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Most of us aren't what you'd call talkers.
DC 16 Engineering check: 1d20 + 11 ⇒ (16) + 11 = 27
The human pops into the observation bubble. "Something's happening in the cargo pods up there." She pauses, clearly conflicted. "Ser Bubs, I think we'd better check that. Do you want to come along?"

Rex Armstrong |

Engineering: 1d20 + 11 ⇒ (12) + 11 = 23
Rex is surprised by the turbulence, but realizes something is wrong. He'll make his way to the cargo pods.

GM Quirk |

Bubs seems pleased to tag along with all of you.
"You better believe I want to come along! This could be exciting! A great story to tell everyone back at the home office!"
Everyone may position themselves in the general area of the hallway near the cargo bays. Bubs follows along.
There is rattling coming from the upper cargo bay. It's hard to tell what it could be. The extreme northeast corner of the ship.

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Gletch begins examining the cargo pods to find the source of the problem.
Engineering: 1d20 + 9 ⇒ (9) + 9 = 18

GM Quirk |

Gletch realizes this is an older ship, and it could be prone to odd noises and the occasional turbulent ride. But there's something extremely strange about this. . . .
Perception for Gletch: 1d20 + 2 ⇒ (18) + 2 = 20
. . . .very strange indeed. You could have swore you just heard GIGGLING coming from the cargo bay.

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Computers: 1d20 + 4 ⇒ (13) + 4 = 17
Kaia follows the others towards the cargo bay, her hand hovering at the hilt of her sword cane. The malfunctions could be just that, and they were all unlucky enough to be on the ship when they happened, but it seemed too strange to write off as a coincidence.
She stays near Bubs as they follow the others through the ship, staying ready in case anything happened. Engineering isn't her strong suit, so she's just going to stay alert in case any of her more skilled colleagues notice anything unusual.

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Lets help find what's going on! says Mich, following Bubs with they comrades.
Computer: 1d20 + 7 ⇒ (16) + 7 = 23

Rex Armstrong |

"Sound like it comin' from in here", says Rex approaching the cargo bay door.
Perception: 1d20 + 5 ⇒ (20) + 5 = 25

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Gletch raises a white eyebrow, looking around. "Well, that's a curious malfunction ... You rarely hear giggles from starship cargo. Perhaps this issue is less technological in nature ..." He reaches down to his thigh, touching glyphs etched into his cybernetic leg. They begin to glow.
Casting detect magic

GM Quirk |

Suddenly, it seems like the giggling is coming from multiple directions. Before you can even speak, the massive cargo bay doors behind Rex and in front of many of you (the doors to the central cargo bay) swing wide open. In front of you is a small creature, giggling maniacally. It turns its backside to you and shakes its bare behind in your direction before it swings back around and hisses threateningly. You hear similar maniacal giggling from a nearby hallway and the corner cargo pod.
Bubs seems both shocked and amused. "What are those? Could someone let me know if I should start running?"
It's on! LolaRuby and Cycle-1, I took the liberty of moving you closer to the action with the rest of the group.
Mich: 1d20 + 1 ⇒ (20) + 1 = 21
Kaia: 1d20 + 1 ⇒ (12) + 1 = 13
Gletch: 1d20 + 2 ⇒ (4) + 2 = 6
Lola: 1d20 + 3 ⇒ (5) + 3 = 8
Cycle: 1d20 + 1 ⇒ (16) + 1 = 17
Rex: 1d20 + 4 ⇒ (8) + 4 = 12
This will be easy. The creatures go last. Everyone may go.

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Mysticism(identify): 1d20 + 6 ⇒ (20) + 6 = 26
Okay, so aside from the basic info, I'd want to know about any immunities/vulnerabilities, special attacks, and weaknesses
"No, Bubs, I recommend you stay here for now ..." He motions toward the creature in the cargo hold. "There is some sort of spell in affect near that one. Be cautious." The blue one.
Gletch touches his hand to his cybernetic leg. Glowing symbols spiral along the leg, surrounding his hand. "I am calibrating an artificial intelligence construct matrix resonating with extraplanar energy properties. It takes a moment."
Casting summon creature. Air elemental

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Seeing the creature taunting them from the cargo bay, Kaia calls out "Get that thing!" and draws her pulsecaster pistol from its holster at her side.
Move Action: Get 'Em on the Gremlin in the central cargo bay. +1 morale bonus to attack rolls for everyone until my next turn, so I guess that's for Rex, Gletch, and Lola this round, and then Mitch and Cycle-1 in the next round.
Move Action: Draw Pistol

Rex Armstrong |

"Look like some sort o' gremlin. That neva good," says Rex as he draws his pulsecaster. He moves into the central bay to get a better shot.
Draw pistol & move

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Stay here my friend!
Says Mich to Burbs.
As they move, they left hand starts glowing and a sword of pure light appears. BAB 1 so can draw and move at the same time
They reach the creature in the cargo pod!
Photon mode #1

GM Quirk |

Gletch: this is a SHIP GLITCH GREMLIN, a small fey creature.
Immunities: fire
Resistances: Cold 5
No particular vulnerabilities or weaknesses.
It has an attach attack. Its bite has critical corrode, and its wing attack has critical knockdown. It has several spell-like abilities, including grease, hold portal, and overheat (and some 0-level spells).
I'm waiting for actions from Cycle-1 and LolaRuby, then the gremlins will make their attacks.

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"The creature is a fey, a ship glitch gremlin. Immune to fire and resistant to cold. Nasty little creature. Many fey require cold iron to bypass physical damage resistance, but that is not the case with them."

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Lola advances up to the corner of the hall and targets a gremlin. Give me a solution on the hostile, please. In her vision, a reticle appears, centered on the strange creature.

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Cycle-1 dashes after the skittermander, forming a spear in her hands as she goes. She thrusts it at the strange creature, but misses wildly.
Move 20' and draw weapon
Attack the gremlin
Solar Spear: 1d2 + 3 ⇒ (2) + 3 = 5

GM Quirk |

With an unnerving cackle, the gremlin in the hallway takes a few steps and casts a spell at LolaRuby.
Energy Ray (electricity)
to hit: 1d20 + 3 ⇒ (16) + 3 = 19 HIT!
fire damage: 1d3 ⇒ 2
Gleefully squealing, the gremlin in the central cargo bay does the same to Rex.
to hit: 1d20 + 3 ⇒ (1) + 3 = 4 MISS!
The gremlin near Cycle-1 and Mich takes a guarded step back, chatters its razor sharp teeth, and casts a spell. For second, it seems like air all around Cycle and Mich has cooled off, then a blast of heat erupts from the gremlin, engulfing both of the Starfinders.
Overheat.
fire damage: 2d8 ⇒ (4, 1) = 5
DC 14 Reflex save for half.
Strangely, and area near where Cycle-1 missed hitting the gremlin is sprayed with an oily substance, perhaps from the nearby cargo some sort of hydraulic line running near the gremlin.
Since Cycle-1 actually hit (see the next post), the oil thing didn't actually happen. Taking the oil spots away--FOR NOW! HEHEH!
number of oil spots: 1d4 ⇒ 2
This is an aura ability that the gremlins have. The oil spots act as difficult terrain.
Everyone may go. Need those reflex saves from Mich and Cycle-1.

GM Quirk |

Cycle-1: I just noticed there was an error in your dice expression. You rolled a "1d2" instead of a "1d20". I'm going to go ahead and reroll that for you.
To hit for Cycle-1: 1d20 + 3 ⇒ (9) + 3 = 12
That's a hit!
damage: 1d6 + 2 ⇒ (6) + 2 = 8
I'll ret-con the oil. It never appeared since you hit.
Mich: 5 damage (save for half)
Cycle: 5 damage (save for half)
Kaia:
Rex:
Lola:2 damage
Gletch:
Gremlins: Blue, Red, Green (8 damage)

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Cycle-1 dodges the brunt of the flames and strikes back at the gremlin.
Reflex: 1d20 + 1 ⇒ (15) + 1 = 16
Solar spear: 1d20 + 4 ⇒ (11) + 4 = 15
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Step up
Melee again
Also forgot to add the photon mode bonus, currently attuned 2 to photon

Rex Armstrong |

Trick Attack (Engineering): 1d20 + 15 ⇒ (4) + 15 = 19
Pulsecaster pistol: 1d20 + 4 ⇒ (4) + 4 = 8
Damage: 1d4 ⇒ 2 E
Rex takes a shot at the gremlin, with his pulsecaster but misses.

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The glowing symbols on Gletch's cybernetic leg flow up, spiraling around his arm. With a flick of his wrist, the symbols fly into the cargo hold. They come to rest on the other side of the gremlin, manifesting as an air elemental.
The air elemental turns into a whirlwind. It moves through the nearest gremlin, then zips through the tunnel, attempting to pick up the second and bring it back.
Cannot edit the map at the moment. The DC of the whirlwind attack is 8. 1d6+3 damage and can carry them along. The elemental has 100 ft perfect flight, so I think can come back to rest on the square to the right of Rex.

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Reflex: 1d20 + 3 ⇒ (1) + 3 = 4
Mich is completely taken by surprise when the fire surrounds them.
Happy to see they comrade making the strange fey disappear they double move toward the next creature
Photon mode 2

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As the air elemental manifests, but before it moves, Gletch pulls his static arc pistol and fires at the blue gremlin.
Attack vs. Blue's EAC: 1d20 + 1 ⇒ (18) + 1 = 19
Damage: 1d6 ⇒ 1 E nonlethal

GM Quirk |

Wow Gletch. That's a good spell. We'll see if the gremlins can make some saving throws here.
fort save for blue: 1d20 + 3 ⇒ (16) + 3 = 19
fort save for red: 1d20 + 3 ⇒ (15) + 3 = 18
reflex save for red: 1d20 + 3 ⇒ (10) + 3 = 13
They have made all of their saves it appears (let me know if I'm missing something), so no damage, and no whirlwind carrying off red. I sort of wish this would have worked, and you get points for cool factor.
Bubs mouth opens and his eyebrows raise as he witnesses Gletch exhibit this magical power, all while cracking off a shot with his arc pistol. The gremlins are even more surprised and puzzled by the small tornado that passes by them, although it doesn't seem to have much effect.
Mich and Lola are nearly hit by this elemental as it goes up and down the corridor near you, but you manage to flatten yourselves against the wall as it passes. Not sure what the timing of this would have been, it's possible that Mich might have had to make a save as the whirlwind passed over him in the corridor, but I think we'll just say it zipped by just before he ran down the corridor.
Rex's shot goes wide of his target, hitting some sort of hydraulic line, which spatters oil near the gremlin.
Still waiting for Lola and Kaia to go this round.
Mich: 5 damage
Cycle: 2 damage
Kaia:
Rex:
Lola:2 damage
Gletch:
Gremlins: Blue (1 damage), Red, Green (dead)

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Lola brings her pulsecaster rifle up and snaps off a shot at the blue gremlin. The crackling bolt goes well wide of the mark, though.
Tracking shot into cover, electrical, vs. EAC: 1d20 + 5 - 4 ⇒ (3) + 5 - 4 = 4

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[dice=fort save for blue]1d20+3
[dice=fort save for red]1d20+3
[dice=reflex save for red]1d20+3They have made all of their saves it appears (let me know if I'm missing something), so no damage, and no whirlwind carrying off red. I sort of wish this would have worked, and you get points for cool factor.
I believe that blue still has to make a reflex save to avoid being carried off.

GM Quirk |

LolaRuby's shot misses, and instead hits some duct work on the walls and ceiling near the gremlin, causing a minor collapse and producing some piles of debris on the floor near Mich and the gremlin.
Again, these are caused by an aura ability this creature has. The debris piles act as difficult terrain. Just waiting for Kaia, then any remaining gremlins will go.

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Kaia moves into the central cargo bay and fires a single shot at the gremlin with her pulsecaster pistol, only for the shot to go right over the creatures head.
Pulsecaster Pistol: 1d20 + 1 ⇒ (2) + 1 = 3

GM Quirk |

The gremlin in corridor giggles gleefully as debris clutters the floor all around him. It makes a barking sound as it attempts to attach itself to Mich.
attach attack: 1d20 + 3 ⇒ (4) + 3 = 7
The gremlin merely bounces off Mich's armor.
The gremlin in the cargo hold is quite content to keep himself away from the Starfinders. He takes a step back, points his fingers at Rex, puffs his cheeks out, and emits of a burst of electricity.
energy ray attack: 1d20 + 3 ⇒ (20) + 3 = 23
damage: 1d3 ⇒ 2
moar crit damage!: 1d3 ⇒ 1
Everyone may go.
Mich: 5 damage
Cycle: 2 damage
Kaia:
Rex: 3 damage
Lola:2 damage
Gletch:
Gremlins: Blue (1 damage), Red, Green (dead)

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I said a firing solution, not a missing solution. Let's do it right this time. Lola takes a breath and holds it, then fires again at the red gremlin.
Pulsecaster shot vs. EAC: 1d20 + 4 ⇒ (18) + 4 = 22
Shock NL damage: 1d6 ⇒ 3

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"Come on, let's stop these things," Kaia says as she carefully aims her pistol at the gremlin. Determined to hit it this time, she fires again.
Move Action: Get 'Em on the Gremlin in the central cargo bay. +1 morale bonus to attack rolls for everyone until my next turn.
Pulsecaster Pistol vs. EAC: 1d20 + 1 + 1 ⇒ (13) + 1 + 1 = 15
Electricity Damage, Nonlethal: 1d4 ⇒ 1

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The air elemental whips in and slams into the gremlin, dissipating as it does so.
Air elemental slam attack: 1d20 + 5 ⇒ (2) + 5 = 7
Air elemental slam damage: 1d6 + 3 ⇒ (1) + 3 = 4 B
Gletch comes into the cargo hold and fires at the gremlin.
Arc pistol attack: 1d20 + 1 ⇒ (17) + 1 = 18
Arc pistol damage: 1d6 ⇒ 1 E

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Mich activates his targeting tracker and then strikes with his weapon of light.
Solarian weapon vs KAC: 1d20 + 6 ⇒ (19) + 6 = 25
Damages, S: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Rex Armstrong |

Throwing his mini drone into the air, Rex calls out "Hey little guy, got toy here for ya," before taking another shot.
Trick Attack (Engineering): 1d20 + 15 ⇒ (16) + 15 = 31
Pulsecaster pistol: 1d20 + 4 ⇒ (19) + 4 = 23
Damage: 1d4 ⇒ 3 E

GM Quirk |

The gremlin in the central cargo hold does a graceful pirouette as moves across the floor (though he still giggles in a most silly manner). He stops, spreads his hands, and casts a spell.
This one also casts overheat. Rex, Cycle-1, and Gletch, you're in the area of effect. Kaia is lucky this time. Make a DC 14 save for half damage.
Overheat damage: 2d8 ⇒ (1, 6) = 7
The gremlin in the corridor doesn't want to dance. In fact, this one is more like a rabid toddler looking for sugary snacks in Mich's pockets.
attach attack: 1d20 + 3 ⇒ (7) + 3 = 10
Everyone may go.
Mich: 5 damage
Cycle: 2 damage
Kaia:
Rex: 3 damage
Lola:2 damage
Gletch:
Gremlins: Blue (6 damage), Red (12 damage), Green (dead)

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Reflex save: 1d20 ⇒ 10 Take 7 damage
Gletch fires at the blue gremlin.
Arc Pistol attack: 1d20 + 1 ⇒ (10) + 1 = 11
Arc Pistol damage: 1d6 ⇒ 3 E nonlethal

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Seeing the gremlin cast a spell on the others, Kaia grimaces. "Come on, everyone. Surely it can't take that many more hits!"
She shoots her pulsecaster pistol again, hoping to do some more damage.
Another Get 'Em as a move action, so +1 attack bonus to everyone.
Pulsecaster Pistol vs. EAC: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Damage: 1d4 ⇒ 2 E nonlethal

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Mich decides to attack twice with his weapon.
Solarian weapon vs KAC: 1d20 + 6 - 4 ⇒ (19) + 6 - 4 = 21
damages, S: 1d6 + 6 + 1 ⇒ (6) + 6 + 1 = 13
Solarian weapon vs KAC: 1d20 + 6 - 4 ⇒ (11) + 6 - 4 = 13
damages, S: 1d6 + 6 + 1 ⇒ (2) + 6 + 1 = 9

Rex Armstrong |

Reflex save: 1d20 + 5 ⇒ (17) + 5 = 22 3 damage
Rex's mini drone continues to try to scan and distract the gremlin, while he takes another shot.
Trick Attack (Engineering): 1d20 + 15 ⇒ (10) + 15 = 25
Pulsecaster pistol: 1d20 + 4 + 1 ⇒ (2) + 4 + 1 = 7
Damage: 1d4 ⇒ 3 E

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Lola makes her way to the large cargo hold, reaching it in time to request a targeting solution on the last gremlin from her exocortex.