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Dytabail pulls back and punches the blob. Let's see if we can connect with some acid.
Entropic Strike: 1d20 + 7 ⇒ (20) + 7 = 27
Acid Damage: 1d6 + 10 ⇒ (6) + 10 = 16

GM Bret |

Kiff gets into a better tactical position.
Dytabail hits it hard right where the burn mark is. Seems this creature isn’t resistant to acid, it takes full damage!
Having been hurt so badly by that strike, the creature strikes back at Dytabail. Unfortunately for it, neither strike hits.
Pseudopod, Full attack: 1d20 + 14 - 4 ⇒ (1) + 14 - 4 = 11
Bludgeoning damage: 2d6 + 11 ⇒ (5, 6) + 11 = 22
Pseudopod, Full attack: 1d20 + 14 - 4 ⇒ (9) + 14 - 4 = 19
Bludgeoning damage: 2d6 + 11 ⇒ (1, 6) + 11 = 18
Round 3:
The ground in the junkyard is difficult terrain
Ooze 98 damage
Shokil 15 hp damage
Kiff 7 hp damage
Dytabail 57 damage 15 hp damage
Azara 7 hp damage
Oddman 9 hp damage
Round 3:
Sprocket
Claptrap II 5 damage

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Kiff takes a swing at the ooze VS KAC: 1d20 + 7 + 2 ⇒ (8) + 7 + 2 = 17
damage(S+E NL): 1d6 + 7 + 1 ⇒ (3) + 7 + 1 = 11
Fully attuned Solar.

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Kiff takes a swing at the ooze VS KAC: 1d20 + 7 + 2 ⇒ (4) + 7 + 2 = 13
damage(S+E NL): 1d6 + 7 + 1 ⇒ (2) + 7 + 1 = 10

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Sprocket and Claptrap continue to do their best and attack.
Sprocket Attack vs EAC: 1d20 + 12 ⇒ (11) + 12 = 23
Fire Damage: 2d6 + 8 ⇒ (3, 4) + 8 = 15
Claptrap Attack vs KAC: 1d20 + 10 ⇒ (20) + 10 = 30
Slashing Damage: 2d8 + 11 ⇒ (5, 4) + 11 = 20
OMG Claptrap did a thing and got a big crit.

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Gain 1 EP at the start of my turn
Seeing that last strike work, Dytabail strikes again.
Entropic Strike: 1d20 + 7 ⇒ (9) + 7 = 16
Acid damage: 1d6 + 10 ⇒ (3) + 10 = 13

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Shokil, heartened by his companions attacks, swallows and tries again.
attack: 1d20 + 9 ⇒ (6) + 9 = 15
But the mist and flowing bodies around the ooze cause him to miss. Again.
Back to the target range for me.

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"For being a bag of ooze, this thing is surprisingly tough," Azara comments.
With Kiff distracting the beast, he goes all out, his blade flashing with the speed with which he strikes.
Solar Weapon (Flashing Blades, Flanking): 1d20 + 10 - 3 + 2 ⇒ (16) + 10 - 3 + 2 = 25
Slashing: 2d6 + 1d6 + 14 ⇒ (1, 2) + (2) + 14 = 19
Solar Weapon (Flashing Blades, Flanking): 1d20 + 10 - 3 + 2 ⇒ (5) + 10 - 3 + 2 = 14
Slashing: 2d6 + 1d6 + 14 ⇒ (4, 6) + (6) + 14 = 30

GM Bret |

Kiff tries striking the ooze but can’t hit a vital spot. Too much armor in the way.
Double post, I just used the first.
Sprocket hits and manages to do some damage in spite of the fire resistance. Claptrap gets a solid it in, although a tiny amount of damage is lost. That is enough to finish off the creature.
Combat over
Now that you have time, you gather up the UPBs.
You collect up several weapons the ooze had collected; corona artillery laser, red star plasma rifle and a static arc rifle.
Looking at the remains, you think you could harvest some of its sticky resin to make five stickybomb grenades II.
Life Science or Engineering check, once chance only, limit one Aid.

GM Bret |

Sprocket has no problem harvesting the materials for the grenades.
You don’t find anything else of interest in the junkyard.
Looking at the chamber a little more, you think that is probably the chutes from the level above and somehow anything dumped gets moved into the junkyard.

GM Bret |

You leave the Repository with the three izalguun, the Tear, and the other things you have found.
You can decide if you wish to make a short detour to drop the izalguun off at their home world or bring them back to Absalom Station and turn them over to Ulyapses.
As you return to Absalom Station, Oddman finds he has developed some simian traits. He might not need that spider climb spell as often anymore!
Upon return to Absalom Station, First Seeker Luwazi Elsebo is ecstatic. With the Tear in the Starfinder Society's possession, she knows that the rescue of the Starfinders behind the Godshield is near at hand. Thanks to your performance of this critical task, she puts your group at the top of her short list of agents who are capable of assisting her in this endeavor.

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Azara votes for returning the izalguun to their home world.
"A family torn apart"
"By corrupt treasure"
"With loss life begins anew."
Thanks for the game! I suspect this sheet will be my excuse to create an Izalguun, which I've wanted to do since I found out about them.

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Dropping them off seems to be the right thing to do.

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"Do you think they will be ok if we just bring them to their home planet. Ulyapses is one of their people and a friend of the society. Perhaps he could help them reaclimate with the societies resources. Perhaps we should ask Prima which destination she would prefer."

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"Ulyapses asked the seeker for our presence here. We should consult with him."
Turn them in!

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"I think returning them to their own people.. if they want to go... is the right choice" agrees Shokil.

GM Bret |

After some discussion, the majority are in favor of dropping the izalguun off at their homeworld. Prima is happy with that.
Prima’s children are excited to see others of their kind. A mystic is able to help them with the language issue and they start excitedly chatting with the other izalguun.
Prima confesses her murder to the elders. They will have a hearing to decide what penance she will be asked to pay, but are glad that she has returned to the community.
The izalguun praise you for your resourcefulness and thank you for returning their people to them.
When you get back to Absalom, the First Seeker supports your detour and Ulyapses expresses his confidence that the community can help them.