
Game Master S |

Mich's question presages an answer. Fresh debris covers the area, and new tears in the ground reveal a deeper layer of subsoil. Preserved bones and ancient weaponry jut from the ground, excavated by the powerful storm. A bony hand twitches and grasps the exposed root of an upturned tree. The skeleton of a long-dead vesk heaves itself upright and takes a shuddering step. More skeletons rise and shuffle forward in a twisted approximation of marching.
Hostiles Type 1: 1d20 + 2 ⇒ (12) + 2 = 14
Hostiles Type 2: 1d20 + 4 ⇒ (6) + 4 = 10
Amariel: 1d20 + 4 ⇒ (14) + 4 = 18
Lexicor: 1d20 + 2 ⇒ (10) + 2 = 12
Mich: 1d20 + 1 ⇒ (19) + 1 = 20
RodKin: 1d20 + 7 ⇒ (2) + 7 = 9

Game Master S |

This isn't your first mission. Before taking your turn, roll Survival OR Perception. If you have pass a DC 21, you can start the combat under cover from the flying debris. If you fail, you'll take 1d6 Bludgeoning damage and will be knocked off target for the round.
ROUND 1:
Mich: Go
Amariel: Go
Vesk Skeletons: TBD
Lexicor: TBD
Pahti Skeleton: TBD
RodKin: TBD

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Perception: 1d20 + 11 ⇒ (6) + 11 = 17
Damages, B: 1d6 - 4 ⇒ (4) - 4 = 0
Much starts glowing as the undead rises, then they moves towards the closest undead and strikes despite being hindered by the flying debris.
Solarian Weapon: 1d20 + 10 - 2 ⇒ (4) + 10 - 2 = 12
Damages, S: 1d6 + 13 + 1 ⇒ (6) + 13 + 1 = 20

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Perception: 1d20 + 12 ⇒ (2) + 12 = 14
I'm Sylvester Stallone by the way
"Time to make the donuts," Amariel mutters as he trains his prototype against the skeleton in the back. the one that's different art than the others
Prototype vs EAC, off target: 1d20 + 9 - 2 ⇒ (1) + 9 - 2 = 8
Fire Damage: 2d6 + 12 ⇒ (6, 4) + 12 = 22
of course.

Game Master S |

Oops, then I'm missing one. Mich, how are you -4 on that damage?
Amariel takes a hit on the end from a flying rock DMG: 1d6 ⇒ 4 Both Starfinders miss with their attacks as the skeletons move inexorably forward.
Two of the skeletons converge on Mich:
Slam: 1d20 + 10 ⇒ (16) + 10 = 26 for DMG: 1d6 + 6 ⇒ (1) + 6 = 7
Slam: 1d20 + 10 ⇒ (2) + 10 = 12 MISS
ROUND 1:
Mich (31/39): Miss
Amariel (SP: 35/42): Miss
Vesk Skeletons: ATK
Lexicor: Go
Pahti Skeleton: TBD
RodKin: TBD

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Mich has DR 4/-

Game Master S |

Mich has DR 4/-
Gotcha!

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Lexicor steps aside
perception : 1d20 + 3 ⇒ (5) + 3 = 8
dmg : 1d6 ⇒ 4
”How unfortunate.“
no sure if right place on map
He will target one of the closest skeletons will a full magic missiles spread
3xMm: 3d4 + 3 ⇒ (2, 3, 2) + 3 = 10

Game Master S |

Looks right
Lexicor goes with the sure thing, striking the red skeleton with a trio of missiles!
The third skeleton rushes in and goes after the nearest living target, making it a 3 on 1 melee.
Bite: 1d20 + 7 ⇒ (18) + 7 = 25 for DMG: 1d6 + 4 ⇒ (4) + 4 = 8
ROUND 1:
Mich (32/39): Miss
Amariel (SP: 35/42): Miss
Vesk Skeletons: ATK
Lexicor (SP: 20/24): MM
Pahti Skeleton: ATK
RodKin: Go
ROUND 1:
Mich (32/39): Go
Amariel (SP: 35/42): Go
Vesk Skeletons: TBD
Lexicor (SP: 20/24): TBD
Pahti Skeleton: TBD
RodKin: TBD
Red: 10

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Rodkin moves up, drawing his Tactical Baton as he moves.
Trick Attack using Sleight of Hand showing CR for Success: 1d20 + 15 - 20 ⇒ (7) + 15 - 20 = 2 Trick works for CR2 or less
Attack roll with Tactical Baton versus Red KAC: 1d20 + 8 ⇒ (18) + 8 = 26
Bludgeoning Damage from Tactical Baton: 1d4 + 1 ⇒ (4) + 1 = 5
Trick attack damage, also Bludgeoning: 1d8 ⇒ 8
He also has debilitating trick and will make Red Flat-Footed

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Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Damages, B: 1d6 - 4 ⇒ (5) - 4 = 1
Again, Mich is unable to avoid the debris! They activates their exocortex for a better accuracy and strikes as their glow becomes brighter.
Solar Weapon vs KAC: 1d20 + 11 - 2 ⇒ (6) + 11 - 2 = 15
Damages, S: 1d6 + 13 + 1 ⇒ (5) + 13 + 1 = 19

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Oops, forgot the perception
Perception: 1d20 + 11 ⇒ (12) + 11 = 23

Game Master S |

RodKin can't quite get the drop on the skeleton, but he hits it in a way that leaves it off balance! Mich follows up with a wallop that destroys the skeleton!
ROUND 1:
Mich (31/39): Kill
Amariel (SP: 35/42): Go
Vesk Skeletons: TBD
Lexicor (SP: 20/24): TBD
Pahti Skeleton: TBD
RodKin: TBD

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On his second round, Amariel will take another shot on the skeleton that he has his prototype attuned to.
Prototype vs EAC: 1d20 + 9 ⇒ (16) + 9 = 25
Fire Damage: 2d6 + 12 ⇒ (6, 2) + 12 = 20

Game Master S |

Amariel easily strikes the skeleton. the fires burn and crack bone, nearly destroying the undead!
Claw v. Mich: 1d20 + 10 ⇒ (3) + 10 = 13 Mich easily dodges an awkward claw from the vesk sekeleton!
ROUND 2:
Mich (31/39): Kill
Amariel (SP: 35/42): Hit
Vesk Skeleton: ATK
Lexicor (SP: 20/24): Go
Pahti Skeleton: TBD
RodKin: TBD
Pahtra: 20
Vesk:

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Lexicor takes a shot with his pistol at the remaining near skeletons
”Try this.“
thunderstrike sonic pistol: 1d20 + 5 ⇒ (20) + 5 = 25 for Sonic: 1d8 + 1 ⇒ (3) + 1 = 4
wow Lexicor looks surprised when he actually hits something with it.
1d8 + 1 ⇒ (1) + 1 = 2

Game Master S |

Lexicor stares at the barrel of his pistol as he shatters the skeleton's skull!
ROUND 2:
Mich (31/39): Kill
Amariel (SP: 35/42): Hit
Vesk Skeleton: ATK
Lexicor (SP: 20/24): Crit kill
RodKin: Go
Vesk:

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Rodkin uses his 40 foot move speed to get around the remaining skeleton before he strikes. Assuming that is not actually a hole where he is standing.
Trick Attack using Sleight of Hand showing CR for Success: 1d20 + 15 - 20 ⇒ (12) + 15 - 20 = 7 Trick works for CR7 or less
Attack roll with Tactical Baton versus KAC: 1d20 + 8 ⇒ (11) + 8 = 19
Bludgeoning Damage from Tactical Baton: 1d4 + 1 ⇒ (2) + 1 = 3
Trick attack damage, also Bludgeoning: 1d8 ⇒ 3
He also has debilitating trick and will make the enemy off-target

Game Master S |

Not a hole so much as a divot. RodKin tricks the skeleton with a little sleight of hand!
ROUND 3:
Mich (31/39): Go
Amariel (SP: 35/42): Go
Vesk Skeleton: TBD
Lexicor (SP: 20/24): TBD
RodKin: TBD
Vesk: 6

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Perception: 1d20 + 11 ⇒ (2) + 11 = 13
Again, Mich is not able to use the flying debris to their advantage and is impeded by them.
Flanking with Rodkin, they strikes twice as their glow is brighter than ever!
Solar Weapon vs KAC: 1d20 + 11 - 2 - 4 ⇒ (2) + 11 - 2 - 4 = 7
Damages, S: 1d6 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Solar Weapon vs KAC: 1d20 + 11 - 2 - 4 ⇒ (1) + 11 - 2 - 4 = 6
Damages, S: 1d6 + 13 + 1 ⇒ (1) + 13 + 1 = 15
My rolls are on fire :P

Game Master S |

Mich really struggles with the field of battle. Still victory is within the Starfinder's grasp!
ROUND 3:
Mich (31/39): Miss
Amariel (SP: 35/42): Go
Vesk Skeleton: TBD
Lexicor (SP: 20/24): TBD
RodKin: TBD
Vesk: 6

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Amariel charges forward to get a better shot.
Prototype vs EAC: 1d20 + 9 ⇒ (17) + 9 = 26
Fire Damage: 2d6 + 6 ⇒ (1, 6) + 6 = 13

Game Master S |

Amariel's shot is dead on! the skeleton nearly falls apart from the hit.
ROUND 3:
Mich (31/39): Miss
Amariel (SP: 35/42): Hit
Vesk Skeleton: ATK
Lexicor (SP: 20/24): Go
RodKin: Go
Vesk: 19

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Lexicor takes aim again.
”Heads up I believe is the appropriate expression…“
he does not have precise shot or whatever for shooting into melee if that exists.
thunderstrike sonic pistol: 1d20 + 5 ⇒ (13) + 5 = 18 for Sonic: 1d8 + 1 ⇒ (3) + 1 = 4

Game Master S |

Lexicor takes aim and wings the skeleton! Everyone holds their breath, hoping the next shot drops it... No feat needed in Starfinder.
ROUND 3:
Mich (31/39): Miss
Amariel (SP: 35/42): Hit
Vesk Skeleton: ATK
Lexicor (SP: 20/24): Hit
RodKin: Go
Vesk: 23

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Trick Attack using Sleight of Hand showing CR for Success: 1d20 + 15 - 20 ⇒ (6) + 15 - 20 = 1 Trick works for CR1 or less
Attack roll with Tactical Baton versus KAC: 1d20 + 8 ⇒ (6) + 8 = 14
Bludgeoning Damage from Tactical Baton: 1d4 + 1 ⇒ (2) + 1 = 3
Trick attack damage, also Bludgeoning: 1d8 ⇒ 3
He also has debilitating trick and will make the enemy off-target
I'm going to guess that's a miss on both counts.

Game Master S |

Taking advantage of the flank, RodKin scores a hit with a poor attack! Unfortunately, even as a skeleton, a vesk is a tough opponent.
ROUND 4:
Mich (31/39): Go
Amariel (SP: 35/42): Go
Vesk Skeleton: TBD
Lexicor (SP: 20/24): TBD
RodKin: TBD
Vesk: 26

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Perception: 1d20 + 11 ⇒ (3) + 11 = 14
Mich again is not able to use the flying debris to their advantage and is impeded by them.
Solar Weapon vs KAC: 1d20 + 11 - 2 - 4 ⇒ (20) + 11 - 2 - 4 = 25
Damages, S: 1d6 + 13 + 1 ⇒ (6) + 13 + 1 = 20
Crit additionnal damages, S: 1d6 + 13 + 1 ⇒ (4) + 13 + 1 = 18
Corrode (A): 1d4 ⇒ 2
Solar Weapon vs KAC: 1d20 + 11 - 2 - 4 ⇒ (18) + 11 - 2 - 4 = 23
Damages, S: 1d6 + 13 + 1 ⇒ (2) + 13 + 1 = 16
But this time, Mich is able to behead the last standing skeleton!

Game Master S |

Mich's weapon indeed cuts the skeleton's head off. the storm instant recedes. You look around, and the place really is destroyed. Still, there's an intact case with one of the vesk bodies...

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Mich glow drops down and they looks around and sees the box.
They moves next to it and tries to take it off the body gently after a short prayer.
Engineering (+4 with tools, not included): 1d20 + 11 ⇒ (20) + 11 = 31

Game Master S |

Mich easily pops open the case. It contains both the blue beetle and stone pipe artifacts!
You return to Voyedris and deliver the artifacts. Reha listens intently to your account of the mission. She’s disappointed to hear that most of the valley’s ruins were destroyed by the Shriek but is grateful for the two artifacts you recovered. She solemnly begins the process of notifying the soldiers’ loved ones and recovering their remains.
Later that evening, she asks how you overcame the swinging pillars...

Game Master S |

Later on, you finish your after action reports. Your savvy handling of issues and opportunities on multiple planets does a lot for your reputation in the Starfinder Society!
We've done it! Well done everyone. I'll report right now, and chronicles soon.

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Mich explains that they've crawled under the pillar!
They are quite happy to have been able to help the Veskarium, Mich's parents will have been proud!

Game Master S |

She is TREMENDOUSLY amused by the simple solution. In appreciation she gifts the skittermander and team a bottle of wine!