| GM Valen |
As Speaker for the Dead takes the defensive, Misty kit helps bolster the defenses of Elwin.
Morbo wallops the gremlin in front of him, but its thick skin barely bruises.
SOMETHING IS AMISS? Round Three Cont'd/Round Four Cont'd!
PCs in bold may act
Elwin the Technomancer -6 SP (AC+1)
Round Four
Misty Kit
Bisig Sandahar
Speaker of the Dead -8 SP
Blue (subject of wisp ally)
Red
Yellow
Orange -6 HP
Morbo Rivers -5 SP
Elwin the Technomancer
|
Thank you! I'm not cut out to be a tank!"
He casts a quick spell, reaching out to touch (blue)
jolting surge, EAC: 1d20 + 3 ⇒ (17) + 3 = 20
E damage: 4d6 ⇒ (3, 6, 4, 4) = 17
+2 to hit if they have anything tech on them I can touch
| GM Valen |
The technomancer's touch topples the tiny terror. The illusory dwarves disappear.
SOMETHING IS AMISS? Round Four Cont'd!
PCs in bold may act
Misty Kit
Bisig Sandahar
Speaker of the Dead -8 SP
Blue -17 HP (was subject of wisp ally)
Red
Yellow
Orange -6 HP
Morbo Rivers -5 SP
Elwin the Technomancer -6 SP (AC+1)
/Speaker for the Dead\
|
I think the dwarves were the illusion to lure us here, but there are still gremlins we need to subdue.
Bisig "Wreck" Sandahar
|
Bisig whispers under his breath, "Come on Wreck, you can do this.", and lines up two shots on the red gremlin.
Static Pistol; Electric Damage: 1d20 ⇒ 161d6 ⇒ 2
Static Pistol; Electric Damage: 1d20 ⇒ 131d6 ⇒ 1
| GM Valen |
Bisig whispers under his breath, "Come on Wreck, you can do this.", and lines up two shots on the red gremlin.
Miss chance<51%: 1d100 ⇒ 58
Miss chance<51%: 1d100 ⇒ 41The first shot strikes the hobkins gremlin (red), but the second shot misses the slightly out-of-phase goblin and is directed towards Speaker for the Dead.
Static Pistol: 1d20 ⇒ 11 Electric Damage: 1d6 ⇒ 4
The shot misses the totally defended embri.
With the elf failing to fall, the gremlins gather around the lashunta!
Red: Guarded Step, Attack
Red, Melee (bite) v Morbo: 1d20 + 1 ⇒ (2) + 1 = 3
Damage (P): 1d4 - 1 ⇒ (2) - 1 = 1
Yellow: Guarded Step, Attack
Red, Melee (bite) w/flank v Morbo: 1d20 + 1 + 2 ⇒ (3) + 1 + 2 = 6
Damage (P): 1d4 - 1 ⇒ (2) - 1 = 1
Orange, Melee (bite), full-attack w/flank v Morbo: 1d20 + 1 - 4 + 2 ⇒ (16) + 1 - 4 + 2 = 15
Damage (P): 1d4 - 1 ⇒ (4) - 1 = 3
Orange, Melee (claw), full-attack w/flank v Morbo: 1d20 + 1 - 4 + 2 ⇒ (16) + 1 - 4 + 2 = 15
Damage (S): 1d4 - 1 ⇒ (4) - 1 = 3
SOMETHING IS AMISS? Round Four Cont'd/Round Five Begins!
PCs in bold may act
Morbo Rivers -7 SP | -5 HP
Elwin the Technomancer -6 SP (AC+1)
Round Five
Misty Kit
Bisig Sandahar
Speaker of the Dead -8 SP
Red -2 HP
Yellow
Orange -6 HP
/Speaker for the Dead\
|
Desperate for anything that might help, Speaker for the Dead mutters the words for a spell to make one of the gremlins see him as an old friend!
I'm not sure if this will work, but will try a charm person on the nearest goblin. It'll get a bonus to the save (DC 14) because it's actively in combat
| GM Valen |
Desperate for anything that might help, Speaker for the Dead mutters the words for a spell to make one of the gremlins see him as an old friend!
I'm not sure if this will work, but will try a charm person on the nearest goblin. It'll get a bonus to the save (DC 14) because it's actively in combat
Speaker for the Dead recognized that these creatures are fey, whose minds differ greatly from most humanoids.
Since Speaker for the Dead made the Mysticism check to identify these creatures, he would know their type was fey and not humanoid. He would also know that charm person only works on humanoid targets, so you may re-post actions for this round.
/Speaker for the Dead\
|
Ack, yes. I always get "humanoid" as a creature type confused for "generally humanoid" in appearance. In that case, Speaker for the Dead will retreat back to his corner and do Total Defense.
| GM Valen |
Morbo steps out of flank and swings at orange again
Morbo's baton bounces off the gremlin's skin, not even leaving a mark, and the baton is redirected towards Morbo's hygiene kit!
KAC: 1d20 + 3 ⇒ (18) + 3 = 21
b damage: 1d4 + 3 ⇒ (3) + 3 = 6
Attack exceeds Morbo's KAC +8, but the kit has hardness of Item Level +5!
The hygiene kit is unscratched!
SOMETHING IS AMISS? Round Four Cont'd/Round Five Cont'd!
PCs in bold may act
Elwin the Technomancer -6 SP (AC+1)
Round Five
Misty Kit
Bisig Sandahar
Speaker of the Dead -8 SP (Total defense)
Red -2 HP
Yellow
Orange -6 HP
Morbo Rivers -7 SP | -5 HP
Elwin the Technomancer
|
Elwin moves past red, expecting the attack as he moves.
"Perfect, thank you"
He sends that fan of flames out, managing to catch all three of the baddies and just barely missing his team mates.
overheat, F damage: 2d8 ⇒ (5, 7) = 12
DC 15 for half.
| GM Valen |
Elwin moves past red, expecting the attack as he moves.
"Perfect, thank you"
I believe Elwin left a square threatened by both Red and Orange.
Red, Melee (claw) v Elwin: 1d20 + 1 ⇒ (10) + 1 = 11
Damage (S): 1d4 - 1 ⇒ (4) - 1 = 3
Orange, Melee (claw) v Elwin: 1d20 + 1 ⇒ (7) + 1 = 8
Damage (S): 1d4 - 1 ⇒ (1) - 1 = 0
He sends that fan of flames out, managing to catch all three of the baddies and just barely missing his team mates.
Red, Reflex (DC 15): 1d20 + 2 ⇒ (8) + 2 = 10
Orange, Reflex (DC 15): 1d20 + 2 ⇒ (10) + 2 = 12Yellow, Reflex (DC 15): 1d20 + 2 ⇒ (15) + 2 = 17
Two of the gremlins (red, orange) are consumed by the flames. The third (yellow) avoids some of the flames. Nevertheless, an expression of concern is on its face.
SOMETHING IS AMISS? Round Five Cont'd!
PCs in bold may act
Misty Kit
Bisig Sandahar
Speaker of the Dead -8 SP (Total defense)
Red -14 HP
Yellow -6 HP
Orange -18 HP
Morbo Rivers -7 SP | -5 HP
Elwin the Technomancer -6 SP (AC+1)
Bisig "Wreck" Sandahar
|
Seeing only one creature left, Bisig moves up and squeezes off a shot.
Static Pistol; Electric Damage; Miss Chance: 1d20 + 4 ⇒ (5) + 4 = 91d6 ⇒ 61d100 ⇒ 66
| GM Valen |
Seeing only one creature left, Bisig moves up and squeezes off a shot.
The ranged shot misses the gremlin and is redirected toward another Starfinder.
1 Elwin, 2 Morbo: 1d2 ⇒ 2Static Pistol: 1d20 + 4 ⇒ (11) + 4 = 15
Electric Damage: 1d6 ⇒ 5
The resulting shock drops Morbo!
The remaining hobkins gremlin (yellow) decides to pick on someone more of its own size. It floats over towards Misty Kit, trying to rake the Starfinder with a claw.
Melee (claw) v. Misty Kit: 1d20 + 1 ⇒ (19) + 1 = 20
Damage (S): 1d4 - 1 ⇒ (4) - 1 = 3
SOMETHING IS AMISS? Round Five Cont'd/Round Six Begins!
PCs in bold may act
Morbo Rivers (dying)
Elwin the Technomancer -6 SP (AC+1)
Round Six
Misty Kit -3 SP
Bisig Sandahar
Speaker of the Dead -8 SP
Yellow -6 HP
Elwin the Technomancer
|
"Someone help Morbo! I hate these annoying things..."
Elwin walks up to the last one and attempts to stab it, since ranged attacks seem to fare so poorly.
Stabby (survival knife): 1d20 + 1 ⇒ (11) + 1 = 12
Slashing Damage: 1d4 ⇒ 4
| GM Valen |
"Someone help Morbo! I hate these annoying things..."
Elwin walks up to the last one and attempts to stab it, since ranged attacks seem to fare so poorly.
The knife blade slips off of the gremlin's resistant hide and slips towards where Elwin keeps his personal comm unit!
Stabby (survival knife): 1d20 + 1 ⇒ (15) + 1 = 16
Slashing Damage: 1d4 ⇒ 4
The blade does no damage.
Morbo moans.
SOMETHING IS AMISS? Round Six Begins!
PCs in bold may act
Misty Kit -3 SP
Bisig Sandahar
Speaker of the Dead -8 SP
Yellow -6 HP
Morbo Rivers -1 RP (unconscious)
Elwin the Technomancer -6 SP (AC+1)
Misty kit
|
Misty Kit quickly manipulates their dart gun, and shoots Morbo with a dart!
Misty Kit is choosing to fire a Healing Serum Mark 1 at Morbo.
Healing: 1d8 ⇒ 2
/Speaker for the Dead\
|
Speaker for the Dead watches carefully to make sure no one else gets seriously hurt.
Ready an action to cast stabilize if anyone gets to zero hp. At least I can save someone an RP :)
Bisig "Wreck" Sandahar
|
Seeing his comrade go down, Bisig pulls himself together as he moves closer and lines up another shot.
Miss Chance, Attack, Electric Damage: 1d100 ⇒ 551d20 + 4 ⇒ (8) + 4 = 121d6 ⇒ 4
| GM Valen |
Bisig's well-placed shot catches the gremlin by surprise, nearly knocking it to the floor. However, it still manages to float menacingly.
It, then, turns and flees.
Withdraw
SOMETHING IS AMISS? Round Six Cont'd/Round Seven Begins!
PCs in bold may act
Morbo Rivers -7 SP| -7 HP | -1 RP
Elwin the Technomancer -6 SP (AC+1)
Round Seven
Misty Kit -3 SP
Bisig Sandahar
[b]Speaker of the Dead -8 SP
Yellow -10 HP
Elwin the Technomancer
|
Using his natural speed, Elwin is able to keep the thing in sight for one more shot...
As he heads after it, a string of Elvish curses spew from him, completely the opposite of his normal serene self...
Pew Pew (Hail pistol): 1d20 + 3 ⇒ (11) + 3 = 14
Piercing and Cold damage: 1d4 ⇒ 4
miss chance <50: 1d100 ⇒ 73
Elwin has a 40' move but no surprise on the shot... :)
| GM Valen |
Using his natural speed, Elwin is able to keep the thing in sight for one more shot...
As he heads after it, a string of Elvish curses spew from him, completely the opposite of his normal serene self...
The final hobkins gremlin, pierced and frozen, drops to the floor.
With the last of the gremlin infestation handled, the Pathfinders are free to explore the remainder of the lodge, which consists of living quarters, waste facilities, storage, and a communal mess hall, all currently quite empty.
You may attempt a DC 15 Perception check or Take 20. If you are successful, you may open the spoiler below:
When you’ve finished clearing the area, you can return to the landed shuttle and head back to the Lorespire Complex to meet with Calder Soren.
Back on Absalom Station, the Calder Soren eagerly awaits your return. On the far side of the headquarters, you see the morlamaw onboard a circular hoverplatform reviewing a computer screen.
From the entry into the headquarters, you again see the set of guideposts intended to accommodate a line of hundreds of people. The line is empty.
Do you wish to follow the guideposts or to bypass the tedious zigzag walk?
Elwin the Technomancer
|
Elwin is in no hurry, he'll take 20 if no one else does well. :)
"I got it? OK, must make a note for the future. These things are horrible.."
When we return Elwin will follow the guideposts.
Misty kit
|
Misty Kit starts with a quick rest, while restocking their biohacks, then assists in the search.
Perception: 1d20 + 11 ⇒ (11) + 11 = 22
| GM Valen |
He follows the guide posts on their return.
After having you stand in line once more, Calder Soren greets you eagerly. Following a briefing on what you found at the lodge, he is pleased that you were able to remove the infestation of malicious fey noting that the creatures must have delighted in tormenting the occasional prospector and explorer visiting Kalcijet 5. Concluding that the gremlins likely arrived on a prior prospecting vessel and found the abandoned lodge to be the perfect location to practice their malicious form of trickery, Calder Soren affirms his intention to send a more permanent team to Kalcijet 5 to permanently reoccupy the lodge and use it for further exploration missions in the region.
The sole candidate left for the party to meet is Ehu Hadif.
You have learned something about Ehu Hadif Ko’ra Amares of Clan Tolar. Ehu Hadif Ko’ra Amares of Clan Tolar, generally known as Ehu, is a male kasatha from the Idari worldship. He’s known for being an active solarian who worships Talavet, the kasathan goddess of storytelling, community, and tradition.
PCs with a result of 15+ may also open the following spoiler:
PCs with a result of 20+ may also open the following spoiler:
You meet with Ehu Hadif Ko’ra Amares of Clan Tolar in one of the Lorespire Complex’s many meeting rooms. Unlike the prior candidates that you have met, Ehu prefers the traditional meeting arrangements used by venture captains. When you arrive, the kasatha has clearly been waiting, sitting at the opposite end of a rectangular table. With one of his many hands, he motion for you to sit.
Picture of Ehu now available on Slides.
Folding one pair of arms while the other rests on the edge of the table, Ehu Hadif looks over the assembled agents before giving a solemn nod.
Folding one pair of arms while the other rests on the edge of the table, Ehu Hadif looks over the assembled agents before giving a solemn nod.
“Good. I trusted First Seeker Elsebo to send me the best of our latest group of agents and she has provided." explains the kasatha. "My name is Ehu Hadif Ko’ra Amares of Clan Tolar, and the Society needs your help. With our recent victory in the Scoured Stars, it has become apparent that our Society lacks a solid direction to take us into the future. Though First Seeker Elsebo has held us together through our trials, we need more than a desire to survive if we are to give something back to the universe that has given us the chance to exist.”
Ehu unfolds his upper arms and waves a hand over the desk, which promptly displays a blue wire-frame image of a slowly spinning planetoid.
“This is Athaeum, home of the Curators." he continues. "You may have heard of it, before but worry not if you haven’t. Athaeum is a library world known to teleport throughout the cosmos. The residing Curators control the planet and its associated libraries, which contain the rarest knowledge in the galaxy. I say the rarest, because the Curators ensure that the information stored in their world is the last copy in existence, going so far as to seek out knowledge on other planets for destruction."
“I need you to go to Athaeum to investigate some tomes that pertain to a previous Starfinder mission to the planet, long before the Scoured Stars incident." Ehu states, his speech maintaining an air of formality. "This mission was never recorded in our records, so it is a blind spot in our history. The Curators have graciously allowed us to send a team—all of you—to Athaeum to review the texts that were previously investigated. By learning about this past mission, we might find guidance on where our future should take us.”
Ehu concludes with a nod, eager to take any questions that you may have.
Elwin the Technomancer
|
culture: 1d20 + 5 ⇒ (7) + 5 = 12
Elwin sits and listens dutifully. When he hears that they will be allowed inside the Curator's library he can't help but smile.
"When do we leave?"
/Speaker for the Dead\
|
"This one finds the prospect fascinating. This one would ask that one, how does the Society know of the mission if it was never recorded?"
Taking 10 on Culture for a result of 17.
Cool, I remember Athaeum from a Season 1 scenario!
| GM Valen |
"This one finds the prospect fascinating. This one would ask that one, how does the Society know of the mission if it was never recorded?"
"The Society only came to learn of the existence of the mission recently, when a band of Starfinders accompanied Forum member Royo to Athaeum to recover information related to the Scoured Stars." Ehu explains, "On that mission, Albryan, one of the Curators, confided that he had had prior interaction with members of the Society. Prior to that time, the Society was unaware of any such prior expedition to the library world."
"All subsequent inquiries for additional information have been declined by the Curator." Ehu sighs. "There are a multitude of variables that could impact one's calculations of probabilities and the Curators certainly hold their share of mysteries. However, given that Albryan is an axiomite, I think it likely that he was telling the truth and that a prior Starfinder Society mission was, in fact, undertaken to Athaeum, even if said mission is not reflected within the Society's current records."
"And maybe more importantly, I guess they won't let us simply copy the information and leave."
"An understanding has been reached between the Society and the Curators," assures Ehu. "The Curators have previously recognized the Society’s need to reproduce information necessary to recover lost agents and have granted the Society a measure of immunity in replicating such key data found on Athaeum in order to complete our ongoing mission. I know of no reason to believe that this understanding has, in any way, changed."
"Ah this should be a welcome change of pace. Perhaps this research will uncover a suitable topic for my next documentary."
"Perhaps," Ehu notes, not without hesitation. "I think it doubtful, however, that the Curators will allow you make a recording of your visit to the library world."
Elwin sits and listens dutifully. When he hears that they will be allowed inside the Curator's library he can't help but smile.
"When do we leave?"
"As soon as you wish." Ehu replies. "I have arranged for a shuttle to the Ceaseless Escapade. You will board her and travel on to Atheum."
True to his word, Ehu has arranged a shuttle, which transports you to the Ceaseless Escapade. The Starfinder vessel is piloted by an exuberant dwarf named Karlato.
Days of Drift travel?: 1d6 ⇒ 5
Thanks to the planet’s unique means of teleportation, it takes only a few days in the Drift to reach Athaeum. Karlato announces that he will await for you in orbit above the mysterious world.
On arrival on the surface of Athaeum, you are greeted by the Curator Albryan, who escorts you to the Tower of the Inspired, one of Athaeum’s many library towers. Albryan looks like a steel-skinned damaya lashunta wearing robes made of glowing mathematical equations. The Curator directs you into a specific section of the tower and provides you with the coordinates for a set of tomes that the Society had previously researched.
Magical illumination covers the room, and the ceiling rises up 25 feet in height.
Map of the library now revealed on Slides.
PCs may place tokens within any space inside the dotted-green box.
It does not take you long to pull the texts Albryan indicates from the shelves. You find that the series of four textbooks are written in Common, but they appear to be entirely incoherent and assembled from a variety of Pact Worlds documents from over the past two centuries. The text is a complete garble of everything from news reports, to food recipes, to anthropological studies of alien life-forms.
You recognize that the text has been magically scrambled to mask its original intent, and conclude that you could find more clues with deeper research.
Albryan informs you that you have one hour to spend recording the documents and trying to decipher the text.
Each PC may attempt a DC 14 Culture, Mysticism, or Sense Motive check to glean some pieces of insight from the text.
Elwin the Technomancer
|
mysticism: 1d20 + 7 ⇒ (15) + 7 = 22
"Ah, it's been magically coded. Let's see if we can get it readable..."
mysticism: 1d20 + 7 ⇒ (18) + 7 = 25
Good rolls here, nothing but low signle digits on my other games. :)
"Oh, intersting!"
/Speaker for the Dead\
|
Mysticism for spoiler: 1d20 + 10 ⇒ (19) + 10 = 29
Sense Motive for insight: 1d20 + 10 ⇒ (7) + 10 = 17
| GM Valen |
While researching the documents, you are able to gain enough insight from the documentation to tell that the Starfinder Society agents previous had been following up on all information related to a string of Pact World–sponsored colonies out in the Vast that went missing, but were never acknowledged by the Pact (presumably, the reason they only appeared in Athaeum).
As the you are winding down on your research, having gleaned a number of potential insights, a book drops from a nearby shelf and falls open upon the floor.
Streaks of light briefly flash out of the pages of the newly-opened book before the tome then snaps shut, closing on its own.
You note traces of the faint, strands of light permeating the air, twisting and moving about. Focusing your vision on the effect, you see the wisps of golden light manifest into mathematical symbols and notations forming equational formulas that dance on the air.
If you point out this phenomena to another PC, you or that PC may attempt a Mysticism check (DC 16). If the check is successful, the spoiler below may be opened:
The falling of the book is accompanied by activity elsewhere in this chamber of the Tower of the Inspired, as a host of creatures emerges from several of the bookshelves!
Bisig Sandahar, Initiative: 1d20 + 7 ⇒ (9) + 7 = 16
Elwin the Technomancer, Initiative: 1d20 + 2 ⇒ (6) + 2 = 8
Misty Kit, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Morbo Rivers, Initiative: 1d20 + 4 ⇒ (10) + 4 = 14
Speaker of the Dead, Initiative: 1d20 + 0 ⇒ (11) + 0 = 11
Blue, Initiative: 1d20 + 3 ⇒ (18) + 3 = 21
Green, Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Red, Initiative: 1d20 + 3 ⇒ (4) + 3 = 7
Yellow, Initiative: 1d20 + 3 ⇒ (10) + 3 = 13
Map of library chamber with opponents now revealed on Slides.
Known as gishvits, these creatures are smaller outsiders originate from Axis, where the residents view them as little more than vermin. These gishvits must have replaced books in Athaeum and been sleeping within the chamber when something woke them and set them into a frenzy.
One of the bookish creatures (blue) skitters forward on the stone floor before scaling the side of the marble stairwell.
Double move
Another (green) scampers across the floor, then along the wall towards the Starfinders!
(Double move)
THROWING THE BOOKS AT YOU! Round One Begins!
PCs in bold may act
Blue
Green
Bisig Sandahar
Morbo
Misty Kit
Yellow
Speaker of the Dead
Elwin the Technomancer
Red
Elwin the Technomancer
|
perception: 1d20 + 2 ⇒ (15) + 2 = 17
Elwin sees the book fall, one eyebrow goes up as he stares at it for a second...
mysticism: 1d20 + 7 ⇒ (6) + 7 = 13
Elwin, not seeing anything special about the otherwise glowing book throwing off oddities shakes his head, looks back to his friends and says ""Hey. Anyone else see this?"
| GM Valen |
Elwin, not seeing anything special about the otherwise glowing book throwing off oddities shakes his head, looks back to his friends and says ""Hey. Anyone else see this?"
Where Elwin points, traces of faint, strands of light permeate the air, twisting and moving about. Focusing your vision on the effect, you see the wisps of golden light manifest into mathematical symbols and notations forming equational formulas that dance on the air.
Anyone other than Elwin may attempt a Mysticism check.
THROWING THE BOOKS AT YOU! Round One Cont'd!
PCs in bold may act
Blue
Green (Subject to Get'em)
Bisig Sandahar
Morbo
Misty Kit
Yellow
Speaker of the Dead
Elwin the Technomancer
Red
Misty kit
|
"Looks like more unpleasantness. I'm going to give myself a speed boost, does anyone else want anything?"
Fitting actions to 'words' Misty Kit uses a Biohack to give themselves a +10 Fly speed.
Bisig "Wreck" Sandahar
|
Bisig moves around so that he has a shot at the green creature.
Laser Rifle Attack; Fire Damage: 1d20 + 5 ⇒ (11) + 5 = 161d8 ⇒ 5
| GM Valen |
As Misty Kit's wings beat faster, Bisig's shot lights up one of the creatures (green)
Another one of the creatures (yellow) skitters quickly across the stone floor.
Double move
THROWING THE BOOKS AT YOU! Round One Cont'd!
PCs in bold may act
Blue
Green -5 HP (Subject to Get'em)
Bisig Sandahar
Morbo
Misty Kit (+10 speed)
Yellow
Speaker of the Dead
Elwin the Technomancer
Red
/Speaker for the Dead\
|
"Ah, gishvits. Obviously, these vermin have concealed themselves within books. Best to deal with them quickly. Pulling out a pulsecaster so any errant shots won't damage the library's holdings, Speaker for the Dead fires at one of the creatures.
Mysticism: 1d20 + 10 ⇒ (19) + 10 = 29
Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Mysticism: 1d20 + 10 ⇒ (4) + 10 = 14
attack roll vs nearest: 1d20 + 1 ⇒ (8) + 1 = 9
damage (electricity, nonlethal): 1d4 ⇒ 4