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Felix is winning it. They keeps sending the enemies more missile as they advance them.
Piloting: 1d20 + 10 ⇒ (9) + 10 = 19

GM Valen |

The offensive push by the Starfinders turns the tide of battle, dividing the grioth forces. The victorious Starfinders enter the Voidglass Spire.
Three offensive successes were all you needed!
1 Spire success! Onto the next mission...
Ixthia the Unbreakable transmits a message on your comm units.
“Thank you for accepting this mission. We’ve identified a control center at the pinnacle of the Voidglass Spire. It is our belief that this is the core of the psychic transducer, which transmits thoughts and psychocorporeal foes across the battlefield via shadow beams."
"Investigat this control center and shut down the psychic transducer. If our luck holds, this will render their greatest weapon useless—the Voidglass Spire will be a hollow shell."
"Good luck, Starfinders. Our hope goes with you."
Following Ixthia’s directions, you arrive at the entrance to the control room. This entrance is protected by a shimmering barrier.
However, it is possible to overcome the barrier with a counter of psychic energy.
This requires a PC being next to the barrier and succeeding at a Mysticism check.
What do you wish to do, Starfinders?

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mysticism: 1d20 + 7 ⇒ (8) + 7 = 15
"Wait, don't try to bash through the barrier, it will hurt your mind!"
Leannah gestures to Inky and then moves up to the barrier and tries to deal with it by magic. Inky will be better, so I'll aid
mysticism aid: 1d20 + 7 ⇒ (3) + 7 = 10

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"Hm...yeah, you're right Leannah! Let's do this!" Inky flips the goggles down over his eyes and sets to work alongside Leannah.
Mysticism, Leannah's aid: 1d20 + 9 + 2 ⇒ (20) + 9 + 2 = 31

GM Valen |

Punching was an answer, but...
Inky makes short work of the barrier and manages to shut it down completely, preventing anyone from suffering any psychic backlash.
Beyond the fallen barrier, the control room looks similar to the interior of a geode, with sharp voidglass shards pointing in all directions. Scattered among these crystal growths are hybrid control panels, magical transducers, touchscreens, and other technology.
Perception, Ursula : 1d20 - 1 ⇒ (14) - 1 = 13
Perception, Leannah: 1d20 + 10 ⇒ (16) + 10 = 26
Perception, Jatri: 1d20 + 4 ⇒ (6) + 4 = 10
Perception, Felix: 1d20 + 5 ⇒ (18) + 5 = 23
Perception, Chance: 1d20 + 7 ⇒ (19) + 7 = 26
Perception, Inky: 1d20 + 4 ⇒ (4) + 4 = 8
As you begin to enter, the sharp-eyed Leannah, Felix and Chance spot a variety of ancient planar keystones throughout the room. Leannah is he first to conclude that they have been arranged to power a dangerous palnar explosion trap, a trap set to trigger when someone touches the control panels or devices in any way.
To disable,a PC may use Engineering to deface magical runes or Mysticism to nullify extraplanar discharge.

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Inky joins Leannah, working on the runes themselves while she channels away the discharge.
Engineering: 1d20 + 9 ⇒ (7) + 9 = 16

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Engineering: 1d20 + 5 ⇒ (15) + 5 = 20
"Nobody is touching the control panels unless we are able to deactivate the runes here." they warn the others while they join Inky and Leannah in defacing the runes.

GM Valen |

The android finally deactivates the trap.
The party can now safely attempt to shut down the psychic transducer, hopefully rendering the Voidglass Spire powerless.
Those having some trainingi in the mystic arts realize that the psychic transducer is a complex hybrid device bound to the will of the grioth's leader and must be deactivated in two stages.
First, ONE PC must nullify the psychic transducer’s connection to the leader by succeeding at a DC 15 Mysticism check. Alternatively, they can trick or overwhelm the psychic transducer by succeeding at a DC 18 Bluff, Diplomacy, or Intimidate check. Regardless of the check attempted, they must perform this skill check alone and can’t be aided by anyone else.
You must attempt succeed at a DC Will save or
or suffer damage in the amount of.: 1d6 ⇒ 3
If this is not the first failure, please roll a d6 for damage.
The PCs must shut down the device by succeeding at an DC 15 Computers or Engineering check. Alternatively, they can incidentally trigger a shut down by succeeding at a DC 18 Athletics check. The PCs can aid one another on this check. The PCs may attempt this check to shut down up to three times.
If one PC fails, that PC may continue to retry until successful. Alternatively, after one PC fails, another PC may make the attempt.

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Leannah gulps, and then tries to deal with the transducer.
mysticism: 1d20 + 7 ⇒ (10) + 7 = 17
She sighs in relief, and then lets the techie team members work on shutting down the device, now that the connection is severed.

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'Great work, Leannah! I'll see what I can do on the tech side.'
Engineering: 1d20 + 8 ⇒ (14) + 8 = 22

GM Valen |

The party is successful in shutting down the psychic transducer. They also learn that the psychic transducer was connected to one General Itharris.
1 Spire success!
Onto the Elemental Nexus...
Venture-Captain Naiaj greets the party in a side chamber of the Voidglass Spire. She gestures to a hidden door in the wall, which opens into an ancient cavern preserved within Sangoro’s Bulwark and studied by teams of Starfinder scholars.
Naiaj crosses her arms and tilts her head toward a secret door in the wall of the Voidglass Spire, now ajar. “This door opens into an ancient cavern carefully preserved within Sangoro’s Bulwark and studied by teams of Starfinder scholars. There’s a set of obelisks inside, each pulsing with energy. Looks like old magic, probably built by Mazdrun’s mysterious Founders."
"Frankly, I don’t understand it. But this site was important to Sangoro and it clearly remains important to our enemies. Head inside and check it out. See if it can help us. If it can’t, leave it be. It’s still a site worth preserving. Understood?”
After the briefing, Naiaj departs leaving you free to investigate the cavern and its contents.
Upon entering, you find the small stone cavern juts out from the worked masonry of Sangoro’s Bulwark. Six stone obelisks, weathered with age, stand in a half-circle, each engraved with symbols and pictographs. The obelisks pulse in perfect unison, each beat releasing vibrant, colorful energy and a thrumming vibration that reverberates through the stone walls and floor of the cavern.
A PC who attempts to examine the obelisks must attempt a Culture or Mysticism check.
If the result of the check surpasses a DC 15, you may open the spoiler below:
If the result of the check surpasses a DC 18, you may open the spoiler below:

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mysticism: 1d20 + 7 ⇒ (5) + 7 = 12
"Wow, these obelisks are associated with the elemental planes, one per plane!"

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Culture: 1d20 + 6 ⇒ (9) + 6 = 15
'It looks like you can attune to an obelisk to tap into its energy.'

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That was my first guess. A group of six magic things is usually elemental, isn't it?
Culture: 1d20 + 6 ⇒ (12) + 6 = 18
I think this is just part of it, though. Touchstones for a more powerful psychic reservoir that's hidden much deeper.
Which skills are needed to attune? Jatri approaches the wood obelisk, and tries to focus on what he knows about growing plants.
Life Sciences?: 1d20 + 8 ⇒ (13) + 8 = 21

GM Valen |

Having determined that each obelisk contains a wellspring of psychic energy that can be tapped into by individuals who properly attune to that obelisk, Ursuala set out identifying the skilsl utilized to attune to each obelisk and the benefit granted by doing so.
• Air Obelisk (Acrobatics to fly or Piloting): This obelisk tests a PC’s abilities of flight and maneuverability. A who successfully attunes to this obelisk gains one of the following abilities of their choice: their fly speed is increased by 20 feet or they can cast flight as a 3rd level spell-like ability once.
• Earth Obelisk (Athletics): This obelisk tests a PC’s stability and reliability. A PC who successfully attunes to this obelisk gains a +2 bonus to their AC to resist combat maneuvers.
• Fire Obelisk (Mysticism): This obelisk tests a PC’s passion for the mystical arts. A PC who successfully attunes to this obelisk increases the spell DC of all spells they cast by 1.
• Metal Obelisk (Intimidate): This obelisk tests a PC’s ability to strike terror into their enemy. A PC who successfully attunes to this obelisk treats all weapons they wield as if they have the ominous fusion.
• Water Obelisk (Diplomacy): This obelisk tests a PC’s persuasiveness and clarity of purpose. A PC who attunes to this obelisk gains a +2 bonus to their Will saves. The first time they fail a Will save, they instead pass that save. After the results of this save are resolved, they are no longer attuned to this obelisk and lose the associated benefits.
• Wood Obelisk (Medicine or Life Science): This obelisk tests a PC’s knowledge of the inner workings of organic life. A PC who attunes to this obelisk gains one of the following abilities of their choice: their Hit Points and Stamina Points are fully restored.
A PC touching an obelisk can attempt the listed skill check (DC 18) to attune to that obelisk; on a success, they gain the listed benefit for 24 hours. On a failure, that PC feels a sharp pain in their mind as they’re rejected by the obelisk. The obelisk trembles ominously, falling out of sync with the others for a split second. If the PCs learned the ancient ritual portion associated with an obelisk’s elemental plane, (Air or Water)
they gain a +4 circumstance bonus on their checks to activate that obelisk. The PCs can’t aid one another on these checks.
Each PC can attempt the skill check to attune to an obelisk once, but an obelisk can only be attuned to a single creature each day—it grants its benefit to whomever attunes to it first, and then can’t be used again. A PC who tries and fails to attune to an obelisk can’t attempt to attune to that obelisk again. If three or more PCs fail their check at a given obelisk, that obelisk deactivates for the remainder of this adventure—it’s lights flicker out and it stops vibrating.
Jatri approaches the wood obelisk and successfully attunes!
Jatri's token moved to labeled obelisk on Map. Other PCs are encouraged to move token to indicate which obelisk they have attuned to.

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Inky leaves the fire obelisk to Leannah, moving instead to attune to the Air obelisk.
Piloting: 1d20 + 8 ⇒ (20) + 8 = 28

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Ursula goes to the metal obelisk. 'Together, we will strike fear into the hearts of our enemies.
Intimidate: 1d20 + 7 ⇒ (17) + 7 = 24

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it looks like Chance and Leannah have failed. I think it's only fair to give everyone a chance at one, and then those of us who have failed can try a different one.

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If Iron doesn't claim water, Leannah will try that next round. I'm including a spoilered roll for that to help keep things moving.
diplomacy, bonus: 1d20 + 7 + 4 ⇒ (8) + 7 + 4 = 19

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DC 18 Life Science: 1d20 + 4 ⇒ (16) + 4 = 20
Felix attunes their self with the Wood Obelisk, to understand something organic.

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Will change to Metal, mod will be -1 to Intimidate instead of +4 from Life Science.

GM Valen |

Jatrio attunes to wood.
Inky attunes to the air obelisk.
Ursula attunes to metal.
Leannah attunes to water.
Felix may still attempt to attune to earth (Athletics), but neither Felix or Chance are trained in Mysticism for attunement to fire.

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Felix tries to attune with the earth obelisk.
Athletics: 1d20 + 0 ⇒ (2) + 0 = 2
They just shake their head after the failed attempt.

bigrin42 |

House GM post
Hoisting their weapon aloft, Ixthia shouts, “Starfinders, the time has come for our final assault. General Itharris and the last of her soldiers have retreated to the heart of Sangoro’s Bulwark and are defending it to the last! We must sweep them from the Bulwark forever!”
Table GMs, Part 4 has begun.

GM Valen |

Having conquered the Voidglass Spire and deactivated the psychic transducer, the Starfinders descend into the heart of Sangoro’s Bulwark to confront the last of the enemy army, including its leaders, the vile and heavily armored General Itharris and her right-claw man, Lieutenant Ulgaran.
At the heart of Sangoro’s Bulwark is a natural cavern, overlooking, what the Society has concluded, is a magical cenote. Over untold ages, the cenote has become a psychic wellspring—a gathering point for all the psychic anguish and lost souls of Mazdrun. Today, this sacred space has been defiled by General Itharris. Voidglass grows along the walls and sprouts from the\ floor, and the Voidglass Spire rises from the ground, growing into a massive tower that has impaled Sangoro’s Bulwark and burst out the roof hundreds of feet above.
The Bulwark’s Heart is an area of normal light, lit by artificial lighting, the luminescent glow of the cenote, and the sinister glow of the Voidglass Spire and the other voidglass deposits.
Map of the Bulwark's Heart now revealed on Slides.
The ceiling in is 100 feet high. Around the edges of the Voidglass Spire (all spaces above the voidglass platforms), which has pierced through the upper floors of the Bulwark, the ceiling is instead 200 feet high. This space is massive, with hundreds of Starfinders and grioth soldiers engaged in chaotic battle.
As the battle begins, the party finds itself near the base of the Spire, close to the cennote within the Bulwark’s Heart. They are rapidly approached by Lieutenant Ulgaran and a cadre of his grioth minions.
Unbreakable Resolve Condition
Initiative, Ursula: 1d20 + 0 + 4 ⇒ (7) + 0 + 4 = 11
Initiative,Leannah : 1d20 + 5 + 4 ⇒ (8) + 5 + 4 = 17
Initiative, Jatri: 1d20 + 4 ⇒ (12) + 4 = 16
Initiative, Felix: 1d20 + 4 + 4 ⇒ (13) + 4 + 4 = 21
Initiative, Chance: 1d20 + 3 + 4 ⇒ (19) + 3 + 4 = 26
Initiative, Inky: 1d20 + 3 + 4 ⇒ (1) + 3 + 4 = 8
Initiative, Lieutenant Ulgaran: 1d20 + 5 ⇒ (14) + 5 = 19
Initiative, Grioth (blue): 1d20 + 3 ⇒ (14) + 3 = 17
Initiative, Grioth (green): 1d20 + 3 ⇒ (2) + 3 = 5
Initiative, Grioth (white): 1d20 + 3 ⇒ (3) + 3 = 6
Initiative, Grioth (yellow): 1d20 + 3 ⇒ (11) + 3 = 14
"Crush these troublesome Starfinders!" screaches the grioth Lieutenant. "And let their anguish add to the bounty of our voidglass reserves!"
BATTLE WITHIN THE BULWARK'S HEART! - Round One!
PCs in bold may act
Chance
Felix
Lieutenant Ulgaran (red)
Leannah
Grioth (blue)
Jatri
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

GM Valen |

Move and shoot red
There would be an added penalty for range in that, but it is still a hit!
BATTLE WITHIN THE BULWARK'S HEART! - Round One Cont'd
PCs in bold may act
Chance
Felix
Lieutenant Ulgaran -1 HP (red)
Leannah
Grioth (blue)
Jatri
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

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"Who are the troublesome?" Felix asks the enemies flatly. He then readies to shoot the enemy who gets close to them by 30 ft.
Damage: 1d4 ⇒ 4 fire damage

GM Valen |

The battle for Sangoro’s Bulwark rages in a beautiful cavern, marred by the Voidglass Spire and damaged by the gunfire, shrapnel, and magical
attacks. To the north, the ground drops away to a glowing cenote, its waters churning violently. To the south, the lower reaches of the Voidglass Spire emerge from the ground, rising into the air and puncturing the ceiling in its quest for the sky with no regard for the damage caused to the ancient architecture of Sangoro’s Bulwark.
All around, Starfinders and grioths engage in heated combat. Overhead, teams of trained Starfinders engage with General Itharris, who is terrifying in a metal and crystal containment suit as she wields a plasma sword and rifle.
General Itharris raises her sword and bellows at the top of her lungs."“Come to your death, Starfinders! I am that which gnaws and consumes! The terror in the dark! The corruptor of souls! Face me and embrace the Void!” The general's voice reverberates with psychic power, tearing through the mind and leaving behind an ominous weight. A telepathic din rises in response, as the soldiers cheer for the coming bloodshed.
Before you Lieutenant Ulgaran, muscular and fierce, with white fur, snarls. He shakes off the burn and snarls. “You heard the General, maggots! Show them our strength! Draw out their fear! Tear apart the Starfinders!” The winged grioth waves his voidglass blade and descends toward the party.
BATTLE WITHIN THE BULWARK'S HEART! - Round One Cont'd
PCs in bold may act
Chance
Felix (readied)
Lieutenant Ulgaran -1 HP (red)
Leannah
Grioth (blue)
Jatri
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

GM Valen |

BOTTING Leannah and Putting on Delay - No post in 24+ hours
One of the grioth (blue) approaches and fires his decoupler at Chase!
Ranged (bruiser decoupler) w/range: 1d20 + 5 - 6 ⇒ (12) + 5 - 6 = 11
BATTLE WITHIN THE BULWARK'S HEART! - Round One Cont'd
PCs in bold may act
Chance
Felix (readied)
Lieutenant Ulgaran -1 HP (red)
Leannah (Delay)
Grioth (blue)
Jatri
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

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Uh... hm. If I have a climb speed, does climbing a cliff count as "square[s] that... slow movement" for the purpose of preventing charging?
Jatri runs towards the cliff and the nearest grioth waiting on top. And bounds straight up it--he very like a bear, after all.
[Full] Charge (if possible) Athletics to increase Climb speed: 1d20 + 9 + 8 - 5 ⇒ (18) + 9 + 8 - 5 = 30 Entropic Strike Blue vs EAC: 1d20 + 5 + 1 ⇒ (9) + 5 + 1 = 15 for bludgeoning damage: 1d3 + 3 ⇒ (2) + 3 = 5
OR (if not possible to charge)
[Move] Land movement
[Move] Climb movement
Jatri takes no penalties from Charging due to Ferocious Charge

GM Valen |

Uh... hm. If I have a climb speed, does climbing a cliff count as "square[s] that... slow movement" for the purpose of preventing charging?
As Jatri has a climb speed, the cliff does not slow down the PC's movement. I am unaware of any other rule that might prevent the charge and it is cool, so I will allow it.
Jatri runs towards the cliff and the nearest grioth waiting on top. And bounds straight up it--he very like a bear, after all.
Jatri batters one of the grioth (blue)
Another grioth (yellow) takes up a position next to Ulgaran.
Double move
BATTLE WITHIN THE BULWARK'S HEART! - Round One Cont'd
PCs in bold may act
Chance
Felix (readied)
Lieutenant Ulgaran -1 HP (red)
Leannah (Delay)
Grioth -5 HP (blue)
Jatri
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

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Inky taps a code into his AR rig, then seems to pull a trio of glowing balls from its screen, hurling them across the battlefield at Lieutenant Ulgaran.
Cast magic missile as a full action.
Force damage: 1d4 + 1 ⇒ (2) + 1 = 3
Force damage: 1d4 + 1 ⇒ (3) + 1 = 4
Force damage: 1d4 + 1 ⇒ (1) + 1 = 2

GM Valen |

As Ursuala closes in a grioth, Inky strikes Ulgaran with bolts of force!
In an effort to help an ally, one of the grioth (white) rushes to a vantage point to fire on Jatri!
Move
Ranged (bruiser decoupler) w/range: 1d20 + 5 - 6 ⇒ (5) + 5 - 6 = 4
Another one of the grioth (green) heads to the edge of a cliff and glares down at Jatri!
Move; cast lesser confusion.
Jatri must succeed at a DC 11 Will save or become confused (as per the [url=https://aonsrd.com/SpellDisplay.aspx?ItemName=Lesser&Family=Confusion]confusion spell) for 1 round.
BATTLE WITHIN THE BULWARK'S HEART! - Round Two Begins!
PCs in bold may act
Chance
Felix (readied)
Lieutenant Ulgaran -9 HP (red) (Adjusted for forcefield)
Leannah (Delay)
Grioth -5 HP (blue)
Jatri (Will save)
Grioth (yellow)
Ursula
Inky
Grioth (white)
Grioth (green)

GM Valen |

BOTTING Chance and Felix - No post in 48+ hours - Both on Delay
One of the grioth (blue) cautiously moves away from the uplifted bear pair.
Step
The grioth then unleashes a mindshock, unleash a wave of violent psychic energy.
Jatri and Ursual each take damage and are shaken for 1 round. A DC 11 Will save takes half damage and negates the shaken condition. This is a mind-affecting effect.
Damage: 1d6 ⇒ 4
BATTLE WITHIN THE BULWARK'S HEART! - Round Two Cont'd!
PCs in bold may act
Chance (Delay)
Felix (Delay)
Lieutenant Ulgaran -9 HP (red)
Leannah (Delay)
Grioth -5 HP (blue)
Jatri -4 SP (Will for half/negate shaken)
Grioth (yellow)
Ursula -4 SP (Will for half/negate shaken)
Inky
Grioth (white)
Grioth (green)

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Will (Unbreakable Resolve): 1d20 + 1 ⇒ (15) + 1 = 16
No no,[b] says Jatri, shaking off the effect and keeping pace, [b]don't go!
He swipes his hand, delivering caustic energy.
[Move] Guarded Step
[Standard] Attack Entropic Strike vs EAC: 1d20 + 5 ⇒ (12) + 5 = 17 for acid damage: 1d3 + 3 ⇒ (2) + 3 = 5