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Do the activated pillars create a portal? I'm a little confused.

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Id cautiously follows the kasatha up the central stair.

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I think at this point we are all in the marching order we want and can just advance into the room in this formation.

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Starfinder regroups and decides to push further. Tactical fist gathered and group bravely walkes through the dark, airless, high gravity vault.
This chamber contains the largest skull statue. On the ceiling
are lines and grooves matching those on the arcane generators.
Activating an arcane generators causes the lines and grooves flowing toward it in this hall with the large statue, to pulse with magical
energy. When all four arcane generators was activated, the top
half of the skull statue tilts back, opening its mouth. In between
its stone jaws is a black portal.
Anyone entering the portal is teleported to Scaranis’s Sanctum.
The portal in front, but summoning chamber with 2 blue clouds on the map now filled with power too. When you pass through this room, the summoning circles activate, calling creatures from another plane into the chamber.
You can stand and fight, or run through. Describe your actions and if decide to stay - roll for initiative.

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"Where we need to go, at the very least," Kait'lax answers. "I see no benefit in staying here any longer than we need to."
Kait'lax votes to not stay, but will not abandon the others if they choose to fight.

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"I'll take your word on it."
In a single move Tolar enters the cloud.
What he does next depends on what he finds on the other side.

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Compucast notes "Delay is not likely to aid us. Hopefully the summons are short duration and will be gone by the time we return."
He follows Tolar into the cloud.

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Id similarly follows Tolar into the portal.

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You rush into the portal to appear in another hall after a small sickeing feeling inside.
The black portal leads to a large chamber nearly 90 feet across, with a ceiling rising up 60 feet. In the center of the room is a platform orbited by a series of metal rings that rotate in a blur of motion. Surrounding this device is a shimmering barrier of force, and within it, a necrovite, crackling with magical energy, holds his arms aloft as he chants continuously.
Two sets of four pillars covered with strange lines and ridges are located in the northeast and northwest corners of the room; each thrums with magical energy that flows from the pillars, across the floor, and into the platform.
On the opposite side of the room, twenty feet in the air along the curving southeast and southwest walls, are eight skulls. Some emit a glow from their eye sockets.
As the necrovite completes his incantation, a pair of draconic carvings on the wall glow with green light. The carvings bulge from the stone and with a sudden shift, step out from the wall and into existence! Scaranis shakes with soundless laughter as two void dragons emerge to defend him.
Slide 7. Locate characters inside the white zone. Slide 8 - how foe's look like.
Scaranis’s Sanctum has high gravity and no atmosphere. The ceilings are 60-feet high. The floor and walls are constructed of fitted stone. It’s dark, although the skulls, arcane generators, and force barrier emit dim light. Many of these objects darken as the battle progresses.

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In the center of this chamber is a magical platform orbited by a series of rings constructed from various metals and precious stones. When activated, these rings rotate rapidly, creating a magical barrier of force capable of deflecting all attacks originating from outside the orb. The barrier emits dim white light. Scaranis is already aware of intrusion and begins the battle inside this orb while it’s activated.
Kait’lax: 1d20 + 6 ⇒ (17) + 6 = 23
Compucast: 1d20 + 1 ⇒ (10) + 1 = 11
ID-Sinitis: 1d20 + 5 ⇒ (17) + 5 = 22
Tolar Buntu: 1d20 + 13 ⇒ (11) + 13 = 24
Jackojare: 1d20 + 9 ⇒ (17) + 9 = 26
Scaranis: 1d20 + 4 ⇒ (9) + 4 = 13
Dragon left: 1d20 + 3 ⇒ (2) + 3 = 5
Dragon right: 1d20 + 3 ⇒ (7) + 3 = 10
Are you ready? Bold may act!
Jackojare
Tolar Buntu
Kait'lax
ID Sinitis
Scaranis
Compucast
Dragons

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"I'm guessing that is Scaranis."
Am I understanding the situation correctly? Scaranis gets to start in a bubble surrounded by both rotating rings and a force shield, But he can cast spells that effect the outside of the sphere?

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Id activates his EP, then spreads his arms as his body glows bright gold with a surge of cosmic power.
Move EP, standard starlight form.

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Kihgsta has so much to ponder here.
Mysticism vs. Skulls: 1d20 + 18 ⇒ (11) + 18 = 29
Do they differ from the skulls before, and if so, how?
Mysticism vs. Energy Field: 1d20 + 18 ⇒ (1) + 18 = 19
If there anything that can pass through it? Is it one-way or two-way?
Mysticism vs. Generator: 1d20 + 18 ⇒ (19) + 18 = 37
How can we disable it safely, and what will happen when we do?
Mysticism vs. Dragons: 1d20 + 18 ⇒ (2) + 18 = 20
Usual creature ID stuff, focusing on weakness & resistance.
Mysticism vs. Scaranis: 1d20 + 18 ⇒ (12) + 18 = 30
Usual creature ID stuff, focusing on weakness & resistance.

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From one perspective Recall Knowledge is a free action. But GM may restrict number of free actions per round. I think 5 recall knowledge rolls is a bit dirty and at least Kighsta won't be able to share rememberes info this round. Anyway, some insights will be below...
Skulls are similar with those you saw earlier, miniature versions of the skull statues. Anyway Kighsta sure they are connected somehow. 6 mini-skulls here are glowing, but 2 are dark. Kihgsta sure's that these skulls are a part of mystic security system, but not sure how it works.
The central platform is powered by eight arcane generators similar to
those you worked out to activate portal here. These arcane generators are thinner and operate in groups of four (columns on the map inside yellow line).
If used for cover, the pillars grants partial cover. The pillars are covered in lines, grooves, and runes that go from the tops of the pillars, down to the floor, then across the floor, directly into the base of the magical platform. Now all generators are activated, and glow with a dim white light.
There is some issues with wording in this scnario, wich confusing me. Most likely the force sphere works similar to Wall Of Force.
Any creature standing on the magical platform (Scaranis curently there) has partial cover from those outside it due to the rings. But if both generators are active - Scaranis is untouchable to attack from outside and unlikely can be reached via melee.
A character can deactivate one group of arcane generators if they stand in between that group, succeed at a Mysticism or Engineering check as a full action and supply a surge of magical power.
A character can provide the necessary magical power in one of the following ways: expend an unused spell slot of 2nd level or higher, spend 2 RP, or offer up their own lifeforce and take one temporary negative level.
Scaranis supported by void dragons, but Kighsta knows nothing more about them unless they probably eat dwarves. Scaranis himself is a necrovite with mystical powers. He probably has usual undead immunities.

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That is fair. He will share information about the energy field first, since that is the biggest problem.
"We won't be able to do anything about Scaranis until the field goes down! Someone needs to get between those pillars and use magic to shut them down."

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"I'll get Kihgtsa over there to help, but we need either Compucast or Id-Sinitis to provide the spell."
They move and order the droid to do so as well, in addition to an attack.

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"Confirmed. Attacking dragon."
Corrosive Merciful Advanced Meteor Glaive: 1d20 + 13 ⇒ (6) + 13 = 19
Acid and Slashing Damage: 3d8 + 12 ⇒ (8, 4, 6) + 12 = 30
Not currently set to nonlethal.

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Not having any magic Tolar does the only thing he can do and goes after one of the dragons.
"Good luck with that. I'll run interference."
He moves over and up to the one on the right and attacks.
adamantium pike, advanced (Merciful,Ghost Killer, Holy, Called, Piercing, Reach) vs KAC: 1d20 + 19 ⇒ (5) + 19 = 24
damage: 2d8 + 21 ⇒ (6, 7) + 21 = 34
aoe if needed: 1d20 + 19 ⇒ (15) + 19 = 34
dmg: 2d9 + 19 ⇒ (2, 4) + 19 = 25

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Jackojare fires a flash grenade loaded in his grenade launcher to just hit both the left dragon and Scaranis (10 foot explode, looks like I can get both, unless I have the wrong template) hit square, as long as I don't roll a 1: 1d20 ⇒ 14
dc 18 or be blind for rounds: 1d4 ⇒ 4
edit, you can delete my yellow lines after you've looked at them

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Reflex: 1d20 + 9 ⇒ (11) + 9 = 20
Jackojare shoots and one flash follows, but Scaranis at the platform remains unharmed because of spheric form, and the dragon make it to blink in a time.
Tolar quickly approach and pierce right (black) void dragon...
Kait'Lax moves forward with Killdroid but agressive M4R missing barely.
ID Sinitis becomes a small star.
Scaranis chanting something without any sound...
Euclidic geometry makes things a more complicated...
Combat round 1 Bold may act!
Jackojare Pending Fort DC 21 to avoid Fatigue
Tolar Buntu Pending Fort DC 21 to avoid Fatigue
Kait'lax Pending Fort DC 21 to avoid Fatigue
ID Sinitis Starlight
Scaranis
Compucast Pending Fort DC 21 to avoid Fatigue
Dragon black -34
Dragon yellow

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Fortitude Save DC 21: 1d20 + 10 ⇒ (20) + 10 = 30
Not the best place to use a natural 20.

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fort: 1d20 + 6 ⇒ (11) + 6 = 17
As a wave of fatigue passes over him, Compucast tries to counter it with his own magic, pouring forth energy into the other Starfinders.
Haste
Then, he hurries toward the nearest set of pillars, as he starts to think about how to deactivate them.

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Compucast brings powerful magic provideing Haste everyone expect Tolar I think he is too far according with Haste description. And as I understand, Killdroid can be hasted, but can not be fatigue, right?
Scaranis continues chanting and called void dragons finally acts.
The one in fron of Tolar, throw a spill a magic glyph and then make a wing movements to touch Tolar before get away from the ground.
Touch Attack Tolar EAC 29: 1d20 + 18 ⇒ (19) + 18 = 37
Kasathan warrior feels dragons Bestow Curse upon fate type of curse? DC 18 Will: 1d2 ⇒ 1. The target takes a –4 penalty to ability checks, attack rolls, saving throws, and skill checks. Permanently. Will negates.
Dragon goes into the air, provoking Tolar...
Yellowish dragon breaths freezing chill, targeting Killdroid, Kait'Lax and Jackojare
Cold breath, Reflex DC 18 to half: 9d8 ⇒ (4, 7, 2, 7, 3, 3, 1, 1, 2) = 30
Then dragon tactically steps back from Killdroid.
Combat round 2 Bold may act!
Jackojare Fatigued, Haste, pending Reflex DC 18
Tolar Buntu Fatigued, pending Will DC 18
Kait'lax Haste, pending Reflex DC 18 (also from Killdroid)
ID Sinitis Starlight, Haste
Scaranis
Compucast Fatigued, Haste
Dragon black -58
Dragon yellow
I do not want to bother you guys, but after some of you became Fatigued in a high gravity - I almost sure someone has problem with gear weight. Please, recalculate your bulks and share results. This may be important and likely only Tolar is conmpletely fine with high Strength.
low roll is bad luck for Starfinders: 1d100 ⇒ 83

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will save: 1d20 + 11 ⇒ (3) + 11 = 14
Not a good time for low rolls. The extra -4 would effect my aoo vs h dragon. I can grant us all Remove Condition but it doesn't effect Fatigued or curses. And yes even Fatigued Tolar is still fine in the high gravity. Barely.
"I'm not feeling so good."
Tolar moves around and above the dragon and attacks again.
attack with adamantium pike, advanced (Merciful,Ghost Killer,Holy,Called,Piercing,Reach) including fatigued and cursed: 1d20 + 19 - 1 - 4 ⇒ (17) + 19 - 1 - 4 = 31
damage including fatigued: 2d8 + 21 - 1 ⇒ (7, 8) + 21 - 1 = 35
aoo if needed: 1d20 + 19 - 1 - 4 ⇒ (4) + 19 - 1 - 4 = 18
damage: 2d8 + 21 - 1 ⇒ (2, 6) + 21 - 1 = 28

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Reflex, Kait'lax: 1d20 + 12 ⇒ (20) + 12 = 32 plus cold resistance 5
Reflex, Killdroidx: 1d20 + 6 ⇒ (9) + 6 = 15
Killdroid has 16 strength, only carries its two weapons and may be immune to fatigue, so no problem there.
Kait'lax has 10 strength, 5.8 bulk of gear and an industrial backpack, so encumbered but not overburdened (11.6/13).
Kait'lax struggles against the gravity, but continues to move toward the device. Half speed will put them at the same place I marked before after two turns instead of one, so leaving the token.

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"Step toward dragon and strike."
Corrosive Merciful Advanced Meteor Glaive: 1d20 + 13 ⇒ (12) + 13 = 25
Acid and Slashing Damage: 3d8 + 12 ⇒ (4, 1, 1) + 12 = 18
Not currently set to nonlethal.

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Compucast has STR16 and no big weapons, so should be fine.

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reflex: 11 - 5 - 1 + 1d20 ⇒ 11 - 5 - 1 + (17) = 22 Encumbered is -5 and fatigue is -1
Finally measuring, yes I can get both enemies in that radius without getting my ally. Jackojare fires the grenade launcher twice
hit square: 1d20 + 15 - 4 - 5 - 1 ⇒ (12) + 15 - 4 - 5 - 1 = 17 This is the frag grenade with 15 foot radius -4 from full attack, -5 from encumbered and -1 from fatigue
dmg: 6d6 ⇒ (1, 4, 2, 3, 4, 4) = 18 piercing. dc is 20
However, the second shot has a incendiary grenade in it and only has a radius of 10 feet so he fires behind the dragon to get only it in it. hit square: 1d20 + 15 - 4 - 5 - 1 ⇒ (7) + 15 - 4 - 5 - 1 = 12 dmg: 3d6 ⇒ (3, 5, 3) = 11 fire dc is 19.
Haste also gives me a move action, so I'll use it to drop my seeker tactical rifle and lighten my load.

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Id zips over to one of the machines, taps his magical power, and tries to disarm the device.
Can Id use the speed from haste to move to the device and still take a full action to disarm it?
Mysticism: 1d20 + 20 ⇒ (3) + 20 = 23 2nd-level slot

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Tolar, even fatigue and cursed, follows the void dragon. Probably he ignored the fact and flies in to close combat, giving opportunity for the dragon to bite him.
Bite KAC attack: 1d20 + 18 ⇒ (1) + 18 = 19
P. dmg: 1d12 + 14 ⇒ (5) + 14 = 19
Kait'lax struggles to move, but Killdroid find his target under command. Does Killdroid own magic weapon? Any fusions upon?
Jackojare feels gravity pressure, but he continues to shoot grenade after grenade. Fire and projectiles struggled to find Scaranis due to force field, but dragon tries to avoid
Dragon Reflex DC 20 vs frag: 1d20 + 9 ⇒ (4) + 9 = 13
Dragon Reflex DC 19 vs incendiary: 1d20 + 9 ⇒ (15) + 9 = 24
The void dragon is injured, but not caught on fire
ID-Sinitis being a star rushing forward and tries some quick magic symbols and pushing inside own magic power. But due to hurry - failed. He feels so dissapointed and fatigue after.
Frot DC 21! Also, spell slot burned.
Scaranis raises one hand whispering something and then point out Kait'Lax with purple ray Range EAC attack: 1d20 + 22 ⇒ (16) + 22 = 38
And you, vessk, stay where you stayin! - shouts Scaranis, but that can be heard only by Compucast inside his mind. Compucast Will DC 23: 1d20 + 8 ⇒ (10) + 8 = 18
Yellow void dragon jumps back again befor Slice Reality. Even on the sun may have black spots.
ID-Sinitis Fort DC 17 to halve dmg and avoid Staggered: 2d6 ⇒ (2, 6) = 8
Heavily injured black ragon fly away from tolar somehow avoiding oppotunity attack, just to find ID-sinitis and bite him once
Bite KAC attack: 1d20 + 18 ⇒ (1) + 18 = 19
P. dmg: 1d12 + 14 ⇒ (4) + 14 = 18
...but sems like his injures are deadly end exhausting him.
Combat round 3 Bold may act!
Jackojare -15, Fatigued, Haste
Tolar Buntu Fatigued, Cursed
Kait'lax -10, Haste, Spoiler / Killdroid -30, Haste
ID Sinitis Starlight, Haste, Pending Fort DC 21 vs Fatigue
Scaranis
Compucast Fatigued, Haste, Paralyze (Reroll every round)
Dragon black -93
Dragon yellow -18
ID! Check you encumberence if you fatigue!

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Do I get a save on my turn?
will: 1d20 + 8 ⇒ (5) + 8 = 13
will, reroll, two nova: 1d20 + 8 + 2 ⇒ (15) + 8 + 2 = 25
Compucast fights the mental commands that hold his limbs in chains. Inch by inch he flexes against the mental chains...
Oh well, at least I can do something next round, and hopefully he thinks I'm still paralysed.

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Kait'lax uses their Reject Chains ability to reroll the Spoiler.
Reroll: 1d20 + 8 + 2 ⇒ (2) + 8 + 2 = 12
And the shirt as well.
Reroll, 1 Nova: 1d20 + 8 + 2 + 1 ⇒ (19) + 8 + 2 + 1 = 30
With a supreme effort of will, Kait'lax shakes off the attempt at control. "We survived the Swarm," they project to everyone within range, "and we will survive the likes of you!"
They continue pushing toward the device with their ally and pressing the attack on Yellow.

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"Continue loop."
Corrosive Merciful Advanced Meteor Glaive: 1d20 + 13 ⇒ (18) + 13 = 31
Acid and Slashing Damage: 3d8 + 12 ⇒ (4, 5, 7) + 12 = 28
Not currently set to nonlethal.

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"Ah running away in fear huh?"
Tolar follows the black dragon walking just above it and continues attacking it.
attack vs KAC with adamantium pike, advanced (Merciful,Ghost Killer,Holy,Called,Piercing,Reach) including fatigued and cursed: 1d20 + 19 - 1 - 4 ⇒ (10) + 19 - 1 - 4 = 24
piercing damage: 2d8 + 21 - 1 ⇒ (7, 4) + 21 - 1 = 31
aoo if needed: 1d20 + 19 - 1 - 4 ⇒ (20) + 19 - 1 - 4 = 34
damage: 2d8 + 21 - 1 ⇒ (4, 3) + 21 - 1 = 27
extra crit damage +1d8 Bleed: 2d8 + 21 - 1 ⇒ (5, 8) + 21 - 1 = 33

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Tolar Buntu feels juggernaut even under pressure and black void dragon can not reisit. He roars without any voice and then evaporates to become engraving on che ceilling.
Compucast mind quickly finds a way out of torpor.
Kait'Lax, please, find strength, resolve and creativity to write another post :(

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The rulebook has done me dirty. The shirt powers back up, but...
Kait'lax struggles forward, barely finding a line to attack.
Frost Staff of Nuclear Vengeance vs. Id-Sinitis: 1d20 + 13 ⇒ (20) + 13 = 33
Cold and Fire Damage: 2d4 + 5 ⇒ (1, 2) + 5 = 8
So sorry...
Id-Sinitis must make a DC 19 Fortitude save or contract radiation sickness (low-level).

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Two more grenades at yellow, just don't roll at one hit square: 1d20 + 5 ⇒ (3) + 5 = 8 fire grenade dc 19 dmg: 3d6 ⇒ (6, 1, 4) = 11
hit: 1d20 + 5 ⇒ (2) + 5 = 7 flash grenade dc 18 rounds blinded: 1d4 ⇒ 3 Actually those are kind of close, that takes into account fatigued and encumbered conditions as my net is +5 to hit, but if there is any cover, it might miss the square spot, even thought that is dc 5.

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Dragon Reflex: 1d20 + 9 ⇒ (20) + 9 = 29
Dragon Reflex vs flash: 1d20 + 9 ⇒ (19) + 9 = 28
Breath?: 1d4 ⇒ 2
ID, can you please roll additional saves vs dragon spell and ctri effect after miss chance? If you still here...
1 dragon destroyd.
I am going to sleep and tomorrow look if ID saved everyone! Update in 9-10 hours. Too tired now

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Deleted my post from a minute ago because I missed that I had been attacked.
Fort DC 21: 1d20 + 8 ⇒ (6) + 8 = 14
Promo reroll: 1d20 + 8 ⇒ (15) + 8 = 23
Id has concealment from starlight form, and Kait didn't roll for miss chance.
Concealment: 1d100 ⇒ 47
Id resists the strength sapping effect, but gets walloped by a burst of radiation. Luckily his armor protects him from the radiation sickness. He turns to Kait and tries to dispel the compulsion effect plaguing him.
Standard cast dispel magic on Kait's domination.
Dispel Check: 1d20 + 10 ⇒ (15) + 10 = 25