
GM Valen |

The swarm moves toward the bigger of the two nearest Starfinders.
Move
Swarm attack, damage (P) plus radiation exposure: 1d4 + 5 ⇒ (4) + 5 = 9
Ursual must make another a Fort save v. low radiation
BEWARE! A CRAGGOLK LAIR! -Round Two Cont'd/Round Three Begins!
PCs in bold may act
Swarm -20 HP
Inky
Felix
Ursual -20 SP | -4 HP (Fort save; latent radiation disease)
Jatri
Leannah -6 SP | -1 HP
Chance

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Fort: 1d20 + 5 ⇒ (18) + 5 = 23
Ursula tries to bring down the surrounding ice onto the swarm, then moves away from it, as her injuries start to seep blood.
attack roll with longsword: 1d20 + 5 ⇒ (1) + 5 = 6
I'd also like to sped one Entropy Point to reduce that damage by 2

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Inky pulls out the second of his two grenades, once again trying to place it where it will hit the swarm and none of his allies.
I hate that these are thrown with STR: 1d20 + 1 ⇒ (18) + 1 = 19
Piercing damage: 1d6 ⇒ 2 Explode DC 13

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Felix advances and collects the remaining heat of the icy environment and vents it out at the swarm!
Overheat Spell Damage: 2d8 ⇒ (7, 7) = 14 fire damage vs DC 13 Reflex half.

GM Valen |

Ursula tries to bring down the surrounding ice onto the swarm, then moves away from it, as her injuries start to seep blood.
I'd also like to sped one Entropy Point to reduce that damage by 2
You most certainly may!
Inky pulls out the second of his two grenades, once again trying to place it where it will hit the swarm and none of his allies.
Swarm, Reflex: 1d20 + 7 ⇒ (14) + 7 = 21
Felix advances and collects the remaining heat of the icy environment and vents it out at the swarm!
Swarm, Reflex: 1d20 + 7 ⇒ (10) + 7 = 17
BEWARE! A CRAGGOLK LAIR! -Round Two Cont'd/Round Three Cont'd!
PCs in bold may act
Swarm -32 HP
Inky
Felix
Ursual -20 SP | -4 HP (latent radiation disease)
Jatri
Leannah -6 SP | -1 HP
Chance

GM Valen |

One more shock grenade
Swarm, Reflex: 1d20 + 7 ⇒ (15) + 7 = 22
The skittermander withers away at the swarm.
BEWARE! A CRAGGOLK LAIR! -Round Two Cont'd/Round Three Cont'd!
PCs in bold may act
Swarm -34 HP
Inky
Felix
Ursual -20 SP | -4 HP (latent radiation disease)
Jatri
Leannah -6 SP | -1 HP
Chance

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Leannah is unable to do anything, so she carefully steps back a little. If anyone in the team begins to look more hurt, she will heal them.

GM Valen |

We are quickly running out of time for this part, so I am going to try to keep things moving.
Jatri on Delay, no post in 24+ hours
With its prey moving away, the swarm switches targets and tries to cover two Starfinders, Inky and Chance!
Move
Swarm attack, damage (P) plus radiation exposure: 1d4 + 5 ⇒ (1) + 5 = 6
Inky and Chance must each make a Fort save v. low radiation
BEWARE! A CRAGGOLK LAIR! -Round Three Cont'd/Round Four Begins!
PCs in bold may act
Swarm -34 HP
Inky -6 SP (Fort save)
Felix
Ursual -20 SP | -4 HP (latent radiation disease)
Jatri
Leannah -6 SP | -1 HP
Chance -6 SP (Fort save)

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Fort: 1d20 + 2 ⇒ (14) + 2 = 16 Does this bypass armor's usual protection against Low radiation?
"I'm out of grenades! Anyone have any bright ideas?" Inky says, trying to keep the panic out of his voice as he backs out of the swarm. He draws his fire extinguisher, hoping that if worst comes to worst he can at least drive the swarm back with the spray.

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Ursula, with her ice idea not working, takes her shield and slams it down, trying to crush a bunch of the craggolks.
tactical shield: 1d20 + 5 ⇒ (4) + 5 = 9

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fort: 1d20 + 5 ⇒ (19) + 5 = 24 move out of the way while drawing my azimuth laser rifle. what's the ground made of, snow, ice?
Will shoot the ground below the swarm at least a square if there is cold water underneath hit: 1d20 + 4 ⇒ (1) + 4 = 5 of course I miss. dmg: 1d10 ⇒ 8 fire, and the weapon has the penetrating trait.

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Felix adjusts their position and continues to collect the remaining heat of the icy environment and vents it out again at the swarm!
Overheat Spell Damage: 2d8 ⇒ (7, 4) = 11 fire damage vs DC 13 Reflex half.

GM Valen |

Does this bypass armor's usual protection against Low radiation?
It does (but see below)
Felix adjusts their position and continues to collect the remaining heat of the icy environment and vents it out again at the swarm!
Swarm, Reflex: 1d20 + 7 ⇒ (5) + 7 = 12
The heat finishes the last of the ice-eating craggolks!
The PCs can easily remove the obelisk (which weighs 10 Bulk) from this chamber, capture a recording with a comm unit or similar device, or make a rubbing of its surface.
Any PC may attempt a DC 18 Culture or Mysticism check to analyze the markings; if successful, you may open the spoiler below:
The PCs can go no further into the ice tunnels or Bulwark at present.
If you touch barrier, you may open the spoiler below:
you take menntal damage (DC 13 Will save for half): 2d10 ⇒ (2, 8) = 10
Due to their sensitivities, outsiders and creatures with telepathy or limited telepathy take a –2 penalty to this saving throw.
When its exploration is complete, the party can return to Mazdrun’s surface and rendezvous with the Starfinder fleet. Those experiencing radiation sickness receive free treatment aboard one of the Starfinder ships following the mission.

GM Valen |

House GM post
"Starfinders," lxthia announces. "We've located the source of the shroud of darkness. Gather what additional information you can and return to the fleet."
Table GMs, Event 1 is now available.
Relying upon sensor scans, geological data, and field observations, the Starfinders have determined that the shroud protecting the Bulwark is being produced by a series of hybrid generators arranged in a perimeter around the Bulwark and located within caverns deep underground. Multiple Starfinder teams are being dispatched, each with a package of explosives and instructions to destroy one of the generators. Your party is assigned as one of these teams.
Your orders are to meet with the ship’s ysoki demolitionist Betsy Blast within the conference room of one of the Starfinder vessels.
“So, you’ve been assigned to the detonation teams?” asks Betsy as she fiddles with one of the colorful patches on her vest.
“You look capable. Excellent! I can keep this quick."
“We’ve determined that the shroud protecting Sangoro’s Bulwark is being produced by a series of hybrid generators. The invaders placed the generators in caverns, deep underground, in a perimeter around the Bulwark. The network contains built-in redundancies. If we hope to bring down that shroud, we’ve got to take down multiple generators in close succession."
“Starfinder teams are being deployed to tunnels around the crater in advance of a coordinated assault. Each team is being issued explosives and the coordinates to a generator."
“Four charges are needed to bring down a generator and all four charges must be detonated simultaneously. The combined shockwave is needed to overcome the generator’s defensive shielding.”
Betsy picks up a device off the table and adds it to a satchel containing three others. She then hands over the satchel along with a datapad. “Here’s a set of four charges. If you’ve had some demolitions training, the process should be relatively quick."
“If not, it may take more time to set a charge, but I’ve modified the charges so that even a squox could set one. Just set the charge, initiate the detonator, get clear, sit back, and enjoy the fireworks like a fire beetle celebrating New Spark!”
“The invaders behind the shroud likely know we’re coming, so expect resistance of some kind. Be careful."
Your party is given the satchel of explosive charges. The datapad contains coordinates and a map showing the chamber containing the hybrid generator and the nearby usable tunnels. It also contains a schematic of the generator and instructions on how and where to set the explosives. You are each told synchronize your comms for the coordinated attack.
A shuttle delivers you to the surface where they can safely enter the cave system.

GM Valen |

Following the coordinates and the map provided, it’s an hour hike through the tunnels to the entrance of the chamber containing the hybrid generator. Per instructions, you are all to wait outside the hybrid generator’s proximity detectors until you receive the designated signal from the fleet to start the coordinated attack.
From your vantage just out of range to the north, you can see a massive device, undoubedly the hybrid generator, laying at the far end of an expansive, underground cave. The chamber is largely open ground, save for just over a half dozen stone columns rising from floor to ceiling.
The hybrid generator is of harsh, angular design and composed of a dark, sinister looking metal. A quintet of embedded voidglass orbs set within the top and sides of the device serve as emitters for the massive, black barrier—the shroud—which stretches above and behind the generator before disappearing from sight, as it extends in all directions through solid rock. There are no other signs of enemy defenses.
A single, bat-like creature maintains the generator, though they’re currently obscured and out of sight—you can only catch glimpses and can’t target them at present.
Grioths appear as lean, stooped bat-like humanoids with four narrow eyes and exceptional hearing. They typically stand around 5 feet tall. They have dry, raspy voices and speak in an eerie language of clicks, squeaks, and sibilant sighs.
Grioths live in vast crystalline spire cities. With few resources available on their frozen, lightless worlds, they depend on raiding, theft, and war to obtain the resources they need to survive. Powerful grioth psychics known as eclipse seers organize raids that span entire galaxies.
Grioth soldiers and mercenaries pour through these mystical portals in a wave of blood and terror, glutting on violence and pillaging resources primarily food, technology, and living sapient creatures. In addition to temporary portals, grioths maintain a series of permanent gateways to sunless worlds like their own, creating a web of cities among countless lost worlds.
Map of hybrid generator cave now on Slides. Feel free to place your PC token within the green-dotted starting area.
The PCs have 10 minutes to prepare before the coordinated assault begins. You may make any desired preparations with this timeline in mind. Additionally, you should decide who carries each of the four charges and the one remote detonator.
Once preparations are posted for each PC or about 24 hours pass, I will move us along and place any unplaced tokens in accordance with the posted marching order.

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Exploring the southwestern Cavern, Inky takes a moment to examine the mystical markings on the obelisk.
Mysticism: 1d20 + 9 ⇒ (15) + 9 = 24
"Cool, water level! Some sort of ritual tied to the plane of water."

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southwestern cavern, Culture: 1d20 + 6 ⇒ (17) + 6 = 23
"Hmmm. The markings on this obelisk connect to the Plane of Water. Didn't the other ritual connect to the Plane of Air?"
~~~~~~~~~~
Life Science: 1d20 + 9 ⇒ (20) + 9 = 29
Ursula shudder. "Grioths! I've only read about them, but they're terrible. They love nothing more than inflicting pain and sowing terror."
Ursula relays all the information from the spoiler
~~~~~
If Ursula is still down HP from the fight, she'll drink a healing serum. Also, I'm assuming there was time for a ten minute rest?

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DC 17 Life Science: 1d20 + 4 ⇒ (4) + 4 = 8
Felix does not recognize the bat-like creature. "How do we get rid of that? We don't want to blow that creature too, do we?"
A new day, a new rolling of Paradoxes: 3d20 ⇒ (4, 7, 14) = 25.

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Assuming this is the same day, and we've had time to spend Resolve to recover Stamina?
"Ooh, time for an assault mission. I wonder if this will be a subboss? Or an inverse tower defense? Or both?" Inky flips his goggles down over his eyes and resumes his game while he waits, though he does keep his pistols in several of his other three hands.

GM Valen |

"Hmmm. The markings on this obelisk connect to the Plane of Water. Didn't the other ritual connect to the Plane of Air?"
There definitely appears to be a pattern.
If Ursula is still down HP from the fight, she'll drink a healing serum. Also, I'm assuming there was time for a ten minute rest?
Each mission represents a few hours of work. Between missions, PCs can take a 10-minute rest. PCs can also recharge batteries and purchase ammunition, batteries, healing supplies, and spellcasting services to remove conditions from the quartermaster between missions.

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If purchasing ammunition extends to grenades, Inky will purchase one more frag grenade.

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A new day, a new rolling of [dice=Paradoxes]3d20.
Disregard these rolls. I don’t know why I thought it is a new day for this mission. Might have confused myself with the 2e Specials I am playing.

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Crap! Sorry. Minor health issue + "not sure what I can do here to help" = "I will set this one aside for the moment and post [later]"
Jatri helps check out the passages, keeping an eye out for danger. He doesn't notice anything the others haven't already spotted.
"I'll take a charge, or the detonator," says Jatri, "I have to make up for being remarkably unhelpful against the craggolks."
"We can tell the grioths, politely but firmly, to leave the area. I suspect they'll choose not to, though."

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"I will shoot that one if needed." Felix draws their pistol and will shoot if it goes hostile. "And you are correct, let it leave by itself before we bring down this place."

GM Valen |

Knowing what they have to do, the party heads toward the hybrid generator.
Setting Charges:
The PCs’ goal isn’t to defeat their enemies, but to set all four charges and trigger their detonation using the remote detonator. The charges must be placed as noted on the map (indicated with red circles), with one charge along each side of the generator. A PC in the appropriate space and in possession of a charge can set a charge as a full action.
If that PC succeeds at a DC 18 Computers or Engineering check, they can instead set the charge as a standard action.
When all four charges are set, the PC with the remote detonator can trigger the simultaneous detonation of all four charges as a standard action. At the beginning of the following round, all four charges and the generator explode; all creatures within 15 feet of a charge or the generator take 2d8 fire and piercing damage from the explosion. A creature who succeeds at a DC 11R eflex save takes half damage.
Suddenly, a sinister, heart-pounding vibration fills the air with the cavern as a shadowy beam passes through the stone ceiling and settles on the rocky cave floor.
The terminus of the beam now indicatedwith large gray circle on the Map.
[spoiler=Initiative]
Initiative, Ursula: 1d20 + 0 ⇒ (12) + 0 = 12
Initiative,Leannah : 1d20 + 5 ⇒ (9) + 5 = 14
Initiative, Jatri: 1d20 ⇒ 2
Initiative, Felix: 1d20 + 4 ⇒ (6) + 4 = 10
Initiative, chance: 1d20 + 3 ⇒ (9) + 3 = 12
Initiative, Inky: 1d20 + 3 ⇒ (10) + 3 = 13
Initiative, grioth: 1d20 + 4 ⇒ (12) + 4 = 16
The black areas on the map are solid columns that stretch to the ceiling.
The grioth behind the hybrid generator continues his patroling. When he reaches the edge of the generator, he takes up a firing position with his bruiser decoupler pistol.
(readied action)
EVENT 1: GENERATOR ASSAULT! - Round One Begins!
PCs in bold may act
Grioth (readied)
Leannah
Inky
Chance
Ursula
Felix
Jatri

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"They are absolutely going to shoot at us. Ah well."
Jatri advances into the room. "Leave now!" he calls out loud. Too far for telepathy, he continues shouting, though his voice is rough even if the froth speaks Common, "We've come to warn you this room is going to explode!"
It's... true. Ish.
Double move

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It looks like only two has taken charges. Felix will get the other one too.
Felix silently follows the uplifted bear, going to the other side. Stride, Stride

GM Valen |

Two Starfinders approach. The grioth eyes them closely, but takes no further action.
EVENT 1: GENERATOR ASSAULT! - Round One Cont'd
PCs in bold may act
Grioth (readied)
Leannah
Inky
Chance
Ursula
Felix
Jatri

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Ursula tucks the charge like a football under her arm and starts making her way across the field. Double move.

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Inky follows suit, moving forward holding one of the charges in one hand, his gaming rig in another, and two pistols in the remaining two.

GM Bret |

The last two from your group move forward.
Just as they get into position, the shadowy beam starts moving across the cavern. Once it has traversed most of the chamber, it stops. It passed within 10’ to 15’ of a number of you.
When the beam stops, another Grioth steps out of the beam. It immediately acts, fearlessly swinging its longsword at Felix and hitting.
voidglass longsword: 1d20 + 7 ⇒ (13) + 7 = 20
Slashing damage: 1d8 + 2 ⇒ (1) + 2 = 3
The other Grioth continues to take cover behind the generator, waiting for a good shot.
EVENT 1: GENERATOR ASSAULT! - Round Two
PCs in bold may act
Grioth black (readied)
Grioth pink
Leannah
Inky
Chance
Ursula
Felix 3 damage
Jatri

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Felix Steps back and manifests injuries from the future of the one who attacks them. "I am bringing your pain from your future already."
Step
Cast a Spell, Stumble, DC 13 Will to negate or take 1d6 ⇒ 1 slashing damage

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"Ignore them and set the charges!"
Inky continues sprinting toward the nearest place to install his charge. Double move.

GM Bret |

Felix steps back and tries to cause the Grioth to Stumble but it manages to resist the spell.
Reflex: 1d20 + 3 ⇒ (16) + 3 = 19
The spell on AoN doesn’t match the mechanics you gave. I checked and you do have that spell on you list so I went by the spell description on AoN.
Inky and Ursula continue rushing forward, using the generator for cover from the Grioth with the gun.
EVENT 1: GENERATOR ASSAULT! - Round Two
PCs in bold may act
Grioth black (readied)
Grioth pink
Leannah
Inky
Chance
Ursula
Felix 3 damage
Jatri

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My bad, it should be > Injury Echo < actually.

GM Bret |

My bad, it should be > Injury Echo < actually.
Alright, good to know. Unfortunately even then, they made their save and take no damage.

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Acknowledged.
Jatri continues to move towards the generator with the charge in hand. He runs just a little past it. It's still in reach--but so is the grioth, who he snarls down at.
Double move.

GM Bret |

As Jatri comes within 20’ of the Grioth in Black, he shoots at him. Seems all that waiting didn’t do the Grioth any good.
bruiser decoupler: 1d20 + 5 ⇒ (5) + 5 = 10 critical demoralize
Acid damage: 1d4 + 1 ⇒ (2) + 1 = 3
Meanwhile Chance moves forward while shooting back at the new Grioth. The shot hits, leaving a burn mark.
EVENT 1: GENERATOR ASSAULT! - Round Two
PCs in bold may act
Grioth black
Grioth pink 7 damage
Leannah
Inky
Chance
Ursula
Felix 3 damage
Jatri
If someone could please bot Leannah, that would be appreciated.

Mr. Botitron |

Leannah casts a brilliant neon pink glowing wall of light overlapping with the column of darkness, then strides forward.
Casting glowing wall overlapping with the column, just to see what happens.

GM Bret |

It is very confusing having the glowing wall overlapping with the beam. You can see both of them at the same time which causes all sorts of perspective issues. The shadowy beam does not block the colors from the wall, but the wall also does nothing to get rid of the shadows from the beam. They both occupy the same space and you can see both at the same time.
The beam moves again, sweeping across the room.
When the beam stops on the other side of the room, a muscular, white-furred grioth soldier appears in the cavern with a roar. “Soldiers! Protect the generators! Rain death upon these mewling Starfinders! Let them know true fear!”
With an assessing gaze, he smirks. “You're all they sent? Pathetic.”
Spurred on by the white Grioth, black gets out his sword and swings at Jatri.
voidglass longsword: 1d20 + 7 ⇒ (6) + 7 = 13 critical demoralize
Slashing damage: 1d8 + 2 ⇒ (7) + 2 = 9
Meanwhile Pink steps up and continues to attack Felix.
voidglass longsword: 1d20 + 7 ⇒ (4) + 7 = 11 critical demoralize
Slashing damage: 1d8 + 2 ⇒ (4) + 2 = 6
Neither of them manage to hit their targets.
EVENT 1: GENERATOR ASSAULT! - Round Three
PCs in bold may act
Grioth black
Grioth pink 7 damage
Grioth white leader
Leannah
Inky
Chance
Ursula
Felix 3 damage
Jatri
Someone please bot Leannah