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Lilly dashes up the corridor toward the fight, injector pistol ready.
Seeing the hits land against Rar’gul, she shouts encouragement.
“The lying lizards are no match for you!”
Standard: Inspiring boost. Rar’gul recovers 10 stamina points.

GM Quirk |

John, so noted on the miss. Botting Pokotho. He'll move forward, drawing a pistol. Not really any targets yet.
The more burly of the two reptoid stewards draws a wicked looking hooked sword, which he wields against John {ooc](after taking a guarded step back)[/ooc]
to hit: 1d20 + 9 ⇒ (19) + 9 = 28
damage: 1d8 + 7 ⇒ (8) + 7 = 15
Mobility won't help you there.
The other reptoid steward also continues to back down the hall, firing at Rar'gul as she does.
trick attack: 1d20 + 14 ⇒ (4) + 14 = 18
No tricky.
to hit: 1d20 + 9 ⇒ (19) + 9 = 28
damage, F, non-lethal: 1d6 + 3 ⇒ (3) + 3 = 6
Another 19! Hit![/dice]
[ooc]You have aggressively entered Terrapin Station. Pokotho, I placed your token in the hallway. Bold may go--in this case, that's everyone. Round one.
1. Enemy green
2. John Rawlins (-15)
3. Rar'gul (-12)
4. T'sorkel
5. Dr. Flint-Bridge
6. Pokotho
7. Enemy red

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Lilly takes a position beside Rar’Gul and lines up her injector pistol on the lead creature.
“Hold still. This should hurt more than you can possibly imagine.”
Zoologist injector pistol targeting red KAC with a minor inhibitor: 1d20 + 8 ⇒ (5) + 8 = 13
Syringe damage: 1d8 + 3 ⇒ (7) + 3 = 10
Pretty sure that missed. :(

Rar'gul |

"Thankkks, Doccc," Rar'gul rumbles. "Stay cclose, now," he adds, sliding across to stand protectively over his smaller companion.
As he moves, energy shimmers along a forearm, coalescing into a small protective shield. (Move: 5ft movement and Entropic Shield +1 AC)
"Watch your head, Doccc," he says, taking his hammer in both hands. (Swift: change grips)
Hurling his hammer at the closest reptoid, he hunkers down to use his body as a shield for his companions.
(Bulwark: grants half bonus AC to ally - in this case Doc +1 AC from Fighting Defensively Rar'gul +2 AC)
Dight Defensively: Called thrown diamagnetic storm hammer (vs KAC): 1d20 + 10 - 4 ⇒ (6) + 10 - 4 = 12
Bludgeoning & Electricity Damage: 1d8 + 9 ⇒ (6) + 9 = 15

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John tries a different tack to get past the ersatz steward. He fakes a low lunge, turns it into a quick dive and roll to rise behind the steward and slash at his back. John uses the momentum from the slash to pivot on his heel and present his sword point to the second steward.
Pick red as target. I moved John, assuming I succeeded.
Tumble v DC 20 + 1.5 CR: 1d20 + 13 ⇒ (20) + 13 = 33
Trick attack, bluff: 1d20 + 17 ⇒ (19) + 17 = 36 Red is flat-footed if successful until John's next turn.
sword cane v red KAC, flanking: 1d20 + 8 + 2 ⇒ (11) + 8 + 2 = 21 ... damage: 1d4 + 5 ⇒ (4) + 5 = 9 critical Bleed 1d3; Analog.operative)
Trick attack damage: 3d8 ⇒ (7, 7, 5) = 19
Nice set of rolls. It'll be a bonus if I can give Rar'gul flanking and pin Red within his reach.
Uncanny Mobility When you make a trick attack, if you choose the target of your attack before you move, your movement doesn't provoke attacks of opportunity from that target. When you use your standard action to move, you can choose one creature; you don't provoke attacks of opportunity from that creature for this movement
Tumble
Source Starfinder Core Rulebook pg. 136
As long as you do not have the encumbered or overburdened condition (see pages 275–276), you can use Acrobatics to move through a space threatened by an enemy or enemies without provoking attacks of opportunity from them. Tumbling is a move action, and you move at half speed. The DC to move through an opponent’s threatened area is 15 + 1-1/2 × the opponent’s CR. If multiple opponents are threatening the same space, you attempt one check with a DC based on the opponent with the highest CR, and the DC increases by 2 for each additional opponent beyond the first.
You can also tumble directly through an opponent’s space; the DC is 20 + 1-1/2 × the opponent’s CR. If you fail this check, you stop moving adjacent to your opponent and provoke an attack of opportunity.

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Pokey scampers forward at the sounds of conflict, rounding the corner only to find John surrounded in a narrow corridor.
"Look out," Pokotho said in near panic, pulling his pistol and firing a warning shot overhead.
Covering Fire for John: 1d20 + 7 ⇒ (5) + 7 = 12 vs DC15
Looks like a miss.

T’sorkel |

T'sorkel stays back in the corridor, but he moves to the door there. While the others are attempting to subdue the Stewards, the xenoarchaeologist grad student examines the door for any markings indicating what might be inside.
Perception: 1d20 + 13 ⇒ (5) + 13 = 18

GM Quirk |

John's risky dance finally seems to work, and he finds himself in between the two reptoid stewards.
These two "stewards" aren't even hiding their identity anymore. Before your eyes, they transform into their natural form: that of a lizard-like humanoid.
The more burly of the two slashes out with his hooked sword at John.
to hit, includes flanking: 1d20 + 9 + 2 ⇒ (11) + 9 + 2 = 22
damage, S: 1d8 + 7 ⇒ (2) + 7 = 9
The other reptoid continues to slowly back up (using a guarded step). She fires at John.
trick attack: 1d20 + 14 ⇒ (12) + 14 = 26
That works!
to hit vs. EAC: 1d20 + 9 ⇒ (15) + 9 = 24
damage, F, with trick attack dmg: 1d6 + 3 + 1d8 ⇒ (3) + 3 + (3) = 9
Hit! They don't LIKE you, John!
You have aggressively entered Terrapin Station. Pokotho, I placed your token in the hallway. Bold may go--in this case, that's everyone. Round three.
1. Enemy green
2. John Rawlins (-33)
3. Rar'gul (-12)
4. T'sorkel
5. Dr. Flint-Bridge
6. Pokotho
7. Enemy red (-28)

Rar'gul |

As more of his companions gather in the small room leading to the corridor, Rar'gul straightens from his protective crouch over Doc.
Rumbling a phrase in Nchaki, his hammer reappears in his hand, electricity crackling back to life.
"It's a good thing we're all friends," the trox murmurs, glancing around the tight quarters. "Let's see if I can make some room for us to work."
He hurls his hammer at the closest foe (red).
Called thrown diamagnetic storm hammer (vs KAC): 1d20 + 10 ⇒ (19) + 10 = 29
Bludgeoning & Electricity Damage: 1d8 + 9 ⇒ (2) + 9 = 11

T’sorkel |

Did T'sorkel find anything out about the door?
T'sorkel shifts over and peeks around the corner. He unleashes a psychic scream towards the closest 'steward' to stun him.
Intimidate vs DC(15+1.5CR): 1d20 + 9 ⇒ (15) + 9 = 24

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Lilly points her gun at the front lizard person and snarls, “Focus on the first one. He can’t last long! Get him!!”
Move action: Get ‘em on red
Zoologist injector pistol targeting red KAC with a minor inhibitor: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Syringe damage: 1d8 + 3 ⇒ (6) + 3 = 9
Minor inhibitor (5 round duration): -1 penalty to attack rolls

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Beset on both sides, John fakes a lunge at the retreating reptoid, and slashes low at the one between him and Rar'gul
Trick attack, bluff v DC 20+CR: 1d20 + 17 ⇒ (3) + 17 = 20 Red is flat-footed if successful until John's next turn.
sword cane v red KAC, flanking: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25 ... damage: 1d4 + 5 ⇒ (1) + 5 = 6critical Bleed 1d3; Analog.operative)
Trick attack damage: 3d8 ⇒ (2, 4, 1) = 7

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Nervous from the close call he had, almost accidentally shooting John, Pokey instead timidly steps forward and with the thick leather glove on his left hand, he bonks the Reptoid on the back of the head.
ignurso knuckles vs Red for non-lethal: 1d20 + 3 ⇒ (20) + 3 = 23
That was... unexpected.
damage: 2d6 + 16 ⇒ (4, 2) + 16 = 22 nonlethal
Wound Property: 1d20 ⇒ 14
DC14 Fort save versus suffering a -10 Movement Speed penalty from Wound

GM Quirk |

T'sorkel stays back in the corridor, but he moves to the door there. While the others are attempting to subdue the Stewards, the xenoarchaeologist grad student examines the door for any markings indicating what might be inside.
[dice=Perception]1d20+13
The door bears a bold holographic sign and has a hatch in
the bottom.
GM Quirk |

Nice crit, Pokey! Yes--a little unexpected, but these are the things we talk about and laugh about in these games!
The first reptoid steward falls lifeless in front of you.
The other reptoid hisses and fights on! She fires at John.
trick attack: 1d20 + 14 ⇒ (18) + 14 = 32
to hit: 1d20 + 9 ⇒ (15) + 9 = 24
damage, F, nonlethal: 1d6 + 3 + 1d8 ⇒ (1) + 3 + (5) = 9
John is scorched again! You've tanked a lot of damage!
You have aggressively entered Terrapin Station. Pokotho, I placed your token in the hallway. Bold may go--in this case, that's everyone. Round three.
1. Enemy green
2. John Rawlins (-42)
3. Rar'gul (-12)
4. T'sorkel
5. Dr. Flint-Bridge
6. Pokotho
7. Enemy red (-28)

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Lilly’s eyes narrow as the lizard hits John again. “NO!”
She leans against the wall to find a clear line of site and squeezes the trigger.
Injector pistol targeting green KAC with a specialty inhibitor: 1d20 + 8 - 2 ⇒ (20) + 8 - 2 = 26 CRIT!
Syringe damage: 1d8 + 3 ⇒ (2) + 3 = 5 Crit damage: 1d8 + 3 ⇒ (2) + 3 = 5
Total damage 10
The syringe sinks deep into the lizard’s flesh and empties its contents.
Lilly's face contorts into evil smile. “You’re gunna hate this, lizard… an' ah’m gunna watch up close.”
She sprints down the corridor and slips past John. As she closes on the lizard, she draws her syringe stick for melee.
Move action: Move down the corridor into melee with the remaining lizard.
Specialty inhibitor (5 round duration): You introduce a mild hallucinogen into a living creature’s body, making it difficult for the target to move or act. The target gains the encumbered condition and must succeed at a DC 15+2 (crit effect) Fortitude save or also gain the entangled condition. This is a mind-affecting poison effect.
Encumbered: All of your speeds are reduced by 10 feet, your maximum Dexterity bonus to your Armor Class is reduced to +2, and you take a –5 penalty to Strength- and Dexterity-based checks (or you take your armor’s armor check penalty, whichever is worse).
Entangled: You are ensnared. Being entangled impedes your movement but does not entirely prevent you from moving unless the bonds are anchored to an immobile object or tethered by an opposing force. You move at half speed, you cannot run or charge, and you take a –2 penalty to your AC, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks.

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Sweet crit, Poko! And Doc F-B too!
"Doc! Get back!" John might have taken his shot and cleared the firing lane before Lilly stepped into melee with the reptoid, but he can't leave her alone within reach of the enemy. Brandishing his pistol, the Abadaran steps up beside the halfling, but it's his sword that flicks for the reptoid's thigh.
Trick attack, bluff v DC 20+CR: 1d20 + 17 ⇒ (6) + 17 = 23 green is flat-footed if successful until John's next turn.
sword cane v red KAC, : 1d20 + 8 ⇒ (9) + 8 = 17 ...
damage: 1d4 + 5 ⇒ (3) + 5 = 8 critical Bleed 1d3; Analog.operative)
Trick attack damage: 3d8 ⇒ (6, 7, 5) = 18

GM Quirk |

The reptoid goes down, twitching and metamorphosing between its human form and reptoid form. It finally settles on its grotesque reptoid form and expires from the wounds inflicted upon it by Dr. Flint-Bridge and John.
Combat over. You have some information about a door near T'sorkel. There are also other doors along this corridor.

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"Doc, you gotta be more careful," John wheezes. He leans his back against the wall while he pats himself down, looking for injuries. "Nothing too serious."
"Rar'gul, do you want to try these doors?"
But I'll keep off the front lines for a while. I really didn't want to let those two get away.

T’sorkel |

T'sorkel points at the door. "There's a holosign on this door, but it's in a language I don't understand." The Shirren clicks in annoyance. "Give me a minute to see if I can decipher it."
Usually it's a secret check. Culture +16

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Lilly shoots an appreciative but exasperated look at John.
“CAREFUL!? You telling’ me t’uh be careful? Ah saved yer rosy cheeks, or what’s left of them. Yer skilled, ah give ya that, but yer no halfling. Ya plowed right intuh the one ya were tryin’ to slide by. And then he hit ya again! If we hadn’t dropped him when we did, ah was goin’ t’uh show ya how that tumble maneuver looks when done by someone with the proper training.”
She holds the look for a moment, then softens. “And thanks, ah will be careful. Right now, we need t’uh find a place that’s outta the line of fire where you can catch your breath.”
She turns toward the door T’sorkel is fiddling with. “Whatcha got there?”
Culture to support: 1d20 + 10 ⇒ (4) + 10 = 14

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Lilly shoots an appreciative but exasperated look at John.
“CAREFUL!? You telling’ me t’uh be careful? Ah saved yer rosy cheeks, or what’s left of them. Yer skilled, ah give ya that, but yer no halfling. Ya plowed right intuh the one ya were tryin’ to slide by. And then he hit ya again! If we hadn’t dropped him when we did, ah was goin’ t’uh show ya how that tumble maneuver looks when done by someone with the proper training.”
"Don't think I'm not grateful, doctor. I am. But we can afford to lose you least of all."
She holds the look for a moment, then softens. “And thanks, ah will be careful. Right now, we need t’uh find a place that’s outta the line of fire where you can catch your breath.”
"I was planning to stand behind Rar'gul."
We've 'aggressively entered Terrapin Station.' Doesn't seem likely that the reptoids would give us ten minutes even if we tried to take them.

Rar'gul |

Rar'gul approaches John and Doc as the pair converse. "Noce work."
"That was a verry brrave gambit," he says to John. "I ccould see what you werre trrrying to do by getting past them."
He adds, solemnly, "Sorrry I wasn't morre useful. It was tight quarterrs and I didn't want to get in the way."
The trox nods, shouldering his hammer as he stamds tall. "Yes, a good idea. I'll ccrackkk the caskk, you be ready to drrinkk yourr fill."
Turning to look at the door where the voice is emanating from, he asks, "You say the rreptoids wrrote that sign? Could be that theirr enemy is ourr frirend?"

T’sorkel |

T'sorkel steps back from the door, not expecting the voice inside. Who are you? And what are you doing in there?

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”HEY! Let me out! I have something I can trade!”
Lilly gives the door with a suspicious look, then sighs. Of course you do. Why wouldn’t you? What ELSE could possibly get weirder?
“Okay, so ya got something trade, an’ ah’m guessing ya want out. What’s your story? And be quick about it, because we kinda came guns blazing an’ the lizards’ll be back any moment so we need to get a move on.”

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Ordinarily John might be interested in barter, but this place must be getting to him. "Do you know anything that will help us in a firefight?
Tell us now. Then we'll bargain. "

T’sorkel |

How did you know they were reptoids and not Stewards? T'sorkel raises an antennae towards the speaker behind the door.
Sense Motive: 1d20 + 13 ⇒ (2) + 13 = 15

GM Quirk |

Ordinarily John might be interested in barter, but this place must be getting to him. "Do you know anything that will help us in a firefight?
Tell us now. Then we'll bargain. "
"I know how many of them are here at this outpost. There were six of them, along with three of those strange pets of theirs. Of course I could hear you killing some of them. Good riddance, I say."

GM Quirk |

How did you know they were reptoids and not Stewards? T'sorkel raises an antennae towards the speaker behind the door.
[dice=Sense Motive]1d20+13
"A little detective work and one reptoid who was less than careful about the languages they chose to use in my presence. Sadly, I found myself too deep and I was captured."

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Lilly listens to the conversation, trying to tune into the truth of the moment.
They’re saying all the right things, but my reality compass is pretty screwed up… it’s hard to know any more.
Sense Motive: 1d20 + 13 + 1d6 ⇒ (10) + 13 + (2) = 25
If she gets good vibes…
“Sounds good t’uh me. Let’s spring ‘em and find the other reptoids so we can get out of here.”
She checks her pistol and nods to the team. “Where to next?”
If she gets bad vibes…
Lilly’s nose squinches and she slowly shakes her head.
“I dunno… sounds iffy t’uh me. Let’s get on with it and get outta here.”
She nods toward the door as she checks her pistol.
“Pity about ‘em. Coulda used some help to finish getting outta here.”

GM Quirk |


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Lilly listens to the conversation, then nods to the group.
“Ah think they’re on the level. There might be a touch of weird, but we can handle them if something goes sideways.”
She coughs out a chuckle. ”Given what we’ve already been through, adding more weird seems kinda normal now. Let’s get ‘em outta there and finish getting off this rock.”
She moves toward the door. “John, ah might need yer help with this...”
Engineering to open the door: 1d20 + 12 ⇒ (13) + 12 = 25

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Lilly quickly scans the new arrival to make sure they aren’t a reptoid.
Using micro lab to identify the kasathan and make sure they actually ARE a kasathan
Life Science to identify with microlab: 20 + 15 = 35 Automatic 20+skill with the lab

GM Quirk |

"My name is Kibotu. Thank you for rescuing me. I really do just want to get off this rock. Their ships are here in this building. I remember going through some type of control center. Perhaps to the west?"

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Sense Motive: 1d20 + 11 ⇒ (10) + 11 = 21
John glances from the kasatha to Doctor Flintbridge and back. "Feeling edgy? Most of the station is west of here, but we'll check the east room first. I don't want to leave an unexplored area behind us. "
Bluff, to pass message: 1d20 + 17 ⇒ (13) + 17 = 30
Pass Secret Message
You can use Bluff to pass a secret message to an ally without others understanding the message’s true meaning. Doing so in combat is part of combat banter. The DC of this check is 15 for simple messages and 20 for more complex messages, as determined by the GM. Those overhearing the message can attempt an opposed Sense Motive check to learn the gist of the message. You cannot take 20 on a Bluff check to pass a secret message.

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Lilly tries to keep a neutral expression as she reads the display on her micro lab.
But that makes no sense...
An odd noise from John’s direction makes her look toward him. It only takes a moment to catch John’s message.
Oh bloody hell…
She takes a step away from Kibotu and eyes them warily.
“Look, we dinna have much time, and it’s nae been a good day so far. My gear says you’re both kasathan and reptoid. Explain yourself and be quick about it before we leave you or lock you back up or just kill you where you stand.”

GM Quirk |

Kibotu sheepishly admits to what you have observed on the scanning equipment. "Yes. I am a reptoid, and I am kasatha. I am both. I have suffered at the hands of the reptoids, who believe I am below them. Not only do I know too much, not long ago I fought back. I was being transported to a place I wasn't told about. This was supposedly a temporary stop. Truly, I only wish to escape this place, then make my own way independent of other reptoids."

Rar'gul |

At the Doc's revelation of Kibotu's reptoid genetics, Rar'gul steps protectively between his companions and the recently liberated prisoner, raising his hands and rumbling, "Hold! Stay backkk."
The trox relaxes hus guard slightly at the kastha-reptoids reply but remains vigilant.
"Tell us about the reptoids." His voice softens as he adds, "And about how you came to be here."

T’sorkel |

Sense Motive: 1d20 + 13 ⇒ (11) + 13 = 24
How are you both? A hybrid? I suppose if what they say about reptoids infiltrating other societies is true, then it might happen naturally. Or was it something else? The xenoarchaeology student pokes his head out from behind Rar'gul, looking very inquisitive. He approaches Kibotu.
Did you grow up with Reptoids or somewhere else? You say you fought back, does that mean you were a prisoner here?

GM Quirk |

"Tell us about the reptoids." His voice softens as he adds, "And about how you came to be here."
"The reptoids? It seems they have their fingers in everything, or at least they would like to think so. I'd watch your back no matter where you are." With the mention of how he came to be here, he continues, "I found out some things that I shouldn't have about who was in charge at a Steward base somewhere near here. I killed a reptoid trying to make my escape. I'm fairly certain I'm marked for death after they do some experimenting on me."