
Friendly Neighborhood Pregen |

Mysticism: 1d20 + 8 ⇒ (8) + 8 = 16
Raia doesn't like how quickly this situation turned. I think those are esuradaemons! They're scavenger outsiders; not too hard to hit but resist a really annoyingly good chunk of most energy attacks!
The mage moves along the hall to get a bit of a better view while drawing her sonic pistol The one energy they don't resist at least 10(!) of and tries to get some of the clustered and scared rats the stumble with a Grease.

GM Zoomba |

Red Reflex: 1d20 + 1 - 2 ⇒ (9) + 1 - 2 = 8
Green Reflex: 1d20 + 1 - 2 ⇒ (17) + 1 - 2 = 16
One of the rat-daemons keeps its footing, but the other slips and stumbles. It stands again and scrurries around the desk towards Amariel, but the delay prevents it from biting. Further northone of its colleagues also tries to advance for a nice meal, but it too slips on the grease patch and needs to spend precious moments righting itself.
Reflex Yellow: 1d20 + 1 ⇒ (10) + 1 = 11
Initiative
Blue esuradaemon
Purple esuradaemon 15 damage
Donovan 2/28 SP
Staar 0/32 SP 28/32 HP, Weakened, need Fort save
Green esuradaemon
Raia 1/20 SP 21/24 HP
Red esuradaemon
Yellow esuradaemon
Amariel 1/24 SP 25/28 HP, need Will save
Amariel: you are up! However, you need to make a Will save from the blue daemon's spell. If you don't make the DC 15, you are confused for 1 round.

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Amariel feels woozy...
Will Save: 1d20 + 1 ⇒ (14) + 1 = 15
But he shakes it off.
He steps back from the oncoming rats and takes a shot with his big effin' gun.
Yellowstar Conqueror vs Red EAC: 1d20 + 7 ⇒ (2) + 7 = 9
Damage, Fire and Electricity: 1d12 + 4 ⇒ (2) + 4 = 6

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Can we try to activate the statue during combat? To be honest, I don't think we'll make it out of this room.

GM Zoomba |

Can we try to activate the statue during combat? To be honest, I don't think we'll make it out of this room.
You absolutely could try to do so.
The 'blue] rat daemon, not wanting to deal with the grease pit right now, tries to muddle Raia's mind.
Meanwhile the rat before Staar tries to bite back, but Staar's swing seems to have given it a black eye as it misses widely.
Purple bite: 1d20 + 4 - 4 ⇒ (2) + 4 - 4 = 2
Purple bite: 1d20 + 4 - 4 ⇒ (8) + 4 - 4 = 8
Initiative
Blue esuradaemon
Purple esuradaemon 15 damage
Donovan 2/28 SP
Staar 0/32 SP 28/32 HP, Weakened, need Fort save
Green esuradaemon, shaken
Raia 1/20 SP 21/24 HP, needs Will save
Red esuradaemon, shaken
Yellow esuradaemon
Amariel 1/24 SP 25/28 HP

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Donovan shouts at the yellow demon!
improved demoralize move action : 1d20 + 16 ⇒ (16) + 16 = 32
He then makes a quick movement to feint and makes a clever attack to hit the red
Rat with his laser pistol!
Standard action: clever attack with Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 ⇒ (3) + 13 = 16
reroll bluff : 1d20 + 13 ⇒ (9) + 13 = 22
plus attack with clever attack:
Azimuth laser pistol +6, 1d4+2, (Crit: 1d4 Fire) : 1d20 + 6 ⇒ (15) + 6 = 211d4 + 2 ⇒ (4) + 2 = 6

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Fortitude vs. Poison: 1d20 + 4 + 1 ⇒ (16) + 4 + 1 = 21
Staar does much better against the poison this time! She attunes photon again and tries to drop the purple rat before moving closer to the statue:
Solar gauntlet vs. Purple's KAC: 1d20 + 10 - 4 ⇒ (10) + 10 - 4 = 16
Bludgeoning damage: 1d6 + 13 ⇒ (6) + 13 = 19
Heavy bone blade vs. Purple's KAC: 1d20 + 10 - 4 ⇒ (9) + 10 - 4 = 15
Slashing damage: 2d4 + 10 ⇒ (4, 4) + 10 = 18

GM Zoomba |

Staar recovers for the moment, and manages to easily clobber the outsider until it lies still!
Donovan remains very good at scaring the rats, and at faking them out. Unfortunately, though his laser strikes the daemon squarely, it seems to not be hurt at all by the shot's fire
Physical (or sonic) attacks are the way to go here: they resist 10 or are immune to every other energy
One of the scared rats moves off the grease towards Raia and bites out at the lashunta!
Attack v KAC: 1d20 + 4 - 2 ⇒ (5) + 4 - 2 = 7 for Piercing: 1d4 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Initiative
Blue esuradaemon
Donovan 2/28 SP
Staar 0/32 SP 28/32 HP
Green esuradaemon, shaken
Raia 1/20 SP 21/24 HP, needs Will save
Red esuradaemon, shaken, flat-footed
Yellow esuradaemon, shaken
Amariel 1/24 SP 25/28 HP

Friendly Neighborhood Pregen |

Will: 1d20 + 4 ⇒ (1) + 4 = 5
Raia in turn doesn't strike back - instead the mage seems to be speaking in tongues as she drones on under the influence of one of the daemon's lesser confusion enchantments!
Confusion: 1d100 ⇒ 48

GM Zoomba |

A closer rat-thing steps up towards Amariel and attempts to get a taste of that plumber!
Attack v KAC: 1d20 + 4 - 2 ⇒ (8) + 4 - 2 = 10 for Piercing: 1d4 + 3 - 2 ⇒ (2) + 3 - 2 = 3
The Daemon Donovan yelled it in turn screeches right back at him. Only with some mental teeth behind it!
Mind Thrust: 2d10 ⇒ (8, 10) = 18
Will DC 15 for half Donovan
Initiative
Blue esuradaemon
Donovan 2/28 SP, need Will save v Mind Thrust
Staar 0/32 SP 28/32 HP
Green esuradaemon, shaken
Raia 1/20 SP 21/24 HP
Red esuradaemon, shaken, flat-footed
Yellow esuradaemon, shaken
Amariel 1/24 SP 25/28 HP

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Amariel doesn't have a secondary weapon - he could borrow something from Donovan/Raia or go for the statue. Staar will keep working on the rats, but the situation looks very dire!

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Actually on page 4, I said I grabbed one of the thunderstrike pistols and one of the sword canes.
Amariel drops his prototype, draws his looted sword cane and stabs at the red little rat.
Attack roll, KAC vs Red: 1d20 + 6 ⇒ (3) + 6 = 9
Damage, Slashing: 1d4 + 3 ⇒ (2) + 3 = 5

GM Zoomba |

Amareil's attacking luck continues, as he Barely: at least these things aren't hard to hit misses his target.
The distant 'blue' daemon scrambles up to perch on top of one of the desks. With a wicked snarl, it casts a spell at 1d3 ⇒ 3 Raia attempting further cloud her thoughts.
Initiative
Blue esuradaemon
Donovan 0/28 SP, 21/28 HP
Staar 0/32 SP 28/32 HP
Green esuradaemon, shaken
Raia 1/20 SP 21/24 HP, need Will save
Red esuradaemon, shaken, flat-footed
Yellow esuradaemon, shaken
Amariel 1/24 SP 25/28 HP

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Donovan drops the pistol, draws his knife and targets the rat.
He makes a quick movement to feint and attacks with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (5) + 13 + (4) = 22
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (17) + 6 = 231d4 + 4 ⇒ (1) + 4 = 5

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Staar fully attunes photon, moves up and starts working on Red:
Solar gauntlet vs. Red's KAC: 1d20 + 10 ⇒ (17) + 10 = 27
Bludgeoning damage: 1d6 + 13 ⇒ (2) + 13 = 15

GM Zoomba |

Donovan's juke works and he manages to stab hard into the rat. It screeches as the lashunta draws blood!
Staar similar deals a (heftier) punch causing her target to look heavily bloodied.
The 'green' daemon bites back at Donovan
Attack v KAC: 1d20 + 4 - 2 ⇒ (2) + 4 - 2 = 4 for Piercing: 1d4 + 3 - 2 ⇒ (1) + 3 - 2 = 2

Friendly Neighborhood Pregen |

Will: 1d20 + 4 ⇒ (18) + 4 = 22
Raia shrugs off this second attempt to confuse her, steps back slightly, and shoots the daemon Donovan stabbed in the face.
Attack v EAC: 1d20 + 6 ⇒ (10) + 6 = 16 for Sonic: 1d8 + 2 ⇒ (8) + 2 = 10

GM Zoomba |

Still scared, the red being pummeled by Staar nevertheless tries to gnaw at her desperately
Attack v KAC: 1d20 + 4 - 2 - 4 ⇒ (12) + 4 - 2 - 4 = 10 for Piercing: 1d4 + 3 - 2 ⇒ (4) + 3 - 2 = 5
Attack v KAC: 1d20 + 4 - 2 - 4 ⇒ (12) + 4 - 2 - 4 = 10 for Piercing: 1d4 + 3 - 2 ⇒ (2) + 3 - 2 = 3
Behind it, the one daemon still standing in the grease recognizes Staar as the true threat. Her mind feels sudden pain as it thrusts at her.
Mind thrust v Staar: 2d10 ⇒ (4, 2) = 6 DC 15 for half
Initiative
Blue esuradaemon
Donovan 0/28 SP, 21/28 HP
Staar 0/32 SP 28/32 HP, will save needed
Green esuradaemon, shaken, 15 damage
Raia 1/20 SP 21/24 HP
Red esuradaemon, shaken, 15 damage
Yellow esuradaemon, shaken
Amariel 1/24 SP 25/28 HP

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Amariel tries to skewer him a rat again.
vs Red's KAC: 1d20 + 6 ⇒ (13) + 6 = 19
Damage: 1d4 + 3 ⇒ (1) + 3 = 4

GM Zoomba |

So: with other agents' efforts fighting similar rat fiends, the Yellow doors are now open.
We can continue this fight, if you'd like, or the rats can scatter as you press on - the exit is close!

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Will save vs. mind-affecting: 1d20 + 4 + 1 + 2 ⇒ (3) + 4 + 1 + 2 = 10
1 vote for moving to the next battle!

GM Zoomba |

Feel free to heal up as you can then!
As shaking rumbles the floor and walls of the station in response to something in the distance, the remaining rat fiends screech and scurry away back into the darkness, squeezing through tiny cracks in the wall.
In the hallway, Raia and Donovan can see the yellow door down the way unlock.
Donovan 0/28 SP, 21/28 HP
Staar 0/32 SP 25/32 HP
Raia 1/20 SP 21/24 HP
Amariel 1/24 SP 25/28 HP
Everyone but Raia still has the leftovers
Which yellow door: lower (closest to you), middle, or top?

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Going to use this boost: "You each get a mk 1 serum of healing for this adventure, as well as each getting your choice of a serum or grenade of level 4 or lower." to get an Mk 1 Adaptive Serum and consume it right away. She'll keep the healing serum for now.
She'll also use this one: "Once during the adventure, one of you can consume a fancy food pack to gain a +1 bonus to skill checks and saves for a number of minutes equal to their character level, while also healing as if you had taken a mk 2 serum of healing"
Mk 2 Serum of healing: 3d8 ⇒ (4, 8, 5) = 17
1 vote to open the yellow door on the center of the map, which seems closest to the exit - since the trap was already 'disarmed'.

GM Zoomba |

Opening up the middle yellow double-door, Staar finds a long hallway...that ends in a purple-locked sealed door! So close to the exit!
Six other unmarked doors line the hall itself, three on either side.

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Perception: 1d20 + 5 + 1 ⇒ (3) + 5 + 1 = 9
She notices nothing wrong at all...

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"Uuuuuh, hold on here."
Perception: 1d20 + 10 ⇒ (7) + 10 = 17
"Yeah, that'll suck us out quicker than a toilet. Don't open them unless you got your environmental protection up."

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Staar waits for Donovan and Raia to catch up and opens the first door to the right instead.

GM Zoomba |

The door slides open smoothly.
Behind it is a cavernous chamber with a towering forty-foot-high ceiling. The vault-like room is lined with black metal filing cabinets that feature heavy duty locks, and the whole area is dimly lit.
A figure stands in the center of the room, their features initially obscured by shadows. They turn to you as the door opens.
Hello, Starfinders The voice that speaks it flat and emotionless. I appreciate your tenacity. Defeating Datch is no small achievement. But my instructions are simple: you will not leave this station.
As they take a step forward, the figure is slightly better revealed. They are a tall, androgynous elf with inky eyes and bluish-purple hair and wearing a jet-black armored suit. The elf's body is dotted with several strange enhancements and augmentations, particularly about the arms and skull, though their design appears strange and unknown.
The dim lighting shins against a wickedly sharp-looking blade at their back as they move towards you!
Staar: 1d20 + 0 ⇒ (10) + 0 = 10
Amariel: 1d20 + 3 ⇒ (6) + 3 = 9
Raia: 1d20 + 2 ⇒ (1) + 2 = 3
I: 1d20 + 3 ⇒ (1) + 3 = 4
Initiative
Donovan28/28 HP
Staar 32/32 HP
Amariel 25/28 HP
Elf
Raia 21/24 HP

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Staar hopes dropping this purple-ish villain will open the purple doors, so she attunes photon and moves in the room to attack:
Solar gauntlet vs. KAC: 1d20 + 10 ⇒ (6) + 10 = 16
Bludgeoning damage: 1d6 + 13 ⇒ (2) + 13 = 15

GM Zoomba |

Donovan's bravado confidence does seem to take the elf a bit aback. They still posses unusual speed however, and dodge out of the way of Staar's swing.
Initiative
Donovan 28/28 HP
Staar 32/32 HP
Amariel 25/28 HP
Elf shaken
Raia 21/24 HP

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Amariel skids into the room, getting to the other side of the elf. He takes a shot with his massive gun.
Prototype Conqueror, vs EAC: 1d20 + 7 ⇒ (13) + 7 = 20
Damage, E&F: 1d12 + 4 ⇒ (8) + 4 = 12

GM Zoomba |

As Amariel shoots at his target, the elf's arm whips out with its blade towards the charged blast. It seems to slightly intercept the beam, but not enough to stop them from getting shocked and scorched by the shot.
The enemy looks toward the buff but underarmored compared to Donovan Staar. fists. a confident choice, but an actual weapon i find more effective. A sharp cut to the solarian emphasizes their comment as the elf the Steps back towards Amariel.
Attack v KAC: 1d20 + 8 - 2 ⇒ (11) + 8 - 2 = 17 for Slashing damage: 1d6 + 12 - 2 ⇒ (1) + 12 - 2 = 11
Raia moves into the room so she can clearly see your attacker in its new position, and takes a shot at it before preparing to blast the thing with force missiles. Again the elf tries to deflect the energy racing towards them, but is not skilled enough to avoid the hit.
Attack v EAC: 1d20 + 6 ⇒ (14) + 6 = 20 for Sonic: 1d6 + 2 ⇒ (3) + 2 = 5
Initiative
Donovan 28/28 HP
Something
Staar 23/32 HP
Amariel 25/28 HP
Elf 17 damage, shaken
Raia 21/24 HP

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Donovan makes a guarded step.
He makes a quick movement to feint and attacks with his knife!
Standard action: Clever Feint vs. red (10 + your opponent’s total Sense Motive skill bonus, or 15 + 1-1/2 × the opponent’s CR, whichever is greater), Sense-Dependent: 1d20 + 13 + 1d6 ⇒ (11) + 13 + (6) = 30
Even if you fail, that enemy is flat-footed against your attacks until the end of your next turn. If you succeed, the enemy is also flat-footed against your allies’ attacks until the end of your next turn. You can’t use clever feint against a creature that lacks an Intelligence score.
plus attack with clever attack:
Survival knife: 1d20 + 6 ⇒ (14) + 6 = 201d4 + 4 ⇒ (2) + 4 = 6

GM Zoomba |

Dovovan’s feint causes his knife to slip past the elf’s defenses and cut them!
They glare at the lashunta, augmentations glowing. With unnatural speed and grace their own sword slices out toward you!
die swinging. a respectable final act.
Attack v KAC: 1d20 + 8 - 2 ⇒ (5) + 8 - 2 = 11 for Slashing: 1d6 + 12 - 2 ⇒ (2) + 12 - 2 = 12
Init
[ooc]Donovan 28/28 HP
Staar 21/32 HP
Amariel 25/28 HP
[ooc]Elf 23 damage, shaken, flat-footed
Raia 21/24 HP

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Sttar attunes photon again and moves in closer to the elf to attack again:
Solar gauntlet vs. KAC: 1d20 + 10 ⇒ (20) + 10 = 30
Bludgeoning damage: 2d6 + 26 ⇒ (6, 5) + 26 = 37
Aid token: Allied Offensive: 2d8 ⇒ (7, 6) = 13
And she delivers!
Corrode critical hit effect: 1d4 ⇒ 4
Dayum

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Amariel steps back and takes another shot.
Vs Elf's EAC: 1d20 + 7 ⇒ (4) + 7 = 11
Damage, E&F: 1d12 + 4 ⇒ (8) + 4 = 12

GM Zoomba |

Amariels' shot unfortunately misses.
Staar, you get their attention.
The elf staggers back from the unexpected force of the brawler's punch. Skin sizzling as acid eats into them. enough. this has to end.
The augments around the elf's skull glow as they lash out twice at Staar. All trace of fear or hesitation seem gone they seem to have thrown off the shaken condition early through some unknown means
Attack v KAC: 1d20 + 8 - 4 ⇒ (1) + 8 - 4 = 5 for Slashing: 1d6 + 12 ⇒ (1) + 12 = 13
Attack v KAC: 1d20 + 8 - 4 ⇒ (19) + 8 - 4 = 23 for Slashing: 1d6 + 12 ⇒ (5) + 12 = 17
The second slice cuts deeply into Staar even as the Acid bruns a bit of its wielder away.
In the distance, Raia yells in anger and sends three spiraling bolts of pure energy at Staar's attacker.
Magic Missile: 3d4 + 3 ⇒ (4, 3, 2) + 3 = 12
They grunt as the third bolt slams into them. For a moment the elf looks strangely at each of you. Then they fall over: dead.
Init
COMBAT OVER!!! (Perfectly timed Crit)
Staar 4/32 HP
Amariel 25/28 HP
Raia 21/24 HP[/ooc]
You now stand, bleeding and tired, alone in the room. No rat statue taunts you here, just rows and rows of filing cabinets.
The slain elf's sword a carbon-steel curve blade clattered to the ground as they fell. Looking them over you can find they are wearing an estex suit II and a frostbite-class zero pistol is strapped to their side along with two spare batteries.

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Perception: 1d20 + 5 ⇒ (10) + 5 = 15
Staar slumps against a wall, starts chugging serums:
Serum of healing: 4d8 ⇒ (2, 4, 8, 4) = 18
She'll drink 4 of them, just in case - then look down the corridor to see if the purple door is open.

House GM Tyranius |

"Your escape route is clear.” This time, Radaszam addresses the Starfinders. “Drinks are on me at the elevation ceremony—I expect to see you there.”
*****
Days after their daring escape from Datch’s compound, the Starfinders return to Absalom Station to find the Lorespire Complex grounds completely deserted. Its chambers are silent except for the faint sounds of speech from a nearby hall.
Hundreds of diverse creatures fill the Hall of Discovery. Familiar faces appear among the masses as faction leaders, venture-captains, and friends of the Society gather around an illuminated platform. First Seeker Luwazi Elsebo’s magnified voice rings out over the audience’s excited murmurs. “Thus, it is with both sadness and pride that I step down as First Seeker. But before I can welcome my successor, Guidance has an announcement to make.”
A green holographic image of a human woman materializes beside Luwazi and addresses the room. “Greetings, Starfinders and esteemed allies. I have considered your nomination of Ehu Hadif Ko’ra Amares of Clan Tolar as First Seeker. I agree with your selection and have confirmed his elevation in my records. This is a day for celebration.” Guidance bows its head and dissipates.
The crowd erupts into thunderous applause as a kasatha clad in crimson armour strides onto the stage. He nods respectfully to Luwazi, who steps back to offer him her place at the centre of the platform. Ehu Hadif raises two of his hands and says, “Thank you for the warm welcome. I am honoured to accept the title of First Seeker, and all the responsibility that comes with it. First Seeker Elsebo has been our rock through countless hardships. Few First Seekers in our Society’s history has overseen so many successful struggles. Thanks to her, and the brave Starfinders who worked to outwit our foes, we now enter a time of peace. My goal during this time is to return our organization to its roots of discovery and exploration. My colleagues and friends, I invite you to once again turn your eyes to the distant stars. Together, I believe we can gather and preserve precious knowledge for the good of the universe.”
The Starfinder Society triumphed over Datch’s lies and schemes, and a new era of discovery under First Seeker Ehu Hadif is dawning.
Thank you GM’s for all of your hard work and effort to make this another successful special!

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“Ahhh, we did it!!! I thought we’ll die!!“ he says smiling.
“We Castrovel bunch are awesome!!!“
GM Zoomba, this was absolutely amazing. I really love your gm style!! So sad that you’re not GMing PFS1 anymore! ;-) Seems like I have to play sfs more often. Thanks for everything!!

GM Zoomba |

Indeed, with the mysterious elf slain, you and the other Starfinder agents find yourselves able to break through the last bit of security of Datch's orbital platform. Racing to your ship you get to a safe distance as the complex erupts in a fiery explosion behind you!
Congratulations Team Castrovel! You managed to survive: and stop Datch from taking over one of the largest organizations in the known galaxy! (and, you know, from doing anything else in the future)