
GM Valen |

"Uhh...hello Ayoka. Nice to meet you. My name is Rayburn Giordano, but my friends call me Ray or Geo. What is a nice skittermander like you doing working with these Devourer people? And you say their Drift Engine is spooling up? Hmm...is there anything I can do to help you--or offer to you--to help me? We really need to make certain that ship you are on doesn't leave the system. You see, we are on a mission to help this whole planet, and all the people on it. It is a VERY big job to help so many."
"Greetings, nu-friend Ray or Geo!" Ayoka replies.“I am the engineer on this ship; the crew calls it the Jagged Maw. Last year, I took the engines apart while moving through the Drift. Let me tell you, taking a ship apart when the captain boss wants to go somewhere is NOT helpful!” All of Ayoka’s arms gesticulate wildly with fists shaking as if she is imitating someone being furious. “The crew follow the Great Devourer. They all like scar tattoos.” Ayoka then motions to her arm and says, [b]“I have scar tattoos, too! But my scar tattoos all grew over with fur.”
"Anyways, I boarded this ship on Absalom Station after I had been walking through the docking bay and noticed that the ship had a faulty module in its entrance hatch! Fortunately, I was able to fix it. When these Devourer people found me working on the Drift engine, it had a loose gyrosensor, they gave me many other jobs to do in the ship. I don't know much about these Devourer people, but I am very helpful!"
"The captain boss lady is a lashunta.” Ayoka wiggles her fingers over her head, imitating antennae. “She likes to yell a lot. Mostly she yells at me to put things together. That’s okay since she always yells at me to do fun stuff! The big vesk—I call him Whomper—says he wants to take every planet in the universe apart. I told him he will need a bigger turret coil gun than this ship has if he wants to do that.”
"Things sure seem to break around these Devourer people often." Ayoka continues. "It allows me to be most useful in putting those things back together!"
Ayoka smiles. “You seem like real nice people. Do you have anything on your ship that needs to be put back together? I like your ship. This cult one is hard to put back together, especially since I have to do it every day! These engines are Thaumtech L-Star-6 engines—very hard to work on. I can transmit some of the Jagged Maw's specs to you to prove it, if you think those would be helpful!”
"If you'd like, I could even join you aboard your ship, nu-friends!" she continues. "It wouldn't be hard to secure one of the escape pods. I could fly your way and you can pick me up. Then, I can helpful putting things together on your ship! What do you say, nu-friend Ray or Geo?"

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On the internal comms, "It sounds like a trap. But also, she sounds like a lot of fun, so why not. Maybe we can interview her if we get teh chance!"

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Ray listens to Impex and Aravon, and nods. "Ayoka, I do believe Weylin and Pellet might have a few things broken that they could use help with. If you want to remove yourself from that ship, we can certainly use your help here. And then when we get back to Absalom Station, the Starfinder Society has a LOT of ships that always has broken things on them."
Muting the microphone, Ray turns his face slightly away from the screen. "Weylin, keep an eye on the skittermander. I doubt she would do anything to hurt the ship...but it might be better to just watch her."
Turning back to the screen, and unmuting the microphone. "How are you going to keep the ship from denying you your escape? And are you worried that they might want to shoot down the escape pod?"

GM Valen |

"How are you going to keep the ship from denying you your escape? And are you worried that they might want to shoot down the escape pod?"
"The escape pods have override systems built into them to ensure escape, nu-friends!" Ayoska replies. "As for these Devourer people, they don't think much of escape pods. They like causing destruction; not escaping it. So, they had me pack the pods with explosives for use as space mines or bombs. I doubt they'd shoot at something that they expect to explode anyways."
Picture Ayoka is now on Slides.
The skittermander gives a multi-armed shrug. "Since I installed the explosives, they should be easy enough for me to disarm. And, if they shoot up the pod, that would just give me more to fix!" One of the creature's hands goes towards a set of buttons.
Soon the Loreseeker has an incoming transmission, which sets forth starship specifications on the Jagged Maw's engines.
Jagged Maw
Speed 6; Maneuverability average (turn 2)
Not long after, your ship scanners pick up the tell-tale signature of an escape pod being jettisoned from the approaching craft and heading in the direction of the Loreseeker.
Stats for the Loreseeker are now available on Slides.
Gravitational waves buffet your ship. In the distance, a starship looms, its hull appearing as if it were made of magic bone and scavenged technological parts.
Distance: 3d6 + 5 ⇒ (6, 5, 6) + 5 = 22
Facing: 1d6 ⇒ 1
A large turret gun atop the vessel rotates to take aim. Between the effects of the waves and the impending attack from the Devourer's ship, it is clear that there is no time to safely pick up the recently-jettisoned escape pod.
Starship Combat map now up on Slides. PC ship is red. Devourer ship is green.
STARSHIP COMBAT BEGINS
Engineering Phase Begins
Devourer, Engineering Action to divert to engines, backup engineer penalty: 1d20 + 6 - 2 ⇒ (17) + 6 - 2 = 21
Any PC in the Engineer role may take an action.
Helm Phase Begins
Devourer, Piloting for Initiative, backup penalty due to loosing main engineer: 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 15
PC in Pilot roll should make Pilot check for Initiative. If the result is less than 15, then PCs may take Pilot, Science, Chief Mate, or Magic Officer Actions. Note: To keep things moving, after Pilot rolls initiative and the Pilot action has been taken, please include a second Initiative check for next round, which will be for round 2 in this case.)

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Weylin quickly begins to work at the console trying to divert power to the ships sensors. (Science) he says over the ship coms Can we check the escape pod and see if the Skittermander is in it? and if the explosives are still active?
engineering for divert: 1d20 + 8 ⇒ (9) + 8 = 17

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Ray looks over to Impex. "You got this...see.."
He pushes a few buttons helping Impex try to keep ahead of the bad guys.
Piloting (aid another DC 10): 1d20 + 6 ⇒ (19) + 6 = 25
Impex get +2 on the piloting initiative roll

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"Right! What does that button do again? Oh, never mind! Here we go!"
Piloting, round 1: 1d20 + 8 + 2 ⇒ (13) + 8 + 2 = 23
So i am +2 from Rayburn, does the ship give any bonuses to piloting? Also, @GM, you can move first then. :)
Piloting, round 2: 1d20 + 8 ⇒ (19) + 8 = 27

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Aravon looks at the console, he sees the extra power diverted to scanners and he asks through the comms
"Scanners? Who is manning scanners?" No science officer this round ;)
Aravon selects torpedos as he tries to lock the aiming on the enemy
"Trying to align aiming, it would be simpler if they would stay in place. Oh I can use computer to aid me... way better"
Attack, computer: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
Damage, torpedos: 4d8 ⇒ (8, 4, 8, 7) = 27

GM Valen |

Helm Phase Cont'd
Making no effort to hide intentions, the Jagged Maw flies forward to bring its turret guns closer to the Starfinder vessel.
Devourer, Piloting to Evade, backup penalty: 1d20 + 10 - 2 ⇒ (16) + 10 - 2 = 24
(I need to keep reminding myself that you are playing up!)
Jagged Maw movement indicated in Map.
Loreseeker may now move and Pilot may take action.
Stats for Loreseeker is on Slides (+1 Piloting).
Gunnery Phase
I have Aravon's action, so I will resolve this after Impex takes Pilot action.

GM Valen |

Updated to the Subtier 3-4 Loreseeker on Slides (my apologies for not having done so earlier).
Loreseeker has a 2 duonode computer (provides +1 Piloting among other bonuses). It does NOT have any torpedoes (and as these are quests, no other weapons can be added with boons).
Helm Phase Cont'd
PC's ship may move.
BOT REQUEST - It has been 4 days since opponent's ship moved. If no player bots Impex within the next 24 hours, I will move the Starfinder ship straight ahead 10 hexes and bot a Pilot check to Evade. I will then go ahead and resolve the round and advance to round two. As positioning is of considerable importance in starship combat, I would prefer the PCs bot for one another rather than do it myself.
Gunnery Phase Cont'd
I will accept Aravon's Gunnery roll, applying a +2 Computer bonus (instead of the +1 listed) and reroll any damage, if necessary.

GM Valen |

Token placement updated on map.
Gunnery Phase Round One Cont'd
Devourer, Gunnery w/computer (light particle beam): 1d20 + 9 + 1 ⇒ (17) + 9 + 1 = 27
Damage: 3d6 ⇒ (2, 3, 4) = 9
A laser beam fires from the Jagged Maw, burning away a portion of the Loreseeker's forward shields.
Aravon returns fire with the coil gun, but the enemy pilot readily avoids the projectiles.
Engineering Round Two Begins
Devpurer to divert to weapons, backup engineer penalty: 1d20 + 6 - 2 ⇒ (20) + 6 - 2 = 24
Any PC in the Engineer role may take an action.
Helm Phase Round Two Begins
Devourer, Piloting for Initiative, backup penalty due to loosing main engineer v. 27: 1d20 + 7 - 2 ⇒ (1) + 7 - 2 = 6
Devourer ship moves first.
The Jagged Maw flies directly towards the Starfinder ship. As it approaches ramming speed, the vessel veers off.
Devourer, Pilot to Flyby, w/computer, backup penalty due to loosing main engineer: 1d20 + 7 + 1 - 2 ⇒ (10) + 7 + 1 - 2 = 16
However, the Jagged Maw makes a miscalculation, exposing a section of its hull to fire!
PCs may take Pilot, Science, Chief Mate, or Magic Officer Actions.
Gunnery Phase Round Two Begins
PCs may take GUnnery actions, including attack resulting from failed Fly-by attack.

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Weylin can hear the coms on the bridge and hears the enemy ship has exposed itself. He quickly works to divert power to the ships weapons. Aravon, ya Got some more power to the guns He shouted through the coms
engineering roll: 1d20 + 9 ⇒ (7) + 9 = 16

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"Keep our fore facing the enemy Impex...I am taking over the front guns. Croaker you keep with the turret. Impex and Croaker take the duo node."
Moving to the gunner spot.
Fore gun (if it is available, if not whatever gun is: 1d20 + 5 ⇒ (13) + 5 = 18
Take whatever range penalty's are needed
Fore Gun's damage: 3d6 ⇒ (5, 1, 1) = 7

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Sorry for the torpedos, I was certain that we are flying the drake. My bad.
Aravon looks confused at yells back to the comms
"Who the hell do you call Croaker, Ray! Are you still with us or did you smashed your head at something?" yells half-orc as he keeps
As the enemy flies next to them Aravon takes aim with the turret and fires the particle beam at the ship.
Attack, computer: 1d20 + 5 + 2 ⇒ (15) + 5 + 2 = 22
Damage: 3d6 ⇒ (3, 2, 5) = 10
Quickly repeating with another shot.
Attack, computer: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18 Using second +2 if no one else used 2nd computer bonus, people have a tendency to forget about them :D
Damage: 3d6 ⇒ (6, 6, 5) = 17
I don't remember if free attack from fly-by allowed to chose the arc if so I would like both shots to hit the same side. I think it would be the right arc starboard I think is th ename :D

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Sorry....too many games with you there Farol ;-)...also, crazy week and it is only Monday (well. Tuesday now). And yeah the Flyby is weird. If we did it and made the success, we would get a normal attack at any of the enemy's arc with any of our arcs. If we failed, they would get a 'free' attack out of turn (that doesn't stop the same weapon from being used in the gunnery phase).

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@Impex we are waiting for your action, I can bot you if you wish. But I will give you a couple of hours to respond.
@Ray no worries! I just wanted to react on that. And: 'too many games with you there Farol' is Oxymoron ;) You may never play too many games with Farol :D

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Rolling piloting for next round? To be honest i am really quite confused as to what our movements are, ei the dotted line on the map. Not sure if that is where we are moving to on the previous round, or is where we will go the next. Never done it this way before.
Piloting: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
"Nice job on those guns! I will keep us behind them if i can!"

GM Valen |

Gunnery Phase Round Two Cont'd
The Loreseeker sends a particle beam slamming into the aft shields of the Jagged Maw as it flies by; this is followed by a second beam that tears through the remaining shields and pierces the hull of the Devourer vessel!
The Jagged Maw returns fire!
Devourer, Gunnery (Turret) coil gun w/computer: 1d20 + 9 + 1 ⇒ (10) + 9 + 1 = 20
Damage (coil gun): 4d4 ⇒ (3, 1, 3, 2) = 9
Projectiles pound the Loreseeker's forward shields, but they hold.
Next, an escape ejects from Jagged Maw and zooms towards the Loreseeker!
Devourer, Gunnery (escape pod): 1d20 + 9 ⇒ (11) + 9 = 20
The pod explodes upon impacting the forward shields of the Starfinder ship.
Damage (exploding life pod): 3d4 ⇒ (2, 2, 2) = 6
Still, the Loreseeker's shields manage to hold.
Ship status updated on Slides.
JAGGED MAW TIER 3
Medium explorer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 16; TL 16
HP
Shields
[ooc]Shields[b] current 45 (forward 15, starboard 15, port 15, aft 0)
[b]Power Core Arcus Heavy (130 PCU)
Critical: 1d100 ⇒ 76

GM Valen |

COMBAT ROUND THREE BEGINS
Engineer Phase Round Three Begins
Admiring the destruction brought about the Starfinder attack, the crew of the Jagged Maw acts true to their credo.
Devourer, to divert to weapons, backup engineer penalty: 1d20 + 6 - 2 ⇒ (19) + 6 - 2 = 23
Any PC in the Engineer role may take an action.
Helm Phase Round Three Begins
Devourer, Piloting for Initiative, backup penalty due to loosing main engineer, glitching engines v 20 : 1d20 + 7 - 2 - 2 ⇒ (16) + 7 - 2 - 2 = 19
Devourer ship moves first.
The Jagged Maw attempts an evasive turn.
Devourer, Piloting to Evade, backup penalty due to loosing main engineer, glitching engines w/computer: 1d20 + 7 - 2 - 2 + 1 ⇒ (10) + 7 - 2 - 2 + 1 = 14
PC in the Pilot role may take an action and move the ship. PCs may now take Science, Chief Mate, or Magic Officer Actions.
Gunnery Phase Round Three Begins
PCs may take any Gunnery actions.

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Ray moves to Science Officer.
"Let's see what we are fighting"
Engineering (+4 for Loreseeker's computer): 1d20 + 11 + 4 ⇒ (9) + 11 + 4 = 24
I will likely balance shields next round....

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Weylin see's the blinking light of the shields in danger and starts trying to divert power to the front shield. but doesnt seem able to transfer the power...he remarks through the coms I couldnt transfer power to the shield. Maybe turn about...and a note can we try to shoot one of those escape pods as it starts to disembark?
engineering dc 16: 1d20 + 9 ⇒ (1) + 9 = 10

GM Valen |

Ray moves to Science Officer.
"Let's see what we are fighting"
Technically, this is a Computers check, but Ray's modifier is the same for both, so success.
As Ray scans the vessel employed by the cultists, the information coalesces on the viewscreen before him.
JAGGED MAW TIER 3
Medium explorer
Speed 6; Maneuverability average (turn 2); Drift 1
AC 16; TL 16
HP 55 33 current; DT —; CT 11
Shields basic 60 (forward 15, starboard 15, port 15, aft 15)
Shields current 45 (forward 15, starboard 15, port 15, aft 0)
Attack (Forward) light particle beam (3d6; 10 hexes)
And possibly more...

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Oh! So we are the red ship! That makes sense now, i was thinking we were green! I have moved the ship to as per the red line!
Impex tries her best to keep their ship facing the aft of the enemy vessel. She gives her team a grin, and a thumbs up.
Piloting: 1d20 + 8 + 1 ⇒ (12) + 8 + 1 = 21

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Aravon tracks the ship with the turret trying to find the right time to shoot.
Attack, computer bonus: 1d20 + 5 + 2 ⇒ (20) + 5 + 2 = 27
Damage: 3d6 ⇒ (5, 6, 6) = 17

GM Valen |

Helm Phase Round Three Cont'd
Impex, Piloting to Evade: 1d20 + 8 ⇒ (19) + 8 = 27
The Loreseeker moves evasively.
Gunnery Phase Round Three Cont'd
Tracking the Jagged Maw, Aravon times his attack perfectly, sending a searing beam straight into the hull of the cultists vessel and cutting a swath of desuction within the ship!
Crit: 1d100 ⇒ 45
Crit: 1d100 ⇒ 58
Crit: 1d100 ⇒ 62
The Jagged Maw scrambles to impose a force of destruction of their own.
Gunnery (turret) w/computer: 1d20 + 9 + 1 ⇒ (19) + 9 + 1 = 29
Damage (coil gun): 4d4 ⇒ (3, 2, 2, 2) = 9
Gunnery (exploding life pod) w/computer: 1d20 + 9 + 1 ⇒ (13) + 9 + 1 = 23
Damage (exploding life pod): 4d4 ⇒ (2, 2, 3, 1) = 8
A series of projectiles from the coil gun slam against the Loreseeker's forward shields, causing them to buckle. Shrapnel slams against the hull, clearing the path for a life pod, laced with explosives to collide violently with the hull of the Starfinder vessel!
Crit damage: 1d100 ⇒ 66
The concussive force of the explosion rips through a plasma conduit in the engines of the Loreseeker.
Loreseeker's engines glitching.

GM Valen |

COMBAT ROUND FOUR BEGINS
Engineer Phase Round Four Begins
Relishing the devastation around them, the captain of the Jagged Maw concedes that sometimes repairs need to be made in advance of the greater good and makes demands accordingly.
Captain, Intimidate to Demand Engineer: 1d20 + 13 ⇒ (15) + 13 = 28
Engineer to patch weapons, Demand w/computer as one action (DC 26): 1d20 + 9 + 4 + 1 ⇒ (7) + 9 + 4 + 1 = 21
Any PC in the Engineer role may take an action.
Helm Phase Round Four Begins
Devourer, Piloting for Initiative, backup penalty due to loosing main engineer, glitching engines v 21: 1d20 + 7 - 2 - 2 ⇒ (14) + 7 - 2 - 2 = 17
Devourer ship moves first.
Computers to target engines: 1d20 + 9 + 2 ⇒ (16) + 9 + 2 = 27
The Jagged Maw attempts to turn about on the Starfinder vessel.
Devourer, Piloting to Flip and Burn, backup penalty due to loosing main engineer, glitching engines w/computer: 1d20 + 7 - 2 - 2 + 1 ⇒ (1) + 7 - 2 - 2 + 1 = 5
PC in the Pilot role may take an action and move the ship. PCs may now take Science, Chief Mate, or Magic Officer Actions.
Gunnery Phase Round Four Begins
PCs may take any Gunnery actions.

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Aravon keeps on shooting.
"Ok, it is not going bad! Good job guys! Good job!"
He aims at the enemy ship and fires with the turret.
Attack, computer: 1d20 + 5 + 2 ⇒ (13) + 5 + 2 = 20
Damage: 3d6 ⇒ (5, 2, 2) = 9

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Since Science officer can happen after the Pilot does their stuff, Ray will stay Science officer and balance shields
Ray rocks a little from the hit of the explosion. "Yeah, better modulate the shields to keep them up.... Weylin, if you can get the shields more power I will do what I can do..."
Computers: 1d20 + 11 ⇒ (8) + 11 = 19
If Impex can get the initiative, I will modulate to put the shields strong facing the enemy. If she loses initiative, probably the best I could do is guess which quadrant they 'won't' be able to hit us, so Ray would put shields balanced to have shields equal to all quadrants.

GM Valen |

Helm Phase Round Four Cont'd
I can turn on the spot right?
Correct and no skill check is required.
Impex turns the Loreseeker to face the Jagged Maw, while Ray modulates the shields.
Based on post above, moved 9 SP from port shield arc to forward shield arc.
Gunnery Phase Round Four Cont'd
Aravon sends another beam into the Jagged Maw, which nearly shears off a portion of the hull of the cultists' vessel.
The Jagged Maw returns fire!
Gunnery (turret) w/computer, malfunctioning: 1d20 + 9 + 1 - 4 ⇒ (17) + 9 + 1 - 4 = 23
Damage (coil gun): 4d4 ⇒ (1, 2, 3, 1) = 7
Another projectile slams into the recently re-balanced forward shields, which manage to hold though barely.

GM Valen |

COMBAT ROUND FIVE BEGINS
Engineer Phase Round Five Begins
Captain, Intimidate to Demand Engineer: 1d20 + 13 ⇒ (6) + 13 = 19
Engineer to patch weapons, Demand w/computer as one action (DC 26): 1d20 + 9 + 4 + 1 ⇒ (5) + 9 + 4 + 1 = 19
Any PC in the Engineer role may take an action.
Helm Phase Round Five Begins
Devourer, Piloting for Initiative, backup penalty due to loosing main engineer, glitching engines v 24: 1d20 + 7 - 2 - 2 ⇒ (10) + 7 - 2 - 2 = 13
Devourer ship moves first.
The Jagged Maw attempts to turn about on the Starfinder vessel.
Devourer, Piloting to Flip and Burn, backup penalty due to loosing main engineer, glitching engines w/computer: 1d20 + 7 - 2 - 2 + 1 ⇒ (13) + 7 - 2 - 2 + 1 = 17
However, the damaged ship is unable to make the flip and simply continues to burn.
PC in the Pilot role may take an action and move the ship. PCs may now take Science, Chief Mate, or Magic Officer Actions.
Gunnery Phase Round Five Begins
PCs may take any Gunnery actions.

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Aravon hopes for his shooting to be equally effective as before. Long-running space combats had a tendency to exhaust him.
Attack, computer: 1d20 + 5 + 2 ⇒ (11) + 5 + 2 = 18
Damage: 3d6 ⇒ (1, 4, 1) = 6

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Ray stays at the science officer.....maybe more moving of the shields will keep the loreseeker from being hurt more....
Computers: 1d20 + 11 + 4 ⇒ (20) + 11 + 4 = 35
I forgot the ship had +4 to computers...added that in. Again...depending on what happens, Ray will move the shields from the opposing quadrant to the one that will likely be targeted...depending on Impex's maneuver and initiative....if we have to move first, Ray will just balance them to have equal to all quadrants...and hope Weylin can get energy diverted....
Also, I apologize for not posting earlier...was running 3 games at a virtual con.

GM Valen |

Engineer Phase Round Five Cont'd
BOTTING Weylin - No post in 24+ hours
The dwarf attempts to diver power to the weapon systems.
Weylin, Engineering to divert power to weapons: 1d20 + 9 ⇒ (20) + 9 = 29
Helm Phase Round Five Cont'd
Impex, Piloting to Evade: 1d20 + 8 ⇒ (6) + 8 = 14
Impex keeps the Loreseeker straight on course.
Gunnery Phase Five Cont'd
The Jagged Maw fires its turret once again!
Gunnery (turret) w/computer, malfunctioning: 1d20 + 9 + 1 - 4 ⇒ (8) + 9 + 1 - 4 = 14
Damage (coil gun): 4d4 ⇒ (4, 2, 2, 4) = 12
The cultists' shot misses though barely. The half-orc's shot, however, does not. With a surge of extra power, the beam slices through the hull of the Jagged Maw leaving it disabled and adrift!
COMBAT OVER
Their ship in such a disable condition, the Devourer cultists cannot escape. The Starfinders have succeeded at their assigned mission.
A communication arrives from Venture-Captain Arvin. "Allow me to congratulate you all on a job well done." he declares. "By dispatching these cultists, you've prevented them from altering other branches of their scattered brethren allowing us to devote more resources to further stabilizing the damage already done to Enereth-7’s menhir network. Stand by for additional orders. But for now, make sure your crew is well and that the Loreseeker remains Driftworthy."
Soon after Arvin's communication ceases, another message arrives from a nearby pod in space, "Nufriends!" shouts Ayoka over the comm. "I am well and ready to help out anyway that I can! Where would you like me to start?"

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Aravon breaths out as the enemy ship turns into a pile of debris floating in space.
"That went well. Good job everyone."
When Ayoka contacts them he says
"We could use a hand in preparing some damage from the fight."

GM Valen |

"We could use a hand in preparing some damage from the fight."
You manage to get the skittermander aboard your ship and Ayoka gleefully begins helping to get the Loreseeker back to tip top condition. As the work continues, another communication is incoming from Venture-Captain Arvin. It is marked urgent!
Quest 5 has now begun!
"Our mystics monitoring Enereth-7 just reported a surge in extraplanar activity." Venture-Captain Arvin conveys with grim concern. "It seems that the Cult of the Devourer is making a major move: completing whatever foul ritual they’ve planned. Follow these coordinates—you’re our closest available agents."
A series of latitudinal and longitudinal figures flash across the vidscreen as well as numerals indicating depth. The location for your mission lies below the surface of Enerth-7.
"You’ll likely find the highest ranked members of the Devourer cult there." Arvin explains. "Make sure you keep good records of the rite, as this is a rare opportunity to learn about the Devourer worshippers. Most importantly, you need to stop whatever they are up to, otherwise we list losing the entire planet!"
Arvin's expression turns stern as he warns, "Be prepared, though. This isn’t an academy field trip. The Cult of the Devourer likes bloody rituals ,and I don’t want your blood added to the rite."
Arin's communication posted as Handout #4 on Slides.
"Fortunately, your prior efforts have helped hinder the cultists' plans." expounds Arvin. "Having boarded the Jagged Maw after you disabled it, we've learned that the cultists were awaiting supply of better equipment, including armor. Further, after you deprived them of their intended ingredients, we have heard reports of clouds of foul smog and acid emanating from the cultists' machinery."
"Additionally," Arvin notes, "Your contact with the quorlu native to Enereth-7 have yielded useful information about one of the cultists' newest recruits, an adolescent quorlu named Veerlin, whom the cultists easily swayed by exploiting Veerlin’s distrust of the Enereth-7 quorlu leaders. Veerlin felt the quorlu leadership too insular and isolationist with regard to offworlders and, thus, she was likely predisposed to the helping the Reddened Eye when its agents arrived. However, your interaction with the quorlu has demonstrated that the natives are willing to embrace offworlders whose intentions are peaceful and for the betterment of the planet. If you can convince Veerlin of this, then she may waver in her loyalty to the cultists."
Your prior successes in the other quests provide mechanical advantages during this final quest. Most affect the opponents' stats. However, each PC has gained a +4 circumstance bonus to all Diplomacy checks made to influence Veerlin.
As the Loreseeker descends to a suitable landing site near the cave entrance identified for your excursion underground, you have the opportunity to learn more about the Cult of the Devourer from some of your fellow Starfinders, or to recall helpful information about the Cult of the Devourer.
A PC with a successful result on a DC 15 may also open the spoiler below:
A PC with a successful result on a DC 20 may also open the spoiler below:

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Aravon makes sure that Smiley is dressed for what is to come and his environmental protection is turned on.
"I will wait here and keep an eye on the entrance."
No diplomacy nor mysticism ;)

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Ray thinks about the secrets of the Cult of the Devourer....
Mysticism: 1d20 + 8 ⇒ (20) + 8 = 28
And apparently knows all....
"They are not good people...the Cult. besides the fact that their 'god'--if he really is one--wants to set the universe to full entropy. Which means destroy it into it's smallest parts. These cells..the ones that like to sacrifice living creatures are called Blood Door cults, the Red eye just happens to be one. And the will want to kill all living creatures, as living creatures sacrifices seem to be what they think empowers the Devourer. But I disagree, living creatures by themselves are more inherently more chaotic and entropic than a dead body. Anyway. Sometimes these cults seem to think that summon outsiders to do their bidding to destroy creatures is the way to go. So....expect the worst people...."

GM Valen |

The coordinates that you received leads you to the cultist’s hideout, nestled deep within the crust of Enereth-7. Upon arrival, you spy a set of cubic stone stairs spanning a chasm before opening outward into a large cavern. Floating lights shine through the darkness, hinting at the shadows beyond a bridge. Beyond the bridge, neon fangs burn through the darkness. A group of humanoid figures stand in a circle around the maw, the same light flowing from them into a machine made of illuminated tubes. Fog floats from the machine into the mouth above.
The entire area is dimly illuminated by the ritual and torches. The cavern is 30 feet tall, and the chasm is 10 feet deep.
Six cultists stand within a rough circle, fueling some sort of machine with a combination of noble gases, flora and fauna from Enereth-7’s surface, and, it would seem, their own life force. One of the cultists is a juvenile quorlu--clearly Veerlin, the quorlu mentioned by Venture-Captain Arvin.
Pictures of some cultists now on Slides. (One of these is not like the others!)
The ambient temperature in the cave swiftly drops as the cultists' ritualistic work comes to a conclusion. Supernaturally already aware of your presence, the leader of the cultists slowly turns towards you and smiles with satisfaction.
"You are already too late, Starfinders!" smugly declares the leader as he locks eyes with you. He, then, smiles in satisfaction. As a taunt, he calls out, “Let the Devourer grant us destruction!”
Suddenly, a dark shockwave emanates out of the space between the cultists, ripping through them, followed immediately by a burst of black fire. The dark flames instantly consumes the cult leader along with two of the human cultists!
The two surviving human cultists at each other in a moment of shock before they regroup. The two then take up defense positions to protect the dark summoning occurring behind them.
One of the humans shouts sternly at the quorlu.
As you move to confront this threat to Enerth-7, a shimmering skin-like coating of mystical force suddenly covers each of your bodies, which you realize is a fragment of the menhir’s power activating to protect Enereth-7.
Each PC receives the benefit of reflecting armor (caster level 1st)
[spoiler=Initiatives]
Aravon, Initiative: 1d20 + 2 ⇒ (7) + 2 = 9
Impex, Initiative: 1d20 + 4 ⇒ (20) + 4 = 24
Rayburn, Initiative: 1d20 + 2 ⇒ (11) + 2 = 13
Weylin, Initiative: 1d20 + 1 ⇒ (2) + 1 = 3
Cultist (red), Initiative: 1d20 + 0 ⇒ (20) + 0 = 20
Cultist (yellow), Initiative: 1d20 + 0 ⇒ (12) + 0 = 12
Veerlin, Initiative: 1d20 + 0 ⇒ (10) + 0 = 10
COMBAT ROUND ONE BEGINS
PCs in bold may act
Impex
Cultist (red)
Rayburn
Cultist (yellow)
Veerlin (blue)
Aravon
Weylin
You may spend an action to make a Bluff, Diplomacy, or Intimidate check in order to influence Veerlin.

GM Valen |

BOTTING Impex - no post in 24+ hours.
The android analyzes the situation.
Delay
One of the cultists (red) lowers his pistol at the approaching Starfinders.
(readied action)
COMBAT ROUND ONE CONT'D
PCs in bold may act
All PCs have reflective armor
Impex (delay)
Cultist (red) (readied action)
Rayburn
Cultist (yellow)
Veerlin (blue)
Aravon
Weylin
You may spend an action to make a Bluff, Diplomacy, or Intimidate check in an effort to influence Veerlin.

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Sorry, put me in after red with Rayburn.
"Not quite sure what they're saying, but i'm sure it's something cult-related. At a guess. Hmph, can we keep one of them alive? I would love an interview!" Impex does not hesitate, as the cultists lowers his weapon. Instead, she pushes forward, and tries to get a good angle on red to shoot her rifle.
Shoot: 1d20 + 5 ⇒ (16) + 5 = 211d10 ⇒ 8

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I can't remember if the speak another language that was cast in the 1st quest is still active...going to assume not."
Rayburn tries his hardest to hear what the cultist is saying to the quorlu.
Culture to get the gist of it: 1d20 + 10 ⇒ (16) + 10 = 26
Probably getting the feel it was a demand to fight them, Ray does his best to turn on the charm. Using both Common and Terran--hoping that this quorlu has heard enough to see anger vs. friendliness in one or both of those languages, Ray speaks quickly.
"Friend, we are here to help Cantor Alvreein repair what the cultists have done to your truly amazing world, please, help us stop it."
Diplomacy: 1d20 + 6 ⇒ (20) + 6 = 26