
![]() |

How big are these things? Is there any reason why Never could not attempt to grapple the monster right back? BTW, traveling and on my phone.

![]() |

Alrighty then. Starfinder is weird sometimes.
The massive tongue lash is disgusting and also hurts like friggin' hell, but Never isn't going to be dragged down into the deep by this big freak.
She twists her arm around the big tongue that's got her and squeezes it with her hands, pulling hard in an attempt to reverse the grapple.
Grapple: 1d20 + 10 ⇒ (17) + 10 = 27

![]() |

Never grabs the tongue easily. It's sticky and would be easy to hold if it didn't writhe so. She and the izalguun begin a tug of war.
Now you're both grappled.
You hold the target in place. You must have at least one hand free to perform a grapple combat maneuver. Your target has the grappled condition, meaning she can’t move from her current space and takes further penalties until she either uses a standard action to attempt a grapple combat maneuver to grapple you (giving you the grappled condition) or uses the escape task of the Acrobatics skill to break free. If the result of your attack roll equals or exceeds the target’s KAC + 13, the target is instead pinned for the same duration, and she can’t take any actions that involve moving her limbs other than to attempt to escape.
The grappled or pinned condition lasts until the end of your next turn, unless you renew it on your next turn with another grapple combat maneuver. The condition ends immediately if you move away. As long as you have one target grappled or pinned, you cannot attempt to grapple another. The grappled and pinned conditions are further detailed in Conditions on pages 276–277.
When you renew a grapple, you can remove one item from the target’s body that can be easily accessed, including most weapons and equipment (but not worn armor). Doing so immediately ends the grapple.
Grappled:
You are restrained by a creature, effect, or trap. You can’t move, and you take a –2 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks, except those made to grapple your opponent in turn or to escape a grapple (see Grapple on page 246). In addition, you can’t take actions that require two hands (or other limbs) to perform. You can’t make attacks of opportunity.
You can’t use Stealth to hide from the creature grappling you, even if a special ability allows you to hide when you normally couldn’t. If you become invisible, through a spell or other ability, you gain a +2 circumstance bonus to your check to escape being grappled, but you receive no other benefit.
Pinned: You are tightly bound and can take few actions. While you are pinned, you can’t move and are flat-footed. You also take an additional –4 penalty to your Armor Class, attack rolls, Reflex saving throws, initiative checks, and Dexterity-based skill and ability checks (these penalties replace those from the grappled condition and also apply to attempts to grapple your opponent or free yourself; see Grapple on page 246). You are limited in the actions that you can take. You cannot take any action that requires the use of any of your limbs, but you can always attempt to free yourself, usually through an attack roll or Acrobatics check. You can’t make attacks of opportunity while you are pinned, but you can still take verbal and mental actions, such as spellcasting.

![]() |

Lorne can take 2 turns worth of actions. I'm moving on.
The big one tries rotate Never to wind another turn of its tongue around her and draw her closer. But the tongue slides up her shoulder and with a quick duck and a shrug, she's free.
Natural 1 on the attack roll. ~sigh~ You're free if you like, or you can continue your grapple attack.
The other mutant flings its tongue at Zephyr and misses. It disappears into the murky water.
It has concealment but you can estimate the squares they are in.
Init/Status Everyone's up.
Jaeric:
Lorne:
Never: -20 , grappled
Zephyr:
Boss: -23
Lightweight: -16
1d3 ⇒ 1
LW, Melee tongue lash: 1d20 + 15 ⇒ (4) + 15 = 19 ... damage: 1d6 + 10 ⇒ (4) + 10 = 14 B plus grab)
Big, Melee tongue lash: 1d20 + 20 ⇒ (1) + 20 = 21 ... damage: 3d4 + 14 ⇒ (1, 1, 2) + 14 = 18 B plus grab)
If the creature hits with the indicated attack (usually a claw or bite attack), it deals the normal damage. If the attack roll result equals or exceeds the target’s KAC + 4, the creature also automatically grapples the foe. (If it equals or exceeds the target’s KAC + 13, the creature instead pins the target.) The creature doesn’t need to have a spare limb free to perform this grapple as long as it can make the listed attack, and it can potentially grapple more than one target if it has more than one attack with the grab ability. The creature can maintain the grab either with another successful grab attack or by performing the grapple combat maneuver normally.
Format: Melee claw +8 (1d6+4 plus grab).

Z-4 "Zephyr" |

Rather than shoot at the murky water, Zephyr stays on the high ground and sends a pair of laser bolts at the big guy grappling Never!
Artillery Laser Full Attack: 1d20 + 8 ⇒ (20) + 8 = 28
Laser Damage: 2d8 + 6 ⇒ (3, 5) + 6 = 14
Artillery Laser Full Attack: 1d20 + 8 ⇒ (18) + 8 = 26
Laser Damage: 2d8 + 6 ⇒ (7, 6) + 6 = 19

Z-4 "Zephyr" |

Critical Damage: 2d8 + 6 ⇒ (7, 7) + 6 = 20
Burn Critical Effect: 1d6 ⇒ 5 damage and on fire!

![]() |

Entropic Pool=2
Never can feel the heat from Zephyr's artillery laser as the carnage comes at her, but luckily he's deadly accurate.
Not wanting the android to have all the fun, she unleashes her taclash at the giant monster.
Entropic Strike: 1d20 + 9 ⇒ (20) + 9 = 29 Damage: 2d6 + 12 ⇒ (6, 6) + 12 = 24
well in that case I'll empty the EP to boost damage...
EP Boost: 2d4 ⇒ (4, 4) = 8
Crit Dmg: 2d6 + 12 + 2d4 ⇒ (3, 6) + 12 + (3, 3) = 27
grand total of 59 damage from 1 hit with a taclash! Wooo!

Lorne Skyjumper |

Saw the Discussion posts and came to look. Thread fell off my tracker, I hadn't been showing posts to this game! Oops.
I'm just going to throw numbers up for now, and try to understand the situation after . . ..
first action
Pulse Staccato Rifle: 1d20 + 9 ⇒ (4) + 9 = 13
Sonic: 1d10 + 6 ⇒ (9) + 6 = 15
Second Action
Pulse Staccato Rifle: 1d20 + 9 ⇒ (10) + 9 = 19
Sonic: 1d10 + 6 ⇒ (1) + 6 = 7

![]() |

Lorne fires wide both times.
Zephyr rips two shots through the big mutant's back. It's arm clutch at the wounds front and back as its blood wells out. Never's lash also bites deep, slicing one of the arms to the bone. It drops uselessly and blood pours down it. It sags back. Still the creature, screams defiance. It rears for another tongue strike.

![]() |

Jaeric will get'em on the only visible foe, the big creature. And may still take a regular action in addition to his next turn. Moving on.
Almost forgot!
Zephyr makes an easy target of himself for the nearby mutant. Its tongue comes flying at him again! And glances off the android's armor. Still the blow shakes Zephyr more than it normally would.
No effect on the AoO.
The creature tries to follow up, rearing from the water again and lashing out with it's tongue.
It's just not fair!
At the far end of the swampy pool the big one tries the same with Never. The gluey appendage bludgeons her chest, and sticks there.
21 damage!
Init/Status Everyone's up.
Jaeric: weakened (preexisting)
Lorne: weakened (preexisting)
Never: -41 , grappled
Zephyr: untouchable, weakened (preexisting)
Boss: - a whole lot
Lightweight: -16
LW, Melee tongue lash: 1d20 + 15 ⇒ (9) + 15 = 24 ... damage: 1d6 + 10 ⇒ (1) + 10 = 11 B plus grab)
LW, Melee tongue lash: 1d20 + 15 ⇒ (2) + 15 = 17 ... damage: 1d6 + 10 ⇒ (6) + 10 = 16 B plus grab)
Big, Melee tongue lash: 1d20 + 20 ⇒ (8) + 20 = 28 ... damage: 3d4 + 14 ⇒ (4, 2, 1) + 14 = 21 B plus grab)

Z-4 "Zephyr" |

Now that the nearby creature has revealed itself, Zephyr unloads on it with a pair of blasts from his artillery laser!
Shot 1: 1d20 + 8 ⇒ (17) + 8 = 25
Laser Damage: 2d8 + 6 ⇒ (7, 8) + 6 = 21
Shot 2: 1d20 + 8 ⇒ (18) + 8 = 26
Laser Damage: 2d8 + 6 ⇒ (8, 2) + 6 = 16

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

Entropic Pool: 1
"Blast this sticky creep!"
While stuck in the gooey grasp Never takes another whack at it with her taclash.
Entropic Strike: 1d20 + 9 - 2 ⇒ (20) + 9 - 2 = 27 Damage: 2d6 + 12 ⇒ (2, 2) + 12 = 16 well that's incredibly lucky! Adding EP boost again
EP Boost DMG: 1d4 ⇒ 3
Crit Damage: 2d6 + 12 + 1d4 ⇒ (1, 6) + 12 + (4) = 23
Total of just 42 this time. 101 points of damage in two rounds - Noice!

![]() |

Never's lash does more than take an arm this time. It slices through the creature's neck. Its head drops until the tongue wraps around the lower railing, then swings and lands on the decking at the vanguard's feet. Blood runs into murk.
Zephyr unloads two shots through the head of the smaller mutant. It sinks beneath the swampy water.
End of combat.

![]() |

Lost my post from yesterday. Here it is somewhat abbreviated.
You are lords of all you survey. What's next?

![]() |

Never puts her taclash away. "I'm gonna have to name this thing," she says.
Tidbit chirps at her.
"Hush."
Returning her attention to the obelisk, she looks for controls or other gadgetry.
Engineering: 1d20 + 6 ⇒ (12) + 6 = 18
"Any ideas what this thing does?" she asks the team.

Z-4 "Zephyr" |

Stepping up out of the water, Zephyr says, “I don’t feel too good. Perhaps whatever mutated these poor creatures has infected me,” as he inspects his wounds. ”Does anyone have the skill to heal me?” he asks.

![]() |

The golden obelisk is perfectly smooth, no buttons, dials, ports, or plugs. It could be a simple art object on a plinth fashioned from golden parts and detritus. Never has a second of concern when she finally reaches for the prismatic monolith. Her hand sticks to its surface and it's stuck to the plinth. But the strength of the adhesive is no match for the vanguard's muscle. She wrenches it clear.
You've got a macguffin. Now what?
Zephyr you took no damage in the fight. Do you want to take your armor off to examine your skin?

Z-4 "Zephyr" |

Zephyr will back completely out of the water and strip out of his powered armor, leaving him only in his Flight Skin (light armor). He will then inspect the locations on his skin that seem weepy or itchy.
Medicine: 1d20 + 6 ⇒ (12) + 6 = 18

![]() |

Zephyr, the skin on your calf has thinned and been rubbed raw. It's not a debilitating wound at all, but it is seeping lymph that drips down the back of your leg, and, given enough time, will pool in your boot. Elsewhere your skin feels dry, like it needs moisture.

![]() |

Never looks cross at the golden obelisk.
"This dumb thing has no purpose" She kicks it to emphasize her point, then turns around to examine the computer consoles behind her to see if they cause anything to happen.
Engineering: 1d20 + 6 ⇒ (4) + 6 = 10
"I think it's on; but I don't know. I hate computers."
Tidbit jumps out of her pocket and lands on the console. Never shrugs. "All yours until the nerds get here."
Computers: 1d20 + 5 ⇒ (15) + 5 = 20

Z-4 "Zephyr" |

Unsure what else to do, Zephyr wraps up the leaking leg and takes a drink of a med serum to see if that will help. He then puts back on his powered armor and prepares to join the others.
Healing if the amount matters: 1d8 ⇒ 4

![]() |

Power flickers fitfully through the computers, occasionally lighting their screen in response to various input, but they inevitably die and go dark before anything useful can be done.
All that glitters may not be gold but sometimes it is.
Read as computers are junk.
The serum heals his calf, but Zephyr can already feel skin chafing on his shoulders. Behind the android, Lorne says, "Ow!" When the others look at him, they see that the dwarf is holding a tiny downy feather with a drop of blood at the end of the quill. A tiny splash of red on his breastplate, and a dark patch of wetly matted beard at the turn of his jaw can lead to an obvious conclusion.

Z-4 "Zephyr" |

Looking at Lorne, Zephyr says, ”It would appear whatever mutated these Izalguun has affected us. Let’s get this obelisk and get out of here.”
Now with his powered armor back on, Zephyr goes over to look at the golden obelisk.

![]() |

"Uhh, gross. I hope it's not contagious."
Never tries to knock the obelisk off it's base and lift it onto her shoulder.
Strength: 1d20 + 4 ⇒ (17) + 4 = 21

![]() |

Sounds like a plan.
Never has a second of concern when she finally reaches for the prismatic, gently glowing monolith. Her hand sticks to its surface and it's stuck to the plinth. But the strength of the adhesive is no match for the vanguard's muscle. She wrenches it clear.
Zephyr wades/swims and walks the perimeter catwalks to reach Never, the obelisk, and the pile of fragmetned golden items that was the Tear's throne. The android's technical assessment is that the Tear is likely not powered (solely) by technology. He agrees with Tidbit about the computers and equipment against the wall -- it's not functional.
Out in the hallway, Jaeric and Lorne examine the debris blocking the western end of the passage. There are gaps and channels in the rockslide through which a person could squeeze. But where does it lead?

Z-4 "Zephyr" |

Zephyr takes a protective guard stance near Never and says, "I'll run overwatch on you as you transport the item. Now we just have to figure out how to get topside."
(Guard's Protection: May split damage with adjacent ally)

![]() |

Never sets the obelisk on the floor away from the debris pile. "Anyone got explosives? I don't see another way - we have to get this thing through there. I can't fly it out."

Z-4 "Zephyr" |

"No explosives, but I have powered armor with plenty of spare batteries. Let's do this," responds Zephyr and begins to pound a way through the debris that will allow Never and him to maneuver this obelisk through the hallway.
(Armor bludgeon +11/1d10+10)

![]() |

The rockslide material is loose, and the fragments are largely of a manageable size, or have enough pre-existing fractures from their earlier collapse that Zephyr's fist can make them manageably sized. Never, Jaeric, and Lorne set up a stone bucket brigade to transfer the rock into the hallway behind them. It doesn't take long for the android to break through into an ascending stairway.
At the head of the stairway, another ceiling collapse provides more impromptu mining opportunites, but Zephyr cuts through this one even faster. Less than an hour passes until he puches through into a short clear corridor. At the end of the hall is another garbage strewn room.
Slide 2. A4.
Directly across from you, a large computer mainframe stands against the area’s eastern wall, its guts exposed and several of its components sprawled throughout the room amid a layer of junk. Near you chunks of concrete and stone add to the debris. At least this junk is only calf deep. Double doors stand in the north wall and the south wall, although the southern exit is partially concealed, and well blocked, behind piles of trash.
A bit of poking around at the computer indicates that it's somewhat repairable, but that it will take time. (Dozens of minutes to potentially hours.)
This room is difficult terrain due to the debris.

Z-4 "Zephyr" |

Perception: 1d20 + 6 ⇒ (4) + 6 = 10
”Is it worthwhile to repair the computers here so we might be able to determine what happened, or should we push onwards and upwards?” asks Zephyr.

![]() |

Perception: 1d20 + 12 ⇒ (9) + 12 = 21
Never shrugs. "Probably, and if we're not gonna get attacked we can spare the time. And anyway, this thing is heavy." She puts it down and gets out her kit to see if the repair is simple.
Engineering: 1d20 + 6 ⇒ (14) + 6 = 20
"Lorne, give me a hand?"

Z-4 "Zephyr" |

”I could use the rest anyway. I still feel weak from whatever was in that water. I’ll keep watch,” offers Zephyr as he leans up against the wall with a good view of the room and it’s known entrances.

![]() |

Lorne moves to assist Never. The pair starts by trying to find parts that have been removed from the computer among the debris on the floor. After about an hour they feel confident enough to engage power. The screen lights up, and slowly assembles itself into coherent symbols.
Engineering: 1d20 + 20 ⇒ (7) + 20 = 27 I'll use Lorne's roll as primary so you succeed.
The repaired, mainframe is a moderately powerful tier 3 computer. Its outer shell provides access to the complex’s lighting, temperature controls, and magnetically secured interior door controls.
The mainframe displays two secure data files (one labeled “Ralveen” and one labeled “Prima”), each secured behind separate firewalls. Lorne and Never realize the system usually requires a scan of genetic material to access the firewalled information, but the scanner is currently missing. After another brief search Never locates the missing scanner and it is easily installed.
What next? Aside from everyone giving me another Fort Save.
Jaeric: 1d20 + 15 ⇒ (18) + 15 = 33
Lorne: 1d20 + 10 ⇒ (7) + 10 = 17
Never: 1d20 + 7 ⇒ (20) + 7 = 27
Zephyr: 1d20 + 6 ⇒ (12) + 6 = 18

Z-4 "Zephyr" |

Fortitude Save: 1d20 + 7 ⇒ (1) + 7 = 8 +2 if Constructed bonuses apply

![]() |

Tidbit chirps.
"How should I know. This is usually where Jaeric comes in handy."
Never puts her own hand on the analyzer.
Fort Save: 1d20 + 10 ⇒ (14) + 10 = 24

![]() |

In response to Never's hand, the screen flashes, "Unauthorized Personnel. Aberrant data."
The universe hates Zephyr.
Your tongue feels cramped and caged within your mouth. Your skin is more comfortable inside your armor, but it feels slick in there, like something is lubricating the interface between your skin and armor. Your mind is fuzzy, and small things, a hint of movement near the corner of your eye, flashing light from the computer screen, or even a mote of dust, seize your attention. Oddly, your legs feel unusually powerful.
Game-mechanically you're looking at -4 penalties to Int, Wis, and Ch based checks. You've also got a 10' speed penalty which I can't think of a reasonable description for. And you've got a +4 bonus to athletics checks for jumping.

Z-4 "Zephyr" |

”I am being strongly affected by this place…I don’t know if it is radiation or disease or what, but my systems are starting to shut down…Does anyone have a medkit and some training who could evaluate me?” says Zephyr, his voice sounding strange and his words coming out haltingly, as if he is trying to focus very hard on saying them correctly.

![]() |

"The sooner we figure this thing out the sooner we get you to help, Zeph. Why don't you try your hand here - maybe it will think you're one of them."

Z-4 "Zephyr" |

Shrugging—and not catching the metaphor in his addled state—Zephyr goes over and literally lends a hand to see if it will will help.

![]() |

”I am being strongly affected by this place…I don’t know if it is radiation or disease or what, but my systems are starting to shut down…Does anyone have a medkit and some training who could evaluate me?” says Zephyr, his voice sounding strange and his words coming out haltingly, as if he is trying to focus very hard on saying them correctly.
Lorne rumbles, "I've two medpatches."
Jaeric steps over to examine Zephyr. "Lorne mentioned radiation earlier. Never seems resistant, but the rest of us are suffering to some degree or other. If it is some form of radiation, the longer we stay, the greater our exposure -- and the risk. The most prudent course is retreat to the ship immediately. "
"The sooner we figure this thing out the sooner we get you to help, Zeph. Why don't you try your hand here - maybe it will think you're one of them."
Shrugging—and not catching the metaphor in his addled state—Zephyr goes over and literally lends a hand to see if it will will help.
I literally have a mental image of Zephyr detaching his hand and giving it to Never. Instead I'll assume Zezphyr tries placing his hand on the sensor.
This elicits the same response as Never's hand. The screen flashes, "Unauthorized Personnel. Aberrant data."
Lorne frowns and mutters, We coud try aliasing the data some'ut."
Jaeric considers the problem. "It's probably expecting the keepers of the outpost, or at least izalguun tissues."

Z-4 "Zephyr" |

”Fair enough,, you need a different hand,” says Zephyr, heading back to pick up one of the dead mutated Izalguun. He drags it, hand-first, towards the others. If the body becomes a problem, he detaches it from the hand.
A medpatch would be great, I think the worst spot is on his lower calf…

![]() |

Never follows Zepher and, taking her bladed singing disc, saws off one of the big monster's hands, then carries it back to the control room and sets it down heavily on the scanner.
"If this doesn't work let's just get out of here. We got what we came for."

Z-4 "Zephyr" |

”Okay,” says Zephyr, not showing much initiative (or indeed decision-making skills of any kind) at this point. He follows along, trying to be helpful.

Jaeric Kem |

Fortitude save: 1d20 + 4 ⇒ (3) + 4 = 7
"Yeah. I agree with Never. I'm not feeling particularly well either. There's something about this place that's obviously affecting us. Given the weirdness of those izalguuns we fought and how dissimilar they were from what we know about them, maybe they got affected, too. Unless we can identify what that is...and put a stop to it...our only other alternative is to get the artifact out of here and complete the mission."
He looks over at the scanner with the severed izalguun's hand on it. "Any luck with that thing?

Jaeric Kem |

"I don't think we're going to be able to rely on magic to divine anyone's passcode," Jaeric shares, "Unless one of you can hack it, the only other alternative would be to search the rest of this base and hope someone left it lying around somewhere. That seems unlikely. Might be best to just get out of here with our prize."