
GM Valen |

Oddman's disk strikes his undead target (blue), which Rattus artfully finishes off.
The mindless riflebeing continues to try to shoot the formian.
Provokes AoO
Ranged (hunting rifle): 1d20 + 11 ⇒ (4) + 11 = 15
Damage (P): 1d8 + 3 ⇒ (5) + 3 = 8
The shot fails to penetrate the Starfinder's exoskeleton.
COMBAT ROUND THREE Cont'd
PCs in bold may act!
Rattus
Bleach (red) -22 HP
Mierwag -11 SP (photon attuned 2/+1 AC for 3 rounds/AoO vs. red)
Bleach (yellow) -10 HP (vulnerable to fire for 8 rounds)
Eleazar
Dov
D’vost
Bleach (blue) -22 HP
Oddman

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AoO: 1d20 + 8 ⇒ (14) + 8 = 22
Damage: 1d3 + 4 + 3 + 4 + 1 + 1d2 ⇒ (1) + 4 + 3 + 4 + 1 + (1) = 14 13 bludgeoning, 1 electricity
Mierwag smashes her shield into the shooter again, before reaching full photon attunement. She considers unleashing a supernova, but sees that Oddman has moved in behind her. Instead, she directs the fire to her shield, move action plasma sheath and attempts to strike yellow with it.
Attack vs. Yellow: 1d20 + 8 ⇒ (2) + 8 = 10 vs. KAC
Damage: 1d3 + 4 + 3 + 4 + 1 + 1 + 1d2 ⇒ (1) + 4 + 3 + 4 + 1 + 1 + (1) = 15 14 fire damage and 1 electricity damage

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You could have guarded step to the northwest and supernova'ed both enemies without hitting Oddman...

GM Valen |

Mierwag bashes the rifle-being, breaking off large pieces of its exoskeleton.
The other mindless, bleached creature presses its attack on the nearest living thing.
Melee (claw) v Mierwag, full-attack: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23
Damage(S): 1d6 + 5 ⇒ (6) + 5 = 11
Melee (claw) v Mierwag, full-attack: 1d20 + 8 - 4 ⇒ (11) + 8 - 4 = 15
Damage(S): 1d6 + 5 ⇒ (4) + 5 = 9
Its relentless pays dividend in damaged exoskeleton!
COMBAT ROUND THREE Cont'd/ROUND FOUR BEGINS!
PCs in bold may act!
Eleazar
Dov
D’vost
Bleach (blue) -22 HP
Oddman
Round Four
Rattus
Bleach (red) -31 HP
Mierwag -22 SP (photon attuned 3/+1 AC for 3 rounds)
Bleach (yellow) -10 HP (vulnerable to fire for 7 rounds)

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D'vost change his aim at the closest undead, his claws are holding the weapon as his antennas bobs in what could be perceived as random movements.
Attack@yellow, full attack: 1d20 + 6 - 4 ⇒ (7) + 6 - 4 = 9
Damage, laser: 1d10 ⇒ 1
Attack@yellow, full attack: 1d20 + 6 - 4 ⇒ (5) + 6 - 4 = 7
Damage, laser: 1d10 ⇒ 7
Both shots go way above the target lightning the sky.

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Photon Attuned 3...fully attuned
Eleazar frowns and sighs at the mindless undead as he strides past them, his black and silver aura pulsing over his hands and across his body. (If they have a melee weapon they can take an AoO).
Seeing he is far enough not to hurt his allies, he unleashes his supernova.
Supernova (DC 13 Ref) Fire damage: 4d6 + 1 ⇒ (1, 4, 5, 4) + 1 = 15
"Poor undead...what brought you back?"

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Dov will hop the low wall and take careful aim with his caustoject, firing two shots in a double-tap against the closest undead!
Called Liquidator Caustoject: 1d20 + 7 + 1 ⇒ (3) + 7 + 1 = 11 vs. EAC
Acid Damage: 1d4 + 2 + 2 ⇒ (4) + 2 + 2 = 8

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Oddman moves a bit forward and joins the yellow undead gang-up.
Pike vs. KAC: 1d20 + 4 ⇒ (16) + 4 = 20
Piercing damage: 1d8 + 3 ⇒ (4) + 3 = 7
Or the red undead, since it seems yellow was destroyed

GM Valen |

Between flaming fire and piercing pikes, the remaining undead fall.
COMBAT OVER
With the undead soldiers defeated, you are free to explore the area. Still, somewhat disturbed by the events, Therseis keeps their distance.
Near the cemetery, you discover a few tiny, multicolored flowers growing among the weeds.
The graves within the cemetery are unmarked, but an inscription covers the remains of a nearby monument.
The message reads (in Copaxi): “…those who died of the Message of Madness are forever a part of this great city, their contributions forever a part of our memories.”
Graffiti mars the monument. It reads, “Your lies cannot silence the Signal! Long live the First to Listen!”
With a successful, additional Culture check (DC 16) or a Mysticism check (DC 16), you may view the spoiler below
Investigating the bleached soldiers’ equipment and vehicles reveals technology that, though inferior to that of the Pact Worlds, is far beyond that found in the surrounding areas. An examination of the battlefield shows that one force had this technology, while the opposing force fought with devastating magical attacks.
The last standing wall of a nearby building is riddled with bullet holes and faint stains.

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Life Science: 1d20 + 4 ⇒ (11) + 4 = 15
Culture: 1d20 + 6 ⇒ (14) + 6 = 20
Mysticism: 1d20 + 7 ⇒ (14) + 7 = 21
Oddman stares at the inscription on the ancient monument. "... Triune... a religious war."

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Eleazar will look over the now un-animated dead, quickly praying to the Black Buttlerfly to take the remnants of their souls to the boneyard.
Looking up from his work, he sees the writing on the gravestones.
Culture: 1d20 + 6 ⇒ (19) + 6 = 25
Muttering..."“…those who died of the Message of Madness are forever a part of this great city, their contributions forever a part of our memories.”
Looking up at the monument, he scowls....
"Yes Oddman....it seems that Signal might have cause a civil war...or something similar. The graffiti seems to suggest that not everybody who got the signal...who some of the others called Mad....still survived."

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As soon as the fight is over, Dov comes over to Mierwag with his custom microlab, pulling out a few serusm and hyposprays. "Oh dear me dear me. Let's fix you up, shall we?"
Dov applies Field Dressings to Mierwag, healing them 1d6 + 5 ⇒ (2) + 5 = 7 hit points (cannot use this Theorum on Mierwag again until after they take their next 10-minute rest to regain Stamina, so...any time, now :P)
As for the observations, Dov will take 20 to scan the flowers with his microlab (Life Science result 32).
"Hmm, interesting, interesting. These plants are unique to the atmospheric and meteorological conditions at this elevation above the surface. They are very likely extinct elsewhere on the planet!" Dov will collect samples for the copaxis and also the Starfinder society.
He will listen with interest to Oddman and Eleazar while doing this.
I'll wait before rolling physical science. Don't want to steal anyone else's thunder!

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D'vost lowers his gun as the last foe falls down. He joins the others in looking at the battlefield but has very little insight to share.
No relevant skills whatsoever :)
He nods when the others are speaking.
"It seems signal had a unique<click> effect here.<click> I wonder why is that.<click>"
Says moving his mandibles as he tilts a bit his head to the side.

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"Religion. The ancient gods of the deep despise other gods influence. Let's investigate the other sites..."
Keeping up with the theme of dealing with all the combats first, I vote for: 5. Residential Area With Hole (creatures)
I'll wait before rolling physical science. Don't want to steal anyone else's thunder!
I don't think anyone else has it

GM Valen |

Still waiting to see if anyone else will attempt the following (if successful, you may view spoilers in my prior post):
Medicine or Life Science check (DC 21)
Engineering or Physical Science check (DC 19) re equipment and vehicles

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Life Science: 1d20 + 12 ⇒ (2) + 12 = 14
(apologies for that and ty for the correction, Mierwag)
And because of my screw-up and so I don't mess up previously-posted RP, I'm going to use my shirt re-roll on that.
Life Science +4: 1d20 + 12 + 4 ⇒ (7) + 12 + 4 = 23
Aaand continue.
Engineering: 1d20 + 14 ⇒ (16) + 14 = 30
Dov stretches, then looks at the vehicles and equipment in the area with an odd look on his furry face.
"Hmm...interesting, interesting... see this rust pattern, and erosion of the soil around the treads? From the wear on the armor plating, I'd estimate this equipment is approximately 300 years old...right around the end of the Gap!"
He'll get a thoughtful look as his eyes look around. "It looks like both sides of this conflict took very heavy casualties, judging by the damage..."

GM Valen |

Among the wreckage, you also discover a vial ofcommando enhancement serum, two nyfiber nets, two tactical pikes, and two shock grenades II.
As Dov finishes his explanation, Therseis hesitantly approaches. "Is it all safe? That was quite the commotion." they ask as they cautiously look around. Then they inquire, "Is this a good time to ask for a report?"
The copaxi's featureless face looks at you expectantly.

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D'vost scratches with his claw on a vehicle wandering which quality of this rust let Dov believe that it was 300 years old. He licks the rust scratched of a surface wondering if the taste would tell him something, but it tastes like iron and dirt and insides of a dead man.
"You have done wiser things in the past" thinks to himself but keeps his mandibles straight.
When he sees weapons he gets clearly excited.
"Pike and a net <click> like gladiators of old times<click>!" Smiling like an ant that discovered a cube of sugar.
He turns towards Therseis and responds
"Certainly. It is completely safe<click> here."
Says shirren too much interested in the pike and net to give provide a report.

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Oddman takes the commando enhancement serum. He's used one of those before.
"Is this a good time to ask for a report?"
"Yes. Your people received the signal from Triune. The government didn't aprove of it. Riots happened. Armed conflict. Deaths. The signal was lost or hidden until now. We don't know why." Oddman points at the relevant pieces of information gathered by his colleagues, but ignores the flowers. "Have you any knowledge of this?"
Sense Motive: 1d20 + 7 ⇒ (18) + 7 = 25
Oddman is parched from talking so much, though he has a lot of awkward pauses in there

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"The restless undead are no longer moving....well...your races restless dead that is." Eleazar says as he gets up from finishing what he could on praying for the dead. He grabs one of the tactical pikes off the ground after mentally asking the dead for its permission.
"While Oddman's....report is a bit blunt, he is correct. It appears that the Signal from Triune got here about the same time it got to the rest of the universe, and that some at least attempted to...and may have successfully done so....translated Triune's gift. This looks like it caused some kind of schism between two factions...one that was more technological, and another more magical. Both sides took heavy losses. Oddman says that the current government back then didn't approve. He possibly might be right, but I do not think we have enough information to say definitely it was the government that was anti-Signal at this moment...but it would makes sense, since apparently your race didn't develop Drift until now."
Taking the Tactical Pike...can use it, but will probably only use it if needed. Can hold in one hand while firing flare energy out of the other. Just won't be able to take AoO/Reactions.

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He deduced it was the government due to it being part of a monument in this graveyard. The place doesn’t seem large enough to have private graveyards - though, it’s an alien culture, there’s no way to be sure

GM Valen |

"Yes. Your people received the signal from Triune. The government didn't aprove of it. Riots happened. Armed conflict. Deaths. The signal was lost or hidden until now. We don't know why." Oddman points at the relevant pieces of information gathered by his colleagues, but ignores the flowers. "Have you any knowledge of this?"
Therseis' coral-like face remains blank, bearing no expression. After a few moments, they acknowledge, "There are facets of Tabrid Minor’s history that are poorly understood by us. The findings here could help uncover those stories."
"This looks like it caused some kind of schism between two factions...one that was more technological, and another more magical. Both sides took heavy losses. Oddman says that the current government back then didn't approve. He possibly might be right, but I do not think we have enough information to say definitely it was the government that was anti-Signal at this moment...but it would makes sense, since apparently your race didn't develop Drift until now."
"More information is...needed." nods Therseis. "It is important, then, that you continue on with the mission and that you remain thorough in your investigations."
Where to next? I noted one vote for the "5. Residential Area With Hole (creatures)". It will take a second vote 5, or two votes for another spot to move us along.

GM Valen |

It is a simple matter to travel to the residential neighborhood where the research team had discovered a gaping hole. Aside from the large, excavated feature, the area is an otherwise mundane residential neighborhood.
Entering the hole, you find it to be an entrance to a tunnel that leads beneath the surface to a long-abandoned mining operation.
The area’s walls are worked stone; the rooms have no natural light.
Carts, tools, and digging machines lie dormant in this massive cavern, the walls of which are covered in impressive coral-like organisms. Several of the carts are partly filled with decaying chunks of coral.
A pile of rusted metal and debris lies outside an out-of-the-way
tunnel.
Proposed marching order now up on Slides. Feel free to update/revise.

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Weirdly busy few days, I'll catch up on the RP as soon as I can, sorry.
Engineering: 1d20 + 14 ⇒ (12) + 14 = 26
Dov will point out what he notices. (feel free to look behind the spoiler, sorry again)

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Proposed marching order now up on Slides. Feel free to update/revise.
I placed Oddman closer to the front - he's mostly melee
"Technology travels in circles here" Oddman handles some of the digging equipment, examining but not understanding what Dr. Dov pointed out.
He casts Detect Magic on the mining gear, and on the dead and alive coral.

GM Valen |

"Technology travels in circles here" Oddman handles some of the digging equipment, examining but not understanding what Dr. Dov pointed out.
He casts Detect Magic on the mining gear, and on the dead and alive coral.
Dr. Dov also points out that the digging equipment and rusted machines, though centuries behind Pact Worlds’ technology, are mechanical anachronisms in this ancient place.
Oddman does not detect any magical auras in the vicinity beyond those accompany the party's gear.
A pile of rusted metal and debris lies outside an out-of-the-way tunnel. Upon spying it, Dr. Dov reports that he has noted an indicator ursine or sign that the metal debris had been hastily welded to the entrance to this tunnel, but something ripped it off with brute force.
The partial barricade at the end of the tunnel is wide enough for most of the party to simply walk though, although Dr. Dov has some difficulty (need to squeeze).
Map now revealed on Slides.
Stone-carved stairs rise to a room further north.
Going Into Rounds
All PCs are up and may take a full round of actions.

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Eleazar lets the front line combat people go before him...he prefers the middle of the group.
Eleazar listens to Dr. Dov info about the machines and remarks, "It is weird that on a floating piece of land, they want to dig into it. I wonder what they were trying to find. "
With that, he will just keep his hand on the pike he took, and the other softly glowing a silver and black aura.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

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Oddman moves up the stairs, all weapons on hands.
Perception: 1d20 + 7 ⇒ (15) + 7 = 22

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D'vost goes after, he looks especially for any signs of big animals roaming here
Tracking, profession: 1d20 + 10 ⇒ (17) + 10 = 27 Trying to learn if there is something living here, or what is living here.
"I've heard of <click> different animals <click> living within the planets<click>. "
He moves forwards carrying the net.

GM Valen |

As the Starfinders ascend one set of steps they see it leads to a large room is precisely carved from the surrounding stone. Another set of steps leads east. The room is not, however, unoccupied!
A pair of large creatures, each resembling a cross between a crab and a turtle with coral-like growths on its claws and a shell shaped like a boulder, has taken up residence in the room. They spring to life looking to viciously defend their home.
Dov , Initiative:: 1d20 + 4 ⇒ (8) + 4 = 12
D’vost, Initiative: 1d20 + 2 ⇒ (10) + 2 = 12
Eleazar, Initiative: 1d20 + 3 ⇒ (8) + 3 = 11
Mierwag, Initiative: 1d20 + 1 ⇒ (6) + 1 = 7
Oddman, Initiative: 1d20 + 1 ⇒ (9) + 1 = 10
Rattus, Initiative: 1d20 + 4 ⇒ (14) + 4 = 18
C (red), Initiative: 1d20 + 1 ⇒ (12) + 1 = 13
C (blue), Initiative: 1d20 + 1 ⇒ (15) + 1 = 16
COMBAT ROUND ONE BEGINS
PCs in bold may act
Rattus
C (blue)
C (red)
Dov
D’vost
Eleazar
Oddman
Mierwag
Map updated

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D'vost responds to his rat-friend
"You might want to confirm <click> with Dov<click>. But these are <click> not cats." after what he begins to make an odd sound resembling a bit stones being hit with a hammer. Which could be an odd shirren laughter.

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Well, I was expecting something in the third room at least, not right away - bury my corpse in a nice place
Mysticism: 1d20 + 7 ⇒ (7) + 7 = 14

GM Valen |

Re-positioned red per tactics as written
Even in the darkness of the lightless room, one of the creatures (blue) appears to turn even darker, before clambering forward. Its movement prompts a shot from the ysoki, but the shot is obscured by the presence of his taller allies before him.
The creatures points one of its prodigious claws at the kasatha.
Ranged attack v. Oddman: 1d20 + 9 ⇒ (10) + 9 = 19
Damage (B) plus: 1d6 + 2 ⇒ (2) + 2 = 4
Oddman, Fortitude save (DC 11): 1d20 + 0 ⇒ (4) + 0 = 4
You are paralyzed for 1 round. This paralysis does not cause creatures to fall. You are almost entirely frozen in place and unable to move your body except to squirm slightly, move your eyes, and so on. You aren’t helpless, though you are treated as having a Dexterity modifier of –5. You can take purely mental actions but no physical actions. A creature can move through a space you occupy, whether or not it is your ally. Each square you occupy, however, counts as 2 squares to move through.
The other crab-like monstrosity (red) also seems to darken as it approaches the kasatha with a claw open wide.
Melee attack (claw) v. Oddman: 1d20 + 12 ⇒ (3) + 12 = 15
Damage (S) plus grab: 1d6 + 5 ⇒ (2) + 5 = 7
COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS
PCs in bold may act
Dov
D’vost
Eleazar
Oddman -11 SP (paralyzed, grabbed)
Mierwag
Round Two
Rattus
C (blue) (dark? 1 rd)
C (red) (dark? 1 rd)

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Oddman stands still, hoping the monster will drag him away from the entrance.
Anyone got a smoke grenade? Would do wonders against these crab-turtles without environmental protection...

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No smoke grenade sorry. However we have 2 shock grenades II which no one claimed in which case D'vost would take them.
D'vost looks worried when Oddman is hit. He looks at the enemy and three allies in between. Shirren weights the net in his claws and tosses it at the enemy.
Throwing net, 10ft: 1d20 + 4 ⇒ (1) + 4 = 5
But he must have stood on the net when attempting to throw and it lands on his feet.
D'vost pulls out his laser canon.
Yet another amazing D'vost roll ;)

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Eleazar hears the startled grunt and the shuffling around.
"I wonder if they like the taste of undead...."
Springing up the stairs, Eleazar attempts to get around both Oddman and the beast, using his Live Air Celebrity knowing how to overcome obsticles....probably by using the tactical pike he acquired to pole vault over both oddman and the creature somehow....
Roll once, and if a failed acrobatics, reroll
Acrobatics: 1d20 + 9 ⇒ (8) + 9 = 17
Acrobatics: 1d20 + 9 ⇒ (20) + 9 = 29
GM, it looks like if I double move, taking double move on the stairs, oddman and through the critter, I can get to where I am currently now located. If I didn't make it through the critter, just say so and I will move back to the first available spot. Also, if that paralysis is attempted on me, +4 Base Fort, +1 enhancement and +1 racial for a +6, unless it specifically affects undead then +5
Action economy
Free Action: Graviton Attune
Full round: Double move
Can threaten since pike is in hands.

GM Valen |
1 person marked this as a favorite. |

Oddman is gripped.
D'Vost's tossed net crashes.
using the tactical pike he acquired to pole vault over both oddman and the creature somehow....
Roll once, and if a failed acrobatics, reroll
Reroll was required to make the check to Tumble.
Eleazar avoids the creature's claws and now threatens with his pike.
COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS
PCs in bold may act
Dov
D’vost
Eleazar
Oddman -11 SP (paralyzed, grabbed)
Mierwag
Round Two
Rattus
C (blue) (dark? 1 rd)
C (red) (dark? 1 rd)

GM Valen |

Rattus' shot fails to overcome the creature's shell.
COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS
PCs in bold may act
Dov
D’vost
Eleazar
Oddman -11 SP (paralyzed, grabbed)
Mierwag (delaying)
Round Two
Rattus
C (blue) (dark? 1 rd)
C (red) (dark? 1 rd)

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IMPORTANT: So, at Gen Con 2018, Paizo honored me with a campaign service coin. In addition to getting a neat new PFS #, the coin has a mechanical benefit at the table too. It allows me to give a reroll to another player at the table (even when I'm the GM and even when it's not slotted). Since this is the first time I've been able to poke my head in for a bit - GM, would you allow me to give my coin reroll to Oddman for his save versus paralysis?
Regardless:
Dov will recognize that trying to rush inside will only clog things up like a bear (redacted) in the woods. He takes a move action to ID the creature using his custom microlab (Natural 20 for a 32) and will hopefully glean some of its special attacks and defenses from the scan.
He will then line up and shoot a genetics biohack at it to weaken it to fire.
Called Liquidator Caustoject: 1d20 + 7 ⇒ (19) + 7 = 26 vs. EAC (plus cover)
Acid Damage: 1d4 + 2 ⇒ (2) + 2 = 4
If that is a hit that deals damage -
Genetics Inhibitor: Target (Red) gains vulnerability (+150% damage) to one type of energy damage (Fire) for 8 rounds. If target immune: resist 20 instead. If target has resist: reduce resistance by 10 (min 0).

GM Valen |
1 person marked this as a favorite. |

IMPORTANT: GM, would you allow me to give my coin reroll to Oddman for his save versus paralysis?
Sure.
Just checking in before bed. Will post results of Life Science tomorrow.
COMBAT ROUND ONE Cont'd/ROUND TWO BEGINS
PCs in bold may act
Dov (owed some info)
D’vost
Eleazar
Oddman -11 SP (paralyzed, grabbed Reroll)
Mierwag (delaying)
Round Two
Rattus
C (blue) (dark? 1 rd)
C (red) [ooc](dark? 1 rd)