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I'm guessing the lock on was successful so I'm going to add the +2 to my attack rolls.
Umbro-187, sees the a drone right in the middle of the target crosshairs on his weapon's terminal. He immediately fires all the drake's port arc and turret weapons. As the heavy antimatter missile streaks away from the drake Umbro-187 calmly says, "It's away." Spending 1 resolve point to broadside.
Heavy Antimatter Missile Launcher vs. Purple TL: 1d20 + 14 + 2 + 2 + 2 - 2 ⇒ (8) + 14 + 2 + 2 + 2 - 2 = 26
Damage: 10d10 ⇒ (8, 7, 7, 5, 5, 9, 7, 5, 10, 2) = 65
Light Particle Beam vs. Purple AC: 1d20 + 14 + 2 + 2 - 2 ⇒ (13) + 14 + 2 + 2 - 2 = 29
Damage: 3d6 ⇒ (4, 1, 1) = 6
Coil Gun vs. Purple AC: 1d20 + 12 + 2 + 2 - 2 ⇒ (6) + 12 + 2 + 2 - 2 = 20
Damage: 4d4 ⇒ (1, 3, 1, 1) = 6
That'll just take out the first drone. That was a little lucky. I was checking the map and purple wasn't in our forward arc so I could only fire the turret and port side weapons. We might want to save some missiles now just in case reinforcements show up. Did anyone slot the abundant ammunition starship boon?

GM Kate |

The drone explodes! Nooooo, now I can't use my self-destruct ability!
You avoided both drones' forward arcs! They cannot fire on you.
Yellow, Piloting: 1d20 + 18 ⇒ (5) + 18 = 23
Colthan, correct that the roll was for Round 4. It keeps things a little speedier when the initiative check is pre-rolled. I know I could also roll it myself, but there's a much higher risk of me missing what bonuses the pilot currently has.
The Yellow drone Backs Off!
Piloting: 1d20 + 18 ⇒ (14) + 18 = 32
Successfully!
The DC for lock-on was 21, so Maggie did make it, btw. For ease of PBP, the drone's tier is 6.
Everyone is up! Whoever is piloting next round, please include a piloting initiative roll for Round 5. It looks like you got the precognition bonus from Kal.

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The precognition check would have been applied in the round it was rolled in so that would have been round 3, but since we had already won initiative it didn't affect anything that happened.
@Sister Maggie, the drake's computer gives a flat +2 bonus to all computer skill checks so if you are going for lock on again you can use that bonus.
@Kal, since we are rolling initiative prior to the beginning of the next turn that kind of makes using precognition not useful if we already know we won the roll off. Do you want to fire one of the guns this round?

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"Full power to speed."
Colthan uses a resolve point to push the speed to 15 increasing the turn to 4. He moves 15 spaces turning twice. I've indicated the path on the map.
initiative for next round: 1d20 + 20 + 2 ⇒ (14) + 20 + 2 = 36

GM Kate |

I'm playing a little fast and loose with phases to keep things moving, so I'm okay with applying the precog bonus to the next round, which effectively means Kal is posting their next round action now.

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We are in perfect position again because of Colthan's excellent flying skills and it looks like we have a good chance to win initiative next round. Consequently, I'll have Umbro-187 broadside, but not fire an antimatter missile just in case there are more enemies we have to deal with. If for whatever reason someone else wants to shoot I just ask that you let me fire the persistent particle beam. I'll wait until everyone has gone again to see if any bonuses get applied or someone else has decided to do gunnery. The lock on and encourage actions have been very useful. If the captain has a high intimidate bonus the demand action is good too. With the cooperation of the dice we have a good chance to take out this drone in two rounds.

House GM Tyranius |

Suddenly, a squad of blue and gold starships emerges from the Drift, clustered like an honour guard around an impressive battleship. The massive ship glides into the fray and immediately disintegrates a group of nearby drones as it fires its powerful laser with surgical precision. “This is Stewards Overwatch battleship Steadfast responding to your call for assistance.”
Table GMs, the Stewards Support condition is now in effect.
A burst of light accompanies the destruction of the first drone. The rush of victory is short lived, as two more of the furious machines immediately engage. The First Seeker’s abruptly speaks through the ship’s comm unit, “Don’t lose hope, Starfinders. Your friends have messages for you. I’m patching the first transmission through now.”
The upbeat voice of Zo! blares through the speaker. “Greetings, future mega-celebrities! My studio just released the uncut edition of your episode of Pact World Warriors. I’ve got enough fan mail here for you to create another Liavarian moon.” Zo! clears his throat and begins reading from the fan submissions.
“I heard you saved AbadarCorp execs on Castrovel from dangerous wildlife. Did you prepare a meal afterward just like in the Combat Cooking Extravaganza? You and Zo! should open a restaurant and call it Live Ingestion Extreme!”
“I looooooooved your season, oh em gees! Starfinder merch when? Just take my credits already!”
“It’s me, your biggest fan in the Veskarium. Here’s some pics of my pet squox’s litter. I hope it’s okay that I named them after you.”
“I’m only six, but I want to be a Starfinder when I grow up. How do I join?”
Zo! stops reading and remarks, “They’re all cheering for you. Oh, and if you take footage of your ongoing battle, I’d be happy to use that as promotional material for the release. Call me!”

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“Of course I’m taking footage! Oh right he can’t hear me. And it’s for my videos. I could share Zo!” With that The Tam laugh at his own joke.
As the alarm indicates target locking, the lashunta encourages Umbro-187 “Wipe that drone, show them we do not need the Stewards help!”
Encorage, automatic success, +2 to Umbro for the persistent particle beam attack

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Umbro-187's face shows no emotion as he triggers the drake's weapon systems again. broadside
Persistent Particle Beam vs. Drone AC: 1d20 + 14 + 2 + 2 - 2 ⇒ (11) + 14 + 2 + 2 - 2 = 27
Damage: 10d6 ⇒ (3, 1, 3, 3, 4, 5, 4, 3, 6, 1) = 33
Light Particle Beam vs. Drone AC: 1d20 + 14 + 2 - 2 ⇒ (9) + 14 + 2 - 2 = 23
Damage: 3d6 ⇒ (2, 2, 3) = 7
Coilgun vs. Drone AC: 1d20 + 14 + 2 - 2 ⇒ (11) + 14 + 2 - 2 = 25
Damage: 4d4 ⇒ (2, 3, 2, 4) = 11
Add a +2 bonus to each attack if Sister Maggie successfully does a lock on action again. A successful lock on will allow all three attacks to hit.
Critical threshold if needed.: 1d100 ⇒ 57
Critical threshold if needed.: 1d100 ⇒ 48

House GM Tyranius |

The crackle of static signals another incoming transmission. “Hello! Can you hear me?” asks a timid voice. “I’m Riika. You probably don’t remember me, but I’m one of the kiriintas you helped on Stabrisis-14. You inspired me to visit the Pact Worlds. I love it here. I even got a job as a researcher for an expedition studying the flora of the Liavaran moons. I came to Absalom Station on my vacation to personally thank you for expanding my horizons. I want you to know that even though I heard some nasty rumors about the Starfinder Society, I don’t believe any of them.”

House GM Tyranius |

“Buddies! It’s me, Hemlock, from the Xenowardens on Aballon,” a synthesized voice drawls. “We Xenowardens are totally grateful for your help with cleaning up the Ice Well. The ecosystem is finally back in its groove after you Starfinders shut down that shadow gate. Things are chill back on Aballon, but I heard you’re having problems with some corporate spin doctor. Don’t let her harsh your mellow, and remember, not all of us believe everything we read on the infosphere.”

GM Kate |

Total of 44 damage to the starboard arc! Starboard arc down, 14 hull point damage.
Crit threshold: 1d100 ⇒ 77
Engines are glitching
Yellow cannot fire at you!
Piloting, Yellow: 1d20 + 18 - 2 ⇒ (11) + 18 - 2 = 27
Yellow desperately attempts a fly-by!
Piloting: 1d20 + 18 - 2 ⇒ (16) + 18 - 2 = 32
And makes it! Yellow will get to fire on you this round, regardless of final positioning.
Yellow: -3 SP port, -30 SP starboard, -14 HP
Everybody up!

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Colthan flies in a loop and Evades. +2 to AC and TL.
"Taking evasive action."

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@GM Kate, total of 51 damage last round. With the addition of the +2 bonus from Sister Maggie the light particle beam will also hit.
Umbro-187, hears the The Tam's orders and fires the Drake's weapon systems again. broadside
Persistent Particle Beam vs. Drone AC: 1d20 + 14 + 2 + 2 - 2 ⇒ (11) + 14 + 2 + 2 - 2 = 27
Damage: 6d10 ⇒ (3, 2, 8, 8, 1, 2) = 24
Light Particle Beam vs. Drone AC: 1d20 + 14 + 2 - 2 ⇒ (1) + 14 + 2 - 2 = 15
Damage: 3d6 ⇒ (4, 5, 5) = 14
Coilgun vs. Drone AC: 1d20 + 14 + 2 - 2 ⇒ (13) + 14 + 2 - 2 = 27
Damage: 4d4 ⇒ (3, 2, 3, 2) = 10
Add a +2 bonus to each attack if Sister Maggie successfully does a lock on action again.

House GM Tyranius |

The confident tones of Firstsight Taksta, the leader of Zeyther-3’s quarantined settlement saved by the Starfinders several months ago, interrupts the radio silence. “I’m eternally thankful for what you and the lovely Dr. Monsylkis did for Glimmershield. Your efforts stopped the spread, and as a result, our gutmelt casualties were few. Even as we mourn our fallen friends, we know how many more of us would have perished without treatment. You risked your own lives to help us when the corporations refused. We might just be a backwater mining outpost, but Zeyther-3 is on your side no matter what.”

House GM Tyranius |

A final transmission echoes through the bridge of the battlescarred starship. This time, a low voice punctuated by insectile clicks addresses the Starfinders. “This is emissary Jontane of the formians on Castrovel. Your actions at the Meeting of Queens left a lasting impression on my colony. I rarely leave the collective, but I decided to make the trip to Absalom Station to observe one of your traditions—the elevation of your newest First Seeker. I had hoped to reunite with you there, but I was informed you’re away on an important mission. Please remain efficient and safe until we meet again.”

House GM Tyranius |

Bright explosions bloom as drones disintegrate into scrap metal. But for each enemy craft that falls, two more take its place. The dozens of remaining craft dart and buzz through the fray like a nest of angry hornets kicked by a foolish intruder. Suddenly, Steadfast releases an electrical pulse, and all surrounding drones simultaneously power down. The defensive barrier disappears, offering a direct path to the orbital complex’s docking bay.
A massive specialized EMP generated by the Stewards’ vessel Steadfast disrupts the remaining drones allowing you to enter Datch’s orbital hideout.
“Excellent work, Starfinders!” Luwazi Elsebo’s voice echoes through the comm units on each Starfinder ship simultaneously. “The Steadfast and the other Stewards will fall back and keep any remaining drones busy. Starfinders, you are authorized to use whatever means you deem necessary to neutralize the threat Datch presents to the Society and the Pact Worlds. Please act with consideration and be careful.”
Table GMs, end your current encounter.
Inside the landing dock, an elevator’s doors stand open in invitation. Pleasant music plays as the lift travels down into the bowels of the complex. The doors part and reveal the interior of the orbital complex, an upscale but otherwise mundane office building. A wide, well-lit hallway bisects this floor, and all doors stand open to allow easy passage.
An office comes into view at the end of the hall. Datch sits atop a desk and smiles. She tilts the shiny red apple she’s holding and speaks. “Welcome, and well played. I’d say I’m pleased to see you, and while I respect you, I most certainly am not pleased.” She sighs and takes a bite of her apple. “Your Society single-handedly ruined my plans. I worked so hard. You really have no idea. Ah well, such is the nature of the game. So, what’s your next move?”
Datch levels a piercing gaze at the intruders, but the polite smile never leaves her lips.
Table GMs, you may begin Part 4.

GM Kate |

Thanks for catching that, Umbro-187! It still would have been up, but more damaged.
You blow the remaining drone out of the sky and head into the space station, where you meet with none other than Datch herself!
You have a choice here. Do you want to kill Datch or bring her in as a prisoner?

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Prisoner obviously. We are supposed to be the good people. And we never learn no matter how often the bad people stab us in the back and escape.

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I'll vote prisoner also.

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The Tam looks at her, wondering if she’s hiding some weaponry.
The Tam has nothing against her personally, he hasn’t done any mission she’s involved in, and he’s a Good guy so he won’t murder her, and will take her prisoner.

GM Kate |

"Well, that's much more fun, isn't it?" Datch takes a bite of her apple.
Suddenly, a cold, computerized voice booms overhead, “Initiating lockdown protocol. Self-destruct in sixty minutes.”
Datch smiles.
This room is an ordinary office decorated sparsely in a modern style. A semicircular desk positioned in front of a large screen faces the double doors to the west. A worn brass statue of a rat perched on its hind legs adorns the northwestern corner. Offerings of fruit, crackers, and cakes are heaped at the base of the statue, and its outstretched paw seems to beckon for more.

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"Not that I think she will really risk her fur in a self-destruct but we need to get the doors open. Two of you watch her, The rest of us will search the room."
Colthan puts binders on her and investigates the statue.
Perception: 1d20 + 15 ⇒ (11) + 15 = 26

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Umbro-187, calmly eyes the room.
Perception: 1d20 + 9 ⇒ (13) + 9 = 22

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The Tam looks at Datch and casts Detect Toughts trying to only have her in the spell’s area.
This is from Lashunta Magic. The caster level is 7. At third round, the Will DC is 17. The Tam keeps concentrating on the spell.
Whether he can read her thoughts, The Tam asks the Ysoki “How do we stop the self-destruct?”.

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"I'll keep an eye on our prisoner." Kal confirms for Colthan's benefit, "Athough, it may be useful to access her computer." The ijtikri guides Datch out from behind the desk and keeps her out of the way of the others.

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Umbro-187, takes a closer look at the brass statue.

GM Kate |

"By using your excellent Starfinder skills, of course!"
The folks examining the statue with the outstretched paw, surrounded by food offerings, notice that it has a small console hidden in its paw.

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"Console over here."
Colthan pulls out his tools and goes to work.
Take 10 on computers or engineering for a 29 or 33 depending on if one of my tool kits or library chips helps.

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Without anything to do The Tam looks toward his cameraman, mentally asking him to record, “So as you can see, the situation is pretty tense there; that might be the last mission for me. I’m confident my teammates can do something.” He turns to Datch “Datch, any last word in case our skills are not enough to stop us from exploding with you?”
After her answer he goes toward the door, and having concentrated on his spells, he tries to see if he can sense any mind on the other side. The door is probably thick enough to block the spell like ability: 3 “feet of dirt or wood, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or any force field blocks it.”

GM Kate |

Colthan goes for the console and has a horrifying vision of setting off a trap, but then the other Starfinders made it through the checkpoint!
"You Starfinders are very capable." Datch continues to munch on her apple as a door opens in front of you.
The red door is unlocked.

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Umbro-187, affixes a starknife to the bayonet bracket on his acid dart rifle before heading through the door. As he does so he checks it thoroughly for traps.
Perception: 1d20 + 9 ⇒ (19) + 9 = 28

GM Kate |

Umbro-187 sees no traps on the red door, but does notice that the white door up ahead is a trap, and the door opens into the vaccuum of space!
To keep us moving, I assume you open the red door.
Partial concrete walls divide this large office into several cubicle workstations. A statue in the northwest corner is the room’s most prominent feature: a brass rat crouching defensively over piles of antiquated metal coins, paper currency, and credsticks. The statue extends an empty paw, as if requesting payment.
There is a big angry robot in here!
Umbro-187: 1d20 + 10 ⇒ (5) + 10 = 15
Kal: 1d20 + 6 ⇒ (20) + 6 = 26
Colthan: 1d20 + 13 ⇒ (8) + 13 = 21
The Tam: 1d20 + 9 ⇒ (13) + 9 = 22
Sister Maggie: 1d20 + 3 ⇒ (2) + 3 = 5
Robot: 1d20 + 5 ⇒ (3) + 5 = 8
Initiative!
Kal
The Tam
Colthan
Umbro-187
Robot
Sister Maggie
The hallway is kind of awkward; just do your best with figuring out diagonal distances and legal squares. I'm inclined to be generous there.

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Colthan will move into the room then use the robots electronics against it.
Take 10 on Trick attack for CR 13 to make flat-footed
"Big angry robot in here."
Ranged vs FF? KAC: 1d20 + 13 ⇒ (4) + 13 = 17
piercing damage: 2d6 + 4 ⇒ (3, 5) + 4 = 12
trick damage: 4d8 ⇒ (1, 3, 4, 4) = 12
Engineering to identify robot?: 1d20 + 19 ⇒ (12) + 19 = 31

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Umbro-187, moves into the back of the room in order to get a clear shot on the robot and opens fire.
Dual Acid Dart Rifle vs. Robot KAC: 1d20 + 15 ⇒ (11) + 15 = 26 Umbro-187's sniper's aim ability lowers his target's cover bonus by 2.
Acid/Piercing Damage: 2d8 + 11 ⇒ (4, 4) + 11 = 19

GM Kate |

There's a secret door to that hallway with the red door that popped open.
Colthan's trick works, but unfortunately, he can't quite connect with the pistol, even against flat-footed. He does recognize a terminator-class security robot. Like many robots, they are vulnerable to electricity and crits.
Umbro-187 is just able to hit the robot, thanks to his sniper's aim.
Kal misses with the solar tentacle.
Initiative!
Kal
The Tam
Colthan
Umbro-187
Robot, -19 hp
Sister Maggie

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OK, that’s the open way.
Stellar Mode: Photon 1
Swift action to deploy field irising shield.
Move while drawing Solar weapon.
I guess the cubicle prevents The Tam from charging with Stellar Rush, in that case he will stay there to avoid blocking line of fire.