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<Revolution runner>
Still a little suspicious, the captain identifies themselves as Cleo Striker.
"Look, Azata. We're from Dyu-Taras, we're a new colony and rely on that drift beacon for supply ships to be able to get to us until we are self sufficient. Someone messing with it puts all of the colony's lives at risk. We come to investigate it and find a ship docked, which immediately opens fire. What conclusions would you draw?"
Her weapons are not yet powered down.
"Now I'm going to drive off that meddler.."
You are at least on talking terms with both crews now, but neither is especially happy and the situation is still on a knife-edge. More talk (and diplomacy) is likely required if this is to end peacefully..
<Chronicler>
"Azata? Azata? Are you going to help defend me? Oh Triune, you're not working with them are you..."

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I am curious about the source of the radiation readings we got from the Chronicler, Chk'tarlsh sends telepathically to his crew mates. If they're not making repairs, what are they up to?

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Vecro looks at his team members and stops at Mahari
"You are playing a dangerous game, Mahari Jones!" Oh yeah, full naming you! :P
He turns on the communication channel with Chronicler and responds
"We are Starfinders, we are not working with them, but we have opened a line of communication with them and with Chronicler. They did not admit to being pirates, and they did mention that your ship opened fire first. They are interested in repairing the beacon but their trust in your intetions is not that strong."
With +10 in diplomacy Vecro is auto-aiding Mahari here.
The Kasatha mutes for the moment radio and crosses his hands on the chest, and addresses Starfinders
"Can we check if there is nothing tempering with ships sensors here? Wouldn't that be an interesting trap? Break the beacon and alter ships sensors to see others as enemies and automatically engage? That would be a classical battle technique."

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Need another post from someone in here. Who is taking the lead on diplomacy? Mahari? A second check with the Chronicler would be helpful if you want to prevent them fleeing.

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Sefel definitely won't be leading diplo, but was curious about the feasibility of the faked power-down attempt.

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You can certainly do things like that. Faking the power down would be a bluff attempt. That would be of more help with the
Revolution runner than the Chronicler though

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"Chronicler, Hon, you need to calm down, please. We've told you we're not working with them. They say you fired first, and you say it was your ship's automated defenses. So how about we all take a deep breath, stop gettin' hysterical, and talk this through like civilized beings."
Diplo, Vecro & Chk'tarlsh Aids: 1d20 + 17 + 2 + 2 ⇒ (2) + 17 + 2 + 2 = 23

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"Fine words Azata. But they are only words." says Chronicler as they cut the transmission.

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"Fine words Azata. But they are only words." says Chronicler as they cut the transmission.
"Isn't they a sweetie" says Vecro with a sarcasm
"Sefel can you check for any devices in the nearest proximity? I still believe this place could be a set-up. Someone destroy the beacon and set up a device to mess with people's defense systems leading to fighting. " Fishing here more than anything else.

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The Revolution Runner is still in coms with you, and starting to get irritated with your lack of communications in returns...

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Diplomacy: 1d20 + 13 ⇒ (19) + 13 = 32
"Alright, alright. Everyone calm down - it looks like we are all here to fix the damn beacon. Perhaps we can all meet there? How big is that thing? Or a representative of both parties can come on board and we can settle this discussion before missiles start to fly. We are starfinders, and we know how to fix things - beacons and peace alike."
DuQuesne answers the Runner.
I completely forgot we were flying the Azata, we need to avoid starship combat at all costs!

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Daata monitors the other ships' weapon systems, ready to sound the alarm if triggers get pulled.

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<Revolution Runner>
"Okay Azata, it sounds like we are on the same side. If you have the skills to fix the damned beacon then go for it. Look I know we got off on the wrong side to start with. This beacon is very important to us on Duy-Taras. Folk will starve if we don't get a reliable beacon allowing for supply shipments."
And combat... averted.

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Daata nods slowly. "We'll get it working. I promise."

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Sefel's release of tension is obvious and clear. His antennae fall to the side of his head as if individually exhausted.
Phew! Good work DuQuesne. After that, the beacon should be nothing!

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Mahari huffs as Chronicler cuts off comms. Yeah, and actions speak louder than words, so I'm starting to wonder what it is you're so skittish about, Hon
"Hey, DuQuesne, thanks for stepping in there with the Runner. I just couldn't get Chronicler to understand that we're not a threat. Though I wonder what they're gonna do now." she muses as she slides out of the pilot seat and heads to the airlocks.
"So, let's go fix this thing already."
Point of clarification. Chronicler cut the transmission, but are they still in the area? Did they also depart? Are their weapons powered up still? More details, please.

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"All that said, I have no idea how this beacon business work - are we spacewalking to it, or can it be done from here? Very thrilling!" DuQuesne talks with the group.

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Chk'tarlsh continues to monitor the Chronicler over the gunnery displays.
Antennae twitching, he sends telepathically to his crew mates, Can't shake the feeling he's up to something. Standing by at the ready.

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The Chronicler looks to be powering up their engines. Scans show no operational weapons at the moment. It appears the Runner took out whatever they had onboard.
You know from lectures on the subject that the Drift beacon is a buoy-like mechanical structure enclosing a central core of prismatic light. This beacons light is dim and blinks erratically and widely varying intervals.
Metal scaffolding surrounds the cylindrical structure, which has a radius of 250 feet including the scaffolding and docking bays, and includes a docking bay as well as maintenance access to the beacon’s core. The maintenance deck and core have artificial gravity and breathable air according to scans.
New map for you. Sorry about the appearance, this scenario's maps seem to have been imprinted a little differently than normal.
And to keep things moving.. I'm assuming you dock and head aboard
Inside the Drift beacon, the warm hum coming from the buoy’s core warps and staggers before silencing completely. The clean, sterile lighting of the docking bay snaps off, followed by a feeling of weightlessness as the artificial gravity goes out with the power. Almost instantly, a backup generator kicks in and emergency lights flicker on, illuminating a long, gray corridor that curves around the center of the Drift beacon.

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Sefel frowns as he begins to float off of the surface of the docking bay.
When the power returns he remarks, telepathically Backup power... that means we might only have limited use of the computers here to do our work.
He proceeds to go find said computers from the docking bay, so that he can assess the problem.
It looks like the room to the Southwest? Sefel heads there first to see.

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Daata uses his four limbs to stabilize himself in the fritzy gravity, then cautiously approaches the central mechanism to check it for hazards or malfunctions.
Perception (scanning kit): 1d20 + 12 + 4 ⇒ (16) + 12 + 4 = 32
Computers: 1d20 + 20 ⇒ (3) + 20 = 23
Engineering: 1d20 + 19 ⇒ (2) + 19 = 21

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"Grav's out. Damn it," Mahari swears. I sooo hate zero-g. So glad I got that jet pack installed. But for now, let's save the juice.
Mahari activates the mag-locks in her boots and follows Daata and Sefel. She pulls out a small box with some blinking lights and slowly waves it at the walls and hallways. "Ooh, that's a nice one, Daata," she comments about his scanning system. "Mine's a Sulu brand SabreScan X model. How do you like yours?" she says making small talk even as she keeps her eyes on the readouts.
Perception, scanning kit, Trap Spotter +2 vs traps: 1d20 + 12 + 4 ⇒ (12) + 12 + 4 = 28
She tries to peer around his big bulk, but gives up and simply slips up between his mid-legs. It's almost like she's not even there, as she points out some key details on the mechanism.
Computers to aid: 1d20 + 12 ⇒ (16) + 12 = 28
Engineering to Aid : 1d20 + 5 ⇒ (9) + 5 = 14

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Relevant rolls as Sefel searches along with the others...
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Computers: 1d20 + 17 ⇒ (9) + 17 = 26
Engeering: 1d20 + 17 ⇒ (14) + 17 = 31

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Vecro looks at the corridors and reaches with one of his hands to touch the solar mote flying around him. The black pulsing matter spills on his armor protecting him further. The kasatha turns on environmental protection and grabs in one of his hands a riot shield.
"I can't much help with the device so I will keep an eye open for any threats."
Solar armor on - fire resistance 5 (due to level) and electricity resistance 5 (de to Constructive Interference)

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You cautiously head into the center of the beacon. There are terminals that Daata has a go at, with help from the rest of the team. First up he recognizes that there are some counter measures built into the system. Bypassing the most obvious Daata plunges further into the system, Marahi points out a likely repository that holds a lot of activity logs and error reports. They will likely be handy in diagnosing what is going wrong.
Any aid-another from Vecro and Sefel? Who knows... it might help..
Meanwhile Sefel has a look at the mechanical systems. It's going to take a while, but he is pretty sure he can bring the beacon back on line.
Aside from any aid-another attempts from Vecro and Sefel for getting into the system...
Location of self defence robots have been marked on the map in blue and green. You have not activated them. Yet....

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Enjoying the break before battle, DuQuesne extends the heavy bipod on his Liquidator Disintegrator Rifle and uses it as a forward grip to stabilize the weapon.
"I'm ready, if things go haywire."

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With the back up power online and his companions working their magic on the beacon's technological and mechanical systems, Chk'tarlsh keeps a watchful eye on the security bots, laser rifle held casually at the ready.

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Oopse, didn't notice Sefel was a double post in there.
As the team examines the computers, Sefel points out a dodgy looking bit of code. It was well hidden, but later examination of it might help show what was going on.[/ooc]
It takes some time, but the team eventually get the drift beacon back on line. Just as you are starting to relax, you get an urgent coms from the Rebel Runner.
<Rebel Runner>
"Warning, Away Team! We are under attack! We can see several creatures approaching your location as well...
Because of the warning you have a round to prepare...
With a sound like breaking glass, a crystalline creature appears from nowhere on the control deck of the Drift beacon. Its bright color and impossible geometry mark it unmistakably as a creature native to the Drift. It looks for a moment as if it might just float there passively until a piercing alert sounds and red lights flash in the hallways of the beacon. “[b]EMERGENCY. EMERGENCY. UNIDENTIFIED LIFEFORM ON BOARD. DEPLOYING SECURITY FORCES.” With an ear-rending shriek, the creature lunges forward. It’s time to defend the Drift beacon once and for all!
You notice the security robots that were inactive earlier have also started to deploy...
Status: preparation (and roll for initiative )
Chl'tarish
DuQuesne
Vecro
Sefel
Mahiri
Daata

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Sefel jumps at the sudden cacaphony.
Uh... are those security robots going to be on our side against this... thing?
He slings a laser rifle off of his shoulder and begins to gesticulate into it, programming it with a spell.
[move] draw weapon
[standard] cast supercharge weapon

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Sefel suspects the security robots will treat all invaders the same. Of course, someone using the terminal in the control room could probably direct the security robots to particular targets....
Status: preparation (and roll for initiative )
Chl'tarish
DuQuesne
Vecro
Mahiri
Daata
Stuff
Sefel - weapon supercharged Still needs to roll for init

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Mahari draws her newest toy, a binding blaster that she picked up in a very black weapons market on Apostae. It's a nice way of taking out guards without killing them when you're trying to infiltrate a secure location. She then scurries up underneath Daata and maneuvers to the corner of the room. She keeps an eye out for the crystal critter, but she can't seem to spot it. @GM, is it visible to us?
"Don't worry, big guy, I won't get in your way," she assures the izalguun.
Init: 1d20 + 7 ⇒ (11) + 7 = 18
Clarification on the three kinds of zones on the map, please. The blue-gray area where the numbers are printed is hallway, yes? The black zone east and west of our position is what? Inaccessible and blocking line of sight and effect? And the small 2x2 sections like in the southeast corner of 09A are enclosed rooms and block lines, yes?

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Init: 1d20 + 3 ⇒ (4) + 3 = 7
Vecro takes out his burning chains and focuses on his connection with the stars, the chains which were burning already begin to glow with the heat of the stars.
Take out the weapon, cast Plasma Sheath, extra +2 fire damage.
"Anyone knows what they are?"
The hovering sphere begins to scan the newcomers trying to identify them
Life science@Hireling: 1d20 + 9 ⇒ (16) + 9 = 25

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DuQuesne had already prepared before combat begun.
Initiative: 1d20 + 6 ⇒ (20) + 6 = 26

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Yes, blue/grey is hallway. The plane grey is side rooms. Black is solid equipment areas or bulkhead. Or secret compartments you have not found a way into. Who knows?
Crystal creatures Are still materializing. Not yet targetable, but I've added them to the map..

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Unable to see any signs of the invaders, and uncertain of the security bots' programming, Chk'tarlsh presses himself against the wall, seeking cover until more information comes to hand.
Total defense EAC:24/KAC:26
Initiative: 1d20 + 9 ⇒ (19) + 9 = 28

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crystal init: 1d20 + 5 ⇒ (10) + 5 = 15
security bot init: 1d20 + 4 ⇒ (9) + 4 = 13
Sefel init: 1d20 + 7 ⇒ (9) + 7 = 16
data init : 1d20 + 4 ⇒ (7) + 4 = 11
Two crystal creatures appear at opposite corners of the beacon. They pause for a moment to orient themselves.
Vecro's sphere happily chirps that "Creatures unidentified. They are lacking characteristics expected in: aberrations, animals, humanoids, monstrous humanoids, oozes, plant creatures, or vermin. They are not in a normal sense a living creature native to our existance."
Newly arrived creatures are now targetable.
Status:
Chl'tarish - total defence; init 28;
DuQuesne ; init 26;
Mahiri; init 18
Crystals - init 15
Security bots - init 13
Daata; init 11 (has a round of preparations available)
Sefel - weapon supercharged - init 17
Vecro - plasma sheath; init 7

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"I'm goinhk to sscout ahead," Chk'tarlsh informs his companions over comms. Creeping carefully toward the intersection, he peers around the corner.
"I have vissual on the enemy," he says, before dashing behind the security bot to use it for cover. Dropping to the floor, he takes sight along his rifle from his stomach and fires a round at the crystalline creature.
Corona laser rifle: 1d20 + 11 ⇒ (4) + 11 = 15
Fire Damage: 2d6 + 6 ⇒ (4, 5) + 6 = 15

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The gout of flame is deflected by the crystaline creatures facets.
Miss
Status: Bold may post
DuQuesne ; init 26;
Mahiri; init 18
Crystals - init 15
Security bots - init 13
Daata; init 11 (has a round of preparations available)
Sefel - weapon supercharged - init 17
Vecro - plasma sheath; init 7
Chl'tarish -

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Is it obvious where the control room is?

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DuQuesne starts working the blue robot.
Bluff to Feint as part of Clever attack: 1d20 + 12 + 1d6 + 1 ⇒ (7) + 12 + (5) + 1 = 25
DC: 10 + your opponent’s Sense Motive, or 15 + 1-1/2 × the opponent’s CR
If successful, he’s flat-footed to everyone’s attacks, otherwise, only to DuQuesne’s
Liquidator Disintegrator Rifle vs. Blue robot's flat-footed EAC: 1d20 + 11 ⇒ (15) + 11 = 26
Acid damage: 1d20 + 6 ⇒ (7) + 6 = 13

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The control rom is the one in the middle, that you were all starting in.
DuQuesne shoots the poor blue defence robot. Who's sole role in life so far had been to provide cover for Charles. Oh well. It smokes a bit.
Status: Bold may post
Mahiri; init 18
Crystals - init 15
Security bots - init 13
blue - 13 damage;
Daata; init 11 (has a round of preparations available)
Sefel - weapon supercharged - init 17
Vecro - plasma sheath; init 7
Chl'tarish -
DuQuesne ;

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Standby, forum ate the post....
"So we take out the security bots, then maybe try to communicate with the crystal beings?" Mahari comms to her teammates. She hustles across the room, faking left then right trying to get the Blue bot to lose tracking on her as she does, then fires her new weapon at it.
Trick Attack, Spy's Bluff: 1d20 + 24 ⇒ (4) + 24 = 28
Trick Attack damage: 3d8 ⇒ (1, 8, 8) = 17
If Trick succeeds, Blue is Flat footed until the beginning of Mahari's next turn.
Attack, Force vs EAC : 1d20 + 9 ⇒ (17) + 9 = 26
Damage, B: 1d6 + 9 ⇒ (2) + 9 = 11

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The blue robot blows up in a shower of sparks. Kaboom
The nearby crystal creature swoops in toward the centre of the beacon. In all your minds you hear a terrible shriek!
damage: 2d6 + 6 ⇒ (1, 4) + 6 = 11
Will save DC 16 for off target, and a lessened headache.
From the other end, the other crystal creature also flies in, bypassing the still resetting security robot. It also shrieks.
damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13
[ooc]And a second will save, DC 16 for everyone other than Chk'tarlsh
The security robot picks an intruder...
who: 1d3 ⇒ 3 Vecro
And fires its inbuilt static arc pistol at Vecro.
attack vs EAC: 1d20 + 9 ⇒ (6) + 9 = 15
Status: Bold may post;
Mahiri; 2xwill vs 11&13 damage and off target
Daata; (has a round of preparations available)2xwill vs 11&13 damage and off target
Sefel - weapon supercharged -2xwill vs 11&13 damage and off target
Vecro - plasma sheath;2xwill vs 11&13 damage and off target
Chl'tarish -will vs 11 damage and off target
DuQuesne ;2xwill vs 11&13 damage and off target
Crystals
Security bots -

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Will save DC 16: 1d20 + 7 ⇒ (2) + 7 = 9
Will save DC 16: 1d20 + 7 ⇒ (13) + 7 = 20
DuQuesne switches target to the orange butterfly.
Bluff to Feint as part of Clever attack: 1d20 + 12 + 1d6 + 1 ⇒ (7) + 12 + (2) + 1 = 22
DC: 10 + your opponent’s Sense Motive, or 15 + 1-1/2 × the opponent’s CR
If successful, he’s flat-footed to everyone’s attacks, otherwise, only to DuQuesne’s
Liquidator Disintegrator Rifle vs. Orange's flat-footed EAC: 1d20 + 11 - 2 ⇒ (9) + 11 - 2 = 18
Acid damage: 1d20 + 6 ⇒ (15) + 6 = 21

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+2 if this is a spell or magical effect
Will DC16: 1d20 + 6 ⇒ (13) + 6 = 19
Will DC16: 1d20 + 6 ⇒ (6) + 6 = 12 How long off-target?
The back-to-back shrieks reverberate through Sefel's body and leave him impaired going into the fray.
Okay, now those have to be dealt with immediately!
The lashunta shakes his head vigorously like water is caught in his ear. He quickly hefts his laser rifle up and aims at the crystalline creature past Mahiri.
corona laser rifle (off-target) vs ORANGE, F damage (supercharged): 1d20 + 7 - 2 ⇒ (10) + 7 - 2 = 152d6 + 4d6 ⇒ (3, 2) + (2, 3, 1, 4) = 15

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Off target is just for the one round. The effect is supernatural, but not magical or a spell.
DuQuesne screams as the shriek echoes inside his head. The pain puts him off his game, and the crystaline creature stays aware of its surroundings. However his aim is good, and the liquidator splashes acid all over the creature.
Sefel is also distracted by the shriek, and his own powerful attack does nothing more than melt some of the nearby drift beacon housing.
Status: Bold may post;
Mahiri; 2xwill vs 11&13 damage and off target
Daata; (has a round of preparations available)2xwill vs 11&13 damage and off target
Vecro - plasma sheath;2xwill vs 11&13 damage and off target
Chl'tarish -will vs 11 damage and off target
Crystals
orange 21 damage;
Security bots -
DuQuesne 19/36SP; immune to orange shriek.
Sefel - 12/30sp; immune to pink shriek.

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Will DC16: 1d20 + 7 ⇒ (8) + 7 = 15 Off-target
Reeling from the mental shriek inside his head, Chk'tarlsh fights to maintain his focus on the enemy.
Battling to keep his hands steady, he fires a rapid pair of shots at the creature as it passes by.
Corona laser rifle 1, off target: 1d20 + 11 - 4 - 2 ⇒ (10) + 11 - 4 - 2 = 15
Fire Damage: 2d6 + 6 ⇒ (3, 3) + 6 = 12
Corona laser rifle 2, off target: 1d20 + 11 - 4 - 2 ⇒ (15) + 11 - 4 - 2 = 20
Fire Damage: 2d6 + 6 ⇒ (1, 1) + 6 = 8

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Chk'tarlsh shoots... a little fast on the trigger. But the second shot is right on the money, melting a little from the crystal figure.
Status: Bold may post;
Mahiri; 2xwill vs 11&13 damage and off target
Daata; (has a round of preparations available)2xwill vs 11&13 damage and off target
Vecro - plasma sheath;2xwill vs 11&13 damage and off target
Crystals
orange 29 damage;
Security bots -
DuQuesne 19/36SP; immune to orange shriek.
Sefel - 12/30sp; immune to pink shriek.
Chl'tarish -43/54ps;

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Will 1: 1d20 + 7 ⇒ (18) + 7 = 25
Will 2: 1d20 + 7 ⇒ (18) + 7 = 25
Mahari shakes her head sending her blonde locks waving around inside her helmet. "Damn, that's like having a hangover. Can anyone talk to these things? Do we even know anything about them?"
Mysticism : 1d20 + 5 ⇒ (15) + 5 = 20
The halfling spy wracks her brain trying to remember anything she might have heard of that's even remotely similar. Even so, she's not going to pass up the chance to to defend herself. And her still tingling brain. She zips right around the Orange tinted crystalline creature, faking one way, then dodging the other to join Chk'tarlsh in the southern hallway before firing.
Trick Attack, Spy's Bluff : 1d20 + 24 ⇒ (10) + 24 = 34
Succeeds vs CR 14 or less.
Trick Damage: 3d8 ⇒ (3, 6, 3) = 12
If both Trick and Attack succeeds, Orange is Flat footed to everyone until the beginning of Mahari's next turn.
Attack, Force vs EAC : 1d20 + 9 ⇒ (20) + 9 = 29
Damage, B: 1d6 + 9 ⇒ (3) + 9 = 12
Crit damage: 1d6 + 9 ⇒ (1) + 9 = 10
Crit effect: Bind. Weapon Item Level = 5: Acro DC 20 or Strength DC 25

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Will save, DC16: 1d20 + 5 ⇒ (13) + 5 = 18
Will save, DC16: 1d20 + 5 ⇒ (8) + 5 = 13
"Leave this chamber! We are to clustered together" yells Vecro as he moves towards one of the beings.
Vecro moves, his limbs leaving smudges of light. He begins to spin his burning chains and brings it at the crystal being...
Attack@orange: 1d20 + 9 ⇒ (20) + 9 = 29
Damage, photon attunement, plasma sheath: 1d8 + 12 ⇒ (6) + 12 = 18
Damage, photon attunement, plasma sheath: 1d8 + 12 ⇒ (8) + 12 = 20
Critt effect:Fort save DC15 or be fatigued for 3 rounds. Burning chains
Could this thing be identified with physical science?
And wowza, crit for 38 dmg.