
Shifty |

Jack fires the torpedo:
Attack 1d20 + 14 + 3 ⇒ (15) + 14 + 3 = 32
Damage 5d10 ⇒ (1, 1, 4, 9, 2) = 17
The Drone crumples under the three direct hits.
The other drones engaging the fleet Lights on the surviving drone ships go dark as they disengage from battle, fleeing to disappear behind distant asteroids to avoid further fire. Burnt and sparking bits of metal debris from destroyed ships float in the spaces between asteroids. Starfinder vessels take defensive positions near the asteroid base, and a soon after, First Seeker Luwazi Elsebo sends a message over comms. “We managed to drive the facility’s drone defenders away. We must stay on guard to make sure the remaining drone ships won’t try to attack us again. That means you have to go in to the Laoite base alone—but I’m sure you’re better equipped than anyone else to take care of that. Unfortunately, the facility’s staff has concealed the entrances to the base, and the asteroid is coated in a basalt mineral that blocks even the most powerful of our fleet’s sensors. This means you must land your ship on the asteroid’s surface and continue on foot to locate an entrance. Proceed as soon as you’re ready.”
You begin your preparation to land your ship on the asteroid and then disembark.

![]() |

"Nice shooting, Jackojare!" Rawksim exhales a breath he didn't realize he'd been holding as the proverbial dust settles from this harried starship combat.
Making ready to disembark, he checks seals and batteries, and then moves among the crew casting the greatest spell ever, Life Bubble. "Not falling for that again, Silent Strike." At the same time, he murmurs a quiet benediction of clarity and shared thoughts for the crew.
Casting the Mystic class feature version of Telepathic Bond, which has Duration = Permanent.
"Stay frosty, team. Oh, and, Gremvest - keep your eyes open." Rawksim signals his readiness near the Drake's hatch.
As Rawksim's Bonded Combat Ally, Gremvest gets Improved Initiative shared with him.
Rawksim will also let the team know he has a Mark V Signal Jammer that he purchased for a, uh, 'off the books' mission, that he can turn on to block wifi, since we're now all in telepathic communication. Usually it just messes with adventures and mechanics with drones, though, so just making a note of it in case it comes up, but not turning it on now.

![]() |

Benoit, meets with the rest of the team in the cargo bay after the ship touches down.
He quickly orders his combat drone TEC-9 out of its recharging cradle and runs a quick diagnostic check on it. The drone's arms both end in weapon barrels as it's quite obvious its job is to be a walking artillery piece.
Pulling open the door to the weapons locker, Benoit retrieves his nova lance. He lets the formidable weapon rest on his shoulder as he retrieves the rest of his considerable arsenal.
Tapping a button on the outside of his powered armor, he activates its environmental controls.
"I'm guessing there's at least a hundred of those sneaky rat men running around out there. I give us one chance in four that we survive this."
Looking at Rawksim he says, "Be careful with that little toy of yours. We wouldn't want it to mess with TEC-9's targeting computer."

![]() |

Gremvest hoots with joy as the last drone explodes and the ship lands. As everyone prepares to disembark the Drake, Gremvest admires Benoit's nova lance. "Nice weapon there, Benoit. Check out mine!" Gremvest holds aloft his own ghost killer opportunistic yellow star nova lance proudly.
The Solarian's whole body emits a soft yellow glow, which he explains is part of his magical armor. "This took years of training on the Idari, on my path." He whispers a prayer to Talavet, and gets ready for action.
When he hears Rawksim's voice telepathically in his head, Gremvest laughs loudly and says, "Whoa! What a trip. Welcome aboard buddy. I'll try to keep out the bad thoughts heh, no guarantees. And you thought my singing was loud before... get ready for all those songs in my head, hahaha!" His Constructive Interference ability is normally set for electricity resistance, as it is now. That is 5 now, 10 when he attunes. His Sidereal Influence ability is set for Diplomacy. And thank you Rawksim for the Improved Initiative! That increases my initiative to +7

Shifty |

With your readying complete you begin the descent -
Rawksim is struggling to get the navigational tools to register a safe path, Benoit determines that the basalt mineral interferes with the ship’s sensors - you will need to rely on your wits and instincts to ensure the ship’s velocity and angle are optimal for landing!
Checks: Rawksim must attempt a Piloting check. Everyone else can each attempt either an Engineering, Perception, or Physical Science check to estimate the ship’s trajectory relative to the asteroid.

![]() |

Engineering: 1d20 + 19 ⇒ (8) + 19 = 27

![]() |

Rawksim's telepathic voice brushes into your thoughts, with a calmness belied by the consternation on his face.
"Buckle up, Team - going to be a no-scope landing. Of course, why would anything to do with Datch be easy..."
1d20 + 24 - 2 ⇒ (19) + 24 - 2 = 41
Dunno if our glitching engines still apply; keeping the -2 in there.

![]() |

Naylor, still looking glum at their own performance during combat, attempts to reassure their teammate while giving what aid they can.
"You've got this Rawksim. I have complete confidence in you."
Perception: 1d20 + 15 ⇒ (17) + 15 = 32

Shifty |

The ship touches down safely, a combination of excellent flying, good eyesight, and some well-calculated angles.
***
Shortly after you disembark, you see massive chunks of metal and ceramic debris from the earlier starship combat falling straight toward you!
Checks: Each of you can attempt two rounds worth of ranged attacks against incoming debris (range increment penalties do not apply), and if they are not destroyed you may make a reflex save to try avoid. There are three pieces of debris in total:
one small, hard to hit but looks brittle
one medium, an average target, somewhat sturdy.
one large; easy to hit, but solid looking
An area attack can target any two pieces of debris simultaneously. You may also use melee attacks in the second round, but that would prevent a reflex check

![]() |

Jackojare uses his seeker rifle, he pulls it out and fires hit: 1d20 + 15 ⇒ (14) + 15 = 29 dmg: 2d8 + 11 ⇒ (4, 3) + 11 = 18
and second round he will fire twice at the debris hit: 1d20 + 15 - 4 ⇒ (6) + 15 - 4 = 17 vs KAC dmg: 2d8 + 11 ⇒ (5, 2) + 11 = 18
hit: 1d20 + 15 - 4 ⇒ (17) + 15 - 4 = 28 dmg: 2d11 ⇒ (11, 3) = 14 He focuses fire until one is destroyed then moves to the next.

![]() |

Rawksim fires at the Small one first. If it's still around, keep firing at it on round 2; otherwise move to the Large one on Round 2.
Round 1, To Hit EAC: 1d20 + 14 ⇒ (10) + 14 = 24
Round 1, Sonic dmg: 1d10 + 11 ⇒ (10) + 11 = 21
Round 2, To Hit EAC: 1d20 + 14 ⇒ (19) + 14 = 33
Round 2, Sonic dmg: 1d10 + 11 ⇒ (3) + 11 = 14

![]() |

Photon attuning, Gremvest starts to grow brighter. With a barking Vesk war cry, he calls his magical tactical spear into this clawed hands. He hurls his spear with all his might, then recalls it back to his hands with its innate magical enchantments, then throws again!
Gremvest will target the medium piece of debris. If he by any chance destroys it with his first attack, then he will target the smaller one.
Called Tactical Spear First Attack vs KAC: 1d20 + 14 ⇒ (9) + 14 = 23
Piercing Damage: 1d6 + 16 ⇒ (6) + 16 = 22
Called Tactical Spear Second Attack vs KAC: 1d20 + 14 ⇒ (11) + 14 = 25
Piercing Damage: 1d6 + 16 ⇒ (3) + 16 = 19
Reflex: 1d20 + 8 ⇒ (12) + 8 = 20

![]() |

Benoit directs TEC-9 to open fire on the falling debris.
"TEC-9 target that wreckage, maximum firepower."
He then uses his custom rig to overcharge TEC-9's artillery laser before each shot.
Artillery Laser 1: 1d20 + 10 ⇒ (12) + 10 = 22
Artillery Laser 2: 1d20 + 10 ⇒ (6) + 10 = 16
Fire Damage 1: 2d8 + 9 + 1d6 ⇒ (3, 8) + 9 + (1) = 21
Fire Damage 2: 2d8 + 9 + 1d6 ⇒ (7, 1) + 9 + (1) = 18
TEC-9 will fire on whatever damaged piece of debris is still not destroyed yet when it gets to Benoit's turn and then if they are both destroyed TEC-9 will target the large piece. It's a move action to overcharge. I don't know if the action economy for this situation will allow Benoit to do that so I'll leave that up to you Shifty.

![]() |

I am pretty sure debris can not be trick attacked so Naylor will use Triple Attack instead.
Naylor looks at the various falling debris and mutters, "I guess we reap what we sow."
They then concentrate their fire on the largest piece hurtling toward the team.
Round 1
Hail Pisol vs KAC: 1d20 + 12 ⇒ (6) + 12 = 18
potential Cold and Piercing damage: 2d6 + 4 ⇒ (5, 3) + 4 = 12
Hail Pisol vs KAC: 1d20 + 12 ⇒ (8) + 12 = 20
potential Cold and Piercing damage: 2d6 + 4 ⇒ (3, 2) + 4 = 9
Hail Pisol vs KAC: 1d20 + 12 ⇒ (15) + 12 = 27
potential Cold and Piercing damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
Round 2
Hail Pisol vs KAC: 1d20 + 12 ⇒ (1) + 12 = 13
potential Cold and Piercing damage: 2d6 + 4 ⇒ (4, 3) + 4 = 11
Hail Pisol vs KAC: 1d20 + 12 ⇒ (10) + 12 = 22
potential Cold and Piercing damage: 2d6 + 4 ⇒ (2, 6) + 4 = 12
Hail Pisol vs KAC: 1d20 + 12 ⇒ (7) + 12 = 19
potential Cold and Piercing damage: 2d6 + 4 ⇒ (6, 4) + 4 = 14
"Why does it always take so long to break in a new weapon?" they ponder as the aim of their shots vary and none are spot on.
Reflex in case: 1d20 + 12 ⇒ (14) + 12 = 26

![]() |
1 person marked this as a favorite. |

Unfortunately, when you triple attack the -4 penalty for full attacking still applies.

Shifty |

The final piece is damaged but still manages to make an impact.
Everyone - Damage 2d6 ⇒ (6, 4) = 10 Piercing
DC23 Reflex for half.
***
Having survived storm of debris, you must now determine where the Laoite base’s entrance is hidden. If they tarry too long, maneuvering in the harsh environment starts to wear them down.
Checks: ONE person must succeed at a Survival check to determine the location of the entrance. Everyone else may attempt a Computers or Perception check to calculate or visually estimate what would be the optimal route across the terrain. Those attempting a Computers check must be carrying a computer of at least tier 1.

![]() |

Benoit Reflex Save: 1d20 + 10 ⇒ (1) + 10 = 11
TEC-9 Reflex Save: 1d20 + 2 ⇒ (12) + 2 = 14
Benoit and TEC-9 are pelted by debris from the final piece of damaged starship.
"Time to smoke them out of their rats nest."
A visual display on the inside faceplate of Benoit's armor displays calculations from his custom rig determining the most efficient route to the entrance of the Laoite base.
Computers: 1d20 + 20 ⇒ (16) + 20 = 36

![]() |

Ref: 1d20 + 9 ⇒ (9) + 9 = 18
Rawksim grunts as he's pelted by debris.
Rawksim isn't a specialist, but he's got a high Wis (yay Mystics!) and a few ranks in Survival, so probably good to do the Primary roll, unless someone else is great at Survival? At the risk of the high tier PC stealing the show, anyways...

![]() |

Perception: 1d20 + 6 ⇒ (15) + 6 = 21
I assume this asteroid is a barren rock. If there are any animals or wildlife please correct me, thank you.

![]() |

@Rawksim, you probably have the highest skill in Survival. I'd say you should make the primary roll.

![]() |

K. I'll make a Survival check, but put it into a Spoiler in case Naylor or Jackojare are expert Survivalists :) If either of them make the primary roll, I'll aid with Perception.
Perception: 1d20 + 24 ⇒ (6) + 24 = 30

Shifty |

Reflex:
Benoit - Fail
Gremvest - Pass
Jackojare - 1d20 + 10 ⇒ (10) + 10 = 20 - Fail
Naylor - Pass
Rawksim - Fail
***
@Gremvest - it is a rough basalt asteroid, full of canyons, crevices, and is generally completely horrible - also devoid of any obvious life.
Skills:
Benoit - Computer Pass
Gremvest - Perc Fail
Jackojare - Perc Fail
Naylor
Rawksim - Survival Pass

![]() |

Naylor continues to look glum and winces as others take damage from the debris they failed to destroy, even as they manage to evade same.
They turn their efforts to assisting Rawksim, hoping they can buck the trend and start being useful.
Perception: 1d20 + 15 ⇒ (6) + 15 = 21

Shifty |

Unable to easily find your destination, you waste a lot of time wandering around in the harsh environment until they find the entrance.
DC 23 Fort save or become fatigued
***
With visuals on the Laoite base’s entrance, you must now traverse across particularly dangerous terrain, including sharp rocks and deep chasms, to get to it—all in zero gravity.
Checks: Each of you must attempt an Acrobatics or Athletics check. Before attempting the check, you may activate abilities that grant you a climb or fly speed.
*Having a climb speed grants a +5 circumstance bonus on an Athletics check
*Having a fly speed grants a +5 circumstance bonus on a an Acrobatics check.
During this step, the you can help one another navigate the treacherous terrain. Any one charater can pair up with one other, both attempting the same type of skill check, but one person will take the lead and have a harder check DC and if they pass, the other person will have a significantly reduced DC

![]() |

Fortitude Save: 1d20 + 9 ⇒ (10) + 9 = 19
Benoit pulls himself up onto TEC-9's riding saddle and then uses his custom rig to order his combat drone to activate its jetpack. The jets mounted on TEC-9's back ignite with a roar and the dwarf and his drone lift off, flying in the direction of the Laoite base's entrance.
TEC-9 Acrobatics: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17

![]() |

Fortitude save: 1d20 + 5 ⇒ (18) + 5 = 23
Naylor sees Benoit struggling with the conditions and they activate their own jetpack and attempt to assist the mechanic.
Acrobatics: 1d20 + 21 + 5 ⇒ (20) + 21 + 5 = 46
"We can do this together, friend. As a team we are unstoppable."

![]() |

Fort Save: 1d20 + 6 ⇒ (2) + 6 = 8
Rawksim's telepathic grumbling murmurs in the back of everyone's heads. "I knew, I knew, I should've partied with those yetis..."

![]() |

Rawksim feels very comfortable in the inky void of space thanks to his star shaman magics; he's been floating a few feet of the ground ever since disembarking. Although fatigued, he's happy to assist anyone who needs a hand with Acrobatics. Unless no one takes him up on that offer, he's aiming for the higher DC to assist.
Acrobatics High DC: 1d20 + 12 + 5 - 2 ⇒ (2) + 12 + 5 - 2 = 17

![]() |

oof, two 2s in a row?! Why you gotta play me like that, Fora Dice Bot :C
Nearly catching himself on a jagged butte, Rawksim utters a quiet supplication for grace to his god, sending his prayer to the stars above. Using first daily re-roll from star shaman's Stargazer ability to re-roll that acrobatics
Acrobatics, take 2: 1d20 + 12 + 5 - 2 ⇒ (4) + 12 + 5 - 2 = 19

![]() |

Ughghg it really isn't making this easy, is it?! Using final re-roll from Stargazer, lol
Acrobatics, Take 3: 1d20 + 12 + 5 - 2 ⇒ (11) + 12 + 5 - 2 = 26
EDIT: Well, that's at least above 10 :D It'll have to stand.

![]() |

Taking advantage of his Solarian's ability, Gremvest channels local gravimetric forces around him. His feet and hands seem to stick like magnets to the surface of the asteroid as he moves across the jagged terrain.
Athletics: 1d20 + 20 ⇒ (5) + 20 = 25
Fortitude: 1d20 + 8 ⇒ (3) + 8 = 11

Shifty |

Fort:
Benoit - Fail - Fatigued
Gremvest - Fail - Fatigued
Jackojare - Fail - Fatigued
Naylor - Pass
Rawksim - Fail - Fatigued
***
Terrain:
Naylor boosting Benoit
Benoit - pass
Gremvest - pass
Jackojare - pass
Naylor - pass
Rawksim - pass
Naylors excellent guidance gets Benoit across, and the others make it under their own skill!
***
After traversing the dangerous terrain to reach the entrance, you must find a way to open the door, which is protected by mechanical barriers, locks, and electronic defenses!
Checks: You must divide your efforts between attempting to open the locks with either a Computers OR Engineering check, and dealing damage to physical barriers.
The physical barriers have an AC of 20, but look quite sturdy (more than 50hp). Those trying to damage the barriers can use area attacks, which deal double damage to barriers, but they also deal damage to people who are close to the door, such as those attacking the physical barriers in melee range, or those using Computers or Engineering to open the locks.

![]() |

"Thanks Naylor, I just installed this riding saddle and jet pack on TEC-9 for emergencies. I didn't think I'd need it for such fancy flying."
Looking a little fatigued from the effort it took to get to the base's front door. Benoit checks to make sure the environmental protections on his armor are active. Then he switches them to maximum efficiency in order to protect him from any tricks the Laoites might have in store.
"Make sure your environmental controls are activated. What the rat men lack in strength they make up for in cunning. Now stand back, there isn't a door in this universe that a dwarf mechanic can't open." Benoit removes a tool kit full of lock picking equipment from his backpack and activates the light on his armor so he can see as clearly as possible what he is working on.
Benoit will hack the door's electronic defenses using the computer skill.
Also, depending on what the rest of the party wants to do, Benoit can remote hack all the door's defenses from a distance so he isn't damaged by those trying to blast it. If others decide to do that then I'm not sure if the thieves tools bonus still applies.
Computers + Thieves Tools: 1d20 + 20 + 4 ⇒ (7) + 20 + 4 = 31

![]() |

Does Benoit get to attack the manual defenses also?

![]() |

Benoit grins in satisfaction seeing his work.
"They don't make them like they used to."
He then looks at TEC-9.
"TEC-9, time to open up the rats' nest."
TEC-9 responds by leveling its disintegrator cannon at the door. Its mounted sensor array feeds targeting logistics to its fire control computer which then links with the accurate fusion on the cannon. Having pinpointed the door's weak spot, TEC-9 adjusts the cannon's firing angle before letting loose a wide beam of disruptive energy.
Disintegrator Cannon + Accurate Fusion vs. Door AC 20: 1d20 + 10 + 1 ⇒ (13) + 10 + 1 = 24
Acid Damage: 1d20 + 9 ⇒ (6) + 9 = 15

![]() |

Naylor looks at Benoit, "Well done. You sure made short work of that door lock. That was no idle boast."
The android then takes aim at the barrier, "Let's see if I can continue what you or at least TEC-9 started with the barrier."
Naylor then takes careful aim and fires.
Hail Pisol vs KAC: 1d20 + 12 ⇒ (15) + 12 = 27
potential Cold and Piercing damage: 2d6 + 4 ⇒ (5, 6) + 4 = 15