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Maxamas will help move them and try to prevent them from falling again. athletics: 1d20 + 15 ⇒ (18) + 15 = 33

GM Hmm |

With everyone aiding and Daata's excellent engineering skills, each pillar slides into place. As each finds its proper home, they lift of the ground, floating in air, glowing and singing riotously.
As the last pillar slides into place, the central metal disc slides open, revealing a spiral staircase leading down. A ghostly hologram of a four-armed figure with gray skin, pointed ears, and three eyes appears above the stairs and speaks in an unfamiliar language, which the lizard wizard understands because of his casting of Comprehend Languages. "Welcome, travelers, you have proven yourselves worthy to access the stairs."
MISSION 2 SUCCESS!

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You have 10 minutes to recover stamina, or do other things.
"Oh good, you found another set of stairs down!" She looks excited, and then says, "You guys are so lucky! Venture Captain Naiaj asked for your group personally to report to her as soon as you are free!"

GM Hmm |

EXPLORATION MISSION 3: RIMERUNNING
Venture-Captain Naiaj gathers her team inside the central tent, ushering them into an unoccupied corner away from the supply teams packing equipment. “You're in luck,” she says. “We've found a route for you leading straight down into the ruins: a trapdoor leading to a staircase. It looks like there was once a building atop it, but the only remains of it are some broken walls. Of course, a direct route down is no excuse to get sloppy.”
She pauses, glancing at the supply teams. “Don't forget the comm units in those packs!” she barks. A half-elf setting a pack aside jumps, blushing, and quickly tucks a comm unit into the pack's side pocket. “Now, where was I?” Naiaj continues. “The trapdoor is on the south side of the ruins. We've determined that it's not itself hazardous, but we have no idea what's beneath, so proceed with caution. Dismissed.”
Then she pauses. "One more thing. Watch each other's backs and be careful. Remember, you're nothing without your team."

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Culture: 1d20 + 13 ⇒ (4) + 13 = 17
"Good work everyone. I'm so very curious what might be lying below those stairs." Teka sighs though as she admits, "it would be proper though to do things in a proper order. I have stumbled into another unexplored ruins to be able to admit that a dash of scouting is something I'm grateful for."
"Besides, I'm afraid I'll need to rest a minute. That blow from the pillar is catching up with me."
Teka will spend an RP during the 10 minutes to recover stamina.
Sense Motive: 1d20 + 10 + 1d6 + 1 ⇒ (17) + 10 + (6) + 1 = 34
Teka smiles toward Charli and responds, "we will need to get right to her then. I know Venture Captain Naiaj does not provide ill considered missions or value tardiness."
--
The mission on her mind, Teka goes through her gear and checks for any gear she is lacking. "I might need to get some augmentations to help my eyes and ears next time I'm in Absalom. I only just picked up on that trap in the ruins and it took me a hair too long to tell the pillars were singing where they belonged."

GM Hmm |

Naiaj reminds you, "There is a supply tent, you know. Pick up what you need, but be quick about it."

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Zargothrax raises an eyebrow at Teka. "Right... definitely no ill-considered missions from that..." THIS SECTION HAS BEEN OMITTED FROM THE OFFICIALLY DOCUMENTED CHRONICLE DUE TO PROFANITY.
Zargothrax clearly has a bone to pick with Naiaj. When they finally come back for their next mission he continues to glare at VC Naiaj. "Right. Anythin' else yer not sharin with us?"

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Supply tent, this where Maxamas buys and sells the stuff he needs. Thanks as you see him upgraded with better armor and stuff.

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Kneepuncher doesn't even notice 37 missing stamina at this point, so he waits for the others, prepared to take point on the descent.

GM Hmm |

Naiaj's eyes soften for a fraction of a moment. "I heard that you died on that mission. But this time, like last time, I have no further information because I myself do not know." Then she stiffens as says, "Well, about time you got to it, Starfinders. See you on the other side!"
★ --- ★ --- ★ --- ★
Kneepuncher takes point on the descent. The staircase descends fifty feet and ends in a short tunnel opening into a wider cavern. The carved rock walls of this cavern are covered in ice and frost. Several sconces on the walls likely once provided illumination but are now rusted over and filled with snow. Tunnels branch off in several directions from the main cavern, and a thick coating of ice covers the floor, making it impossible to see the stone beneath.
The site's creators carved these chambers from natural caverns, enlarging them for easier access. The cavern is unlit, and its ceiling is fifteen feet high.
Suddenly the ice floor cracks, opening into a pit that threatens to swallow the whole party!
Falling Damage: 2d6 ⇒ (4, 2) = 6
Slashing Damage: 5d12 + 5 ⇒ (5, 10, 9, 3, 2) + 5 = 34
Those of you who do not fall in immediately notice an ominous rumbling echoing from the ceiling. The chamber begins to shake. Before you can react, the ceiling of the passageway leading to the surface cascades down in a clatter of stone, completely blocking the way out. Given time, the you could dig their way out, but it's apparent that you can't afford to wait, as the ceiling begins collapsing around them. To escape, you need to hurry further in to find another way back to the surface.
Those of you who evaded the initial falling damage can make your way down to join the others without harm.

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Reflex DC 17: 1d20 + 9 ⇒ (6) + 9 = 15
I suppose I need to say in advance if I am flying... ow.

GM Hmm |

I will allow others to do their Reflex saves later as they post today, but for now I am moving you along.
It's time for a chase scene through the collapsing tunnel!
YOUR OBJECT: Get the whole team out -- quickly!
Slide 12
Each zone of the chase has an obstacle that you need to overcome. Except where otherwise noted, succeeding against an obstacle requires a successful DC 23 skill check of one of the indicated types and moves you to the next zone. If you roll a DC 28 or better against the obstacle, you can give another PC in the same zone a +2 bonus on their check.
You can also choose to give up your own action in the round to assist a companion, rolling the check on behalf of another PC with your own modifiers; if you succeed, your ally moves to the next zone, but you (the assisting PC) remains where you are.
★ ---- ★ ---- ★ ---- ★
OBSTACLE ONE: Falling Rubble!
The path ahead is blocked by rubble continually showering from above. Although it doesn’t completely prevent passage like the rubble blocking the way to the surface, it’s difficult to move through.
To move to the next zone, each of you must succeed at a DC 18 Acrobatics check to scramble over the rubble or a DC 18 Athletics check to push the rubble aside. Or I will totally let you fly out -- but still give me that Acrobatics roll, because you may need to dodge rubble falling from above!
Slide 12

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Maxamas being nimble can definitely escape the rubble acrobatics: 10 + 19 = 29 He can take 10 as he is skill focused, next to roll gets my aid.

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Realized that I had my Reflex wrong before. It is fixed now.
A question for helping people during this scene, if we are helping an ally, do we need to be facing the same obstacle or can we do that from ahead? Also, if we aid an ally, I assume they also can't act during the same turn.
Reflex: 1d20 + 11 ⇒ (6) + 11 = 17
Teka is just barely able to avoid falling into opening in the ground. As the tunnel rumbles she quickly makes her way out a she tries to follow behind Maxamas.
"Keep moving. I know that it is tough, but just push through and we will out of here in a twist of a spanner."
Acrobatics with Maxamas Aid: 1d20 + 16 + 2 ⇒ (20) + 16 + 2 = 38
Teka will pass on the +2 bonus to the next person rolling.
Also a reminder to everyone of our Clear the Way bonus that granted "Once during the adventure, when rolling a combat maneuver check, a Strength based skill check, or a Strength-based attack roll, each PC can choose to roll the check twice and take the higher result."

GM Hmm |

If you roll for an ally, my assumption is the ally does not get to act that turn. I will allow you to do that activity from the same or an adjacent zone.

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KP would rather fly, but his Acrobatics is awful.
Kneepuncher starts shoving rocks out of the way.
Athletics DC 18: 1d20 + 12 ⇒ (18) + 12 = 30

GM Hmm |

We now have two +2s aids for two different characters available for the check to avoid falling rubble.
Still needs to act:
Daata (Reflex needed)
Srurdez
Zargothrax (Reflex needed)

Bot Buddy 2000 |

Click. Whirr.
BOTTING ZARGOTHRAX, SRURDEZ and DAATA
Daata's Reflex Save (DC 17): 1d20 + 7 ⇒ (19) + 7 = 26
Daata's Athletics + Aid: 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19
Daata manages to avoid falling through the ice, and then clambers over rocks with the aid from Teka.
Srurdez's Athletics: 1d20 + 14 ⇒ (10) + 14 = 24
Srurdez leaps over the rubble, showing vesk athleticism.
Zarg's Reflex Save (DC 17): 1d20 + 4 ⇒ (18) + 4 = 22
Zarg's Athletics + Aid: 1d20 + 11 + 2 ⇒ (17) + 11 + 2 = 30
Zarg avoids the ice, and then leaps over the rubble as well to avoid being outdone by his fellow vesk.

GM Hmm |

OBSTACLE 2: DEAD END
Ticking Clock - Round 2
You reach a dead end. To move to the next zone, you must succeed at an DC 18 Perception or Survival check to double back and find an alternate route.
Alternatively, if you succeed at a DC 28 Physical Science or Athletics check, you find a weakness in the wall to break through and remove the obstacle for all other PCs.
Who's Up?
Daata
Kneepuncher
Maxamas
Teka
Srurdez
Zargothrax

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Kneepuncher pulls up the HUD on his armor and stars mapping passages.
Perception DC 18: 1d20 + 12 ⇒ (14) + 12 = 26

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Physical Science: 1d20 + 16 ⇒ (19) + 16 = 35
Daata surveys the wall and wordlessly points to a weak point, taking his axe and striking it with surprising force.

GM Hmm |

Daata punches through the wall! Everyone passes through to Obstacle 3!
★ ---- ★ ---- ★ ---- ★
OBSTACLE 3: MYSTERIOUS FUNGUS
Ticking Clock:
Daata, Kneepuncher - Round 3
Everyone else - Round 2
You emerge into a chamber filled with bizarre fungal growths covering portions of the floor and walls. Each of you must succeed at a DC 18 Life Science or Medicine check to identify the fungus as hazardous and avoid it as you move through the chamber.
Special: Regardless of the result of your checks, all of you will automatically move to the next zone. However, those who failed
their checks must succeed at a DC 14 Fortitude save or be sickened for the remainder of this mission.

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Life Science Hireling: 1d20 + 13 ⇒ (14) + 13 = 27
Srurdez glances around at the fungus as he enters... "Scotty! Whatcha got for me."

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Great, Maxamas has neither life science or medicine as a skill medicine: 1d20 ⇒ 1
Yeah, Maxamas is toughing it out fort: 1d20 + 8 ⇒ (15) + 8 = 23

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Life Science: 1d20 + 6 ⇒ (12) + 6 = 18
Kneepuncher hovers past the dangerous mushrooms.

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"Delightful work Daata! You are just brilliant.". Teka offers her compliments as she follows through the opening.
Medicine: 1d20 + 13 ⇒ (14) + 13 = 27
Teka slows down as she sees the masses of fungus. "Be careful. This room is a horrid mess. If not the commotion behind us I would say we should take our time. Do your best everyone!"

GM Hmm |

Most of the team manages to avoid the hazardous mushrooms completely.
★ ---- ★ ---- ★ ---- ★
OBSTACLE 4: UNQUIET DEAD
Ticking clock:
Daata, Kneepuncher - Round 4
Everyone else - Round 3
"Oooooooooooo!"
As you turn down another corridor, a host of restless spirits emerge. Although they're too weak to damage you, they pull at your clothes and whimper, hampering your progress.
To move to the next zone, each of you must succeed at a DC 23 Mysticism check to calm the spirits or a DC 18 Stealth check to sneak past them. Succeeding at the Mysticism check removes the obstacle for all other PCs.

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"Spooooooooky!"
Zargothrax fires a couple rounds from his ghost killer liquidator disintegrator to push them back, then tries to halt them with his knowledge of spooks and creeks.
Mysticism: 1d20 + 12 ⇒ (14) + 12 = 26

GM Hmm |

"Ooooo!' The ghosts listen to Zarg's lecture on proper ghostly behavior, and they melt away.
★ ---- ★ ---- ★ ---- ★
OBSTACLE 5: RECONFIGURE DOOR MECHANISM
Ticking clock:
Daata, Kneepuncher, Zarg - Round 4
Everyone else - Round 3
The route ends in a locked door, its mechanisms extremely rusty. To escape the final chase zone, each of you must succeed at a DC 18 Engineering or Sleight of Hand check to maneuver the door. After each successful check, the door stays open only long enough for one of you to get through.
Special: After a successful skill check to open the door, you can choose to remain in this zone holding the door open with a successful DC 23 Athletics or Engineering check. This allows any PCs who haven't yet succeeded at their checks in this zone to move through on their turns, but for each round that you keep the door open, you must attempt a new Athletics or Engineering check.

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"Good job settling those spirits Zargothrax! I'll add that weapon to my wishlist for the little ones to get me once the holidays roll around."
Faced with the door Teka gets to work trying to rotate the machinery behind the door to open it up, she pulls off panels and begins bypassing broken systems in trying to get the door open. "Take a quick moment and this will be open in a mere moment."
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (19) + 15 + (5) + 1 = 40
Given she is only ahead given the work of her other skilled Starfinders, Teka pauses as she tries to keep the door open for another moment. "We can all get out of here as long as we don't push and shove dears."
Attempting the DC 23 Engineering check to keep the door open.
Engineering: 1d20 + 15 + 1d6 + 1 ⇒ (17) + 15 + (5) + 1 = 38
I'm not sure if Daata, Kneepuncher, Zarg are able to get out at this point since they each had resolved some obstacles themselves (and let the others get forward quicker), but I assume Srurdez and Maxamas can get out.

GM Hmm |

Yes, Srurdez and Maxamas can get out! The other three are still a round behind, and so will have to leave next round.

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Zargothrax ignites his jetpack to blast his way towards the door. "Ahm a comin' Teka! Everyone's goin' home taday! Nobody's stayin' behind this time..."
Zargothrax will auto-aid Teka with +16 at holding the door open until the last Starfinder is out.

GM Hmm |

Teka, give me your roll with auto-aid. I am assuming at this point the whole party goes through...

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"Thank you for helping hold the door dear. Don't slow your step for me though."
Teka encourages Zargothrax through the door as she opens it back up.
Engineering w/ Aid: 1d20 + 15 + 1d6 + 1 + 2 ⇒ (9) + 15 + (5) + 1 + 2 = 32

GM Hmm |

With that last roll, everyone makes it through. You emerge into a small room, far enough away from the epicenter to be unaffected. A hole in the ceiling ten feet above provides an exit point to the surface, while a set of stairs leads down.
With the amount of flight in this party, you all easily make it out.
As the last of you fly out of the hole, you can hear the entire complex collapse behind you a few seconds later.
MISSION 3 SUCCESS!

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After you have had ten minutes rest, Charli runs up to you. "Oh, thank goodness you are alright! Naiaj has been beside herself worried that you were trapped in that tunnel." Charli leans forward. "Her eye was twitching even more than normal, so you know it was bad!"
"If you're ready, Radaszam has a mission for you!"

GM Hmm |

EXPLORATION MISSION 5: FROZEN REFRACTIONS
Radaszam leads his team into a tent emblazoned with the symbol of the Acquisitives. “I hope you're ready for this,” he says, halting in front of a map of the ruins. “We're not sure what we're in for, so it might get rough out there.” He taps on the western side of the map. “Our survey drones captured footage of what was once a large building, though only one room seems to be intact. I think it's worth looking into.” A sleek white drone hovers lazily nearby, and Radaszam gives its chassis an absentminded pat. He projects a hologram at the center of the tent depicting an open ice field, on the far side of which is the remains of a building. “Step carefully over there. Our early survey of the ice fields suggests they might be unstable. If you can make it across, investigate the intact room I showed you and see if it holds anything of interest.”
★ ---- ★ ---- ★ ---- ★
The sunlight shimmers across the icy ground, nearly blinding in its radiance. A watery crevasse crosses the middle of the field where the ice has worn thin. Sharp wind whistles across the ice, with only a few broken portions of stone walls dotting the fields to serve as windbreaks. On the other side of the crevasse stands the remains of a once-large building, its only intact room silhouetted against the sky.
Unfortunately, between you and the building are four reptilian-looking icy winged creatures, who shriek eagerly as they see you, and lick their lips.
"Skrrrrriiieeeek!"
Initiative, Daata: 1d20 + 4 ⇒ (19) + 4 = 23
Initiative, Kneepuncher: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative, Maxamas: 1d20 + 6 ⇒ (5) + 6 = 11
Initiative, Srurdez: 1d20 + 1 ⇒ (20) + 1 = 21
Initiative, Teka: 1d20 + 5 ⇒ (17) + 5 = 22
Initiative, Zargothrax: 1d20 + 2 ⇒ (4) + 2 = 6
Initiative, Icewings: 1d20 + 3 ⇒ (14) + 3 = 17
★ ---- ★ ---- ★ ---- ★
Because the ground is unstable, please show your paths across the ice, and include Reflex Saves, as well as Athletics or Acrobatics rolls under a spoiler in case you hit an unstable patch of ice. Flying members of your team will not need to make those rolls or draw their paths.
Daata
Teka
Srurdez
Icewings
Red
Yellow
Green
Purple
Maxamas
Kneepuncher
Zargathrax

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Srurdez stares at the flying creatures as double-checks the Thrower Arms on his armour. He grimaces and glares at Kneepuncher. "Get in the air, quick! We need flight superiority here."
Srurdez is using a Standard Action to Hurry Kneepuncher, granting him an extra move action on his turn (with some restrictions).
Srurdez will then move 35ft directly southwest while drawing his axe
Reflex Save: 1d20 + 6 ⇒ (12) + 6 = 18
Atheltics: 1d20 + 14 ⇒ (1) + 14 = 15

GM Hmm |

The ice beneath Srurdez's feet remains stable as he hurries Kneepuncher, and then moves to his new location, axe drawn.
★ ---- ★ ---- ★ ---- ★
Because the ground is unstable, please show your paths across the ice, and include Reflex Saves, as well as Athletics or Acrobatics rolls under a spoiler in case you hit an unstable patch of ice. Flying members of your team will not need to make those rolls or draw their paths.
Daata
Teka
Srurdez
Icewings
Red
Yellow
Green
Purple
Maxamas
Kneepuncher (hurried)
Zargathrax

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Teka moves across the ice, moving slowly as she takes careful measured step, reliant on her armor to keep her warm in the hostile environment.
"Excellent insight Srurdez. I may not fly but I at least have a bit of range to deal with this ruffians."
Acrobatics: 1d20 + 16 ⇒ (20) + 16 = 36
Hoping her weapon would continue to be effective, Teka fires a pair of shots at the lead creature.
Double Tap targeting Purple.
Inspiring Merciful Laser Pistol Attack vs EAC: 1d20 + 12 + 1 ⇒ (18) + 12 + 1 = 31
Fire Damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12
Actions: Move (across ground), Double Tap.

GM Hmm |

Teka discovers a patch of unstable ice, but is able to move her feet just enough to prevent herself from becoming stuck.
Teka shoots her laser at the purple lead creature, who skrieks more upon getting hit! All the flame damage goes through.
"Skriiiieeeeek!"
★ ---- ★ ---- ★ ---- ★
Because the ground is unstable, please show your paths across the ice, and include Reflex Saves, as well as Athletics or Acrobatics rolls under a spoiler in case you hit an unstable patch of ice. Flying members of your team will not need to make those rolls or draw their paths.
Daata
Teka
Srurdez
Icewings
Red
Yellow
Green
Purple (-12)
Maxamas
Kneepuncher (hurried)
Zargathrax

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Daata eyes the oncoming beasts, and twitches his axe in one hand. Meanwhile, Mikey flies closer and takes a shot at the closest target.
Move AI, standard ready (attack foe that comes within throwing range of his axe (20 ft)); Drone move fly 30 feet, standard attack purple (1 range increment, Far Shot).
Attack vs Purple EAC (Far Shot 1): 1d20 + 10 - 1 ⇒ (9) + 10 - 1 = 18
Damage (E): 1d6 + 3 ⇒ (1) + 3 = 4
Damage (S, magic): 1d6 + 10 ⇒ (2) + 10 = 12

GM Hmm |

Daata readies his axe and sends his drone Mikey to shoot the purple icewing.
★ ---- ★ ---- ★ ---- ★
Then it is the icewings' turn! Purple and green come forward to divebomb, while Red and Yellow, who did not have enough movement to make it all the way to your party, circle overhead, skrieking with hunger.
As Purple comes forward, Daata's readied axe hits it!
"SKRRIEEEEEK!" it shouts as it comes forward to dive bomb Srurdez.
Purple talons: 1d20 + 13 ⇒ (11) + 13 = 24
Slashing plus grab: 1d8 + 9 ⇒ (4) + 9 = 13
It slashes Srurdez, but does not manage to grab the vesk.
Meanwhile, Green attacks Teka!
Green talons: 1d20 + 13 ⇒ (14) + 13 = 27
Slashing plus grab: 1d8 + 9 ⇒ (4) + 9 = 13
It's a worthy slash, but its talons fail to grasp the little ysoki.
★ ---- ★ ---- ★ ---- ★
Because the ground is unstable, please show your paths across the ice, and include Reflex Saves, as well as Athletics or Acrobatics rolls under a spoiler in case you hit an unstable patch of ice. Flying members of your team will not need to make those rolls or draw their paths.
Daata
Teka (-13)
Srurdez (-13)
Icewings
Red
Yellow
Green
Purple (-28)
Maxamas
Kneepuncher (hurried)
Zargathrax

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"Oh my, they are far more energetic than I had given them credit. If you would excuse me," Teka does her best to roll behind Maxamas as she tries to get away from the jaws of the icewing.
Acrobatics: 1d20 + 16 ⇒ (14) + 16 = 30
Acrobatics to Tumble vs DC 15 + 1-1/2 their CR: 1d20 + 16 ⇒ (13) + 16 = 29
"I know as soon as it gets ahold of me it would be an effort to tear them off. Hopefully we can take a few of them down before I get carried off."
Teka continues firing at the injured icewing in an effort help knock one of the aggressive creatures down.
Double Tap targeting Purple.
Inspiring Merciful Laser Pistol Attack vs EAC: 1d20 + 12 + 1 ⇒ (4) + 12 + 1 = 17
Fire Damage: 2d4 + 7 ⇒ (4, 1) + 7 = 12
Actions: Move/Tumble (across ground), Double Tap.

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"Whelp... dun mind if I do!"
He pulls out an old battery and tosses it into the cluster of icy monsters.
"Bippity boppity BOOM!"
Explosive Blast!
Fire Damage: 9d6 ⇒ (1, 3, 5, 6, 1, 1, 4, 1, 2) = 24 Ref DC 20 for half
"Hurrr hurr... not often I get ta' throw that without makin' a big mess..."

GM Hmm |

Teka dives behind the cover of Maxamas, darting away from the creature's jaws, then shoots Purple.
Then Zarg fireballs!
Red Reflex: 1d20 + 7 ⇒ (11) + 7 = 18
Yellow Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Green Reflex: 1d20 + 7 ⇒ (16) + 7 = 23
Purple Reflex: 1d20 + 7 ⇒ (2) + 7 = 9
They skriek in surprise and pain!
The fireball also reveals some unstable portions of the ice that slosh into icy puddles!
★ ---- ★ ---- ★ ---- ★
Because the ground is unstable, please show your paths across the ice, and include Reflex Saves, as well as Athletics or Acrobatics rolls under a spoiler in case you hit an unstable patch of ice. Flying members of your team will not need to make those rolls or draw their paths.
Daata
Teka (-13)
Srurdez (-13)
Icewings
Red (-20)
Yellow (-10)
Green (-10)
Purple (-60)
Maxamas
Kneepuncher (hurried)
Zargathrax