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The Princess stows her rifle and starts to climb.
Athletics to climb: 1d20 + 10 ⇒ (10) + 10 = 20

GM Bret |

Princess Dh’Qa stows her weapon and starts the climb. Although she makes it look relatively easy, she isn’t nearly as fast as a certain bear.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 9
Jackojare 26 damage
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, wisp ally 7’ up.
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 15 damage, deafened

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two survival knife attacks on purple, full round attack hit: 10 - 4 + 1d20 ⇒ 10 - 4 + (14) = 20
dmg: 1d4 + 4 ⇒ (1) + 4 = 5
hit: 1d20 + 10 - 4 ⇒ (7) + 10 - 4 = 13 dmg: 1d4 + 4 ⇒ (4) + 4 = 8

GM Bret |

Jackojare hits with the first strike, but doesn't do enough to damage Purple. The second strike misses.
Red heals and Gunnz shoots it back down with his laser pistol.
Purple heals and continues to attack Jackojare who is right there. The first strike only missed because of the suppression fire coming from the fleet. The second attack hits.
Slam: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17
Acid damage: 1d4 + 10 ⇒ (3) + 10 = 13
Slam: 1d20 + 15 - 4 ⇒ (14) + 15 - 4 = 25
Acid damage: 1d4 + 10 ⇒ (2) + 10 = 12
Forgot to ask for the Fort save last round. We will assume you made that one, please make one for this round Jackojare.
Desha, how long does Wisp Ally last?
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 10
Jackojare 38 damage DC 13 Fort save or Nauseated
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, wisp ally 7’ up.
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 10 damage, deafened

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Gunnz looks around for some way to get the blob to the top of the tower.
"Maybe we should just all climb up and have it follow us, then blast it to bits when we are up there?" she suggests.
For the meanwhile however, She keeps her laser trained on the blob, not wanting to start climbing until allies at the top were ready to provide some covering fire.
attack vs EAC: 1d20 + 9 ⇒ (18) + 9 = 27
F damage: 2d4 + 2 ⇒ (3, 3) + 2 = 8
If the others are at the top, then Gunnz will instead scoot up
double move climb to top: 1d20 + 11 ⇒ (20) + 11 = 31

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That is probably the safer option, lets go with that.

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<<< agreement >>> I will climb this tower >>> lure creature up >>> lay waste to it <<<
Athletics to climb: 1d20 + 10 ⇒ (11) + 10 = 21
Athletics to climb: 1d20 + 10 ⇒ (12) + 10 = 22

GM Bret |

Gunnz keeps their laser trained on the blob while trying to figure the best way to get it to the machine.
Princess Dh’Qa climbs most of the way to the top. Just a little more and she will be there!
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 10
Jackojare 38 damage DC 13 Fort save or Nauseated
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, wisp ally 22’ up, one more climb to the top
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 10 damage, deafened

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I'm going to move around to Red, grab it, and start climbing.
Athletics: 1d20 + 14 ⇒ (11) + 14 = 25
Using the Athletics to move it like you said
Teddington climbs 20ft up.

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Wisp lasts 1 round/level, so 5 rounds
With Teddington healed up a bit, Desha moves to the south to help provide Jackojare some help in the fight against the still moving purple.
Double move

GM Bret |

Teddington starts dragging the Red blob up the side of the pillar, hanging it below himself so Gunnz can keep it in his sights.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 10
Jackojare 38 damage DC 13 Fort save or Nauseated
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage, 20’ up holding Red
Princess Dh'Qa 52 damage, wisp ally 22’ up, one more climb to the top
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 10 damage, deafened

GM Bret |

Jackojare managed to attack in spite of the icky acidic ooze covering them, but doesn’t connect with his slash.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 10
Jackojare 38 damage
Gunnz 12 damage, readied shot on Red
Teddington 50 stamina damage, 2 HP damage, 20’ up holding Red
Princess Dh'Qa 52 damage, wisp ally 22’ up, one more climb to the top
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 10 damage, deafened

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GM Bret, Desha went at literally the same time you posted earlier, so you probably missed that she went ;)

GM Bret |

Thanks, I did miss that.
Desha moves into position to help Jackojare with Purple. Her wisp ally suddenly remembers it has other appointments and pops out.
Red wakes up only to be put back down by Gunnz.
Purple heals a little and continues to attack Jackojare since he is right there. It hits hard with the first slam and follows up with another well aimed attack. It draws a lot of blood with those hits.
Slam: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Acid damage: 1d4 + 10 ⇒ (4) + 10 = 14
Slam: 1d20 + 15 - 4 ⇒ (15) + 15 - 4 = 26
Acid damage: 1d4 + 10 ⇒ (1) + 10 = 11
Crit damage: 14 + 1d4 + 10 ⇒ 14 + (3) + 10 = 27
Corrode crit from first hit: 1d4 ⇒ 4
Total of 42 damage
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 11
Jackojare 45 damage 35 HP damage, entangled, need DC 13 Fort save
Gunnz 12 damage
Teddington 50 stamina damage, 2 HP damage, 20’ up holding Red
Princess Dh'Qa 52 damage, 22’ up, one more climb to the top
Desha Doash 5 HP damage
Red 70 damage, unconscious
Purple 5 damage, deafened

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Desha moves to provide Jackojare some support before he falls to the purple godblood. Just as with Teddington, Desha puts a bit of herself into the effort to make sure her effort has an impact.
Mystic cure 1: 1d8 + 4 + 5 ⇒ (1) + 4 + 5 = 10

GM Bret |

Desha provides some healing to the badly injured Jackojare.
Aid Token boosted with Hard Engineering available
Tower Intel
Starfinder Advantage
Bolded may act.
Round 11
Jackojare 45 damage 25 HP damage, entangled, need DC 13 Fort save
Gunnz 12 damage
Teddington 50 stamina damage, 2 HP damage, 20’ up holding Red
Princess Dh'Qa 52 damage, 22’ up, one more climb to the top
Desha Doash 10 HP damage
Red 70 damage, unconscious
Purple 5 damage, deafened

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Gunnz winces as Jack takes a hefty hit. But for once she stays on target. Keeping her laser pointed at the red blob until it is fully put to rest.
attack vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23
F damage: 2d4 + 2 ⇒ (2, 4) + 2 = 8
"Hurry up Teddy, Jack is getting monstered back there."

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"I'm trying, I did get monstered by 2 of those myself remember?!"
Athletics check to move Red: 1d20 + 14 ⇒ (1) + 14 = 15
Uhoh. Hope that's enough.
Teddington climbs next to the tower and uses the Engineering aid token to finish Red off.
Is that how it works?

GM Bret |

Gunnz is ready to shoot the monster if it wakes.
Teddington tries to drag it closer to the machine, but somehow it got snagged on the edge of the platform.
Since it is done as part of a move action, you could try the Athletics check second time using your Standard action.
My understanding is that using an Aid Token is a free action. You just need to declare it and what Aid you are taking.
In this case, I would strongly suggest using Captain Arvin's reward level 3 (from slide 6) to allow you to get both the Provide Knowledge(Hard Engineering) and First Aid benefits.
In game how it works is you flag down a passing group of other Starfinder agents that provide timely assistance.

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Athletics Check to drag Red: 1d20 + 14 ⇒ (11) + 14 = 25
And Teddington signals to get Venture-Captain Arvin's aid dropped off.
Hard Engineering (on the pillar for Red) and First Aid
First Aid: 3d6 ⇒ (3, 1, 3) = 7
Does each player do their First Aid separately?

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Athletics to Climb: 1d20 + 10 ⇒ (19) + 10 = 29
The Princess makes it to the top, then crosses the platform to put herself in view of the purple ooze - although trying to be in sight, but having a bit of cover from the ledge. She's trying to lure it into coming up instead of making ranged attacks. Just in case, she pulls out her rifle again. Laser fire might be persuasive if just standing tall doesn't do the trick.
<<< determination >>> comrades >>> I am now in position >>> get out of the monster's sight >>> it is dumb >>> it will go after the visible enemy >>> me <<<

GM Bret |

Yes, each character does their First Aid separately and lets me know if it is HP or Stamina that they want.
Teddington gets Red to the correct position. Fortunately there is another nearby team of Starfinder agents that can help. Their engineer uses the machine to kill the Godblood Horror while some medics provide much needed healing to your team.
They immediately have to jet off after that. Something about another team fighting Dhurus himself.
Gunnz smiles as they realize that Red is Dead.
Princess Dh'Qa gets to the top of the platform and then crosses it to where she can see the monster. She pulls her rifle as she moves.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 11
Jackojare 45 damage 25 HP damage, entangled, need DC 13 Fort save
Gunnz 12 damage
Teddington 50 stamina damage, 2 HP damage, 20’ up holding Red
Princess Dh'Qa 52 damage, 22’ up, one more climb to the top
Desha Doash 10 HP damage
Red destroyed!
Purple 5 damage, deafened

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Gunnz gratefully accepts the demi-pak. And looks quite perky after the spray is administered.
HP: 3d6 ⇒ (1, 6, 4) = 11

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Desha is invigorated as a fellow Starfinder administers some first aid. ”Great timing! This’ll help me keep the rest of my team up!”
First aid: 3d6 ⇒ (1, 3, 4) = 8

GM Bret |

Since we are not at Tier 9-12 the status doesn’t help with this battle. :(
The medics sweep through, treating many of you.
Let me know of any mistakes.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 11
Jackojare 45 damage 25 HP damage, entangled, need DC 13 Fort save
Gunnz 1 damage, used First Aid for Stamina
Teddington 43 stamina damage, 2 HP damage, used First Aid for Stamina
Princess Dh'Qa 52 damage
Desha Doash 2 HP damage, used First Aid for HP
Red destroyed!
Purple 5 damage, deafened

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fort: 1d20 + 5 ⇒ (12) + 5 = 17 To not be entangled? Or am I still entangled?
Withdraw if I can do it. Moved 30 feet, since I think I'm still entangled.

GM Bret |

The save was vs Nauseated.
Yes, you were still entangled, so half move.
Did you want the 3d6 healing from the Aid Token? Please indicate if it is giving you HP or Stamina.
Jackojare withdraws, although that does leave Desha in a bad spot.
Red is Dead, there is no redemption for it.
Purple heals. It detects that Desha is the closest, so it moves up and attacks her. It then does something that makes the slime sticky.
Slam: 1d20 + 15 ⇒ (12) + 15 = 27
Acid damage: 1d4 + 10 ⇒ (4) + 10 = 14
Corrode: 1d4 ⇒ 3
Tower Intel
Starfinder Advantage
Bolded may act.
Round 12
Jackojare 45 damage 25 HP damage, has not used First Aid
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 52 damage, has not used First Aid
Desha Doash 17 damage 2 HP damage, entangled, need DC 13 Fort save or Nauseated
Purple 0 damage, deafened

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The Princess snatches up some airdropped stimpacks.
first aid: 3d6 ⇒ (4, 6, 1) = 11
And then fires some "have I got your attention" shots at Purple.
to hit vs EAC: 1d20 + 9 ⇒ (5) + 9 = 14
laser damage: 2d8 + 6 ⇒ (1, 1) + 6 = 8
to hit vs EAC: 1d20 + 9 ⇒ (7) + 9 = 16
laser damage: 2d8 + 6 ⇒ (6, 7) + 6 = 19

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Teddington climbs down the pillar, a job well done, and double moves towards the back of the Princess' pillar, either to climb it and help her with the check, or to go around the front and carry it if it gets put down beforehand.

GM Bret |

The medic quickly gives Princess Dh’Qa some stims to help her and jets off.
Princess Dh’Qa just barely misses Purple with her second shot. It was close enough that the blob of blood might have noticed.
Teddington rushes over to the pillar that Princess Dh’Qa is at.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 12
Jackojare 45 damage 25 HP damage, has not used First Aid
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage
Desha Doash 17 damage 2 HP damage, entangled, need DC 13 Fort save or Nauseated
Purple 0 damage, deafened

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Gunnz breathes a sigh of relief as the red blob is finally put down. She dashes across, snapping off a quick shot at the last of the blobs as she ducks behind a pillar.
trick, DC 20+CR: 1d20 + 17 + 1 ⇒ (1) + 17 + 1 = 19
attack vs EAC, cover: 1d20 + 8 - 2 ⇒ (14) + 8 - 2 = 20
F damage?: 2d4 + 2 ⇒ (1, 2) + 2 = 5

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Fortitude: 1d20 + 3 ⇒ (4) + 3 = 7
Desha is overwhelmed by the disgusting slime coming from the godblood, and can’t do anything but wretch and move as far from the creature as she can.
Single move at half speed takes me 15ft away

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Jackojare will use the first aid to recover HP hp: 3d6 ⇒ (3, 4, 6) = 13
Pick back up his gun, and fire at purple hit: 1d20 + 10 ⇒ (18) + 10 = 28 vs KAC
dmg: 1d8 + 5 ⇒ (8) + 5 = 13

GM Bret |

Gunnz hits purple and does full damage with her laser. Jackojare hits with a bullet, but not to full effect.
Meanwhile a medic sees to Jackojare’s wounds and Desha just tries to get away from the disgusting monster.
Purple heals a little bit then evidently decides that Jackojare makes a better target. It moves up to him and slams him with a pseudopod. It hits, completely undoing the medic’s efforts.
Target? Jackojare 1-2, Desha 3-4, Princess Dh’Qa 5: 1d5 ⇒ 2
Slam: 1d20 + 15 ⇒ (8) + 15 = 23
Acid damage: 1d4 + 10 ⇒ (3) + 10 = 13
Tower Intel
Starfinder Advantage
Bolded may act.
Round 13
Jackojare 45 damage 25 HP damage, DC 13 Fort or Nauseated
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage
Desha Doash 17 damage 2 HP damage
Purple 8 damage, deafened

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<<< frustration >>> we need the monster to come to my pillar >>> don't attack it >>> hide >>> let it see only me as a prey <<<
The Princess stands tall and plainly visible. Time to reload the rifle.

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Teddington uses a double move to climb the pillar to stand behind the Princess.

GM Bret |

Teddington is now beside Princess Dh'Qa on the pillar, hoping the Godblood horror will come to them.
Jackojare withdraws.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 13
Jackojare 45 damage 25 HP damage
Gunnz 1 damage[/b]
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage -- Think you still have a standard action left
Desha Doash 17 damage 2 HP damage
Purple 8 damage, deafened

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Gunnz moves forward and pulls her trigger, cursing as she notes the power reading.
"Getting low."
trick attack, DC 20+CR: 1d20 + 17 + 1 ⇒ (10) + 17 + 1 = 28
attack vs EAC: 1d20 + 9 ⇒ (17) + 9 = 26 vs FF
F damage: 2d4 + 2 ⇒ (1, 3) + 2 = 6 plus off target
trick damage: 3d8 ⇒ (2, 6, 6) = 14

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Desha moves away from the horror, risking its attack to move as far as she can.
Double move to get out of sight. Probably provokes AoO

GM Bret |

Sounds like a Withdraw action to me.
Starfinder CRB, pg. 248.
Gunnz shoots their trust laser at Purple, hitting it and causing it to be off-target.
Desha wisely withdraws from the creature.
Guess we will move on
Target, 1 = Gunnz, 2 = Princess Dh’Qa: 1d2 ⇒ 2
Purple heals a little bit. Although Gunnz is the one who most recently hurt it, evidently Princess Dh’Qa has managed to attract the blobs attention! It goes over to the mesa and starts moving up the side! When it realizes it will not quite get to her, it spits at her! The combination of trying to spit up, Princess Dh’Qa having cover from the side and all the suppression fire from the fleet causes it to miss,
Ranged Blood Surge: 1d20 + 12 ⇒ (4) + 12 = 16
Acid damage: 1d6 + 5 ⇒ (6) + 5 = 11
Tower Intel
Starfinder Advantage
Bolded may act.
Round 13
Jackojare 45 damage 25 HP damage
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage
Desha Doash 17 damage 2 HP damage
Purple 23 damage, deafened, 25’ up

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The Princess steps back a little bit to give the critter room to get onto the platform, then shoots it to keep its attention focused.
to hit: 1d20 + 13 ⇒ (5) + 13 = 18
laser damage: 2d8 + 6 ⇒ (3, 3) + 6 = 12

GM Bret |

Princess Dh'Qa uses her laser rifle to get the creature's full attention. It does not enjoy the experience.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 13
Jackojare 45 damage 25 HP damage
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage
Desha Doash 17 damage 2 HP damage
Purple 35 damage, deafened

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Gunnz backs up, taking advantage of the blobs exposed position while it is climbing.
trick attack DC20+CR: 1d20 + 17 + 1 ⇒ (17) + 17 + 1 = 35
attack vs EAC: 1d20 + 8 ⇒ (3) + 8 = 11 vs FF? Does it get dex while climbing
F damage: 2d4 + 2 ⇒ (1, 2) + 2 = 5 Plus off target
bonus trick damage: 3d8 ⇒ (1, 4, 7) = 12
But stumbles on the rough terrain and misses her shot.

GM Bret |

It has a climb speed, so it is not flat-footed because of climbing. On the other hand, your trick worked.
Now that the pressure is off, Gunnz misses with her laser. At least she never missed when she had to keep Red down.
Tower Intel
Starfinder Advantage
Bolded may act.
Round 13
Jackojare 45 damage 25 HP damage
Gunnz 1 damage
Teddington 43 stamina damage, 2 HP damage
Princess Dh'Qa 41 damage
Desha Doash 17 damage 2 HP damage
Purple 35 damage, deafened

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Desha pumps more healing into Jackojare. ”The Princess may need you up there soon. Better start climbing!”
Standard procedure Mystic Cure
Mystic cure1: 1d8 + 4 + 5 ⇒ (8) + 4 + 5 = 17