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"There are two large rats over there," kAPP comms to the group, "I advise quick engagement as we should be able to fell them quickly before this magnet stirs things up before we can manage it properly."
kAPP draws two pistols and engages his mechanic shield. Murco hoots and readies himself to dive into combat upon command.

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"Guys, I'm going to try and turn that magnet off. Also, be very careful, I can feel the pull even from here, it's a very strong magnet!" Valgard telepaths, and with that he walks through the air, staying well away from the magnet.
I'm 5ft away under the ceiling, and using Force Soles to walk around the magnet with a double move. I've lined in Cyan where I'm going.

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Rakisan follows Valgard along, also ascending to the ceiling, and keeping well away from the magnet.
<<< glee >>> maybe you should try to use the magnet to scoop out the hiding creature >>> we're going to have to deal with them anyway <<<

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"Operating parameters set. Murco and I will will engage these creatures once they emerge. Valgard, please proceed disabling the magnet. Everyone else, prepare for combat."
kAPP will travel down the mound of garbage to the west, Murco to the south. Both taking care not to cross the railing for the magnet.

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Killik is in position, walking on the ceiling. Could you put a link to the maps and handouts in the campaign header as well please.

GM Sasha |

The magnet moves along the track again and stops above the mound below chute II. Then there is an invisible pulse...
ED Athletics: 1d20 - 2 + 18 ⇒ (7) - 2 + 18 = 23
kAPP Athletics: 1d20 + 18 ⇒ (17) + 18 = 35
Murco Athletics: 1d20 - 2 - 2 ⇒ (1) - 2 - 2 = -3
ED and Murco fly through the air and all stick to the magnet, as do any weapons they had pulled out in preparation. As a standard action, a PC can attempt an Athletics check to wrest an item or themself away from the magnet, dropping to the floor below.
My apologies, there are 4, used to running the lower tier
Meanwhile...four rats emerge out of the trash. They look like they were expecting to surprise you, but they did not.
ED: 1d20 + 9 ⇒ (19) + 9 = 28
kAPP: 1d20 + 8 ⇒ (11) + 8 = 19
Killk: 1d20 + 9 ⇒ (19) + 9 = 28
Rakisan: 1d20 + 8 ⇒ (2) + 8 = 10
Valgard: 1d20 + 4 ⇒ (6) + 4 = 10
1d20 ⇒ 15
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold are up

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(Its got that range? I'd moved to the southeast mound)
"Zorp doovweeb norm grerrreerreeeeee!!! comes the scrambled voice modulator of Eddie as the magnet messes with his power feeds. He tries to wrestle himself free of the magnet, which is something of a bootstrap situation since hes completely made of metal.
athletics: 1d20 + 18 ⇒ (13) + 18 = 31

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As a scowl can be seen crossing kAPP's eyes, his armor lining begins to swiftly flash with his Haste Circut being activated.
He then releases a full attack on the lead rat:
Tunder (TS Pistol} Ranged vs EAC: 1d20 + 15 - 3 ⇒ (8) + 15 - 3 = 20
Sonic Damage: 1d8 + 6 ⇒ (3) + 6 = 9
Lightning (Pilot Handcoil) Ranged vs EAC: 1d20 + 15 - 3 ⇒ (12) + 15 - 3 = 24
Electricity Damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14
After the second shot flies, He then kicks on his Jump Jets to move 20ft back up the garbage pile (Or 15 ft high with the 5ft horizontal).
Murco tries to struggle with resolve against the magnet:
Athletics Check: 1d20 - 2 - 4 ⇒ (8) - 2 - 4 = 2

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Killik looks over at the magnet with a certain amount of alarm. Activating his jetpack Killik flies to the north before landing on the ceiling and sticking to it with his new sucker like feet.
He then focuses his mind on the two rats on the trash pile below him. Whispering to them he inserts images of the Swarm into their primitive minds.
Move action to move north. Standard to cast confusion on the two rats. DC23 will save or confused
This spell causes confusion in all creatures in the area, making them unable to determine their actions. Any confused creature that is attacked automatically attacks or attempts to attack its attackers on its next turn, as long as it is still confused at the start of its next turn. Note that a confused creature will not make attacks of opportunity against any foe that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked). For confused creatures that have not been attacked, roll on the following table at the start of each affected creature’s turn each round to see what it does in that round.
1–25 Act normally.
26–50 Do nothing but babble incoherently.
51–75 Deal 1d8 + Str modifier damage to self with item in hand.
76–100 Attack nearest creature.

GM Sasha |

R will: 1d20 + 9 ⇒ (3) + 9 = 12
B will: 1d20 + 9 ⇒ (15) + 9 = 24
R: 1d100 ⇒ 44
One of the big rats (red) screeches while waving its head around. The other narrows it's eyes on the mental assaulter (despite kAPP's second attack giving it a little shock), retches and then spits a glob of sizzling spit at Killk.
Spit: 1d20 + 20 ⇒ (20) + 20 = 40
Acid, crit: 6d6 + 18 ⇒ (3, 3, 1, 4, 2, 3) + 18 = 34
Fort save for Killk
The other two rats retch and spit golbs at Rakisan.
Spit: 1d20 + 20 ⇒ (16) + 20 = 36
Acid: 3d6 + 9 ⇒ (5, 1, 1) + 9 = 16
Fort save for Rakisan
Spit: 1d20 + 20 ⇒ (14) + 20 = 34
Acid: 3d6 + 9 ⇒ (4, 2, 2) + 9 = 17
Fort save for Rakisan
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold are up

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Ouch
Fortitude: 1d20 + 9 ⇒ (11) + 9 = 20
+2 vs. death effects, disease, mind-affecting effects, paralysis, poison, sleep effects, and stunning unless the effect specifies it functions against undead., +4 vs. contact and injury diseases and poisons. Not sure if any of these apply.

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Fortitude: 1d20 + 11 ⇒ (17) + 11 = 28 +2 if it's a poison or disease, or +6 if it's injury/contact poison or disease
Fortitude: 1d20 + 11 ⇒ (10) + 11 = 21 +2 if it's a poison or disease, or +6 if it's injury/contact poison or disease
Acid damage reduced by armor upgrade
Rakisan charges down at the purple rat. Blitz soldier 11 can attack twice at the end of a charge at -4/-4
Because of my Sonic Resonance gear boost, any creature I damage with a sonic weapon becomes flat-footed for 1 round.
attac: 1d20 + 15 ⇒ (13) + 15 = 28
sonic damage: 3d6 + 21 ⇒ (6, 6, 2) + 21 = 35
attac: 1d20 + 15 ⇒ (19) + 15 = 34
sonic damage: 3d6 + 21 ⇒ (6, 2, 5) + 21 = 34
After that Rakisan steps around to block purple's path towards Killik and the computer terminal.
Note that I have both Coordinated Shot and the Advanced Coordination gear boost. If I would give cover to a creature I threaten in melee, I don't. If I didn't give cover to begin with, allies get +1 on ranged attacks against that creature.
<<< irritation >>> what is this stuff they're spitting >>> valgard do you know >>> valgard I will try to block their access to the terminal >>> try to take control of the magnet <<<
Also note I have Step Up And Strike; if Purple tries to step away to spit again without provoking, I will follow and punish, while trying to stay away from Red.

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Killik is up on the ceiling, you dont need to get in front of me. Purple saved against one of my mind affecting spells so is at -1 to AC, attack rolls and skill checks. Its a tiny debuff but it might make a difference one day.
The red rat has succumbed to my will, try not to agitate it or to be the closest to it at any time!

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Valgard surveys the scene, and tries a Life Science check to remember what he can about these rats.
Life Science for the Rats: 1d20 + 19 ⇒ (6) + 19 = 25
Extra -5 DC if you class them as "Xenobiology" due to my Scholar Theme.
Valgard uses his Force Soles to walk down as a double move and end up standing next to the computer terminal to get a better look at it.

GM Sasha |

Both Killk and Rakisan feel fine aside from sizzling acid.
It is mysicism to identify the rats.
The rat hisses as it is walloped twice by Rakisan and seems less aware of its surroundings.
The magnet moves along the track and collects some more trash at the next pile.
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold are up

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Mysticism you say!
1d20 + 21 ⇒ (14) + 21 = 35
Just tell me interesting things if I pass.

GM Sasha |

Poison Spit (Su) As a ranged attack, a ratspawn can emit a glob of acidic spittle that targets EAC against a target within 60 feet. As part of this action, it can spend 1 Resolve Point to mix a dose of its synthesized poison into its spittle, exposing the target to the poison on a successful attack. Synthesized poison used in this manner functions as a contact poison, regardless of its original type.
Gnaw (Su) If a ratspawn begins its turn grappling a creature that is Large or smaller, it can attempt a grapple combat maneuver as a standard action. On a success, it gnaws into the target, dealing 2d10+15 piercing damage plus 1d2 Constitution damage. The ratspawn gains 1 Resolve Point if it succeeds at this attack, up to a maximum of 10 Resolve Points

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Seeing how his plan to draw the rats away from the console, kAPP hops down from the heap and continues his assault on Blue. Hearing the rats behind him, a spike swiftly emerges from his armor.
Tunder (TS Pistol} Ranged vs EAC: 1d20 + 15 - 3 ⇒ (6) + 15 - 3 = 18
Sonic Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Lightning (Pilot Handcoil) Ranged vs EAC[/dice: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26
Electricity Damage[/dice: 2d8 + 6 ⇒ (7, 8) + 6 = 21
Murco continues to struggle with resolve against the magnet:
Athletics Check[/dice: 1d20 - 2 - 4 ⇒ (17) - 2 - 4 = 11

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Killik scurries around the ceiling and focuses his mind on Purple. Images of the swarm invade its tiny consciousness, seeking to overwhelm it with horror.
Casting Mind Thrust 3 at Purple. It deals 7d10 ⇒ (4, 10, 7, 8, 5, 2, 5) = 41 damage with a DC22 will save for half.

GM Sasha |

Purple Will: 1d20 + 9 ⇒ (17) + 9 = 26
The rats squeals again and then burrows down into the garbage pile.
No AOO, it used withdraw
The other rat scurries up next to Rakisan and bites at him
Red Bite v Rakisan: 1d20 + 23 ⇒ (6) + 23 = 29
P: 2d10 + 15 ⇒ (4, 4) + 15 = 23
The other two rats across the room scurry over to kAPP and attempt to gnaw.
Green Bite v kAPP: 1d20 + 23 ⇒ (19) + 23 = 42
P: 2d10 + 15 ⇒ (5, 6) + 15 = 26
It bites into kAPP and latches on. You are grappled
Blue Bite v kAPP: 1d20 + 23 ⇒ (9) + 23 = 32
P: 2d10 + 15 ⇒ (1, 2) + 15 = 18
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold is up

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Red is confused so its action should be random yes? No-one has attacked it.

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Valgard sets to work quick booting the computer.
Computers check to quick boot: 1d20 + 23 ⇒ (14) + 23 = 37
Also going to try a Mysticism check to see what they are:
Mysticism vs Rats: 1d20 + 16 ⇒ (10) + 16 = 26
Any DR/Resistances please

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<<< resolution >>> have to fight this rat now >>> no other nearby rats for it to fight >>> provide distraction for valgard <<<
to hit: 1d20 + 15 ⇒ (17) + 15 = 32
sonic: 3d6 + 21 ⇒ (2, 2, 6) + 21 = 31 and makes the rat flat-footed for 1 round
to hit: 1d20 + 15 ⇒ (7) + 15 = 22
sonic: 3d6 + 21 ⇒ (6, 3, 5) + 21 = 35
<<< idea >>> ignore magnet >>> focus on enemies >>> just fly when magnet drops you <<<

GM Sasha |

Valgard tries to quick-boot the terminal and seems to have it, only to be faced with an error screen. Meanwhile, the constructed team members try unsuccessfully to pry themselves from the magnet and it continues along the track.
Yet another invisible pulse emanates from the magnet trying to draw Rakisan.
Rakisan Athletics: 1d20 + 16 ⇒ (6) + 16 = 22
The rat squeals at Rakisan's attacks and, just after, Rakisan flies to the magnet to keep ED and Murco company.
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold is up

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kAPP and Murco attempt to free themselves from their dispositions:
kAPP Athletics: 1d20 + 18 ⇒ (5) + 18 = 23
Murco Athletics: 1d20 - 2 - 4 ⇒ (3) - 2 - 4 = -3

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Killik scurries across the ceiling and then jets down a little way with his jet pack. Stopping in place, he focuses his mind on the rats, trying to slow their actions.
Move and then cast slow on the rats I can reach. Each has to be within 30' so it looks like i can definately get yellow and green. I am less sure about red and purple due to different elevations, they must be within 30' of eachh other and 50' of me. I will not include the confused one regardless. DC21 will save negates

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kAPP is grappled by Green Rat!

GM Sasha |

Right! While my confusion was misplaced, it was not unfounded. In Starfinder, in order to escape from a grapple one can either do a grapple maneuver or Acrobatics check. In either case, with a roll of a 6, kAPP would have failed.
kAPP struggles against the vice-like grip of the oversized rat to no avail.
Purple is out of visible range inside of the trash mound. Red is out of 30ft courtesy of elevation.
will yellow: 1d20 + 9 ⇒ (6) + 9 = 15
will green: 1d20 + 9 ⇒ (2) + 9 = 11
Both rats' movements seem to slow down.

GM Sasha |

Eddie struggles uselessly against the pull of the magnet.
The mound next to Valgard trembles while the rat on top moves after the now stuck Rakisan. On the way it hacks a rat loogi and spits it at Rakisan.
Loogi v EAC: 1d20 + 20 ⇒ (2) + 20 = 22
The loogi goes wide.
The rat holding kAPP attempts to bite down harder.
Noms: 1d20 + 23 ⇒ (20) + 23 = 43 luckily the action is a grapple combat maneuver, so no crit, unluckily it pins kAPP...and...
P damage: 2d10 + 15 ⇒ (2, 4) + 15 = 21
and Con damage: 1d2 ⇒ 2
then I need a Fort save
The other rat nips at, the now pinned, kAPP slowly.
Noms: 1d20 + 23 ⇒ (19) + 23 = 42 ...and I guess pins him as well?
P damage: 2d10 + 15 ⇒ (10, 10) + 15 = 35
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold is up

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Knowing that he'll only have a short instance to find his footing, Rakisan readies to charge the green rat when the magnet releases.
I have Force Soles II so I'll be able to walk as soon as the magnet drops me. As a Blitz soldier I can charge as a standard action, and I have 65ft speed, so moving double that on a charge should get me there.
Because I'm coming from above, I should be able to get to the green rat without moving through the blue one's threatened area.

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"Alright computer, I see how it is." Valgard says, gritting his teeth.
Computers vs a Stubborn Computer: 1d20 + 23 ⇒ (10) + 23 = 33
Yep, this computer is way too difficult for little old me
Valgard then steps away using his Force Soles so he doesn't become attached to the magnet.

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Rakisan charges down;
to hit vs EAC: 1d20 + 15 ⇒ (2) + 15 = 17
sonic damage: 3d6 + 21 ⇒ (3, 1, 4) + 21 = 29 sonic
to hit vs EAC: 1d20 + 15 ⇒ (20) + 15 = 35 CRIT: green must make a DC 21 Will save or be confused for 1 round.
sonic damage: 6d6 + 42 ⇒ (1, 6, 5, 5, 4, 1) + 42 = 64 sonic
Sonic Resonance will make Green flat-footed for 1 round.

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As the magnet releases its hold, Murco catches himself. With a hoot, he shoots up towards the ceiling and around the room, using a boost from his jets. In position, he takes a shot:
Ranged vs Green's EAC: 1d20 + 15 - 4 ⇒ (7) + 15 - 4 = 18
kAPP then struggles against the beast:
Acrobatics: 1d20 + 18 ⇒ (16) + 18 = 34
He then runs around towards the back of the room to get out of range of the rats.

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Killick flies across the ceiling and takes a pot shot at Green.
Rifle: 1d20 + 15 ⇒ (15) + 15 = 30
Electricity and Fire Damage: 3d10 + 11 ⇒ (5, 6, 4) + 11 = 26

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Eddie falls toward the ground, but he force jets at Red, his servos pressurizing the right fist and he approaches. A swirling of Nanites seems to collect on the front of the knuckles. attack against KAC: 1d20 + 18 ⇒ (13) + 18 = 31 damage: 2d6 + 29 ⇒ (1, 6) + 29 = 36

GM Sasha |

kAPP is unable to escape the grip of the rats' jaws.
Red
The rat squeals with rage and bites at ED.
Bite: 1d20 + 23 - 4 ⇒ (1) + 23 - 4 = 20
P: 2d10 + 15 ⇒ (6, 2) + 15 = 23
Bite: 1d20 + 23 - 4 ⇒ (13) + 23 - 4 = 32
P: 2d10 + 15 ⇒ (2, 7) + 15 = 24
Purple
12d8 ⇒ (8, 6, 3, 2, 2, 5, 2, 7, 8, 3, 3, 4) = 53
The mound near Valgard shakes and rumbles as a Huge rat emerges where the previous one burrowed in. It quickly notices Valgard and nips at him.
Bite: 1d20 + 25 ⇒ (5) + 25 = 30 The rat grapples Valgard in its jaws.
P: 2d10 + 17 ⇒ (8, 9) + 17 = 34
Green
The rat releases kAPP with a screech and dives into the mound behind it. Withdraw
Blue
The rat holding kAPP attempts to bite down harder.
Noms: 1d20 + 23 ⇒ (7) + 23 = 30 unsuccessfully, which I beleive causes it to lose the grapple
ED, Killk, kAPP
x
Rakisan, Valgard
x
Bold is up

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Rakisan lays into blue, performing Soldier's Onslaught.
to hit: 1d20 + 13 ⇒ (15) + 13 = 28 vs EAC
sonic: 3d6 + 21 ⇒ (2, 1, 1) + 21 = 25 sonic
to hit: 1d20 + 13 ⇒ (9) + 13 = 22 vs EAC and flat-footed
sonic: 3d6 + 21 ⇒ (4, 1, 6) + 21 = 32 sonic
to hit: 1d20 + 13 ⇒ (14) + 13 = 27 vs EAC and flat-footed
sonic: 3d6 + 21 ⇒ (4, 3, 5) + 21 = 33 sonic

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Green is slowed. I dont believe it can withdraw. Can you please put a note beside them of the status conditions affecting them so they dont get lost/forgotten. It is often the main thing I do in combat. I slowed one which I thought was marked yellow but now there doesnt seem to be a yellow.

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Also did green make a Will save against confusion from the crit I gave it? If green didn't withdraw, then I'd focus my attack on green, or at least an AoO.

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Well f%*$ that's a big rat.
GUYS! Huge rat over here!
As a move action I spend a resolve point to Flash Teleport 30ft away as grapple doesn't prevent spells, which also doesn't provoke.
Flash Teleport
And then as a standard I cast Slow targeting the Huge Rat, the Red and the Blue rats. They are all just within range of the spell and each other.
DC20 Will Save for all 3 please.

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<<< irritation >>> yes I know >>> I'm not blind <<<