
GM Wolffauer |

Leaving the unconscious goblins behind, you head up the catwalk to the northern door. Raia gets the computer to unlock the door and you open it.
A thick plume of steam rolls out from the freshly opened doors. After a moment, the steam evaporates, revealing a marked transition into an entirely different area—a section of an entirely different starship. Where the hangar bay had straight lines and smooth plastic walls, this elevator has exposed cords and wires in varying dark shades such as charcoal and umber.

Keskodai -- Pregen |

Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Keskodai follows, walking with his staff in hand.
Indeed. Let us hope this elevator is still in working shape.

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Bruneau enters and follows. She does a check to see if she recognizes this type of ship.
I don't know if that check would be perception, culture, or piloting so I will do all of them and you just tell me which is the right one.
Perception: 1d20 + 7 ⇒ (10) + 7 = 17
Culture: 1d20 + 9 ⇒ (12) + 9 = 21
Piloting: 1d20 + 9 ⇒ (4) + 9 = 13

GM Wolffauer |

As you enter the elevator, a singsong voice greets you in an alien tongue. Soft lights wash over a smooth, wet surface at the elevator’s western wall. Scores of holographic glyphs appear in three spiraling patterns foreign to the Pact Worlds.
The construction and design of the elevator look completely unfamiliar.

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I don't think I've ever seen anything like this Bruneau gestures to the ship walls and the glyphs.
Bruneau is going to "watch out" and be ready to warn someone in the party if they get attacked (and are okay with falling prone).
"Watch Out (Ex) When a foe makes a ranged attack against
an ally within 60 feet of Navasi, she can warn the ally as a
reaction. The ally can use a reaction to gain a +4 bonus to
AC against that single attack and then falls prone.

GM Wolffauer |

Raia gains some understanding of the symbols and can confirm the definately control elevator, but their exact meaning is still unclear. You've got a bonus to try and figure out how to get it to take you down - make a wisdom roll when you are ready

GM Wolffauer |

Using the insight she gained from her spell, Raia makes her best guess at controlling the elevator. As she adjusts the three symbols to a matching pattern, the door closes and the elevator begins to rocket downward.
Moments later, the lift swiftly decelerates and comes to a smooth stop. The elevator doors open into a rectangular storage room that shares the same design as the hangar bay above. A mesh grating just beyond the western elevator door overlooks stacked crates below. An adjacent set of stairs descends to the floor. A second set of stairs continues to a separate, stone chamber to the east.
The room is well lit from lights in the ceiling, some 40' from the floor. The mesh grating is about 20' off the floor, with a ladder leading down. The crates are stacked two high throughout the hold, reaching a height of 10 feet and all show signs of having been forced open at some point.
You can smell cooking meat coming from somewhere.

Barsala - Peff |

"Hey you guys smell that?"
Barsala steps out of the elevator, taking a look around while also inhaling the scent.
Perception: 1d20 + 4 ⇒ (12) + 4 = 16
Life Science: 1d20 + 13 ⇒ (6) + 13 = 19 On the off chance I can use Life Science to identify the smell of the meat?

Keskodai -- Pregen |

Keskodai frowns as he takes in the sour smell of the room.
Perception: 1d20 + 11 ⇒ (4) + 11 = 15
The shirren heads to the crates to peek into some of them.
What might this be? Remains of old starships, perhaps?

Obozaya_TR |

"I didn't pay much attention to what they were saying - those little lying rascals. Maybe they ran out of other foods, or it's a funeral. Let's check it out!", suggests Obo. The vesk climbs down the stairs and checks what's happening on the next room over.
Perception: 1d20 ⇒ 5
-------------------------------
Raia, on the other hand, takes a peek at the piles of boxes. "It looks like the supplies have been thoroughly ransacked."
Perception: 1d20 ⇒ 3
What a great, perceptive, pair

GM Wolffauer |

We seem to have lost Iseph, can someone bot him?
As you begin to explore the room, but before you can make your way down the ladder, you hear a noise from the south east corner and shot rings out.
Semi-auto pistol: 1d20 + 13 ⇒ (18) + 13 = 31 striking Obozaya.
Piercing: 2d6 + 6 ⇒ (6, 4) + 6 = 16
Appearing from behind the crates is a giant two headed humanoid.
Raia Init: 1d20 + 2 ⇒ (4) + 2 = 6
Obozaya Init: 1d20 + 7 ⇒ (15) + 7 = 22
Bruneau Init: 1d20 + 2 ⇒ (3) + 2 = 5
Barsala Init: 1d20 + 2 ⇒ (1) + 2 = 3
Keskodai Init: 1d20 + 1 ⇒ (5) + 1 = 6
Iseph Init: 1d20 + 6 ⇒ (5) + 6 = 11
BorgorBago Init: 1d20 - 1 ⇒ (18) - 1 = 17
Obozaya is up
[u]Round 1[/u]
Obozaya - SP 13/32, HP 32/32, RP 5/5BorgorBago
Iseph - SP 23/24, HP 28/28, RP 6/6
Raia
Keskodai - SP 23/28, HP 30/30, RP 6/6
Bruneau - SP 20/24, HP 28/28, RP 4/4
Barsala

GM Wolffauer |

Obozaya feels something come over her causing her muscles to stiffen,
Will DC 14: 1d20 + 4 ⇒ (6) + 4 = 10
and suddenly she can't move at all.
Hold Person, 6 rounds. Full action Will save DC 14 to end early
A grenade come sailing over the crates
Grenade: 1d20 + 13 ⇒ (19) + 13 = 32
to land at the elevator door.
Cryo grenade dmg: 1d8 ⇒ 2 Cold damage + staggered, Reflex DC 12 for half damage and not staggered.
Everyone but Obo can give me the reflex save, and then everyone is up.
[u]Round 1[/u]
Iseph - SP 23/24, HP 28/28, RP 6/6
Raia
Keskodai - SP 23/28, HP 30/30, RP 6/6
Bruneau - SP 20/24, HP 28/28, RP 4/4
Barsala[u]Round 2[/u]
Obozaya - SP 13/32, HP 32/32, RP 5/5BorgorBago

Barsala - Peff |

Reflex: 1d20 + 3 ⇒ (8) + 3 = 11 Oh good...
The sudden explosive cold catches Barsala completely off guard
"C-c-cold! H-here, can fix t-that!" Barsala leans in and injects her ally with a quick stab Standard: Theorem - Treat Condition. Since I'm not sure who/if anyone will fail their check, either Keskodai or Bruneau can be not staggered, if they are.

Obozaya_TR |

Is there a second opponent we didn't see yet? Or the frigging ettin can do two standard actions because he has two heads?
Raia Will save DC 12: 1d20 + 3 ⇒ (12) + 3 = 15
Raia moves down the stairs while drawing her thunderstrike sonic pistol and stands by a crate next to the second stairs. She shoots the ettin!
Thunderstrike sonic pistol vs. EAC: 1d20 + 6 ⇒ (9) + 6 = 15
Sonic damage: 1d8 + 2 ⇒ (4) + 2 = 6

Keskodai -- Pregen |

Reflex DC12: 1d20 + 2 ⇒ (12) + 2 = 14
Keskodai sidesteps to avoid the worst of the blast, turning around to see if anyone is injured.
Just gonna wait for the reflex saves to see who needs a remove condition

Iseph - Iconic Operative |

ref : 1d20 + 8 ⇒ (6) + 8 = 14
Can you please move Iseph.
Iseph moves forward and shoots with his pistol to hit the Ettin.
Trick attack to make flat-footed with debilitating trick: 1d20 + 14 + 1 ⇒ (8) + 14 + 1 = 23
If trick attack hits DC 20+CR then target is flat-footed and if the attack below hits then the target also takes additional trick attack damage.: 1d8 ⇒ 3
tactical semi-auto pistol: 1d20 + 7 ⇒ (10) + 7 = 17
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (1) + 2 = 3
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn.

GM Wolffauer |

It's going to take Raia 40' of movement to climb down the ladder (20'). So a double move to get to cover behind the 10' tall crates.
Iseph's shot bounce off the wall behind the giant. miss and trick failed
[u]Round 1[/u]
Iseph - SP 23/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 22/28, HP 30/30, RP 6/6
Bruneau - SP 20/24, HP 28/28, RP 4/4
Barsala - SP 22/24, HP 28/28, RP 6/6, staggered[u]Round 2[/u]
Obozaya - SP 13/32, HP 32/32, RP 5/5, Hold Person Rnd 1/6 (Will DC 14)BorgorBago

Keskodai -- Pregen |

Had misread Treat Condition and thought Barsala could use it on herself. In that case:
The shirren moves next to Barsala while drawing his pistol and keeping an eye on the Ettin. He places his chitinous hands on two of the Kasatha's shoulders and channels his energy to repel the frost on her limbs.
Hold still, this might tingle a little! We need you in this fight!
Cast lesser remove condition on Barsala; since Keskodai is before her in initiative order, in assume she can take another action?

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Bruneau jumps away. Reflex: 1d20 + 6 ⇒ (17) + 6 = 23
She shoots at the giant.
tactical semi-auto pistol: 1d20 + 5 ⇒ (12) + 5 = 17
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (5) + 2 = 7

GM Wolffauer |

Yes, Barsala can use a different standard action.
Bruneau's shot strikes the crate in front of the giant.
Raia has access to the following options through her connection to the computer: turn of the lights, stobe the lights, disable gravity in part of the room, and play audio over the loudspeakers.
And yes, all the attacks are coming from the same source.
The giant takes a shot at Keskodai,
Semi-auto pistol: 1d20 + 13 ⇒ (3) + 13 = 16 hit
Piercing: 2d6 + 6 ⇒ (1, 6) + 6 = 13
before hurling a glowing boulder at Iseph.
Forcedisk: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Force damage: 3d6 ⇒ (2, 4, 5) = 11
The boulder strikes Iseph and then bounces to Keskodai,
Forcedisk: 1d20 + 13 ⇒ (10) + 13 = 23 hit
Force damage: 2d6 ⇒ (2, 5) = 7
Barsala,
Forcedisk: 1d20 + 13 ⇒ (2) + 13 = 15 miss
Force damage: 2d6 ⇒ (3, 1) = 4
and Bruneau.
Forcedisk: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Force damage: 2d6 ⇒ (6, 2) = 8
Everyone is up
[u]Round 2[/u]
Iseph - SP 12/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 2/28, HP 30/30, RP 6/6
Bruneau - SP 20/24, HP 28/28, RP 4/4
Barsala - SP 14/24, HP 28/28, RP 6/6[u]Round 3[/u]
Obozaya - SP 13/32, HP 32/32, RP 5/5, Hold Person rnd 2/6 (Will DC 14)BorgorBago - has cover

Barsala - Peff |

How does she not having anything for mental effects...ugh.
Retconned Round 1
Move: Up with Obo
Standard: Needler Pistol v Borgor KAC: 1d20 + 6 ⇒ (6) + 6 = 12
Dmg(P): 1d4 + 4 ⇒ (2) + 4 = 6 +Basic Inhibitor if hit -2 AC
Round 2
Barsala looks at the frozen Obo "Sorry Obo...might have maybe skipped that class in med school. Here, let me just balance...there!" Using the frozen vesk as a stabilizer, she fires again.
Needler Pistol v Borgor KAC: 1d20 + 6 ⇒ (13) + 6 = 19
Dmg(P): 1d4 + 4 ⇒ (1) + 4 = 5 +Basic Inhibitor if hit -2 AC

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If she can... Bruneau is going to jump down to one of the boxes below and chuck a sticky bomb grenade at the giant.
Acrobatics: 1d20 + 9 ⇒ (1) + 9 = 10
Strength: 1d20 + 0 ⇒ (4) + 0 = 4
Oh dear...

Iseph - Iconic Operative |

Iseph moves forward and shoots with his pistol to hit the Ettin.
Trick attack to make flat-footed with debilitating trick: 1d20 + 14 + 1 ⇒ (9) + 14 + 1 = 24
If trick attack hits DC 20+CR then target is flat-footed and if the attack below hits then the target also takes additional trick attack damage.: 1d8 ⇒ 3
tactical semi-auto pistol: 1d20 + 7 ⇒ (8) + 7 = 15
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (4) + 2 = 6
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn.

Obozaya_TR |

Raia disables the gravity at the last 15 ft of the room, wondering if it will get in the way of the giant or just help him toss crates at the party.
Raia's Life Science to Identify Creature: 1d20 + 14 ⇒ (20) + 14 = 34
----------------------------
Obo Will save DC 14 for Round 3: 1d20 + 4 ⇒ (19) + 4 = 23
Guess who's back...

GM Wolffauer |

Iseph shoots and misses. No trick, missed attack
Raia identifies the giant as a ettin. No weaknesses, immunities or resistances. They have dual mind casting (full action to attack and cast a spell) and superior two-weapon fighting (lower penalty for a full attack)
With the gravity off, the ettin finds himself floating in the air. Lost cover
Barsala takes a shot at the now floating ettin and hits!
Bruneau jumps down to the crate, but lands badly.
Falling damage 10': 1d6 ⇒ 4
With BorgorBago now floating, do you still want to toss your grenade? The gravity will restore itself next round.
Keskodai is still up
[u]Round 2[/u]
Iseph - SP 12/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 2/28, HP 30/30, RP 6/6
Bruneau - SP 16/24, HP 28/28, RP 4/4
Barsala - SP 14/24, HP 28/28, RP 6/6[u]Round 3[/u]
Obozaya - SP 13/32, HP 32/32, RP 5/5BorgorBago - 5 dmg, -2 AC

Keskodai -- Pregen |

Keskodai winces and takes a step back under the assault of the ettin, clutching his chest where both the shot and the boulder hit him. He carefully moves under cover and aims at the giant.
Sonic Pistol vs EAC: 1d20 + 4 ⇒ (17) + 4 = 21
Damage, So: 1d8 + 2 ⇒ (4) + 2 = 6

GM Wolffauer |

It will take Keskodai 50' of movement to climb down the ladder and behind the crates. Once there you won't be able to see the ettin when he settles back on the ground. You can fire from up top the catwalk, and then head part way down the ladder then finish descending next round.
Keskodai and Bruneau, how would you like to finish round 2?

Keskodai -- Pregen |

Ah, had misinterpreted the map. WIll do just that; fire, then get down the ladder

GM Wolffauer |

Bruneau looks around to find a better angle just as BorgoBago comes floating up from behind the far boxes. She takes the offered shot.
tactical semi-auto pistol: 1d20 + 5 ⇒ (4) + 5 = 9
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (3) + 2 = 5
But the pain from her ankle distracts her.
All the boxes are stacked to the same height (10'), so you can either go closer (jumping or walking from box to box), or down to the floor (10' drop).
BorgoBago returns fire at Bruneau, with his shot pushing him back to brace against the wall.
Semi-auto pistol: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Piercing: 2d6 + 6 ⇒ (3, 6) + 6 = 15
He then summons and launches another glowing boulder at Barsala,
Forcedisk: 1d20 + 13 ⇒ (12) + 13 = 25 hit
Force damage: 3d6 ⇒ (1, 2, 1) = 4
which then bounces to Iseph,
Forcedisk: 1d20 + 13 ⇒ (11) + 13 = 24 hit
Force damage: 2d6 ⇒ (3, 2) = 5
Obozaya,
Forcedisk: 1d20 + 13 ⇒ (14) + 13 = 27 hit
Force damage: 2d6 ⇒ (4, 2) = 6
and finally down onto Bruneau.
Forcedisk: 1d20 + 13 ⇒ (1) + 13 = 14 miss
Force damage: 2d6 ⇒ (2, 2) = 4
Everyone is up. Those of you with a clear view of the floating giant, notice that one of his heads does not seem to be engaged in the fight, rather it is lulled to the side and staring off into space.
[u]Round 3[/u]
Iseph - SP 7/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 2/28, HP 30/30, RP 6/6
Bruneau - SP 1/24, HP 28/28, RP 4/4
Barsala - SP 10/24, HP 28/28, RP 6/6[u]Round 4[/u]
Obozaya - SP 7/32, HP 32/32, RP 5/5BorgorBago - 11 dmg, -2 AC (rnd 2 of 4)

Obozaya_TR |

“Happy to be of service, doc…” sighs Obo, as she lines up her weapon and shoots at the enemy.
Auto-target rifle vs. KAC: 1d20 + 7 - 4 ⇒ (6) + 7 - 4 = 9
Piercing damage: 1d6 + 4 ⇒ (4) + 4 = 8
Auto-target rifle vs. KAC: 1d20 + 7 - 4 ⇒ (4) + 7 - 4 = 7
Piercing damage: 1d6 + 4 ⇒ (3) + 4 = 7
-------------------------------
Raia approaches the ettin enough to cast Grease on his semi-auto pistol (Reflex DC 16 negates). “Let’s see how well you do without that cannon!”
Let's see the ettin roll a 20 on his save just to top this round

Barsala - Peff |

"Don't look at me like that Obo...I'll look up a better cure when we're back at Absalom. Besides WHOA IT'S FLOATING"
Barsala clicks her injector pistol over to a particularly nasty looking green dart and fires
Tact Needler v KAC: 1d20 + 6 ⇒ (15) + 6 = 21
Dmg(P): 1d4 + 4 ⇒ (1) + 4 = 5 +Amblaree poison if hits DC 13 Fortitude save!
Type poison (injury); Save Fortitude DC 13; Track Wisdom(special); Frequency 1/round for 3 rounds; Effect progression track is Weakened—Impaired—Blinded; no end state. When at the blinded stage, the victim gains the blinded condition;
Cure 1 save

Iseph - Iconic Operative |

Iseph shoots with his pistol to hit the Ettin.
Trick attack to make flat-footed with debilitating trick: 1d20 + 14 + 1 ⇒ (13) + 14 + 1 = 28
If trick attack hits DC 20+CR then target is flat-footed and if the attack below hits then the target also takes additional trick attack damage.: 1d8 ⇒ 8
tactical semi-auto pistol: 1d20 + 7 ⇒ (9) + 7 = 16
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (5) + 2 = 7
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn.

Keskodai -- Pregen |

Honestly don't know what spells would be useful here apart from Mind Thrust -- maybe fog cloud would grant us total concealment
Keskodai finishes descending the ladder, noticing the ettin's second head.
Doesn't seem like it wants to fight! Perhaps the second head could convince the first to stop? I could go up there and speak with it -- if I don't get crushed first, that is!
Despite his awkward angle, he tries to take a shot at the ettin:
Sonic Pistol vs EAC: 1d20 + 4 ⇒ (4) + 4 = 8
Damage, So: 1d8 + 2 ⇒ (3) + 2 = 5

GM Wolffauer |

Raia's grease spell coats BorgorBago gun.
Reflex save: 1d20 + 8 ⇒ (3) + 8 = 11
The ettin tries to hold onto his weapon, but just ends up squeezing it out of his hand. his gun falls to the floor
Iseph finally finds the angle he'd been looking for and gets a shot in. Trick worked, shot hits
Keskodai and Obozaya fail to find their marks.
Barsala stikes with another needle.
Fort save: 1d20 + 8 ⇒ (2) + 8 = 10
The poison contained within weakens the ettin as gravity is restored and he sinks back to the floor.
Bruneau is still up
[u]Round 3[/u]
Iseph - SP 7/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 2/28, HP 30/30, RP 6/6
Bruneau - SP 1/24, HP 28/28, RP 4/4
Barsala - SP 10/24, HP 28/28, RP 6/6[u]Round 4[/u]
Obozaya - SP 7/32, HP 32/32, RP 5/5BorgorBago - 31 dmg, cover, -2 AC (rnd 2 of 4), flat-footed, poisoned (saves 1/3), weakened

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Sorry, I got a puppy (yay!) and I have to try to find my schedule again.
Bruneau shoots
tactical semi-auto pistol: 1d20 + 5 ⇒ (20) + 5 = 25
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (6) + 2 = 8
And she tries to figure out what is going on with the other head.
perception: 1d20 + 7 ⇒ (4) + 7 = 11

GM Wolffauer |

Yay puppy! And a critical hit.
Crit damage: 1d6 + 2 ⇒ (4) + 2 = 6
From what you can see, only one head seems to be actively involved in the combat. It makes you think back to what you heard about them from Livewire and the audio messages. on the slides
The ettin reaches down to try and pick up their gun.
Reflex DC 16: 1d20 + 8 ⇒ (17) + 8 = 25
Holding on tight, they take a shot at the poisoner Barsala.
Semi-auto pistol: 1d20 + 13 ⇒ (10) + 13 = 23
Piercing: 2d6 + 6 ⇒ (1, 3) + 6 = 10
Focusing their minds, they blast Barsala again.
Weakened Mind Thrust: 2d10 ⇒ (2, 9) = 11 DC 11 for half
Fort save vs poison: 1d20 + 8 ⇒ (15) + 8 = 23 cured, but still weakened
[u]Round 4[/u]
Iseph - SP 7/24, HP 28/28, RP 6/6
Raia - SP 19/20, HP 24/24, RP 6/6
Keskodai - SP 2/28, HP 30/30, RP 6/6
Bruneau - SP 1/24, HP 28/28, RP 4/4
Barsala - SP 0/24, HP 17*/28, RP 6/6[u]Round 5[/u]
Obozaya - SP 7/32, HP 32/32, RP 5/5BorgorBago - 45 dmg, -2 AC (rnd 3 of 4), flat-footed, weakened, greased gun (reflex DC 16)

Iseph - Iconic Operative |

Iseph shoots with his pistol to hit the Ettin.
Trick attack to make flat-footed with debilitating trick: 1d20 + 14 + 1 ⇒ (12) + 14 + 1 = 27
If trick attack hits DC 20+CR then target is flat-footed and if the attack below hits then the target also takes additional trick attack damage.: 1d8 ⇒ 3
tactical semi-auto pistol: 1d20 + 7 ⇒ (4) + 7 = 11
tactical semi-auto pistol damage: 1d6 + 2 ⇒ (5) + 2 = 7
Debilitating Trick (Ex) When Iseph hits an enemy with a trick attack, Iseph can choose to make that enemy either flat-footed or off-target until the beginning of Iseph’s next turn.