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Mordack will try computers: 1d20 + 16 ⇒ (19) + 16 = 35

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Believing that Mordack has the trap door well in-hand, Sefel approaches one of the tables to inspect the tools more closely.
There is a mechanic's custom rig here. We should watch out for the owner around this complex.
What else on the tables? Engineering: 1d20 + 19 ⇒ (10) + 19 = 29

cmlobue |

The tools and parts on the tables are worth about 3000 credits total. They are good quality but not unique in any way.
Mordack has no issues getting the door open. A steel ladder sized for a large creature descends into a darkened room.

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Mordack having darkvision and electrolocation (blindsense when creatures in contact with steel or crystalline, and me in the same surface such as the ladder or even maybe the floor.) will descend first.

Yargnod Kir'eed |

"Now we're talking! I thought this was just going to be one of those ancient sites with some interesting magic or hybrid junk, but these are some good quality tools. We need one of these to get the proper torque ratio on the aft retro thruster," he says, picking up one of the tools.
He grabs everything he can and urges the others to load up, too. They might not have time to grab anything on the way out.
Then, he goes to cover Mordack with Justifier as the android makes his way down the ladder.

cmlobue |

A roomy sleeping pallet sits nestled into the corner of this room, facing a computer bank. Half the flooring is a see-through metal grate, with a worktable built atop it. Ten feet below the grate, a fissure yawns open, emitting a bright white glow.

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Mordack stays put for a minute. Since you mentioned the floor is metal. Electrolocation. An urog who is in contact with a crystalline or metallic surface can detect the presence of other creatures within 60 feet that are also in contact with the same surface, even through walls and other obstacles. This otherwise functions as blindsense (vision). Though I'm not an Urog, I have the Urog graft.

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While Mordack "listens" for nearby activity, Sefel scans the room for magical signatures.
Detect magic
You never know when a little magic will pop up in the galaxy!

cmlobue |

Mordack can tell that the chamber is a regular oval and that there are two large creatures past the door to the south.
Sefel cannot detect any new magic in this room. However, there is an engineer's puzzle box on the table and a residential cryospike against the wall.

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Sefel holds out the cryospike for someone else to take, and grasps the engineer's puzzle box with... rapt curiosity.
There must be something important in here.
He begins to finesse and interrogate it to see what methods might be available to open it.
Engineering: 1d20 + 19 ⇒ (4) + 19 = 23

cmlobue |

The puzzle box does not yield to Sefel's questioning.

Yargnod Kir'eed |

Yargnod will dismiss Justifier for a moment to take the box.
Engineering: 1d20 + 20 ⇒ (9) + 20 = 29
He gets a good start, but soon realizes it's going to take more time than they have to get it completely completed.
He pockets the thing then summons up Justifier, again.
"Through the door?" he asks.

cmlobue |

Yargnod does manage to open it, and while the puzzle does help focus his mind, there is nothing of interest within the box.

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Sefel frowns at the emptiness of the box, but nods to Yargnod.
Through the door.

cmlobue |

An L-shaped metal grate covers most of the floor; a glowing fissure is visible below. A platform in front of the room’s double doors contains a control box. The air is even hotter than in the rest of the cairn, and mist rises through the grate.
Two large humanoid figures carved from stone and infused with energy begin moving as the party reveals itself.
”Sefel Lamunesh Initiative”: 1d20 + 8 ⇒ (3) + 8 = 11
”Yargnod Initiative”: 1d20 + 7 ⇒ (2) + 7 = 9
”Telirix Sporestorm Initiative”: 1d20 + 13 ⇒ (8) + 13 = 21
”Red Initiative”: 1d20 + 3 ⇒ (9) + 3 = 12
”Blue Initiative”: 1d20 + 3 ⇒ (5) + 3 = 8
Round 1 - bolded may go
Telirix (Fort save)
Mordack (Fort save)
Red
Sefel
Yargnod
Blue
Hazard - The crack in the floor emanates energy similar to the wellsprings you discovered earlier. If you end your turn on one of these spaces, you must make a Reflex save.
Hazard - The creatures' eyes emit a bright glow. At the start of your turn, if you can see one of them, you must make a DC 17 Fortitude save or be blinded for that turn.
Mysticism to identify

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fort: 1d20 + 8 ⇒ (20) + 8 = 28 Edit coming to see what I can do
Mordack will move will doing his trick attack
trick attack: 20 + 10 = 30 and flatfooted dmg: 5d8 ⇒ (3, 7, 4, 7, 2) = 23
and fire his disintegration smg, decimator at blue hit: 1d20 + 11 ⇒ (15) + 11 = 26 vs eac dmg: 3d4 + 5 ⇒ (2, 2, 1) + 5 = 10 acid

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Sefel cannot fail that engineering check.
This is a hangar for a large vehicle... he informs the team.

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Fort: 1d20 + 6 ⇒ (13) + 6 = 19
Telirix gets his rifle up to block the eye-lumination. Look out! They'll try to blind you! ... Or don't look?....
He steps into the room to support Mordack, and draws his new pistol for a quick shot.
Semi-Auto Pistol, Elite v KAC, blue: 1d20 + 10 ⇒ (1) + 10 = 11 ... damage: 3d6 + 5 ⇒ (6, 3, 6) + 5 = 20 P; Range 60 ft.; Critical — ; Capacity 12 rounds; Usage 1 ; Bulk L; Special analog

cmlobue |

Telirix tries to block the light from getting into his eyes, but in the process, prevents himself from aiming his pistol anywhere near the target.
Mordack tricks the blue-tinged statue, then moves in and splashes it with acid.
The red-tinted statue lumbers toward Telirix faster than it seems like it should and thrusts its spear at the lashunta.
Slam: 1d20 + 23 ⇒ (11) + 23 = 34
Bludgeoning Damage: 2d10 + 18 ⇒ (8, 2) + 18 = 28
You're not sure why that feels more like a fist, but it's definitely going to leave a mark.
Round 1 - bolded may go
Telirix (-28 SP)
Mordack
Red
Sefel (Fort save)
Yargnod (Fort save)
Blue (-33 HP)

Yargnod Kir'eed |

"I really hope you're a robot under there!" Yargnod says to the statue. "So many spare parts!"
He calibrates Justifier against Red and takes a shot.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (5) + 12 = 17 Electricity and Fire: 3d12 + 10 + 10 ⇒ (5, 2, 11) + 10 + 10 = 38
That's assuming I can see it through that door. Otherwise, I'll try to move to a position where I can shoot it and not calibrate.

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DC17 Fort: 1d20 + 3 ⇒ (18) + 3 = 21
Somehow Sefel avoids being blinded by their gaze. He decides to try a reliable battery of force missiles against the nearest statue.
[full round] Cast magic missile on RED
Force damage RED (3 missiles): 3d4 + 3 ⇒ (3, 4, 4) + 3 = 14

cmlobue |

Fortitude Save, Yargnod: 1d20 + 10 ⇒ (18) + 10 = 28
Yargnod keeps the light from the creatures out of his eyes.
AOO, Slam: 1d20 + 23 ⇒ (4) + 23 = 27
Bludgeoning Damage: 2d10 + 18 ⇒ (8, 6) + 18 = 32
And the spear from the red-tinged one from his gut. The twin distractions keep him from landing his own shot, however.
Sefel picks an option that is much less likely to miss. And it doesn't.
The blue-tinged foe fires a bolt of energy at Mordack as the stone of its body seems to repair itself.
Wellspring Lance: 1d20 + 20 ⇒ (8) + 20 = 28
Fire Damage: 2d10 + 18 ⇒ (9, 3) + 18 = 30
Some of the fire damage dissipates, but not enough.
Round 2 - bolded may go
Telirix (-28 SP, Fort save)
Mordack (-20 SP, Fort save)
Red (-14 HP)
Sefel
Yargnod
Blue (-28 HP)

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fort: 1d20 + 8 ⇒ (5) + 8 = 13
being blinded, Mordack shoots at blue in the dark hit: 1d20 + 11 ⇒ (10) + 11 = 21 vs eac dmg: 3d4 + 5 ⇒ (1, 3, 1) + 5 = 10
concealment: 1d100 ⇒ 26 high is good.

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Punch to the gut. The start of this fight fight feels like the first fight with Kurson, and that didn't go well for Telirix. He considers retreat but that would leave Mordack exposed, besides the second statue is blocking retreat.
Fort v DC 17: 1d20 + 6 ⇒ (9) + 6 = 15
And its eyes have flashed him, leaving huge red spots in his vision. He shuffles toward the door swinging wildly.
5' move as shown.
Armor attack v red KAC: 1d20 + 11 ⇒ (4) + 11 = 15 ... damage: 1d10 + 4 ⇒ (9) + 4 = 13 Miss chance 1-50%: 1d100 ⇒ 91

cmlobue |

Telirix and Mordack are both momentarily blinded by the foe, and fail to land either of their attacks.
The one who hit Red is out of range, but it tries to make its way through Yargnod to reach Sefel.
Slam: 1d20 + 23 - 4 ⇒ (2) + 23 - 4 = 21
Bludgeoning Damage: 2d10 + 18 ⇒ (7, 2) + 18 = 27
Slam: 1d20 + 23 - 4 ⇒ (10) + 23 - 4 = 29
Bludgeoning Damage: 2d10 + 18 ⇒ (10, 3) + 18 = 31
The first thrust misses by a mile, but the second manages to find its mark.
Round 2 - bolded may go
Telirix (-28 SP)
Mordack (-20 SP)
Red (-14 HP)
Sefel (Fort save)
Yargnod (-31 SP, Fort save)
Blue (-28 HP)

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DC17 Fort: 1d20 + 3 ⇒ (5) + 3 = 8
Sefel now cannot see.
GM Can Sefel target a *square* he recently saw before blindness?

cmlobue |

Sure. And since the rules say all creatures have total concealment, you don't have any penalty to hit. Hooray rules not anticipating situations!

Yargnod Kir'eed |

Fort: 1d20 + 10 ⇒ (20) + 10 = 30
Yargnod is so not blinded, the light helps him see the future.
He takes a guarded step back to get out of range of that annoying spear and unloads on the statue again.
Justifier (Doom Caller Desperation Cannon): 1d20 + 12 ⇒ (14) + 12 = 26
Electricity and Fire: 3d12 + 10 + 10 ⇒ (6, 7, 3) + 10 + 10 = 36

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In that case...
Sefel focus on the last square that he saw the red statue was an unleashes a corrosive haze into that area.
[standard] Cast corrosive haze
acid damage, DC19 reflex negates, spell resistance: 4d6 ⇒ (4, 6, 2, 4) = 16
Corrosive Haze round 1/10

cmlobue |

Caster Level Check: 1d20 + 10 ⇒ (11) + 10 = 21
Reflex Save: 1d20 + 7 ⇒ (18) + 7 = 25
Sefel, unable to see, conjures some corrosive gases where he thinks Red is. He does not hear the sizzle that he hoped would indicate it has started to dissolve. Beat SR, made save
Yargnod backs away from Red and fires his cannon. That makes a large boom as it hits is target.
The blue foe steps toward Mordack and thrusts once more.
Slam: 1d20 + 23 ⇒ (15) + 23 = 38
Bludgeoning Damage: 2d10 + 18 ⇒ (7, 6) + 18 = 31
The android is not enjoying this battle between new and old constructs.
Round 3 - bolded may go
Telirix (-28 SP, Fort save)
Mordack (-51 SP, Fort save)
Red (-50 HP)
Sefel
Yargnod (-31 SP)
Blue (-28 HP)

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fort: 1d20 + 8 ⇒ (9) + 8 = 17 Not blinded, edit coming. Mordack will breathe a breath of electricity on blue dmg: 3d6 ⇒ (1, 4, 5) = 10 reflex 20 for half.

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Fort v DC 17: 1d20 + 6 ⇒ (20) + 6 = 26
Telirix recovers his vision well enough to see that red is looking toward Sefel and Yargnod. Better redirect his attnetion.
He sweeps his leg in a low kick at red.
Armor attack v red KAC: 1d20 + 11 ⇒ (1) + 11 = 12 ... damage: 1d10 + 4 ⇒ (5) + 4 = 9
Get him, Yargnod. Best I can do is distract him a little.

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How long is sefel blind?

cmlobue |

Telirix fires again, but doesn't accomplish much other than a momentary distraction.
Reflex Save: 1d20 + 7 ⇒ (5) + 7 = 12
Mordack exhales some electricity onto the blue creature.
The red creature squeezes through the door and expresses its anger at Yargnod.
Slam: 1d20 + 23 ⇒ (15) + 23 = 38
Bludgeoning Damage: 2d10 + 18 ⇒ (9, 6) + 18 = 33
Round 3 - bolded may go
Telirix (-28 SP, AOO)
Mordack (-51 SP)
Red (-50 HP)
Sefel (Fort save)
Yargnod (-64 SP, Fort save)
Blue (-38 HP)

Yargnod Kir'eed |

"Ah! What did I do to you? That wasn't your mother last night, was it?" Yargnod says, as he gets stabbed/punched again.
Fort: 1d20 + 10 ⇒ (16) + 10 = 26
The flashing lights don't bother him. But the bot being so close does so he removes the scabbard from his bayonet and stabs the creature.
Ultrathin Swordcane: 1d20 + 10 ⇒ (19) + 10 = 29
Piercing: 2d4 + 8 ⇒ (2, 2) + 8 = 12

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AoO , Armor attack v red KAC: 1d20 + 11 ⇒ (14) + 11 = 25 ... damage: 1d10 + 4 ⇒ (8) + 4 = 12
Telirix takes advantage of Red's turned back and awkward posture in the doorway to drive a fist into its upper leg.
"Mordack, it's in with Sefel and Yargnod. if we can slip in behind it and close the door, maybe we can finish them off one at a time. "

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DC17 Fort: 1d20 + 3 ⇒ (13) + 3 = 16
Being quickly reblinded, Sefel commands his corrosive haze to come to him, in a space right next to him, before he backs away until he can feel a wall.
[move] Move corrosive haze
[move] 15 ft
acid damage RED, DC19 reflex negates, spell resistance: 4d6 ⇒ (5, 4, 2, 5) = 16
Corrosive Haze round 2/10

cmlobue |

Telirix punches the statue as it moves past him.
Sefel moves his aid and then moves himself. Unfortunately, it opens him up to a counter-attack.
Reflex Save: 1d20 + 7 ⇒ (1) + 7 = 8
Slam: 1d20 + 23 ⇒ (6) + 23 = 29
Bludgeoning Damage: 2d10 + 18 ⇒ (1, 10) + 18 = 29
Yargnod changes weapons to hack at the approaching statue.
The Blue statue does not seem to hear or understand Telirix's plan, as it continues jabbing at Mordack.
Slam: 1d20 + 23 - 4 ⇒ (4) + 23 - 4 = 23
Bludgeoning Damage: 2d10 + 18 ⇒ (5, 2) + 18 = 25
Slam: 1d20 + 23 - 4 ⇒ (5) + 23 - 4 = 24
Bludgeoning Damage: 2d10 + 18 ⇒ (7, 8) + 18 = 33
Perhaps too quickly for its own good.
Round 4 - bolded may go
Telirix (-28 SP, Fort save)
Mordack (-51 SP, Fort save)
Red (-90 HP)
Sefel (-29 SP)
Yargnod (-64 SP)
Blue (-38 HP)

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"Yargnod, fall back. We'll try to swarm it with all of us!"
Telirix raises his pistol again and fires at red.
Semi-Auto Pistol, Elite v KAC, red , get'em: 1d20 + 10 + 2 ⇒ (4) + 10 + 2 = 16 ... damage: 3d6 + 5 ⇒ (1, 3, 2) + 5 = 11 P; Range 60 ft.; Critical — ; Capacity 12 rounds; Usage 1 ; Bulk L; Special analog
And get'em as part of attack. +2 for everyone to hit red
Would love to get the four of us alone with red in northern room with the door to the south closed. Take down red. Heal up and then kill blue.

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fort: 1d20 + 8 ⇒ (14) + 8 = 22 not blinded, edit coming.
trick attack and shoot at blue trick attack: 20 + 10 = 30 dmg: 5d8 ⇒ (7, 5, 2, 5, 7) = 26
hit: 1d20 + 11 ⇒ (4) + 11 = 15 vs eac dmg: 3d4 + 5 ⇒ (4, 2, 3) + 5 = 14
Not going to happen, Telirix, the statues are positioned just right for me to not go anywhere.

cmlobue |

Telirix's enouragement to hit Red is useful, but his firing less so. Mordack also has trouble striking the enemy.
The statue does not tell Yargnod anything about its mother. Or anything that cannot be communicated by hitting.
Slam: 1d20 + 23 - 4 ⇒ (3) + 23 - 4 = 22
Bludgeoning Damage: 2d10 + 18 ⇒ (8, 2) + 18 = 28
Slam: 1d20 + 23 - 4 ⇒ (13) + 23 - 4 = 32
Bludgeoning Damage: 2d10 + 18 ⇒ (3, 1) + 18 = 22
Round 4 - bolded may go
Telirix (-28 SP)
Mordack (-51 SP)
Red (-90 HP)
Sefel (-29 SP, Fort save)
Yargnod (-86 SP, Fort save)
Blue (-38 HP)

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DC17 Fort: 1d20 + 3 ⇒ (20) + 3 = 23
Sefel momentarily regains his sight. He draws his laser rifle and imbues it with a charge of extra oomph.
[move] Draw weapon
[standard] Cast supercharge weapon
acid damage RED, DC19 reflex negates, spell resistance: 4d6 ⇒ (5, 2, 3, 2) = 12
Corrosive Haze round 3/10

Yargnod Kir'eed |

"Is that all you got?" Yargnod quips, though he is wheezing from these repeated hits.
He makes another stab with his oversized bayonet before retreating a step.
Ultrathin Swordcane: 1d20 + 10 ⇒ (20) + 10 = 30
Piercing: 2d4 + 8 ⇒ (2, 2) + 8 = 12
Crit: 2d4 + 8 ⇒ (3, 3) + 8 = 14
Fort Save: 1d20 + 10 ⇒ (3) + 10 = 13
But, he is blinded as his precise strike drives forward.
Miss chance?: 1d100 ⇒ 61

cmlobue |

Reflex Save: 1d20 + 7 ⇒ (19) + 7 = 26
Sefel prepare a big shot while the statue gets out of the way of the acid.
Despite being unable to see the enemy, Yargnod hits it with his sword at a joint, and the Red creature is starting to look a bit shabby.
Mordack hasn't moved, so the Blue creature sees no need to either.
Slam: 1d20 + 23 - 4 ⇒ (4) + 23 - 4 = 23
Bludgeoning Damage: 2d10 + 18 ⇒ (4, 6) + 18 = 28
Slam: 1d20 + 23 - 4 ⇒ (20) + 23 - 4 = 39
Bludgeoning Damage: 2d10 + 18 ⇒ (4, 5) + 18 = 27
While the first thrust misses, the creature finds itself in the perfect position for a follow-up.
Round 5 - bolded may go
Telirix (-28 SP, Fort save)
Mordack (-105 SP, Fort save)
Red (-116 HP)
Sefel (-29 SP)
Yargnod (-86 SP)
Blue (-38 HP)

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Telirix sees Yarnod take another jab from Red's spear. Looks bad
Presumably, I'm looking at Red's back, not his eyes. I'll roll the fort save, but hope I don't actually need it. IF I did need it, add the penalties to the roll below.
Fort v DC 17: 1d20 + 6 ⇒ (4) + 6 = 10
The lashunta drops his pistol and swings his rifle into firing position, and squeezes off a quick shot.
Hailcannon, Ultracold Cryo v EAC red, get'em: 1d20 + 11 + 2 ⇒ (15) + 11 + 2 = 28 ... damage: 4d8 + 10 ⇒ (4, 8, 8, 1) + 10 = 31 C & P
ANd get'em as part of the shot.

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fort: 1d20 + 8 ⇒ (7) + 8 = 15 Mordack will stay there and activate his glass skin. He is now invisible. Hopefully they don't have blindsense.

cmlobue |

"A creature who can see a [CREATURE] must succeed at a DC 17 Fortitude saving throw against this ability, or it’s blinded until the beginning of its next turn." So its eyes are not part f the mechanics of the ability, despite the description.
Miss Chance: 1d100 ⇒ 68
Despite being unable to see, Telirix hits the Red statue. It seems to be barely holding together.
Mordack vanishes from sight.
Now besieged from both sides, Red splits its attention.
Slam vs. Yargnod: 1d20 + 23 - 4 ⇒ (7) + 23 - 4 = 26
Bludgeoning Damage: 2d10 + 18 ⇒ (3, 5) + 18 = 26
Slam vs. Telirix: 1d20 + 23 - 4 ⇒ (7) + 23 - 4 = 26
Bludgeoning Damage: 2d10 + 18 ⇒ (7, 10) + 18 = 35
Its lack of focus leads to missing both of them.
Round 5 - bolded may go
Telirix (-28 SP)
Mordack (-105 SP, invisible)
Red (-147 HP)
Sefel (-29 SP, Fort save)
Yargnod (-86 SP, Fort save)
Blue (-38 HP)

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DC17 Fort: 1d20 + 3 ⇒ (15) + 3 = 18
Luckily Sefel continues to overcome the blindness.
The corrosive haze continues to surround the statue and eat at anything in its mist.
acid damage RED, DC19 reflex negates, spell resistance: 4d6 ⇒ (1, 6, 1, 3) = 11
Corrosive Haze round 4/10
He takes the opportunity to fire on the statue.
[standard] Attack
aphelion laser rifle attack, F damage (supercharged): 1d20 + 13 ⇒ (4) + 13 = 173d6 + 4d6 ⇒ (3, 2, 6) + (1, 5, 5, 2) = 24

Yargnod Kir'eed |

"That was the last chance you're going to get!" Yargnod declares as the spear finally misses him.
Fort Save: 1d20 + 10 ⇒ (2) + 10 = 12
Ultrathin Swordcane: 1d20 + 10 ⇒ (16) + 10 = 26
Piercing: 2d4 + 8 ⇒ (1, 1) + 8 = 10
Miss Chance: 1d100 ⇒ 69
He is blinded by the light but still scores a hit.