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Before leaving the Vault, Ayoka will use her mystic healing on Kaeri's arm.
Ayoka is in the engineering section as the ship enters the planar bubble. She repairs any damage that occurs.
engineering: 1d20 + 14 ⇒ (4) + 14 = 18
What's going on up there?

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Blast Through
Blinky jumps on the guns to assist.
Attack 1d20 + 6 ⇒ (2) + 6 = 8
Shifting Plates
Seeing the activity will come down to the Pilot and the Science Officer, Blinky stays out of the way.
Decision
"Aim for that Tight Squeeze!"

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As they come back into the standard reality, "Oh, this looks like fun."
Blast Through
computers: 1d20 + 11 ⇒ (14) + 11 = 25
"Shoot that big one at 275 by 34 by 177! It will shatter and open a hole!"
Shifting Plates
computers: 1d20 + 11 ⇒ (15) + 11 = 26
"Sending the best course the sensors can give us to your panel!"
As Szama flies out of the shifting planes he needs to bypass the last obstacle, the asteroid size of debris is surrounded by a cloud of burning gases or she can decide to try and fly into the tunnel that although tight seems to be passable.
Elwin points at the tunnel.
"Go for it, Szama! You can make that!"

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Joe picks up a few more UPB's to use to make medicinals and serums....though without Buddy AND Mujina, she is not certain who she will be dosing with all the feel good medications.
When they get to the destination, Joe is at the bridge of the ship...she wants to see what is going to make their lives more interesting.
Seeing the problems....Joe hops into a secondary science officer seat, hoping she can help with figuring out how to get rid of the first problem!
Blast Through
Computers: 1d20 + 11 ⇒ (6) + 11 = 17
Slightly sighing in relief at that...she sees that the plates of planar matter are shifting unpredictably to her eyes...so she uses the computers to run some algorithm to see if they can help Szama.
Shifting Plates
Computers: 1d20 + 11 ⇒ (7) + 11 = 18
2 Sub 10 rolls.....one barely made it...shesh....yeah....good ol' PbP RNG is going to hurt me.
Gulping at the two options....a cyclonic furnace, or trying to thread the needle with a starship....Joe thinks quickly...and realizes that we don't have to pay for dings and nicks on the ship. "Thread the needle....we can lose a little paint!"

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Garcon pops out of the supply room a few hours into the trip. "Wait... I didn't think I was supposed ta be going... I was just refilling the liquor! Ummmmm I think I can help... Bottoms up guys, in we go! Pew pew pew!!!"
If allowed, Garcon will give Szama a basic booster for +2 to skills for 3 rounds, and will give another if necessary to maintain it through this challenge.
He grabs a gun and begins to blast away. Assisting the main gunner, who I presume will be Szama. Also, recommending Szama take the nodes.
Gunnery: 1d20 + 5 ⇒ (15) + 5 = 20
"Okie Szama... take the wheel!"
Computers: 1d20 + 7 ⇒ (8) + 7 = 15
Note: If anyone can't attempt a check they should probably take the captain role to attempt to aid. Can't hurt to try the diplomacy check.
I trust our ace pilot to thread the needle. Tight squeeze!

GM Farol |

Blast Through:
Garcon: Main Shooter 20
Elwin: Aid +2
Joe: failed aid
Blinky: failed aid
Ayoka: did not participate
Computer bonus +1
Yeah, Szama is a pilot so he can't be a gunner at this trial, he will have plenty of rolls on his own in the other pieces. Given that I saw Blinky's roll I can't honestly pick him as a gunner here, so the spot goes to Garcon.
Garcon takes a shot from his tray and with aid from Elwin and the support of the computer blast a hole big enough for drake to fly through it. Joe, Blinky had the heart in the right place but seemed to be out of their depth.
Shifting plates:
Szama: Pilot
Elwin: Aid +2
Joe: Aid +2
Blinky: passed
Ayoka: Aid +2
Garcon: failed aid
Computer bonus +1
Szama has all the aid that is needed, 14 hands belonging to three skilled individuals are flying through the consoles to calculate the highest probability of avoiding plates. I will delay to let him make the roll, in the meantime providing the details for the final hazard. Since you picked your poison.
Tight Squeeze
You find themselves surrounded on all sides by huge fragments threatening to crush the drake. Szama must navigate the starship through the narrowing gap ahead succeeds at a DC 18 Piloting check. An engineer can divert power to the engines, granting the pilot a better chance to succeed. Engineering check DC18
This can be aided by 1 engineer, but an engineer can be helped. And of course a Captain can aid as well

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Using the trinode
Engineering 1d20 + 10 + 1 ⇒ (7) + 10 + 1 = 18
Blinky's hands are too big for the small-sized engineering controls, but he manages.

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Seeing that there are all the people at the science officer station, and that a large koala is 'bear'ing the engineering station, Joe hops into the captains chair.
"Szama I don't want to be a back seat driver, but you are doing awesome, just be careful with the port side, I think there might be a weird obstruction sticking out that I can vaguely see....and mind that weird technicolor worm coming out of the starboard side!!!! Oh wait....never mind...it was a gummy worm that I lost in my fur when I was tossing them in the air to eat them...."
Captain to aid (DC 15??): 1d20 + 5 ⇒ (16) + 5 = 21

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Seeing that Blinky has the engineering well in hand, Elwin hangs on and keeps an eye on the shields as they get closer to that very narrow looking hole...

Botting creature |

Botting Szama
Szama sits at the pilot chair and looks at the hazards ahead, for a moment his eyes go wide as he would be haunted for a sort.
Piloting: 1d20 + 12 ⇒ (2) + 12 = 14
With great difficulty, Szama bypass the shifting plates and brings the ship to the other side.
He takes a tight squeeze ...
Piloting: 1d20 + 12 ⇒ (1) + 12 = 13
However he pinballs the ship at the walls of the corridor, she is able to bring the ship to the other side, but some small parts of the hulls are dented or chipped off.
Well that would teach them! 2 successes 1 failure

GM Farol |

The Drake approaches within visual range of the Amber Reconnoiter. Your software receives a signal from the ship and allows you to enter the codes with a time limit. After you do so, your sensors recognize that Amber Reconnoiter guns were turned off.
However, the ship has settled into a debris field, surrounded by all sorts of detritus pulled from another plane. Due to the field’s density, you cannot maneuver their ship through it and must instead exit their ship and spacewalk to the Amber Reconnoiter. With your environmental protection turn on you go outside...
This area makes use of the rules for moving in zero gravity (Starfinder Core Rulebook 402) Rules added to the slides.
This area has the following characteristics unless otherwise noted. Each debris chunk is 10 feet thick, and the walls atop are 5 feet tall. The walls and the chunks of debris all have handholds to allow a creature with a climb speed or one that succeeds at a DC 20 Acrobatics or Athletics check to move along them at full speed. The undersides of each chunk of debris are flat with no walls and have enough handholds that a PC can move along them at full speed.
The smaller pieces of debris, seem to be radiate heat every Explosions: 1d3 ⇒ 3 rounds.
We will resolve this in rounds (fast-forwarding when something is happening, to when you are drifting from rock to rock).
Round 1 - radiate heat happens (next one @round4)
Blinky
Elwin
Joe
Ayoka
Szama
Garcon
Feel free to mark arrows, suggest plans etc. Or do it all man by themselves and let us see where it gets us.

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I have put up a proposed map. Blinky has a Climb speed, but also has a +15 athletics modifier to 'stop movement or climb along handholds in zero-g' reckon Blinky can jump across (red) with everyone else at the end of his titanium alloy cable (50 ft.), and he can tow them across. The GREEN arrows denote movement on firm terrain. And if that is a house on the map Blinky is SUPER interested, if it is just artwork then ignore the detour

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I think what Blinky is suggesting is a decent course of action....even with my configurable Zero G clothing I think I get a +5 or +6 on these checks....

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Mop formation looks....messy. And too prone for us to tangle ourselves up. I vote for candy string...with whomever is the 2nd best at acrobatics/athletics at the end of the string...just incase the bear has problems.

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I like Joe's idea. Also, did Garcon end up using any of his biohacks during the skill challenge? I'd like to give Blinky a 3 round +2 to skills boost while he tows us.
"I think imma make up a new drink... Amber on the Rocks."
He stows most of his equipment so he has hands free, but keeps his serving tray and dart gun in hand in case some emergency medication is required, then joins the line ride.

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Joe will offer whomever is going to be the anchor to give them a quick boost too.
I can give it for 5 rounds, a +2 to skill checks.

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String formation looks fine.
Elwin starts tying himself off behind Blinky.

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Ayoka steps out of the airlock and flies around the ship, under her own power ((Walk the Void)), inspecting the damage, and tsking a lot.
What did you do Szama? she asks. I'm afraid some of that damage won't just buff out. Might have to replace some of tha plating.
Upon watching the others rope up. Oh. Good idea. Want me to tow you?

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Candy string, Ayoka bringing up the rear ready to stop us or rescue stragglers?

GM Farol |

Sorry guys, had a rougher day at work.
Garcon you have not used any injections during the flying.
Blinky passes the cable alloy and connects everyone to it. You move the bigger chunk of debris and prepare to jump towards the largest ruins in the area.
Using his two massive hands he pushes you all in between two dangerous, heat-emitting rocks.
Athletics, Blinky: 1d20 + 15 ⇒ (13) + 15 = 28
Blinky grabs to the pieces of wall and begins to pull you according to the previously selected path. Bamboozle spots two large cephalopods known as Drift cuttles lazily resting there. These creatures primarily feed on the energies of planar debris shunted into the Drift, gradually causing their translucent bodies to become opaque and take on patterning influenced by
their meals, fire in this case. Slides have image
Initiative, Cuttle red: 1d20 + 2 ⇒ (11) + 2 = 13
Initiative, Cuttle green: 1d20 + 2 ⇒ (18) + 2 = 20
Initiative, Blinky: 1d20 + 8 ⇒ (7) + 8 = 15
Initiative, Ayoka: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative, Elwin: 1d20 + 2 ⇒ (17) + 2 = 19
Initiative, Joe: 1d20 + 3 ⇒ (17) + 3 = 20
Initiative, Garcon: 1d20 + 2 ⇒ (5) + 2 = 7
Initiative, Szama: 1d20 + 4 ⇒ (8) + 4 = 12
Turn Tracker bold can go Round 2 (radiate heat happens @round4)
Joe
Cuttle Green
Elwin
Blinky
Cuttle Red
Ayoka
Garcon
Szama
Blinky is pulling you, everyone else is being pulled, which means you are in motion. Move action is needed to detach/attach yourself to/from the line. At the moment you all are moving 30 ft per round (Blinkys speed/2). If you want to stop you need to make a check, and others might crash into you.

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Joe almost hears the mental 'huh' from Blinky as they turn and see something.
Joe...being next to a wall....feels it is probably best to detach and not be a piece of candy on a string.
She reaches out with 2 of her hand sto grab the wall...while a 3rd hand detaches themselves. She then uses 4 of her hands to clime to the top of the wall.
Making an assumption with a big bear that the candy string was like 3' off the 'floor' at this point...so less than a guarded step to pull themselves up on the top of the wall.
Move action to detach from the candy string, move action to pull ontop of the wall....will likely anchor myself here until people come around to get me....

GM Farol |

The giant floating enemy thinks to itself, sweets attached by a string, if I eat the first the rest will just follow.
Fire Ray@Blinky vs EAC: 1d20 + 9 ⇒ (14) + 9 = 23
Damage, fire: 1d4 + 3 ⇒ (2) + 3 = 5
It spits fire that flies through space and hurts Blinky.
Turn Tracker bold can go Round 2 (radiate heat happens @round4)
Joe
Cuttle Green
Elwin
Blinky -5
Cuttle Red
Ayoka
Garcon
Szama
Joe since you are stopping please make Acrobatics or Athletics check DC20 or become off-kilter. In both cases you will stop at the top of the wall, but either spinning like a ball of fur or nicely leveled. Unless I misunderstood the rules.

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Acrobatics: 1d20 + 4 + 2 ⇒ (11) + 4 + 2 = 17
If I could have drawn my syringe stick as part of that 'move action' to climb the wall...I would have gotten +4 because of the stabilizing fusion on it which would have given me +4 to avoid off-kilter condition....your call

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Athletics 1d20 + 15 ⇒ (19) + 15 = 34
Blinky stops himself and just spends his time making sure everyone stops.
I suppose he acts as an obstacle or something to stop the conga-line

GM Farol |

Joe I am fine with you grabbing your syringe stick as part of the move action.
Joe stops at the top of the wall.
Ok, regarding movement (check slide 13):
- Ayoka is flying at the end of the rope, she can stop change directions as she seems fit
- Blinky is climbing using his Athletics, he can stop as he wishes since he is holding to pieces of rock (no need for a skill check)
- Everyone else is floating behind Blinky, they can stop by reaching and grabbing a handhold on the ground (Athletics/Acrobatics DC20 or be off-kilter) or crush into Blinky or a person in front (then both need to do Acrobatics/Athletics DC20 or be off-kilter)
Based on that Blinky still can go, as he just needs to stop climbing to stop.
If one is off-kilter they need to use a move action to position themselves. Does it sound right?
Turn Tracker bold can go Round 2 (radiate heat happens @round4)
Joe
Cuttle Green
Elwin
Blinky -5
Cuttle Red
Ayoka
Garcon
Szama
I will figure a way to track height to let, whoever wants to, fly above the creatures

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Elwin sees the danger and tries to stop or slow himself...
acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10
As he is trying (and failing) to find any hand hold he takes a shot at Green with his pistol.
Pew Pew (Hail pistol): 1d20 + 3 ⇒ (20) + 3 = 23
Piercing and Cold damage: 1d4 + 3 ⇒ (4) + 3 = 7
extra crit damage: 1d4 + 3 ⇒ (1) + 3 = 4
He then crashes into Blinky and...
acrobatics: 1d20 + 3 ⇒ (19) + 3 = 22
Somehow manages to finally find a good hand hold in his fur.
"Sorry! Sorry!

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"No worries, that's why I was waiting" Blinky replies, being a mountainous supply of furry hand-holds for flying Starfinders.
Ayoka are you ok to stabilise any off-kilter floating party members?
GM what action is it to detach from the rope? Move or free? Just working out the action economy

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Yes - No prob
Ayoka is actually attempting on stopping the candy string, otherwise there would be a massive pileup as inertia would cause everyone to crash into the backs of everyone in front of them in the string. In this situation that could be a BAD thing.

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Wasn't sure if they were going to hit Blinky or the wall, ideally the wall. I figured Blinky has enough skill to stay stable if he does get hit, and can act as a handhold to steady themselves. He's next to a wall so can stabilise himself. It is now just doing the math of unhitching himself and wandering into combat. If he has to spend a move action unhitching then he can't do a trick attack this round (and they probably have reach so he needs to work out getting into combat)

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Blinky detaches from the rope, knowing the team is in Ayokas capable hands, he draws his axe as he positions, using the wall as some cover before his final advance.

GM Farol |

Blinky detaches from the rope and waits behind the wall to drop on the enemy.
Elwin stops by reaching for a handhold but could not stabilize himself. Not bothered by spinning he takes a perfect shot with his hail pistol hurting one of the creatures.
The other creature flies towards the giant Koala and attacks him over the wall with their tentacle
Attack@Blinky vs KAC: 1d20 + 12 ⇒ (8) + 12 = 20
Damage, b&f: 1d6 + 7 ⇒ (5) + 7 = 12
The tentacle smites Blinky and the wound burns a bit.
Turn Tracker bold can go Round 2 (radiate heat happens @round4)
Joe
Cuttle Green -7 bleeding 1d4
Elwin off-kilter
Blinky -17
Cuttle Red
Ayoka
Garcon
Szama
On the following slide 13 I began to track the height of everyone. If Szama wishes to fly up or someone wants to push themselves off the debris

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Keeping 2 hands on the wall and one holding her syringe stick of stabilizing, she swings the syringe stick at Elwin, while trying with her last 2 hands to figure out what these weird space cuttlefish are...
Standard action to hit Elwin with a 5 round booster where they can get a +2 to their skill checks...hope that helps with staying on-kilter. Move action to take 20 on what these space cuttlefish are
Life Science take 20: 20 + 13 = 33
Info Joe almost always looks for...defenses (mainly resistance/DR), then offensive abilities...if extra questions after that....GM's choice...

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Acrobatics: 1d20 + 3 ⇒ (15) + 3 = 18
"Wheeeeeeee....."
The transmission would terminate with a loud thud, if the crash made any sound in space. Garcon grabs onto the wall and unhooks himself.
I think that's all of my actions to crash into Szama, grab onto the wall, and unhook.

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One of the reasons that Garcon crashed into Szama was that Ayoka had ceased applying deceleration force to the candy string and was firing full found shooting stars at the green cuttlefish.
force: 3d4 + 3 ⇒ (2, 1, 4) + 3 = 10

GM Farol |

Joe shoots his booster right into Elwin leg. The elf might wonder how exactly was he stabbed without compromising the integrity of his armor and environmental protection. Once he would have to read on those technological novelties.
Joe scans the creatures and knows that: they eat what they can find adapting their bodies to the type of their diet. These planar feeders ate plenty of fire emanating matter so they might show resistance to fire, and do fire-based attacks. He also knows that they can shoot with energy rays.
Garcon crashes onto the wall and unhooks himself. Ayoka simply stops flying and shoots three magical missiles at the hurt foe.
Szama smashes into spinning Elwin.
Acrobatics, DC20: 1d20 + 8 ⇒ (13) + 8 = 21 Szama is able to keep himself in place. She unlocks her from rope and pulls out her pistol.
Bleed@green: 1d4 ⇒ 3
The green monster flies towards Elwin, the drips of blood are left behind. And it swings with their tentacle at the Elf.
Attack@Elwin vs KAC: 1d20 + 12 ⇒ (7) + 12 = 19
Damage, b&f: 1d6 + 7 ⇒ (1) + 7 = 8
Turn Tracker bold can go Round 3 (radiate heat happens @round4)
Joe
Cuttle Green -20 bleeding 1d4
Elwin off-kilter -8
Blinky -17
Cuttle Red
Ayoka
Garcon
Szama

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Blinky swings with his axe.
vs Green
Attack 1d20 + 8 ⇒ (15) + 8 = 23 vs KAC
Damage 1d12 + 8 ⇒ (6) + 8 = 14

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"So umm...they basically like fire...so fire weapons like laser and plasma is iffy at best to use against them. Otherwise, they likely can do some kind of fire stuff with their melee attacks...and likely shoot fire as a ranged attack. Umm....that is really all I can determine. But myself or Garcon 'MIGHT' be able to make it more vulnerable to fire if people really need it to be able to be hurt by fire...maybe"
One of the less used--but IMO an important one--biohack is the reduction of DR or Resistance by 5. If people need fire weapons to work--and it doesn't have full out immunity to fire (which honestly I don't think they do, but I can't remember and won't use GM knowledge)--we might be able to allow the weapons to do some damage....

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@Blinky it costs a move action, my rambling can be seen in the discussion thread
Elwin shouldn't you be making 1d4+1 damage since it is a small weapon. Also, I think the hail pistol does bleed 1d4 of crit.
Apologies. Missed this and yes, you are correct. I think I changed it when I levelled him up here and just typed it up wrong. Have changed my 'bot me' notes. Thank you!

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Elwin makes an "oof" sound as the tentacle makes contact.
Concentrate on the hurt one!"
He then pushes off slightly to get closer to the beast, reaching out to touch it while casting a spell...
jolting surge touch: 1d20 + 3 ⇒ (16) + 3 = 19
E damage: 4d6 ⇒ (1, 3, 2, 1) = 7
For the dicebot loveth me so.. :)

GM Farol |

Blinky chops the creature, and cuts off few of the tentacles. Then Elwin touches it and electric charge jumps through its body... and it eyes closes.
Green is dead
The other creatures begins to swing its tentacles towards the murder koala with an axe.
Attack@Blinky vs KAC, full attack: 1d20 + 12 - 4 ⇒ (8) + 12 - 4 = 16
Attack@Blinky vs KAC, full attack: 1d20 + 12 - 4 ⇒ (14) + 12 - 4 = 22
Damage, B&F: 1d6 + 7 ⇒ (4) + 7 = 11
But only one of the tentacles connect, leaving another burning bruise on Blinkys armor
Turn Tracker bold can go Round 3/4 (radiate heat happens @round4)
Joe
Cuttle Green -41 bleeding 1d4
Elwin off-kilter -8 (7/15 SP)
Blinky -28 (5/33 SP)
Cuttle Red
Ayoka
Garcon
Szama

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Elwin tries to grab hold of the edge of the terrain near him to stop his spin..
acrobatics: 1d20 + 3 ⇒ (2) + 3 = 5
Resigned to his fate, and beginning to wonder if breakfast might make another appearance, he takes a shot at the other beastie with his pistol.
Pew Pew (Hail pistol): 1d20 + 3 ⇒ (4) + 3 = 7
Piercing and Cold damage: 1d4 + 1 ⇒ (1) + 1 = 2

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Ayoka flies over to Elwin and, after grasping him in as many arms as required, gently stops his spin and places him within reach of the terrain he was aiming for.

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Blinky grumbles a bit about the blow, but responds gain with his axe.
vs Red
Attack 1d20 + 8 ⇒ (17) + 8 = 25 vs KAC
Damage 1d12 + 8 ⇒ (7) + 8 = 15

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Joe keeps her feet and 2 hands holding the wall (?), or is it now the floor?...either way, she holds on, and holding her syringe stick to help stabilize her, she pulls her cuastolance off her back and aims at the last cuttlefish.
Caustolance, Liquidator (trailblazing): 1d20 + 8 ⇒ (4) + 8 = 12
Damage Acid: 1d6 + 4 ⇒ (4) + 4 = 8

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Now holding tightly onto the wall, Garcon carefully pulls himself up such that the remaining target is in sight, then prepares a forcible administration of a classic cocktail, consisting of Vercite Vodka, Vesk-2 Rum, Triaxian Tequila, Eoxian Gin, Blue Curacao, lemon juice, lime juice, sugar, soda, and a dart at high speed to the [BLEEP]ing head.
"This one is on the house!"
Move, Double Tap w/ ER reduction dart
Attack, Double Tap: 1d20 + 6 + 1 ⇒ (8) + 6 + 1 = 15
Damage: 1d4 + 3 ⇒ (3) + 3 = 6 And reduce the targets fire resistance.