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Sibhonar immediately walks to the closest window or other way to see who is speaking. He would prefer not to use the front door, as he would rather not be noticed.

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Quietly to the other Starfinders: "We could just agree to leave town, then sneak back in to the mines. Might be simpler."
There are still locals in the bar, right? How are they reacting to the voice from outside?

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As the locals scatter, most of them bolting out the front door, though the bartender goes out through the back, Sibhonar peaks out to see what all the ruckus is about.
Standing a few yards (sorry...we're in space...METERS) from the front door of Digger's Dive is an enormous 4 armed woman with prominent tusks. Almost comically small next to her is a somewhat shabby Ysoki, though he seems ready enough to use the pistol he's holding.
Added a picture to the slides.

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Shaan draws his doshko and makes sure that it is charged up and ready. "Look, there's only 2 of 'em. I say we take 'em. Why don't one of youse jabber with 'em, stall and get a bit o' time, while I sneak around the back and get the drop on 'em. What could possibly go wrong?"
If no one objects, Shaan will try to use Stealth to go out the back door and sneak up on them around the side of the building.
Stealth: 1d20 + 1 ⇒ (9) + 1 = 10

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Shaan quickly discovers that their assailants have had a similar, if opposite idea and finds himself face to face with another Ysoki sneaking in the backdoor.
"They're trying to get away!" he shouts, which causes the Shobhad and Ysoki out front to rush the door.
A fight is undoubtedly unavoidable.
Sibhonar Holson Init: 1d20 + 0 ⇒ (8) + 0 = 8
Mik’al DarcBlade Init: 1d20 + 1 ⇒ (14) + 1 = 15
Tavia Thuris Init: 1d20 + 6 ⇒ (2) + 6 = 8
Shobhad: 1d20 + 2 ⇒ (1) + 2 = 3
Ysokis: 1d20 + 3 ⇒ (15) + 3 = 18
The Ysoki who spotted Shaan takes a shot at him.
Laser pistol: 1d20 + 7 ⇒ (17) + 7 = 24
Fire!: 1d4 + 1 ⇒ (2) + 1 = 3
The one at the front door pushes past his four armed leader and takes a shot at Who's Gonna Get It?: 1d3 ⇒ 3 Sibhonar.
Laser pistol: 1d20 + 7 ⇒ (6) + 7 = 13
Fire!: 1d4 + 1 ⇒ (3) + 1 = 4
Round 1, the Bold may act.
Ysokis
Mik'al
Shaan 3 damage
Tavia
Sibhonar 4 damage
Shobhad
Place your tokens wherever you like in the bar, though I assume Shaan is in the backroom.

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As the Ysoki's bust in the bar Mik'al throws his hand towards the front door and two balls of light fly unerringly towards the Ysoki and Woman.
Magic Missile vs Ysoki: 1d4 + 1 ⇒ (1) + 1 = 2
Magic Missile vs Woman: 1d4 + 1 ⇒ (2) + 1 = 3
"You fools, Talbot is not your 'Savior' hes a con man." He says as he draws his pistol and dives behind a table.

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Tavia had been moving up to try to talk through the door to stall them, so she finds herself uncomfortably close when they burst in.
Throwing up her hands as if to ward them off, everything in the bar goes cold for a moment as the heat washes over them.
Overheat: 2d8 ⇒ (7, 3) = 10
Reflex Save DC 14 for half
Without waiting to see the effect, she follows Mik'al's example and dives behind a table.

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Shaan moves up to the Ysoki and greets him.
Ember Flame Doshko: 1d20 + 5 ⇒ (16) + 5 = 21
Fire dmg: 1d8 + 3 ⇒ (2) + 3 = 5
"Hello my friend! Shall we dance?"

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Due to lack of windows, Sibhonar was peeking out the front door. As the Shobad and Ysoki burst in, he knows a direct confrontation with the Shobad will end bad for him. So he withdraws to a safer section of the room.

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As though there is no way for them to miss, Mik'al's mystical projectiles unerringly find their targets.
Ysoki Ref Save: 1d20 + 4 ⇒ (2) + 4 = 6
Shobad Ref Save: 1d20 + 3 ⇒ (10) + 3 = 13
Neither the Shobhad nor Ysoki are able to dodge out of the way of the blast of heat Tavia throws out.
And the Ysoki in the back room is introduced quite aggressively to Shaan's Doshko.
None of them are taken completely out of the fight, though and are clearly dedicated enough to Talbot to fight on.
The Shobhad projects cruel thoughts toward Mik'al.
Mind Thrust DC14 Will Save for Half: 2d10 ⇒ (9, 10) = 19
The Ysoki in the front room takes a shot at Sibhonar.
Laser Pistol: 1d20 + 9 ⇒ (11) + 9 = 20
Fire: 1d4 + 1 ⇒ (2) + 1 = 3
And the one in the back room shoots at the Vesk in its face because....that's what you do when a giant bipedal lizard is trying to cut you in half with a laser axe.
Laser Pistol: 1d20 + 9 ⇒ (18) + 9 = 27
Fire: 1d4 + 1 ⇒ (1) + 1 = 2
Ysoki - Blue 12
Ysoki - Red 5
Mik'al 19 damage (9 If Will Save Succeeds)
Shaan 5 damage
Tavia
Sibhonar 7 damage
Shobhad 13

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Shaan attempts to return the favor to Red.
Emberflame Doshko: 1d20 + 5 ⇒ (13) + 5 = 18
Fire dmg: 1d8 + 3 ⇒ (8) + 3 = 11
So, a rules question: Red shot at me with his pistol while I was right in his face. In pathfinder that would provoke an AoO - is that not the case in Starfinder? (And, again, my apologies - I do hope to gain rules competence with Starfinder, but I'm not there yet).

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Shaan attempts to return the favor to Red.
[dice=Emberflame Doshko]1d20+5
[dice=Fire dmg]1d8+3So, a rules question: Red shot at me with his pistol while I was right in his face. In pathfinder that would provoke an AoO - is that not the case in Starfinder? (And, again, my apologies - I do hope to gain rules competence with Starfinder, but I'm not there yet).
I'm still getting used to the differences between the two systems, but you're right. There are only three things that provoke and one of them is shooting in melee.
We'll just apply the attack you rolled as the AoO, which downs him and therefore negates the damage he does and gives you a full round to act, still.
Ysoki - Blue 12
Ysoki - Red 16 - Down
Mik'al 19 damage (9 If Will Save Succeeds)
Shaan 3 damage
Tavia
Sibhonar 7 damage
Shobhad 13

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Just to identify the Mind Thrust
Mysticism: 1d20 + 4 ⇒ (17) + 4 = 21
Tavia pulls her laser rifle off her back and fires at the shobhad.
Rifle: 1d20 + 2 ⇒ (7) + 2 = 9
But the shot goes wild.
"We don't have to do this. I don't know what Talbot's told you, but he's not our savior. The ore is some magical fake."

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Ok, thanks and now a theoretical follow up rules question: If Shaan now moves 30' I think that gets him to just where he would have line of sight to the other two foes. Can he draw a ranged weapon as he moves at no action cost (in PF1, you can do this as long as you have a bab of +1 or higher) and then fire? Would he have to drop his 2-handed melee weapon to do so?
To keep things simple...Shaan double moves back into the main room.

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He can definitely draw a weapon as part of a normal move with a +1 or higher BAB. He could keep his 2 handed melee weapon in one hand (changing his grip) and fire the ranged weapon assuming it was a 1 handed weapon. Or, if he had at least 3 arms, he could hold the melee weapon and fire a 2 handed weapon.

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Will Save DC 14: 1d20 + 2 ⇒ (9) + 2 = 11
Mik'al Clutches his head, screaming in Pain and Collapses to the ground, unconscious.
Spending 1 resolve to Stablize.

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"We could have discussed this like civilized people, but no, you had to attack."
Sibhonar casts Daze (DC14) on the Shobhad.

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Will Save: 1d20 + 4 ⇒ (20) + 4 = 24
The Shobhad woman is far too focused on her task and saving her savior to be dazed by her opponent. There is a look of grim satisfaction on her face as one of the interlopers collapses under her psychic assault.
"We'll discuss nothing! Your lies won't sway us!"
She turns her mental power on Sibhonar.
Mindthrust DC14 Will Save for Half: 2d10 ⇒ (7, 8) = 15
The Ysoki fires its laser pistol at Tavia.
Laser pistol: 1d20 + 9 ⇒ (20) + 9 = 29
Fire: 1d4 + 1 ⇒ (2) + 1 = 3
Crit Damage and burning for 1d4: 1d4 + 1 ⇒ (2) + 1 = 3
He scores a solid hit and starts his opponent burning.
Round 2. The Bold may act
Ysoki - Blue 12
Ysoki - Red 16 - Down
Mik'al 0HP
Shaan 3 damage
Tavia 6 damage
Sibhonar 21 damage (14 with successful will save)
Shobhad 13

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Will Save: 1d20 + 6 ⇒ (5) + 6 = 11
That is a fail. He is at 0 hp.

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I do have a reroll due to SF shirt.
reroll will save: 1d20 + 6 ⇒ (20) + 6 = 26
Still at 0, but taking only 10 avoids auto death.

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Seeing two of his comrades fall, Shaan howls with rage and moves forward to try to deal with the hulking Shobhad.
If this provokes an AoO from her, Shaan has Mobility: +4 to AC vs AoO
Ember Flame Doshko: 1d20 + 5 ⇒ (9) + 5 = 14
Fire dmg: 1d8 + 3 ⇒ (4) + 3 = 7
If she tries to move away Shaan has Step Up

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Shaan's attack downs the Shobhad even as Tavia is set to daze it. The remaining Ysoki decides that he doesn't care THAT much if the Starfinders capture Talbot and quickly retreats.
As the Starfinders, begin to recover, the other patrons of the bar, and the bartender slowly file back in. They take up their drinking once again but much more quietly and with wary eyes towards the strangers.
I'm guessing some folks are going to want to take a 10 minute rest and, potentially do some things to get some HP back. When you're ready to move on, I'll push us ahead (or do it tomorrow afternoon.)

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Slowly coming to, Mik'al stands up. Looks to the Barkeep. "I'll take that Beer now, got a splitting headache."
Spends 2 RP One to regain a hit point and one for the short rest.

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Also spends 2 RP - and after a short rest he is at 1 hp and full stamina.
Afterwards, uses his healing touch ability on Mik’al. They regain 5 hp.

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Tavia will definitely want that 10 minute break - and another Mora Ora to help shake it off. If I understand the healing mechanics - 10 minutes and a RP restores Stamina, so that'll be all she needs.
Before that though, seeing her downed companions seem to be okay, she'll check on the attackers - making sure they're not dead or dying and stripping them of weapons and anything else dangerous.

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Shaan looks down at the battered foes and scowls. "Let's search 'em. And 'terrogate 'em too. How'd they know we was here? Who tipped 'em off, that's what I wanna know."

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The group searches the downed opponents and find that they're both wearing second skin armor. The ysoki has an azimuth laser pistol and a simple club while the shobhad has a battlestaff, hunting rifle, circlet and spell ampoule.
Neither of them is quite as robust as the Starfinders and both have expired as the results of the combat.

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Tavia will take a moment to cast Detect Magic and examine the gear.
Mysticism ampoule: 1d20 + 4 ⇒ (4) + 4 = 8
Mysticism circlet: 1d20 + 4 ⇒ (15) + 4 = 19
Assuming those are the two most likely to be magic.

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Tavia isn't sure what the ampoule is, but knows that the circlet is a mk1 mindlink circlet.

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"Well, I guess maybe we'd best go find Talbot. Seems like he knows we're looking for 'im. How's everyone feeling?"
"I'm fine. Totally fine. Do you think we can rent a car to the mines?" Sibhonar coughs up blood.

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"Well the Venture-Captain did say he would cover our travel expenses, and a cab is travel."

EbonFist |

The Starfinders are able to find a local who will drive them out to the mine relatively easily for the right price. Tasch’s thasteron mine is built into a red rock hillside. The tunnels of the mine are largely uniform, obviously excavated by powered mining equipment. Side supports regularly brace the passages. The ceiling height is 10 feet. A string of overhead lights provides dim light throughout the mine.
A sloping ramp descends to the west, made of hard-packed red dirt that shows signs of heavy vehicle traffic. The ramp opens into a large square chamber with rough walls. A metal track runs along the ground from a passage in the west wall and then turns north, ascending a five-foot ramp and then running along the north wall until the track terminates. A pair of metal lockers stand in the southeast corner, and a heap of ore is piled to the southwest.
Place yourselves on Map 2. Let me know what you want to do in this room.

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Last bit as we're heading out.
Tavia puts on the circlet just to try it out and tosses the ampoule to Sibhonar - Maybe you can figure out what this is. Might help with that cough.

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Last bit as we're heading out.
Tavia puts on the circlet just to try it out and tosses the ampoule to Sibhonar - Maybe you can figure out what this is. Might help with that cough.
Sibhonar takes the spell ampule, but unfortunately does not know the spell necessary to identify magic items.

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Tavia Thuris wrote:Sibhonar takes the spell ampule, but unfortunately does not know the spell necessary to identify magic items.Last bit as we're heading out.
Tavia puts on the circlet just to try it out and tosses the ampoule to Sibhonar - Maybe you can figure out what this is. Might help with that cough.
Isn't Detect Magic and Mysticism skill enough? If not, I didn't id the circlet either.

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Sibhonar Holson wrote:Isn't Detect Magic and Mysticism skill enough? If not, I didn't id the circlet either.Tavia Thuris wrote:Sibhonar takes the spell ampule, but unfortunately does not know the spell necessary to identify magic items.Last bit as we're heading out.
Tavia puts on the circlet just to try it out and tosses the ampoule to Sibhonar - Maybe you can figure out what this is. Might help with that cough.
That's my understanding.

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"Ya think he knows we're here?" Shaan whispers to the others. "Let's go find 'im and have some nice conversation over tea. Or just skip the conversation."

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I... missed he had Detect Magic. No idea how I did that, I think he is still recovering from the near death experience on Sunday.
Detect Magic with Mysticism check to identify magic items: 1d20 + 8 ⇒ (16) + 8 = 24

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oops...sorry, it's actually a spell gem of dispel magic, rather than an ampoule.

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"Shaan is correct, enough cit-chat. There is a rogue Starfinder to be found!"

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As they continue exploring, the Starfinders find a cross tunnel. The tracks continue in both directions and the tunnels have been carved with obviously machine precision. Evenly spaced lights provide illumination as far as they can see to the right but it looks as though it has not been used in recent time.
To the left is more of the mine that shows sign of recent activity.

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Making it to the intersection and looking both ways. "Well if i was using magic to trick people, I wouldn't want people to see it. I say we go left."

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A left and another left leads into this rectangular chamber with rough-hewn walls. A metal mine-cart track runs parallel to the passage and enters the room before ending abruptly. A mine cart in an obvious state of disrepair lies adjacent to the tracks. Tools cover a table against the east wall, while a pair of metal lockers stands in the southwest corner.

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Check the lockers for traps and then search them. If there are traps, other will have to deal with them.
perception check for traps: 1d20 + 10 ⇒ (1) + 10 = 11
perception check to search lockers: 1d20 + 10 ⇒ (14) + 10 = 24

EbonFist |

Neither set of lockers appears to be trapped. The lockers in the first chamber are locked, however.
The lockers in the second chamber are not locked and contain mining uniforms and binders of material safety data sheets for explosives.
Opened up more of the map in case you guys are ready to head west.