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fort: 1d20 + 7 ⇒ (5) + 7 = 12
"Brrrrr" shivers Gunnz. "What we need is some good music to keep warm to"
She approaches one of the doors, trying the finess it open.
engineering: 1d20 + 11 ⇒ (15) + 11 = 26
They spring open with a deft touch. "See, music opens doors!"
culture: 1d20 + 8 ⇒ (6) + 8 = 14
medicine: 1d20 + 4 ⇒ (9) + 4 = 13
mysticism: 1d20 + 4 ⇒ (8) + 4 = 12
But she can make no sence of what she sees within.

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Well, apparently cold weather clothing just gives you a +2 on your save and not DR. That's what I get for assuming. Glad I looked it up!
fort: 1d20 + 5 + 2 ⇒ (9) + 5 + 2 = 16
"Cold, yes. Glad I bought these clothes... Good job on the door! Now, let's see what we can find in here."
culture: 1d20 + 4 ⇒ (18) + 4 = 22
medicine: 1d20 + 7 ⇒ (12) + 7 = 19
mysticism: 1d20 + 15 ⇒ (8) + 15 = 23

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Brute strength who needs brute strength when we have an engineer
culture: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (4) = 28
I'm a battleflower not a medic
mysticism: 1d20 + 10 ⇒ (15) + 10 = 25

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Comfortable inside the insulated cockpit of their Powered armour, Xy Xy moves deftly across the snow, their bulky form hardly inconveniencing them as they avoid slipping on patches of ice. They peer at the wreckage of the Starship and frown, a sad sigh escaping their mandibles. "That was messy, peace Kin." they say reverantly over the fallen Shirren - they may have been foes, but their choice had led them that way just as theirs led them to the Society.
As Gunnz works over the doors, Xy Xy explores the wreckage carefully, paying close attention to the Monolith.
mysticism: 1d20 + 17 ⇒ (20) + 17 = 37

DoubleGold |

You are able to get the doors open and identify what happened. You passed all the checks
Locks secure the gates for the fences around the cargo sections,
but a PC who succeeds at a DC 24 Engineering check (DC 27 in
Subtier 7–8) or a DC 20 Strength check can open one. PCs who
speak drow or succeed at a DC 24 Culture check recognize the
mark of house Zeizerer on several broken crates in the south bay.
The dead shirren, Nelcik, was one of the starship’s gunners.
A PC who succeeds at a DC 21 Medicine check identifies the
shirren’s injuries are from multiple grenades strapped to his body.
Nelcik blew himself up in a panic when the eoxian diamonds
attacked his mind (see Trap below).
The Diamond Glow crashed into an ancient Dragon Legion path
marker that nearly cut the starship in half, but now anchors it to
the cliff. A PC who examines the monolith and succeeds at a DC
24 Mysticism or Profession (archaeology) check (DC 27 in Subtier
7–8) identifies it as a ruin of the Dragon Legion, precursors to the
modern Skyfire Legion.
Treasure: Nelcik wears vesk overplate II and has an adamantine
microserrated longsword. One crate holds an experimental
AbadarCorp computer chip worth 1,800 credits. But first I need a perception check followed by a Mysticism check to recover the treasure.
As you exit this room, you find out this section of the ship is actually pretty small, and it is chilled being exposed like this, warm enough not to handicap you, but cold enough to be mildly uncomforable. From here you can go into one of the small rooms: the Storage, Lavatory or the Mess Hall. Or one of the rooms cut in half from the reckage, like the gunnery station or the access corridor. Or the big room the Gunnery Station.

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Gunnz has a poke around the room.
percpetion: 1d20 + 11 ⇒ (15) + 11 = 26
"I had this boyfriend once. He claimed he was a shaman, but honestly the things he wanted to do, the shame was all on him.. anyway.. he was really into astrology and 'magic'"
mysticism: 1d20 + 4 ⇒ (8) + 4 = 12
"That plate might be handy if we have a fight. Lets hope the dragon died, just like the wearer of that plate. Hey.. where did Ozy go?"

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Yith laughs at Gunnz. "Always nice to learn something positive from a relationship!"
perception: 1d20 + 13 ⇒ (10) + 13 = 23
mysticism: 1d20 + 15 ⇒ (2) + 15 = 17
"Oh, that IS nice armor and a nice sword. Could definitely come in handy.. Where to now? Seems every time I board a ship something horrible is in the mess hall but perhaps gunnery since it is more likely to have someone in it..."

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mysticism: 1d20 + 10 ⇒ (16) + 10 = 26 Definitely looks magical to me Remind me to ask for more on that shaman

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"Gunnery station? Biggest room, if anyone is left here, they may be there."
She gestures to the armor and sword.
"If no one else wants to use those, i'll grab them one we're done searching this thing."

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I can't see any maps. Happy to go along with Yith's suggestion.

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If you are a shooter type I would like the sword. Unless you want a melee weapon if stuff gets up close and personal nods at Yith sounds like a plan
yith keeps the sword for now will have an inspect later

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Yith smiles and hefts her Doshko.
"No, my friend. If you can use that sword, please take it. It's a good weapon. I prefer my Doshko. Once we finish checking this ship I will come back for that armor though. Will take a few minutes to change."

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"No use to me" smiles Gunnz.
"My name says it all!"

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"I am perfectly happy for you to take the blade, I have focused my training on Rifles and my recent modifications cause a shield to protect me from enemy attacks when firing." Xy XY explains, indicating the Rifle barrel built into the forearm of their Armour. "It is indeed toasty in here - I agree the Gunnery Station seems the best bet."

DoubleGold |

You are about to open the gunnery station door.
And I'm going to give you the description to the other small rooms since there is no combats in them and to maybe get this done before Gen-con. Give me a perception check to find hidden stuff in the other rooms, then I'll copy and paste the short paragraphs.
Also, map is up, slide 1 You can expect a trap, or puzzle, or combat in that big middle room there.

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Physical science: 1d20 + 4 ⇒ (3) + 4 = 7
"I dated a doctor once. No, not Dr Byron - he just dealt with dead people. I mean like an academic doctor. Dr Chester. He was a physicist, interested in how things got put together and let me tell you... oh no, wait a moment, you might not want to hear that story, anyway.."
She seems too distracted by the distant memories of the chemist to remember anything that he actually told her that was useful.
perception: 1d20 + 10 ⇒ (17) + 10 = 27

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perception: 1d20 + 1 ⇒ (3) + 1 = 4
Ivy follows Gunnz ready to jump into a fight if things go sour but mostly just trying to keep track of everyone

DoubleGold |

Gunnz checks the little rooms then that area off to the left, nothing there.
C2. Storage
The starship’s crew used these lockers to store their personal
supplies and equipment. The crash and subsequent fires partially
collapsed these shelves, resulting in the destruction of most of the
lockers’ contents.
Treasure found: A PC who succeeds at a DC 24 Perception check to
search the room finds 2 medpatches and a canister of sprayflesh.
C3. Lavatory
Six bathroom stalls line the north wall and the remnants of the
smashed communal shower spew water along the east wall.
C4. Mess Hall
The humanoid members of Norys’s crew took their meals here.
Rubble and wreckage occupy the east half of the room.
Treasure found: If a PC searches the room and succeeds at a DC 24
Perception check, he notices the feet of a dead human sticking
out of the rubble. Spending 1 minute clearing the remains reveals
the crushed body and an intact aphelion laser pistol with 1 highcapacity battery (40 charges).
The only place left is the big room in the middle, okay everyone set up your tokens.

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Gunnz checks around the rooms as the Starfinders explore the crashed craft.
room1: 1d20 + 10 ⇒ (10) + 10 = 20
room2: 1d20 + 10 ⇒ (15) + 10 = 25
"Feet!" she exclaims.
"Best extract him. Someone might be able to run a check and find out who is he and what he was up to."
"Ohh, nice gun. Anyone mind if I pocket that for the moment?"

DoubleGold |

Heroes open the door to the power core, they find a mercenary rookie and mercenary technomancer
rookie init: 1d20 + 4 ⇒ (5) + 4 = 9
technomancer init: 1d20 + 7 ⇒ (13) + 7 = 20
init: 1d20 + 4 ⇒ (7) + 4 = 11 Gunnz
init: 1d20 + 8 ⇒ (9) + 8 = 17 Yith
init: 1d20 + 1 ⇒ (5) + 1 = 6 Ivy
init: 1d20 + 7 ⇒ (6) + 7 = 13 xyxy
The rookie will throw a flash grenade at you all hit: 1d20 ⇒ 3 just don't roll a 1
reflex 14 or be blinded. for rounds: 1d4 ⇒ 2 All heroes are up

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reflex save: 1d20 + 6 ⇒ (8) + 6 = 14
Just barely...
"That was not the way to start negotiations..." she says as she steps up to the Technomancer and swings her Doshko...
Doshko: 1d20 + 8 ⇒ (16) + 8 = 24
Pierciing Damage: 2d12 + 9 ⇒ (1, 8) + 9 = 18

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ref: 1d20 + 10 ⇒ (3) + 10 = 13
"Argh, I can't see. It is like the time they turned the spotlight on me... right on my face. So, they were some sweet moves I was pulling, but still."

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reflex: 1d20 + 4 ⇒ (14) + 4 = 18
"I can also bring the light!" Ivy Sashays forward bringing her standard down on the technomancer. As it hits it reveals itself to be a snowgarden greataxe
greataxe: 1d20 + 9 ⇒ (9) + 9 = 18
non lethal damage: 1d12 + 11 ⇒ (5) + 11 = 16
Photon mode 1 attunement. Cold resist 5 (solarion armour) and elec resist 5 (constructive interference). Snowgarden weapons if your prof dance ranks exceed its level can deal non lethal without penalty

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Wait, there is a weapons that works with prof(dancer)? I need it

DoubleGold |

Only 1 of you is blinded and you decide to gang up on the Technomancer.
Ivy does miss though despite swinging well, but just barely.
Though with a Doshko and a sonic rifle this hurts the technomancer badly.
He will try to strike Yith with inject nanobots hit: 1d20 + 13 ⇒ (10) + 13 = 23
Hitting him for dmg: 4d8 ⇒ (7, 8, 3, 7) = 25 will save 19 for half
Explosions happen where: 1d4 ⇒ 4 But you are all safe as everyone is inbetween a quadrant and not on one.
The rookie goes. and will do an unarmed strike against the ninja hit: 1d20 + 16 ⇒ (17) + 16 = 33 vs KAC dmg: 1d3 + 16 ⇒ (1) + 16 = 17 to Ivy
All heroes are up
Was at Gen-Con, still at Gen-Con

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"Spots... spots in front of my eyes. What is going on?" asks Gunnz, gazing around and frantically blinking.
"I've not felt like this since I tried mixing the purple and the green cocktails..."

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axe to technomancer: 1d20 + 9 ⇒ (7) + 9 = 16
non lethal: 1d12 + 11 ⇒ (4) + 11 = 15
Get em On technomancer or rookie whoever is still standin

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Heh, should have taken a minute and put that armor on, that would have missed. :)
will save: 1d20 + 11 ⇒ (11) + 11 = 22
Yith grunts as nanobots try to disassemble her and swings again with the Doshko.
Doshko: 1d20 + 8 + 1 ⇒ (3) + 8 + 1 = 12
Pierciing Damage: 2d12 + 9 ⇒ (11, 8) + 9 = 28

DoubleGold |

Actually Ivy would have hit last round cause of the enemy being flatfooted after xyxy hit him and xyxy is before him in init.
Ivy did hit, and he tries to hit again and even though the enemy is flatfooted he is running out of breath and can't aim. Xyxy hits the technomancer again 76 dmg on it. And the rest of you miss.
Technomancer will cast inject nanobots again on Yith hit: 1d20 + 13 ⇒ (19) + 13 = 32 dmg: 4d8 ⇒ (8, 2, 3, 4) = 17 and another will save.
hit: 1d20 + 16 ⇒ (8) + 16 = 24 as the rookie deals and unarmed strike to Ivy. Ivy takes another dmg: 1d3 + 16 ⇒ (2) + 16 = 18
All heroes are up

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Yith grunts again as a nanobot swarm attacks her..
will: 1d20 + 11 ⇒ (19) + 11 = 30
She shakes off the worst of it and swings at the technomancer again...
Doshko: 1d20 + 8 + 1 ⇒ (18) + 8 + 1 = 27
Pierciing Damage: 2d12 + 9 ⇒ (9, 11) + 9 = 29
"Go down!"

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Gunnz breaks into song. "I can see clearly now the spots have gone!"
And proceeds to demonstrate it, as she fires at the technomancer.
trick attack; DC20+CR: 1d20 + 19 ⇒ (6) + 19 = 25
attack vs EAC: 1d20 + 9 ⇒ (4) + 9 = 13
Fdamage: 3d4 + 3 ⇒ (2, 3, 4) + 3 = 12
trick damage: 3d8 ⇒ (4, 2, 1) = 7 And FF
"Darn.. I think the sights on this gun I picked up are off."
Or maybe I'm still a little dazzled.

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Ivy swings at the technomancer or the rookie if technomancer down
Axe: 1d20 + 9 ⇒ (2) + 9 = 11
non lethal: 1d12 + 11 ⇒ (1) + 11 = 12
Get em the technomancer or the rookie if technomancer down

DoubleGold |

Yith takes down the technomancer, causing everyone else to focus fire on the rookie. Gunnz misses as does Ivy, but Xyxy shoot the rookie badly.
dm stuff: 1d4 ⇒ 4 explosions happen but you are all inbetween a quadrant
rookie hit ivy: 1d20 + 13 ⇒ (19) + 13 = 32
dmg: 1d3 + 16 ⇒ (3) + 16 = 19 to Ivy Ivy took 54 dmg this battle, so he lost some HP, unless he recovered something during the battle.
All heroes are up

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Yith steps around to the other side of the hard hitting rookie.
"Now you're in trouble. Fight me, weakling!"
She swings her Doshko at him.
Doshko: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Pierciing Damage: 2d12 + 9 ⇒ (11, 1) + 9 = 21

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With one foe down, Xy Xy levels the rifle built into the arm of their suit and mentally pulses the command to fire, a rapid burst of screeching sound charging at their foe.
attack vs eac: 1d20 + 15 - 3 ⇒ (13) + 15 - 3 = 25 for sonic damage: 2d10 + 8 ⇒ (6, 5) + 8 = 19
if it then flat footed
attack vs eac: 1d20 + 15 - 3 ⇒ (5) + 15 - 3 = 17 for sonic damage: 2d10 + 8 ⇒ (5, 8) + 8 = 21

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Ivy swings again with his axeaxe: 1d20 + 9 ⇒ (9) + 9 = 18
non lethal damage: 1d12 + 11 ⇒ (5) + 11 = 16
You dance well Rookie

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Gunnz slips into the shadows, having contributed little this battle. Then, from the shadows, fires again.
trick attack dc 20+CR: 1d20 + 19 ⇒ (6) + 19 = 25
attack EAC: 1d20 + 9 ⇒ (15) + 9 = 24 vs FF if CR5 or less
F damage: 3d4 + 3 ⇒ (2, 2, 1) + 3 = 8
trick dammage: 3d8 ⇒ (3, 8, 2) = 13

DoubleGold |

Yith hits, then gunnz and xyxy twice taking out the rookie.
Gear Lootedvesk overplate I (jetpack), red star plasma doshko with 1 battery
(20 charges), static arc rifle with 1 high-capacity battery (40 charges).
Advanced lashunta tempweave, advanced semi-auto
pistol with 24 small arm rounds, tactical knife. Also in here is a comet hammer belonging to another dead guy who died in the crash.
Need an engineering check dc 27 to activate a manual cooling system to protect the ship from a storm on the outside
Combat over, what would you like to do now? The only place to explore now is that section off to the bottom left of the map.