
GM Bret |

BATRACHIAN IZALGUUNS
CN Large monstrous humanoid (aquatic)
They are Izalgunns with frog-like features.
Weaknesses water dependency
They aren’t going to want to come out of the water…
Neither Sprocket nor Claptrap are able to damage their target.
Round 4:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 26 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 5 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 23 damage spit again round 5

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(OOC: Dytabail has two pieces of info to get with Life Science. What do people want?)
Seeing that green is looking a bit loopy, Dytabail says "Switch to subdual" over coms. She then takes a shot at green.
Attack: 1d20 + 3 ⇒ (15) + 3 = 18
non-lethal acid: 1d6 + 10 ⇒ (3) + 10 = 13

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Oddman catches his returning trident, activates his other photoenergetic node and his plasma scabbard, and tosses the weapon at purple once again:
Adamantine sintered trident vs. Purple's KAC: 1d20 + 12 - 2 - 2 ⇒ (20) + 12 - 2 - 2 = 28
Fire damage: 2d6 ⇒ (6, 3) = 9
Fire & electricity damage: 2d10 ⇒ (10, 9) = 19
Piercing damage: 4d8 + 26 ⇒ (1, 7, 3, 2) + 26 = 39
Now that's more like it. Crummy d8 rolls though

GM Bret |

Dytabail misses the green creature.
Oddman slams Purple with a perfect hit. It takes the creature down!
Round 4:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 26 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 5 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying

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With Purple out of the fight and Green the focus of a lot of negative attention, Azara can focus on Red.
He draws upon the movement of the stars to guide his own hands and slashes repeatedly at his target.
Solar Weapon minus underwater penalty minus Multiattack penalty with Flashing Blades: 1d20 + 10 - 2 - 3 ⇒ (2) + 10 - 2 - 3 = 7
Slashing: 2d6 + 1d6 + 14 ⇒ (4, 1) + (3) + 14 = 22
Solar Weapon minus underwater penalty minus Multiattack penalty with Flashing Blades: 1d20 + 10 - 2 - 3 ⇒ (2) + 10 - 2 - 3 = 7
Slashing: 2d6 + 1d6 + 14 ⇒ (3, 5) + (2) + 14 = 24
He should follow the movements of OTHER stars...

GM Bret |

With stars in his eyes, Azara finds he can not see the target accurately enough to hit it.
Round 4:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 26 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 5 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying

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Kiff Swings at Green once again,
vs KAC: 1d20 + 7 + 2 ⇒ (5) + 7 + 2 = 14, damage(S/E NL): 1d6 + 7 + 1 ⇒ (6) + 7 + 1 = 14
Attune Solar 2

GM Bret |

Kiff misses their target.
Round 4:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 26 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 5 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying

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Sprocket will relay the information to the group about the creatures

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Sorry, missed I was up
The sniper takes a careful aim and tries to vaccinte the red frog-thing.
You can do this. Just like Smith does. But this is real life...
attack vs KAC: 1d20 + 11 ⇒ (7) + 11 = 18 Argh. Even with snipers aim to reduce cover bonus, I'm guessing that is a miss.
He looks at the needler is disgust. "I think the sight is off on this."

GM Bret |

EAC 17; KAC 19 but then cover applies.
Effective ranged KAC 23 for most, 21 for Shokil because of sniper
Shokil misses with the dart.
Purple bleeds.
Red continues to attack Azara, barely hitting.
Tongue lash: 1d20 + 15 ⇒ (10) + 15 = 25 plus grab if hit by 4 or more
Bludgeoning damage: 1d6 + 10 ⇒ (5) + 10 = 15
Green chews in Dytabail a bit more.
Tongue lash: 1d20 + 15 ⇒ (18) + 15 = 33 plus grab if hit by 4 or more
Bludgeoning damage: 1d6 + 10 ⇒ (4) + 10 = 14
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 40 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 20 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying 2

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Hoping he can eventually retrieve the darts that missed, Shokil does his best to remain calm.
How can I remain calm when giant frogs, that maybe transformed guardians are busy trying to eat my team mates? he wonders. Stupid instructions from stupid instructor.
Still, he does try to adjust his aim for the faulty site on the needler...
attack, sniper: 1d20 + 10 ⇒ (10) + 10 = 20
"Right that does it" he says tossing down the needler in disgust and reaching for his rifle.

GM Bret |

Was really hoping Kiff or Azara had coordinated shot…
Shokil misses.
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 47 damage
Kiff 39 damage 7 hp damage
Dytabail 40 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 20 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying 2

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Claptrap will try to attack Green.
Attack vs KAC: 1d20 + 10 ⇒ (3) + 10 = 13
Damage Slashing: 2d8 + 11 ⇒ (4, 2) + 11 = 17
Sprocket will attack Green with the pistol.
Attack vs KAC: 1d20 + 12 ⇒ (4) + 12 = 16
Damage Piercing: 2d6 + 4 ⇒ (5, 1) + 4 = 10
Seriously..............wow these rolls are awesome

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Oddman grabs his returning trident, jetpacks down 5ft. and moves closer to red, before throwing his weapon down at it:
Adamantine sintered trident vs. Red's KAC: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 20
Piercing damage: 2d8 + 13 ⇒ (4, 5) + 13 = 22
Fire damage: 1d6 ⇒ 5
A miss and a hit and a miss

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I hadn't considered it, but am starting to think i need to take it ASAP
Kiff tries once again to hit the creature that downed him.
vs green KAC: 1d20 + 7 + 2 ⇒ (10) + 7 + 2 = 19
damage(S/E NL): 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

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Dytabail mitigates the damage from the last strike, and strikes back at green.
Entropic Strike: 1d20 + 3 ⇒ (18) + 3 = 21
Non-lethal acid: 1d6 + 10 ⇒ (2) + 10 = 12

GM Bret |

Sprocket and Claptrap miss.
Oddman misses.
With it flanked, Kiff manages to hit Green.
Dytabail also manages to hit green. It looks like any hit will take it down!
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 69 damage NL
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage, grappled
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 20 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying 2

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Azara figures that, with just a little more time, Kiff and Dytabail can finish off the opponent they've been working on (and that worked Kiff over.) But with just a little more time, it can seriously injure one or both of them, as well.
He hopes to cut that time short.
Solar Weapon vs. Green: 1d20 + 10 ⇒ (13) + 10 = 23
Slashing: 2d6 + 1d6 + 14 ⇒ (4, 6) + (3) + 14 = 27
Photon Attuned 2

GM Bret |

Azara takes down Green!
Red continues to lick Azara, but can’t seem to wrap their tongue around him.
Tongue lash: 1d20 + 15 ⇒ (12) + 15 = 27 plus grab if hit by 4 or more
Bludgeoning damage: 1d6 + 10 ⇒ (6) + 10 = 16
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 96 damage dying
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red 25 damage Creature spit again round 5
Purple Creature 90 damage spit again round 5 Dying 3

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Sprocket will shoot at Red.
Attack vs KAC: 1d20 + 12 ⇒ (4) + 12 = 16
Damage Piercing: 2d6 + 4 ⇒ (6, 3) + 4 = 13
Claptrap will move up to Red and attack.
Attack vs KAC: 1d20 + 10 ⇒ (5) + 10 = 15
Damage Slashing: 2d8 + 11 ⇒ (1, 2) + 11 = 14

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Oddman grabs his returning trident, moves a bit so he won't have to hover, and throws it at the last mutant:
Adamantine sintered trident vs. Red's KAC: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 30
Piercing damage: 4d8 + 26 ⇒ (1, 6, 7, 1) + 26 = 41
Fire damage: 2d6 ⇒ (5, 3) = 8
What's with the d8s...

GM Bret |

Sprocket and Claptrap are having no luck hitting.
Kiff moves to a more advantageous position.
Oddman unleashes a devastating attack and puts Red out of action.
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 96 damage dying
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red 74 damage Creature spit again round 5 Dying
Purple Creature 90 damage spit again round 5 Dying 3

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Shokil advances on the Purple creature.
Checking it is an antidote he injects it first, hoping that might also stop it dying. "Medic!" he calls out, reaching for one of his own Mk1 healing serums to apply if required.

GM Bret |

Shokil injects the vaccine into purple. It takes effect with amazing speed, causing the gills to stop working and the tongue to retract. Unfortunately, without gills the creature can not breath water and it is now in severe danger of drowning.
Round 5:
Green Creature 96 damage dying
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red 74 damage Creature spit again round 5 Dying
Purple Creature 90 damage spit again round 5 Dying 3, transforming, drowning

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Dytabail sees green fall in front of her, and catches it before it can sink to the bottom. She throws it over her shoulder and heads back to the steps, ready to apply medical care.

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I am assuming I can hoist them high enough to pass by my allies. If not, I can try to move in another direction. My Acrobatics is high enough that I can't fail a DC 5, but I can roll if you want.

GM Bret |

Dytabail drags green over to the steps where the water is shallower.
Made some minor adjustments to positioning and put green where you could drag it to.
It would have been an Athletics check to drag it, your Take 10 of 20 is fine.
Round 5:
Walkways are difficult terrain and increase Acrobatics DCs by 5
All the creatures currently have cover from being immersed in the water
Life Science to identify the creatures
Green Creature 96 damage dying
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red 74 damage Creature spit again round 5 Dying
Purple Creature 90 damage spit again round 5 Dying 3, transforming, drowning

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Shokil does a quick assessment of what is likely to kill the purple creature first, and decides it is likely wounds rather than water. He takes the next set of healing serum the team found and puts it into the injector, stabbing the transforming frog with it.
Hopefully it will be too confused by transforming to worry about trying to kill me straight away.
"See if you can stabilize any of them. The vaccine looks like it works a treat."

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Kiff wishes he has taken those medicial extension courses at Starfinder Academy, but begins dragging red to the stairs.

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Azara moves over to Purple and starts to haul them toward the other steps, starting by lifting them over his head and carrying them while walking on the floor but switching to swimming if that doesn't work.
Athletics: 1d20 + 11 ⇒ (4) + 11 = 15

GM Bret |

Alright, need to check when Purple went down vs, when Shokil could have done the injection.
Unfortunately it looks like I forgot to increment the round counter in that stretch of posts.
Round 4 Purple still healthy
Round 4 Shokil acts in that round after Purple went down
Round 5 starts
Round 6 starts, I forget to increase the round number
Looks like Shokil barely makes it in time.
Azara swims over to Purple and gets its head above water.
Best would be swimming since you need their head above water. I haven’t taken lifeguard training, but I would think it would be about equivalent to swimming in Rough Water.
Shokil injects Purple with some healing serum, causing it to come conscious and immediately start gasping for air. It is confused, but does not immediately lash out at anyone or try to escape Azara’s hold on it. It continues to loose the frog-like features it had, the gills completely disappear.
Descriptive confused as opposed to the Confused condition. It will survive now, I see no reason for further complications there.
Kiff drags Red to the walkway. He can keep Red’s head above water from where he dragged it, but unless it gets some treatment for its wounds it will soon die.
Keeping to round count for reasons.
Round 7:
Walkways are difficult terrain and increase Acrobatics DCs by 5
Green Creature 96 damage dying 2
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red 74 damage Dying 2
Purple Creature very badly injured, conscious, transforming

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Oddman, seeing his colleagues efforts, casts Stabilize on Red.
Then he flies back to a wall.

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Sprocket will move back to get out of the way of them pulling green onto the ground.
Claptrap will move to green and grab him to keep his head above water.

GM Bret |

Oddman uses his magic to prevent Red from dying.
Sprocket moves out of the way and has Claptrap help hold Green’s head out of the water.
Dytabail is confused by what she sees. Her attempt to provide first aid is unsuccessful.
Round 7:
Walkways are difficult terrain and increase Acrobatics DCs by 5
Green Creature 96 damage dying 2
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red badly injured, stabilized
Purple Creature very badly injured, Saved, transforming

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Azara attempts to swim to the nearest open spot while hauling his former opponent with him.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20
Athletics: 1d20 + 11 ⇒ (18) + 11 = 29
Assuming the water is calm and there aren't big penalties for hauling her along, that should be two successes. Assuming there aren't speed penalties for hauling her along, I get to the other side (though can't get her out of the water, yet.)

GM Bret |

Azara has no problems swimming while hauling the injured Purple creature with them.
Purple then crawls onto the walkway so it is out of the water. It has lost most of its frog-like attributes.
Round 8:
Walkways are difficult terrain and increase Acrobatics DCs by 5
At this point only Green is in danger of dying and only Purple could drown.
Green Creature 96 damage dying 3
Kiff 39 damage 7 hp damage
Dytabail 35 damage 15 hp damage
Shokil 12 damage 15 hp damage
Oddman 8 damage, 9 hp damage, weakened, entangled
Sprocket 0 hp damage
Claptrap II 5 damage
Azara 36 damage 7 hp damage
Red badly injured, stabilized, unconscious
Purple Creature badly injured, conscious, transforming

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With Purple out of immediate danger, Shokil advance on Red and injects the vaccine into it.
"Can you keep the green frog alive a little longer?" he asks.

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Dytabail uses a Mk 1 Serum of Healing on green.
Healing: 1d8 ⇒ 4
"Somebody help the other one!" she shouts to the people in the water.

GM Bret |

Now that someone has stabilized green we can go out of combat rounds.
Dytabail uses a Serum of Healing on green, who then wakes up. Having been pummeled so throughly, it doesn’t seem to be in the mood to resume the fight.
With time you get the vaccine to all the izalguuns and they revert back to their normal form, losing the gills and other features. Red turns out to be Prima.
Prima is thankful for the antidote and remorseful. The other two are her children and judging from their behavior want to stay with her. Having never spoken, they will need to go through some training in order to learn a language.
On the other end of the room, you find the Tear covered with the same sticky substance that Oddman had spat at him. After a little work, you are able to get it free. In addition you recover several other relics, most made of gold or rarer alloys.
It is a total of 10 bulk and worth about 10k credits.
You’ve three Izalguuns and some fairly bulky treasure here. Let me know what you would like to do.
Oddman is no longer entangled, but still weakened.

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Perception: 1d20 + 14 ⇒ (4) + 14 = 18
Oddman does a shoddy last perception check. He holds on to the Tear, just in case it has unusual side-effects - he's best suited to survive them.
"It is over." he says, ready to leave. He can heal two of the recovered izalguuns with healing touch, but preferably outside of the hot zone.
Can the computer at the north end of the map be used to turn off the radioactivity perhaps?

GM Bret |

There is nothing in the complex that would allow you to get rid of the radioactivity.
You (Oddmann) are carrying the source of it, it is coming from the Tear.
The scenario fails to give the half-life of magical radioactivity cause by artifacts, but I imagine it will clear with time.
Oddman doesn’t find anything else of interest in the room.
Although there is no way to quickly deal with the radiation, if you adjusted the environmental controls you could probably drain the room and make it less swampy. Even if you ran it at full power, you expect it would take over an hour to drain the water.

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With the fighting over, Dytabail will leave the aftermath to the rest of the group. She figures that the debris to the western tunnel is the way back up, and it will need to be cleared to get the Tear out of here.

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Sprocket will work on trying to drain the water from the room.
Engineering: 1d20 + 20 ⇒ (1) + 20 = 21

GM Bret |

The pumps engage and you can tell that water is starting to drain. It will take a while. Just as important, the water isn’t coming in quite as fast from across the hall.
The debris is completely blocking the passage. Dytabail is no expert, but he doesn’t see a way to clear it in a reasonable amount of time without heavy equipment.

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Shokil blinks a few times and retreats up the stairs a little way.
"Hello... Prima?" he asks.
"We have been sent to retrieve this artefact from the repositiroy. "
He gestures around the area. "I think we might want to take you back to your people as well..How do you feel about that?"
Gahh, a Happy Ending. If there is one thing I'll never write, its a happy ending. Sgt. Smith recoving from a bullet wound or a laser to the chest. Preferably in the care of a beautiful nurse and case of cigars maybe.