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Yariel looks at John, ”I mean, a bullet to the brain is a way out too. Probably a lot quicker than floating in space until we die from starvation. But hey, why don’t we go check some other doors before going with the probable suicide option.”
She goes back out and waits in the hall.
All the flashing lights in there must be messing with us. Going out a random airlock, jeeze.

T’sorkel |

I concur. An airlock seems to be a rather extreme solution to our situation. Perhaps there are other terminals such as this one in the other rooms? T'sorkel follows Yariel to the hallway.
Shall we try this one?

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John cocks an eyebrow at what he perceives to be over-reactions of two teammates. "I be not advocating the airlock right now. If it be hard vacuum beyond the doors, life be measured in hours. I merely point out the option and seek consensus. We may be driven to that extremity."
The man follows the ysoki and shirren into the service bay and opens the door to the left-hand room.
Moved John to the door. He'll check for traps quickly and try to open it.
Perception, traps: 1d20 + 8 ⇒ (15) + 8 = 23
Engineering, traps: 1d20 + 6 ⇒ (14) + 6 = 20

GM Quirk |

I tool the liberty to move everyone into service hallway outside of this new room. Please feel free to make minor adjustments to the exact location of your token.
John activates the door to a new area. Anyone peering through the doorway sees the following:
From the book:
Flashing purple lights in the ceiling illuminate the disarray of
this room. Workstations here have been wrecked, cubicles
damaged, chairs broken and overturned, and computer
terminals smashed. Broken glass is scattered across the
floor from shattered transparent cylinders that form a
jagged line down the lab’s center. Each has the twisted
remains of a robotic arm attached to the ceiling above it,
and smashed and mangled electronics connect the arms to
the bottom. Three of the cylinders have misshapen, fleshy
lumps within them. Glistening puce goo containing strips of
skin and lumps of flesh forms streaks across much of the
floor and the south wall.

Rar'gul |

What a mess," Rar'gul grumbles, peering over John's shoulder and into the room.
Perception: 1d20 + 8 ⇒ (18) + 8 = 26
If it seems clear, he will advance into the room as shown on the map.

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"Careful, Rar'gul. Looks like whatever was in the test cylinders be free now. Hasn't been cleaned up, so the escape be either too recent or whatever got out be dangerous. The experiments were more direct here. No doors out.
My vote is to just move on."

T’sorkel |

T'sorkel shuffles in after Rar'gul. He squints at the goo coming out of the broken cylinders. That seems...disturbing. It would seem some violence came to most of these areas.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
Life Science: 1d20 + 6 ⇒ (16) + 6 = 22

GM Quirk |

Rar'gul and T'sorkel notice a couple of things:
1. Some of the smeared goo runs up the wall to a fire suppression system pipe that is only 1" in diameter. The nozzle at the termination of this pipe is torn off.
T'sorkel, our posts crossed. I think I will allow your life science roll to work for the following survival check. You may read the spoiler and share as you wish. Also, I moved your token into the room.
Any character who is within the room can make the following check for more information:
2. Rar'gul spots a small data chip on the floor. It is labeled "Living Transmutation Matrix" in various languages.
Any of you who can place this chip in a comm unit or other computer device may make the following check:
You find several reports about the "living transmutation matrix’s" capabilities filled with dry, scientific notation. This experiment involved cloned and mutated astrazoan cells forced to take the shape of an object. Further entries note that the grays have discovered a way to make the matrix function as a weapon, and that it might be possible to improve such a weapon’s capabilities.

T’sorkel |

T'sorkel examines the broken vials and then takes a step back. Um...Whatever broke out of these tubs, broke out from the inside.... His eyes follow the trail up to the fire suppression system pipe.
And whatever it was went into that. By the looks of it, it was able to tear off the nozzle, unless it was already gone. It would seem whatever experiment they were running is now loose in the systems.
The Shirren carefully peers around at the other broken equipment to see if he believes whatever came out of the tubes did all this destruction too.
For instance, is there any goo remnants on the destroyed workstations or chairs?

GM Quirk |

T'sorkel notices what looks like a pistol just sticking out from under one of the pieces of equipment. Before he can step forward to grab he hears a peculiar grunting noise from behind one of the pieces of equipment. A small mass of flesh with a chubby face and eyes peers around the corner and squeals aggressively.
He's quite possibly famished. Even a trox and a shirren may suffice for a meal. We're in combat!
Rar’gul: 1d20 + 1 ⇒ (8) + 1 = 9
John Rawlins: 1d20 + 5 ⇒ (2) + 5 = 7
T’Sorkel: 1d20 + 6 ⇒ (18) + 6 = 24
Beauregard: 1d20 + 0 ⇒ (7) + 0 = 7
hungry mass of flesh black: 1d20 + 6 ⇒ (14) + 6 = 20
Bold may go.
1. T'sorkel
2. Hungry Mass of Flesh
3. Rar'gul
4. John
5. Beauregard
6. Yariel
I will probably have the doctor shoot a basic biohack at someone at the end of the round.

T’sorkel |

There's a...thing! T'sorkel raises his hand and shards of glass fly at the mass of flesh.
Telekinetic Projectile: 1d20 + 4 ⇒ (4) + 4 = 8
Slashing damage: 1d6 ⇒ 3

GM Quirk |

The odd little creature scampers forward and brings its massive forearms down on T'sorkel.
to hit: 1d20 + 11 ⇒ (4) + 11 = 15
bludgeoning damage: 1d6 + 7 ⇒ (6) + 7 = 13
Hit!
T'sorkel is spattered by streams of sticky biomass that connect back to the creature.
T'sorkel, please make a DC12 reflex save. Failure means you are entangled until you can make a DC15 acrobatics or athletics check as a move action.
Obviously this room is tight. I think T'sorkel could move one square toward the right side of the map easily to allow another PC in the room (although, he could be entangled). Rar'gul has reach, so he'll probably be fine.
Bold may go. T'sorkel, I moved you down the order with everyone else just for simplicity's sake. Just wait to go again until everyone else has had a shot.
1. Hungry Mass of Flesh
2. Rar'gul
3. John
4. Beauregard
5. Yariel
6. T'sorkel (-13)

Rar'gul |

"It's not exacctly my arrea of experrrtise but those lumps don't look like they finished ... baking? - whateverrr they arre," Rar'gul rumbles as he moves in for a closer look.
[n]"What's this?"[/b] The trox reaches down and picks something from the floor. Turning to show his companions a small chip between his massive thumb and index finger, he reads, "Living Trransmutation Matrrix"
He turns at the grunting noise, just in time to see the fleshy mass attack T'sorkel.
In a flash, his hammer is raised, crackling with electricity, before descending in a pair of quick strikes at the thing.
EP: +1; EP:1/3
Diamagnetic storm hammer 1 (vs KAC): 1d20 + 6 - 4 ⇒ (6) + 6 - 4 = 8
Bludgeoning & Electricty Damage: 1d8 + 5 ⇒ (3) + 5 = 8
Diamagnetic storm hammer 2 (vs KAC): 1d20 + 6 - 4 ⇒ (3) + 6 - 4 = 5
Bludgeoning & Electricty Damage: 1d8 + 5 ⇒ (7) + 5 = 12

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Beauregard well enter the room while drawing his handaxe and throw it. The creature probably has some cover so I'll let the GM count how much.
attack: 1d20 + 4 ⇒ (17) + 4 = 21
damage if hit: 1d4 + 5 ⇒ (2) + 5 = 7
swift action recall handaxe to my hand.

T’sorkel |

Reflex Save: 1d20 + 3 ⇒ (18) + 3 = 21
The blow knocks T'sorkel's body out of the way of the majority of the sticky streams.

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"I won't say I told you so," John mutters, then follows the nuar into the room. Crouching, the man circles around the console to his right looking for more goo-flesh creatures along the wall and under the console. When he sees a target, he fires his static arc pistol.
Assuming up is north. Move along west wall looking for goo-monsters.
Stop 10 ' short of any monster seen and fire. If John reaches the corner that I moved him to, fire at T'sorkel's foe. Trick attack by pooping up over console or around console corner.
Perception: 1d20 + 8 ⇒ (1) + 8 = 9
Trick attack, stealth v 20+CR: 1d20 + 11 ⇒ (16) + 11 = 27
On successful trick attack opponent is flat-footed and takes extra damage
Static arc pistol v EAC: 1d20 + 5 ⇒ (16) + 5 = 21 .... damage: 1d6 + 1 ⇒ (1) + 1 = 2 (critical Arc 2; Stun)
Trick attack damage: 1d8 ⇒ 3

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Yariel just moves up, drawing her pistol again and fires to distract the goo monster.
Move while drawing weapon, shoot at it to give T'Sorkel +2 AC vs. the creature's next attack.
SA Pistol Covering (+2 AC) Fire AC 15: 1d20 + 4 ⇒ (13) + 4 = 17

T’sorkel |

Get it off! Get it off! The Shirren's hand reaches for the baton that he keeps, but had rarely used.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d6 + 3 ⇒ (1) + 3 = 4

GM Quirk |

Rar'gul can't seem to find his mark with his storm hammer, but both Beauregard and John manage to wound the creature.
It turns and hisses at Yariel as she distracts it with her shot. T'sorkel's desperate strike is ineffective.
The creature snarls again and tries to claw T'sorkel. T'sorkel gets +2 AC for this attack from Yariel.
to hit: 1d20 + 11 ⇒ (14) + 11 = 25
damage, slashing: 1d6 + 7 ⇒ (3) + 7 = 10
Bold may go.
1. Hungry Mass of Flesh (-12)
2. Rar'gul
3. John
4. Beauregard
5. Yariel
6. T'sorkel (-16)

Rar'gul |

Rar'gul's initial attacks are hampered as he is forced to reach over the mess of equipment and furniture.
"Hang in therre, T'sorkkel. I'll trry to get its attention" he says, stepping around some of the debris and moving closer to the fleshy mass, where he executes a more deliberated strike.
Diamagnetic storm hammer (vs KAC): 1d20 + 6 ⇒ (16) + 6 = 22
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (1) + 5 = 6

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John steps forward to get a clearer shot. His muzzle rises and falls , then snaps back up for a head shot.
Move as shown.
Trick attack, bluff v 20+CR: 1d20 + 11 ⇒ (5) + 11 = 16
On successful trick attack opponent is flat-footed and takes extra damage
Static arc pistol v EAC: 1d20 + 5 ⇒ (5) + 5 = 10 .... damage: 1d6 + 1 ⇒ (3) + 1 = 4 (critical Arc 2; Stun)
Trick attack damage: 1d8 ⇒ 3

T’sorkel |

T'sorkel is glad to the others circling around and very glad to see Rar'gul take a hefty swing at the blob. He snaps his baton at it before ducking under some of the equipment to try and get away again. Get away! Get away!
Attack: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d6 + 3 ⇒ (4) + 3 = 7

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Yariel moves into the room to get a bit better view and fires off another blast, attempting to distract it better this time.
Move, shoot at it to give T'Sorkel +2 AC vs. the creature's next attack.
SA Pistol Covering (+2 AC) Fire AC 15: 1d20 + 4 ⇒ (8) + 4 = 12

GM Quirk |

Rar'gul feels a tiny pinch as Dr. Flint Bridge fires a basic booster at him +1 to AC.
The creature turns its voracious appetite toward Rar'gul and attacks!
to hit: 1d20 + 11 ⇒ (3) + 11 = 14
damage: 1d6 + 7 ⇒ (5) + 7 = 12
Looks like a miss!
Bold may go.
1. Hungry Mass of Flesh (-25)
2. Rar'gul
3. John
4. Beauregard
5. Yariel
6. T'sorkel (-16)

Rar'gul |

Having drawn the creatures attention, Rar'gul braces himself and counters with another double combo with the hammer.
Diamagnetic storm hammer 1 (vs KAC): 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (1) + 5 = 6
Diamagnetic storm hammer 2 (vs KAC): 1d20 + 6 - 4 ⇒ (17) + 6 - 4 = 19
Bludgeoning & Electricity Damage: 1d8 + 5 ⇒ (4) + 5 = 9

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John clambers over the console, kicks aside the chair, crouches behind the desk for cover, then pops up and fires at the creature over the top of the desk.
Move as shown.
Trick attack, stealth v 20+CR: 1d20 + 11 ⇒ (12) + 11 = 23
On successful trick attack opponent is flat-footed and takes extra damage
Static arc pistol v EAC: 1d20 + 5 ⇒ (1) + 5 = 6 .... damage: 1d6 + 1 ⇒ (2) + 1 = 3 (critical Arc 2; Stun)
Trick attack damage: 1d8 ⇒ 1
Next round it's the sword.

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Yariel moves up in to flanking and swings at the blob, "Got your back big guy, take it out!"
Move, Punch.
Glamered Cestus Battleglove vs. KAC + Flank: 1d20 + 1 + 2 ⇒ (9) + 1 + 2 = 12 for Magic/Bludgeoning + W.S.: 1d4 - 1 + 3 ⇒ (2) - 1 + 3 = 4

T’sorkel |

T'sorkel continues to back away. A broken piece of machinery flies up and glances off the blob. For the first time since he was attacked, the Shirren has a moment to try and understand what the blob is.
Life Science: 1d20 + 6 ⇒ (13) + 6 = 19
Telekinetic Projectile: 1d20 + 4 ⇒ (14) + 4 = 18
Damage: 1d6 ⇒ 1

GM Quirk |

Rar'gul hits the creature hard, as does Beauregard. T'sorkel even pings it with a piece of debris from the room.
It is at this point that you all notice that many of the creature's wounds seem to be healing by itself. Though the creature is clearly battered and not doing well, it should have been on it's last legs by now.
It tries to smash the much larger Rar'gul, as this viscious creature is still under the assumption that it is going to eat one of you.
to hit: 1d20 + 11 ⇒ (12) + 11 = 23
damage: 1d6 + 7 ⇒ (6) + 7 = 13
Rar'gul finds himself covered with this creatures slimy goo. Please make a DC 12 Reflex save or be entangled.
Botting Doc.
She yells "get 'em" at the creature.
+1 to hit for everyone this turn.
Bold may go.
1. Hungry Mass of Flesh (-48)
2. Rar'gul (-13)
3. John
4. Beauregard
5. Yariel
6. T'sorkel (-16)

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"Everyone out! We'll try fire. Who's got fire grenades?"
Actually I'm suggesting that everyone take one last swing, then exit. John has one such grenade. Lozu gave us 2 I believe.

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"Not fire grenades, but I can do something."
Beauregard and Ra'argul turn black and white for a moment before returning to reality. When they do the electricity on the storm hammer has turned to fire.
"Take careful aim Ra'r, you only get one shot at that."
Casting Shifting surge on Ra'r's storm hammer, turning the half electricity damage to fire damage until the end of my next turn. ALSO, the NEXT attack he makes with it does 2d6 extra fire damage (unless it misses, obviously.) He also has suggested Ra'r take only one swing next round in order to increase the chances that he hit.

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”Hold up, let’s make sure fire even works before we go crazy.” She inspects the creature and looks around the room at the broken containment system for clues.
Life Science (t): 1d20 + 10 ⇒ (13) + 10 = 23
Is there a way to stop or pause the regeneration?

Rar'gul |

+1 EP from taking damage. EP:2/3
Rar'gul nods his head in recognition and appreciation as the energy powering his hammer shifts from the crackling of arcing electricity to that of licking flames.
Hefting his hammer once more, he rumbles, "Let's see if this has morre of an impaccct. Rrready, Flash?"
Taking advantage of the distraction caused by his partner, the trox brings the head of the hammer down toward the fleshy thing in a single measured blow.
Diamagnetic storm hammer + flanking (vs KAC): 1d20 + 6 + 2 ⇒ (14) + 6 + 2 = 22
Bludgeoning & Fire Damage: 1d8 + 5 ⇒ (8) + 5 = 13
Bonus Fire damage: 2d6 ⇒ (2, 1) = 3
Oops! Forgot +1 from Doc and to make the Reflex save.
Reflex DC12: 1d20 + 5 ⇒ (10) + 5 = 15

GM Quirk |

Barely good enough of a roll for Yariel to figure out this piece of key information.
This creature has some complex abilities when it comes to regeneration. If it should take simultaneous damage from two different types of energy it's regeneration will cease functioning, at least temporarily.
Basically, if one person readies an action and attacks at the same time as someone who does a different type of energy damage it's regeneration will cease for a round. That said, this thing is very close to at least being knocked unconscious by your attacks. You could mercifully dispatch it easily enough when that happens.

T’sorkel |

Gah, sorry. Didn't realize I was up again
T'sorkel pulls out his laser pistol and fires at the mass of troll flesh.
Attack: 1d20 + 4 ⇒ (12) + 4 = 16
Fire Damage: 1d6 + 1 ⇒ (6) + 1 = 7

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Yariel steps back and hacks a nearby robot arm to toss a beaker of acid at the thing.
Energy Ray vs. EAC + get em: 1d20 + 4 + 1 ⇒ (10) + 4 + 1 = 15 for Acid: 1d3 ⇒ 3

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Rar'gul is dealing electricity and fire simultaneously thanks to Beau. Also , I've got an arc pistol , but only 4 shots left before I need to swap batteries.
John stands straight, feints a lunge with his cane, and fires at the thing again.
Trick attack, bluff v 20+CR: 1d20 + 13 ⇒ (7) + 13 = 20
On successful trick attack opponent is flat-footed and takes extra damage
Static arc pistol v EAC, get'em: 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20 .... damage: 1d6 + 1 ⇒ (5) + 1 = 6 (critical Arc 2; Stun)
Trick attack damage: 1d8 ⇒ 8
TA damage would have been nice.
3 shots left.

GM Quirk |

John, you can save your shot. Rar'gul, T'sorkel, and Yariel finished this stubborn, tough little guy off.
The hungry little critter finally falls. Though it is merely unconscious, Doc confirms Yariel's theory that two different types of energy attacks at the same time will stop any regeneration assuming Yariel will do her cantrip, one of you will need to mark off a charge on a weapon as you apply the damage at nearly the exact same time to put this creature down.
There was that pistol that T'sorkel noticed on the floor...

Rar'gul |

Rar'gul's hammer does electricity, fire from Beau's spell (although, I think that is done), and can do acid from Entropic Strike, if that helps...

T’sorkel |

T'sorkel picks up the pistol lying on the floor to examine it. "Here's one that we can use."

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Yariel easily finishes off the enemy with the variety of elemental damages at her option.
"Alright, now this just feels like a gladiatorial arena. Each new room is a new monster to fight. What the hell are they playing with here. I mean, it doesn't change anything, but still... Let's look around for the usual, valuables and information."
Perception: 1d20 ⇒ 16 Darkvision
Computers (t) + Techlore: 1d20 + 10 + 1 ⇒ (19) + 10 + 1 = 30 (+2 Microgoggles?)
Engineering (t): 1d20 + 12 ⇒ (13) + 12 = 25 (+4 disable traps with kit, +2 Microgoggles?)
Got a nice variety of rolls there to work with if anything needs her tech expertise. Shall we head back and check those doors off of A4 next?