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DJ take a shot at hacking the elevator.
Computers: 1d20 + 18 ⇒ (6) + 18 = 24

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Disguise: 10 + 17 = 27
Disguises for Trusty the master spy are second nature. He becomes one of the many gnomes who work here, fake implant and all.

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Three successes. Adding the ally bonus turns Twitch's failure into a success
The angry mob reaches Zone 4. You reach Zone 7, the Tower Exterior.
Starship blast doors seal the interior path into the temple, but the observation deck is accessible. Outside on the observation deck, the air is severely thin. PCs who succeed at a Acrobatics or Athletics check scale the skyscraper exterior. PCs who succeed at a Culture or Perception check spot a maintenance lift to ride up. PCs who succeed at a Piloting or Stealth check grab onto maintenance drones to ride up. Flying PCs get an additional +2 bonus
“Your individuality creates inefficiencies, but that problem can be corrected.”
Everyone can roll.

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Dr. Mech Coy engages his jetpack and grabs on to one of the maintenance drones as he goes up the side.
Piloting, flying, ally: 1d20 + 14 + 2 + 3 ⇒ (17) + 14 + 2 + 3 = 36

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DJ knows there should be a maintenance lift or two around here somewhere.
Culture: 1d20 + 16 ⇒ (18) + 16 = 34

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Two successes

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“Your individuality creates inefficiencies, but that problem can be corrected.”
“Efficiency is over-rated.”

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The last success gets you to Zone 8 - the Temple Landing, three zones ahead of the advancing angry mob. The temple doors on the landing pad unseal as you approach.
Inside, the pristine reception hall inside the clear dome looks down through several floors of meetings spaces and lecture halls. Enormous vidscreens display Mitam in chaos. The holy beacon rises through the temple, nanocarbon containment rings orbiting a complex web of circuitry, power relays, and signal enhancers transmitting a planet-wide broadcast.
The vidscreens suddenly display a silver hydrogen atom. “You continue to be a problem, but the plan accounts for that. You will become part of the solution. I see you expect a final confrontation. I exist in all places, beyond your imperfect, limited forms, but I can accommodate your futile heroic impulses. Bright laser light melts through the dome, and a mechanical roar shatters the air as a metal dragon crashes through.
The temple is a three-story chamber with transparent floors, lecture spaces, and monitors around the beacon to display announcements. The lowest level contains the interior entrance and a lecture space. The second level contains tables and serves as a study area. The third and uppermost level contains open space, a glass dome ceiling, and an exterior landing pad. Each level is brightly lit and 20 feet apart. The dome peaks at 50 feet above the floor. The cylindrical beacon and two rectangular elevators connect all three floors. You can activate an elevator as a move action to travel to any level. You begin on the upper-level landing pad.
The dome and transparent floor sections have hardness 5, 30 Hit Points, and break DC 20 per 5-foot square. A Huge or larger creature moving across these glass sections automatically breaks them. Breaking glass plummets one level, damaging creatures in the spaces below, dealing 4d6 piercing damage (DC 20 Reflex for half). As the laser dragon breaks the dome, the air rushes out, making the atmosphere in area C severely thin and showering the entire interior upper level with glass.
The beacon is a nanocarbon structure with vulnerable cables, power relays, and signal enhancers. It has hardness 14, 72 Hit Points, and saving throw bonuses of +9 (hardness 16, 78 Hit Points, and saving throw bonuses of +11 for levels 9–10). If a PC succeeds at a Computers or Engineering check on the beacon, they overload it, dealing 4d6 damage to the beacon and ignoring the beacon’s hardness.
The beacon is protected by a force field with 10 temporary Hit Points and fast healing 3. While this force field normally protects the entire beacon, the beacon’s recent activation has strained its power supply, and the force field can only protect one floor of the beacon at a time. The force field begins on the upper level and can be moved by the First if desired (see Traps below).
Creatures: An assault laser dragon under the First’s control crashes through the dome to attack the PCs.
Traps: The First exists as a digital entity, controlling the populace and the room’s defense alongside the dragon. Each round, the First can trigger three effects of his choice from the list below, which represent defenses he can activate and support he can call on. This functions as a trap that can only be deactivated by destroying both the laser dragon and the beacon. Further details on these effects are provided in the corresponding stat blocks below.
Aerial Support: The mind-controlled military attack from enercopters outside. This effect can’t be selected until a number of rounds have passed equal to the number of zones ahead of the activation wave the PCs finished, nor can it be selected if the beacon is destroyed or deactivated. A PC that uses lethal force against an enercopter or its inhabitants gains 1 Infamy.
Dragon Overcharge: The First overclocks the laser dragon’s technological systems. If the laser dragon is at half HP or less, this additionally causes an electric blast that damages the dragon and its surroundings.
Message of Fear: The First displays attempts to demoralize the PCs, either by showing recordings of unsettling information, such as its spreading control, the other delegations under attack, and targeted stolen Starfinder information, or by offering commentary on the PCs’ futile resistance and impending failure.
Nanite Repair: The First fires one nanite capsule at the dragon or beacon, repairing it. There’s one nanite capsule available on each floor, and each nanite capsule can only reach within its floor. This effect can’t target a destroyed object or creature. Reroute Systems: The First foils computer intrusions and reroutes systems to block engineering shutdowns. This effect can only be selected once each round and can’t be selected if the beacon is destroyed or deactivated.
Shift Force Field:The force field moves. This effect can’t be selected if the beacon is destroyed or deactivated.
Initiatives:
DJ Event Horizon: 1d20 + 3 ⇒ (9) + 3 = 12
Dr Mech Coy: 1d20 + 3 ⇒ (10) + 3 = 13
Kultainen Vaimo: 1d20 + 2 ⇒ (4) + 2 = 6
Trusty Trashbot: 1d20 + 9 ⇒ (16) + 9 = 25
Twitch: 1d20 + 8 ⇒ (9) + 8 = 17
Viper-6: 1d20 + 13 ⇒ (10) + 13 = 23
Experimental Assault Laser Dragon: 1d20 + 8 ⇒ (2) + 8 = 10
The First's Grip Tightens: 1d20 + 15 ⇒ (5) + 15 = 20
Trusty and Viper-6 get to go first.

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Viper moves in and takes a shot at the Dragon.
Trick attack - Stealth Take 10 (Tricks CR 10)
Attack 1d20 + 12 ⇒ (18) + 12 = 30 vs FF EAC
Damage 2d6 + 3 + 4d8 ⇒ (5, 1) + 3 + (3, 4, 4, 7) = 27 Magic/Fire
+Flat Footed to all.

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Bluff Trick Attack: 10 + 21 = 31
Boom (Thunderstrike Sonic Pistol): 1d20 + 12 ⇒ (2) + 12 = 14
Sonic Damage: 1d8 + 4 ⇒ (1) + 4 = 5
Trick Attack: 4d8 ⇒ (5, 4, 6, 3) = 18
Trusty takes aim at the robot dragon, but the darn drake is moving too fast for him to get a clear shot.

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Viper does 27 points of damage to the 'dragon', Trusty misses.
The First's influence causes the following effects:
1) An attempt to demoralise Viper-8 intimidate: 1d20 + 20 ⇒ (4) + 20 = 24
2) Nanite repair on the dragon repair: 3d8 ⇒ (1, 5, 1) = 7
3) Rerouting systems to make hacks more difficult.
Twitch, Dr Mech Coy and DJ are up.

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DJ messages the others, "I'm going after the beacon" before flashing down a level.
Move action, flash teleport 30' -> 20' down and 20' forward. Gotta love floors which allow line of sight :) He'll keep his force soles active in case the floor get broken.
Once there he grabs an old battery and launches at the beacon.
Explosive Blast (Fire damage): 9d6 ⇒ (3, 4, 5, 2, 4, 2, 2, 2, 3) = 27

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Looking to Kultainen, Dr. Mech Coy asks “Want me to go after the beacon on the bottom floor or do we all concentrate on the dragon here?”
I want to check that I understand the elevator correctly.
Is it a single move action to use the elevator to switch floors or is activating something different than switching floors?

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A single move action to reach any floor using the elevator, so Mech Coy could reach the bottom floor, using the elevator in one move action. Presumably he would need move actions to get to, and from, the elevator
The beacon gets a reflex save for half damage
reflex: 1d20 + 9 ⇒ (14) + 9 = 23
which saves, so the explosion bounces off it's hardness

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Delays until after Twitch acts in case of Haste since that could get Mech Coy, Kultainen and Viper. Don’t know if they want to do that or something more aggressive.
Dr. Mech Coy tries to determine what it knows about the dragon.
Engineering: 1d20 + 14 + 1d6 + 1 ⇒ (3) + 14 + (1) + 1 = 19 If it is mysticism, bonus is only +1
With only a moment’s hesitation, Dr. Mech Coy goes to one of the elevators and takes it down to the ground floor.
As they enter the elevator, they say “Distract the dragon. With Twitch, DJ and I on separate floors it isn’t going to be able to protect the beacon!”
I have put a copy of Mech Coy on the first floor. Remove the copy on the third floor once Twitch has acted.

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AA4 says Robot dragons are incredibly complex artificial constructs so advanced they attract a dragon’s soul upon completion, so they are trated like SROs or androids - I presume Engineering will work
CR10. Varient Laser dragon. blindsight (vibration) 60 ft., darkvision 120 ft., low-light vision. void adaptation; Immunities fire, paralysis, sleep
Weaknesses vulnerable to electricity. Bite, claw and tail attacks. Ranged laser bolt (100ft) and breath weapon (line or 40ft cone).
For effects targeting creatures by type, laser dragons count as both dragons and constructs (whichever allows an ability to affect them for abilities that affect only one of those types, and whichever is worse for abilities that affect both types). They receive a +2 racial bonus to
saving throws against disease, mind-affecting effects, and poison unless those effects specifically target constructs. Additionally, they are protected from environmental effects as if wearing armor (of an item level equal to the dragon’s CR) with its environmental protection active.
((Waiting on Twitch))

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Speaking of the Dragon - what is it going to do? With all the Starfinders spread out, it decides to retaliate on the one person who did hit it.- Viper 6.
breath weapon(line) v EAC: 1d20 + 23 ⇒ (4) + 23 = 27 fire: 2d10 + 10 ⇒ (7, 4) + 10 = 21
It then hovers in the middle of the room contemplating it's next move.
Kultainen, followed by Trusty and Viper-6 are up.

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"You okay Viper? We have this bad boy! "
Inspiring words on Viper, healing 24 ST
"Come on team, time to blast that reptile."
Improved Get'em on Dragon, everyone gets +2 to hit and damage, cost of 1RP to me

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Trusty shifts to his electric weapon based on Mech Coy's analysis.
Bluff Trick Attack: 10 + 21 = 31
Pew Pew (Static Arc pistol): 1d20 + 12 ⇒ (18) + 12 = 30
Electrical Stun Damage: 1d6 + 4 ⇒ (1) + 4 = 5
Trick Attack: 4d8 ⇒ (2, 3, 2, 1) = 8
"Hey Viper, let's move off this glass floor before our draconic friend smashes it."

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"I'll walk it off!"Viper takes another shot at the Dragon.
Trick attack - Stealth Take 10 (Tricks CR 10)
Attack 1d20 + 12 + 2 ⇒ (6) + 12 + 2 = 20 vs FF EAC
Damage 2d6 + 3 + 4d8 + 2 ⇒ (3, 6) + 3 + (2, 8, 1, 6) + 2 = 31 Magic/Fire
+Flat Footed to all.GMReroll 1d20 + 12 + 2 + 4 ⇒ (13) + 12 + 2 + 4 = 31 vs EAC

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((Dragon: -39))
I made a mistake on Viper-6's last hit. Forgot that the dragon is immune to fire and I don't think having a fusion on the weapon can affect that So, with that weapon Viper-6 hits, but does no damage.
The Firs's influence does the following:
1) An attempt to demoralise DJ intimidate: 1d20 + 20 ⇒ (4) + 20 = 24
2) Rerouting systems to make hacks more difficult.
3) Moving the forcefield down to the middle level.
Twitch, Dr Mech Coy and DJ are up.

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Dr. Mech Coy rushes across the room and accesses the beacon, trying to overload it.
Engineering: 1d20 + 14 + 1d6 + 1 ⇒ (1) + 14 + (1) + 1 = 17
Reroll Engineering, Novas: 1d20 + 14 + 1 + 1 + 2 ⇒ (9) + 14 + 1 + 1 + 2 = 27

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The beacon takes 4d6 ⇒ (5, 2, 1, 5) = 13 points of damage
Presumably Twitch would have included themselves in the Haste
Twitch dashes across the floor and also tries to overload the beacon.
engineering: 1d20 + 18 ⇒ (15) + 18 = 33
The beacon takes another 4d6 ⇒ (3, 4, 3, 1) = 11 points of damage.
((Waiting on DJ))

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Assuming DJ is CR 8, the DC would to demoralize would be 27
DJ will send a wave of energy at the force field.
Overheat: 2d8 ⇒ (4, 8) = 12 Reflex DC 17 for half

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The force field goes down but it looks like it is going to regenerate over time. The remaining damage hits the beacon but doesn't get through the hardness.
The dragon fires it's laser beam at Trusty
breath weapon(line) v EAC: 1d20 + 23 ⇒ (15) + 23 = 38 fire: 2d10 + 10 ⇒ (9, 7) + 10 = 26
before landing on the glass floor, breaking it. Plummeting glass lands on DJ piercing: 4d6 ⇒ (3, 5, 5, 4) = 17 reflex for half. Viper-6 also plummets down to the next level and lands prone falling: 2d6 ⇒ (3, 6) = 9. That area is now difficult terrain
Kultainen, followed by Trusty and Viper-6 are up.

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"Don't worry Trusty. That beacon is half way to off already. You're doing fine." calls out Kultanien.
Inspiring words, Trusty +24 Stam
"Come on team, that dragon in Trouble we need to finish this fast."
Burning another RP for +2 to hit and damage for everyone against all targets.

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@Viper-6 - yes
Kultainen also realises the angry mob is about to catch up to them.

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I do not see any reason why you cannot do that although it's the ones flying enercopters you may need to be more concerned about

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Reflex: 1d20 + 12 ⇒ (5) + 12 = 17
Trusty takes the full brunt of the line weapon this time, and then shoots the dragon.
Pew Pew (Static Arc pistol): 1d20 + 12 ⇒ (19) + 12 = 31
Electrical Stun Damage: 1d6 + 4 ⇒ (3) + 4 = 7
Trick Attack: 4d8 ⇒ (3, 6, 8, 6) = 23

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((Dragon: -59))
The beacon's force field, still on the middle level, starts to reform
The beacon itself gets healing from nanites 3d8 ⇒ (7, 2, 1) = 10
The defenses against hacking the beacon gets stronger.
Someone fires a railgun at Trusty railgun: 1d20 + 20 ⇒ (3) + 20 = 23 piercing: 3d8 ⇒ (5, 8, 7) = 20
Twitch, Dr Mech Coy and DJ are up.

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Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
DJ gets cut up by the glass raining down on him, then flash teleports out of the way of the arriving dragon.
He grabs his last empty battery and sends it between the beacon and the dragon.
Explosive Blast: 9d6 + 4 ⇒ (6, 4, 5, 3, 5, 6, 6, 1, 4) + 4 = 44 Reflex DC 29 for half

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Dr. Mech Coy continues to overload the beacon.
Engineering: 1d20 + 14 + 1d6 + 1 ⇒ (7) + 14 + (3) + 1 = 25
Damage, if successful: 4d6 ⇒ (2, 5, 3, 1) = 11

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dragon ref: 1d20 + 14 ⇒ (2) + 14 = 16
beacon ref: 1d20 + 9 ⇒ (1) + 9 = 10
Unfortunately Trusty runs into one of the First's roadblocks
Also the dragon is immune to fire. However the beacon isn't. The force field blocks 3 and goes out again. 14 is blocked by the hardness so the beacon takes 27 points of damage taking it down to -40. It looks rather damaged.
Twitch also continues to hack the beacon
engineering: 1d20 + 18 ⇒ (15) + 18 = 33
The beacon takes another 4d6 ⇒ (2, 1, 5, 4) = 12 points of damage.
The dragon is right next to Viper-6 so it makes a multiattack on her.
bite: 1d20 + 14 ⇒ (10) + 14 = 24 piercing: 1d10 + 15 ⇒ (8) + 15 = 23
claw1: 1d20 + 12 ⇒ (5) + 12 = 17 slashing: 1d10 + 15 ⇒ (9) + 15 = 24
claw2: 1d20 + 12 ⇒ (16) + 12 = 28 slashing: 1d10 + 15 ⇒ (1) + 15 = 16
tail: 1d20 + 12 ⇒ (1) + 12 = 13 bludgeoning: 1d10 + 15 ⇒ (7) + 15 = 22
Kultainen, followed by Trusty and Viper-6 are up.

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SP 0/49 HP 30/46
Realising she is the single focus of the enemy, Viper decides to get moving and stay mobile to buy time.
Total Deffence.
Move acrobatically to avoid AOO
Acrobatics 1d20 + 19 ⇒ (11) + 19 = 30 vs 15+(1.5xCR)
Draw knife.

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She just manages to successfully get out of the way without taking any more attacks. ((CR10))

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"Keep at it team. That beacon is almost down.
Keeps burning RP for +2 to hit and +2 to damage vs everything.
She fires her own laser at the beacon, hoping to do her own little contribution.
attack vs beacon EAC: 1d20 + 6 + 2 ⇒ (1) + 6 + 2 = 9
laser damage: 3d4 + 4 + 2 ⇒ (2, 2, 4) + 4 + 2 = 14
used 3rp, used IW on Viper and Trusty

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((Dragon: -84, Beacon: -52))
Trusty yet to go.

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Trusty attempts to overload the beacon. "Alright, I've had enough of you!"
Computers: 1d20 + 16 ⇒ (14) + 16 = 30
Overload Damage: 4d6 ⇒ (5, 5, 3, 5) = 18
If Improved Get'em applies, that's an additional 2 damage.

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((Dragon: -84, Beacon: -70))
The beacon is barely hanging together. The First does the following
1) Use the last nanite charge to repair the beacon repair: 3d8 ⇒ (7, 6, 6) = 19
2) Continue to make the beacon harder to hack
3) Cause aerial support targetting Trusty railgun: 1d20 + 20 ⇒ (9) + 20 = 29 piercing: 3d8 ⇒ (6, 7, 2) = 15
Twitch, Dr Mech Coy and DJ are up.

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Dr. Mech Coy flies across the room to beneath Viper and looks up. Over the comm link they tell Viper “Might have a break in the right arm. Looks like the leg only has a minor sprain.”
Inspiring Boost, spend a resolve, Viper regains 30 Stamina

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Twitch attempts to hacks the beacon
engineering: 1d20 + 18 ⇒ (6) + 18 = 24
but runs into one of the First's roadblocks as well.
((Beacon: -51))

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DJ climbs back up to where Trusty is working on the beacon, and then reaches out to super charge their weapon. +4d6 damage