filled with stories of noble warriors and I feel like these hobgoblins men and women may be heroes from such legends."
The Umbral Dawn wanders through the ruins cautiously, sword and pistol in hand.

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Mysticism: 1d20 + 1 ⇒ (12) + 1 = 13