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Will: 1d20 + 9 ⇒ (13) + 9 = 22
Reaper is beginning to think that there's something hinky going on here.
Sense Motive: 1d20 + 14 ⇒ (19) + 14 = 33
Reaper will try to slyly ask the magical types if they can see if any of the other team are ensorcelled or if there's anything odd 'in the air'.

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Sense Motive: 1d20 + 14 ⇒ (6) + 14 = 20

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Will: 1d20 + 7 ⇒ (9) + 7 = 16
Verrek stands silently with his arms crossed, allowing the artificial intelligence built into his portable minicomputer to analyze the situation.
Sense Motive: 1d20 + 6 ⇒ (18) + 6 = 24
He glances at the running line, then looks back up at Merin.

GM Kate |

Reaper notices something odd. When Merin says that "we failed our mission," they are lying. You think perhaps they never attempted the mission. In fact, Merin seems very cagey with a lot of statements, though they seem genuinely anxious to take you to see Lunesha.
Gil-Oloth notices something else odd about Merin. She spots that they are actually a summerborn ryphorian disguised as a winterborn ryphorian.

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"Let's make our way to meet Lunesha. We have a mission to complete." Reaper will make effort to speak quietly to the team to make sure they are wary of the obvious ambush they are being led into. To help keep from looking too suspicious, he'll also approach each member of the other team and apologize for his outburst.

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Boomer decides to follow Reaper's lead, thinking it might be easier to spring whatever trap might be coming than to figure out what precisely is with this other team right now. With that in mind, they continue to study Merin and his team with arcane sight to determine if any of them are spellcasters.
Arcane sight didn't show any signs of magical influence, but just in case it comes up later, Boomer has technomantic talent with illusion. They automatically gain a save vs. any illusion within 60 ft., and the DC is reduced by 2 vs. the first two illusions encountered each day. I'll add a note to my senses line.

GM Kate |

You follow along as Merin confidently talks at you for the journey.
The arena is brightly decorated and adorned with banners advertising upcoming events, including an action-packed debate club trailer. The main doors are wide open. A short, dark tunnel leads to the arena fields.
Vidscreens around the arena project your image while a richly-dressed audience cheers and shouts. A ramiyel seated in the bisellium motions for quiet. “Our honored guests have finally arrived. You must be the ones who killed Vradak. Welcome, noble worm-slayers.” She laughs. “What a week I’ve had. I’ve conquered this vault, seized everyone here and sent them to my Lord, and now I’ve got more Starfinders to play with.” The crowd shouts, “Kill them! Death to the Starfinders!” The ramiyel laughs. “Well said! Still, the Vault Lord wants a few alive. Let’s say… last two standing? Yes? You know what, we’ll play it by ear.”
You realize that four pillar-like emitters (marked with an E on the map) have created a containment field! You are trapped in here with the evil Starfinders...or are they trapped in here with you?
Anavay: 1d20 + 4 ⇒ (4) + 4 = 8
Betsy: 1d20 + 4 ⇒ (8) + 4 = 12
Igrim: 1d20 + 8 ⇒ (14) + 8 = 22
Merin: 1d20 + 9 ⇒ (5) + 9 = 14
Madakoko: 1d20 + 10 ⇒ (13) + 10 = 23
Boomer: 1d20 + 9 ⇒ (7) + 9 = 16
Reaper: 1d20 + 9 ⇒ (1) + 9 = 10
Korrigan: 1d20 + 2 ⇒ (19) + 2 = 21
Gil-Oloth: 1d20 + 6 ⇒ (19) + 6 = 25
Verrek: 1d20 + 2 ⇒ (9) + 2 = 11
Igrim delays until after Merin.
who does the crowd boo to start?: 1d6 ⇒ 6
"The dwarf! Get the dwarf!"
The emitters explode with sparks as combat begins!
Initiative!
Gil-Oloth
Madakoko
Korrigan
Boomer
Merin
Igrim
Betsy
Verrek
Reaper
Anavay
The emitters help the crowd direct your opponents against one of you! You can disable an emitter with Engineering or Mysticism, or just by hitting it enough. They do seem to explode with sparks and light There is a containement field preventing you from leaving the arena.
Gil-Oloth, Madakoko, Korrigan, and Boomer are up!

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Did Boomer learn anything about the other team's spellcasting abilities (if any)?
"Vradak's zealotry made him blind and foolish, as does yours," Boomer retorts. In quieter tones, they tell their teammates, "Keep these four busy while I deal with those emitters." The android them casts invisibility upon themself, and moves forward towards an emitter.
Is there a skill check to know anything about ramiyels? Boomer has Life Science +23, Mysticism +19 to identify creatures. 1d20 ⇒ 13 (plus appropriate skill)

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A small mote of glowing yellow light, matching the glow from his armor, begins to orbit Madakoko's head. He snaps his fingers on his middle right hand, a rifle appearing in his hands. Taking a moment to flip a switch, he takes aim and fires at Merin!
Swift: Call static arc rifle, Move: Switch to nonlethal mode, Standard: Shoot Merin!
Static arc rifle vs. Merin EAC: 1d20 + 16 ⇒ (8) + 16 = 24
Nonlethal electricity, photon attuned: 1d12 + 9 + 2 ⇒ (4) + 9 + 2 = 15
Attunement: Photon 1

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Gil-Oloth's couch starts flying away from the evil Starfinders.
Despite the forcefield, Gil-Oloth find a way to deactivates it.
Having Remote Hack 30ft. Gil-Oloth tries to find a connection with something to be able to deactivate the forcefield.
Perception: 1d20 + 21 ⇒ (8) + 21 = 29

GM Kate |

Boomer thinks only Betsy the ysoki is a spellcaster. They know that ramiyels are half-ophidian, half-mammalian humanoids from the planet Ramiya. What else would they want to know about ramiyels?
Gil-Oloth would know that the four pillars are creating the forcefield! You can absolutely use remote hack, just let me know which one you're trying to deactivate.

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Korrigon attunes to Photon 1, activates his plasma sheath and stellar rushes Anavay while forming his stellar sword with his crystal set to stun and attacks.
KAC vs Anavay: 1d20 + 15 ⇒ (8) + 15 = 23Fire non-lethal: 3d6 + 21 + 1d3 + 4 ⇒ (4, 4, 3) + 21 + (3) + 4 = 39

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Finding something to meddle with, Gil-Oloth starts with the southwest pillar. the one circled in white
Computer (Remote Hack): 1d20 + 22 ⇒ (5) + 22 = 27
Reaction: DIspel Check with Captive Star Amulet: 1d20 + 10 ⇒ (9) + 10 = 19

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They know that ramiyels are half-ophidian, half-mammalian humanoids from the planet Ramiya. What else would they want to know about ramiyels?
Energy resistances/immunities? SR? Special attacks? (In that order.) Basically, I'm expecting that we'll have to fight her once the containment field is down, so trying to figure out which of Boomer's spells will be most effective.

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The dwarf! Get the dwarf!
Charming.
It doesn't seem that the threats made any other impression on Verrek than an increased desire to rip everyone's heads off.
GM Kate |

Boomer recalls that ramiyels don't have any energy resistance or immunities or SR. They can grapple using their snake-like lower bodies.
Madakoko hits Merin! Korrigon hits Anavay! Anavay has a little fire resistance but is still hit pretty hard.
Gil-Oloth's first attempt at hacking doesn't work, but the second with the assistance of the computer idol does! The emitter turns dark and you see the force field flicker.
Igrim looks to Merin for guidance. Merin shouts, "I'll give the crowd what they want! You flank with Anavay."
Bluff to trick Verrek: 1d20 + 27 ⇒ (3) + 27 = 30
Somehow Verrek is still surprised when Merin targets him!
advanced semi-auto pistol, crowd bonus: 1d20 + 15 + 2 ⇒ (7) + 15 + 2 = 24
ouch!: 2d6 + 7 ⇒ (4, 4) + 7 = 15 plus trick: 4d8 ⇒ (4, 8, 3, 1) = 16
Igrim runs in to flank with Anavay and attack Korrigon.
sintered longsword, flanking: 1d20 + 14 + 2 ⇒ (8) + 14 + 2 = 24
ouch!: 2d8 + 14 ⇒ (7, 3) + 14 = 24
Korrigon proves too tough an opponent.
Betsy tosses a battery creating an explosive blast around everyone but Boomer, not seeming to care that she's hitting Igrim.
explosive blast: 9d6 ⇒ (1, 1, 2, 3, 1, 1, 1, 3, 1) = 14 fire, DC 20 Reflex save
It's a surprisingly unimpressive blast.
Reflex Igrim: 1d20 + 7 + 2 ⇒ (17) + 7 + 2 = 26
Betsy
Initiative!
Gil-Oloth, Reflex save
Madakoko, Reflex save
Korrigan, Reflex save
Boomer
Merin, -15 hp
Igrim, -7 hp
Betsy
Verrek, -31 SP, Reflex save
Reaper, Reflex save
Anavay, -34 hp

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Reflex: 1d20 + 12 ⇒ (17) + 12 = 29 Evasion
Reaper runs out of the pack of fighters. He takes a shot at Anavay.
Trick Attack Level 11 5d8 ⇒ (6, 1, 3, 7, 3) = 20 and Flat-Footed
Shadow Pistol: 1d20 + 14 ⇒ (10) + 14 = 24 Cold: 1d10 + 4 ⇒ (4) + 4 = 8

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REF: 1d20 + 5 ⇒ (4) + 5 = 9
"The dwarf" reacts with gritted teeth to the shot and the blast wave, but still does not moan despite all the desire.
Not bad. But I'm still not impressed.
Mirror Image: 1d4 ⇒ 4
Verrek snaps his fingers and four illusory copies appear around him, and after a second it is impossible to understand where he is and where the illusion is.
And then he goes to Merin, taking out an electric doshko as he goes and crunching his neck unpleasantly, as if kneading it. Dwarf does not take his heavy gaze off the operative from under his brows.

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Reflex DC20 to half 14F: 1d20 + 5 ⇒ (11) + 5 = 16 FR5
Taking the full brunt of the blast, but resisting some of it

GM Kate |

Reaper gets a direct hit on Anavay! The tiefling resists some cold, but this fight is clearly taking its toll on her.
Verrek avoids future damage by summoning 4 copies of himself to distract his opponents.
Anavay, angered, swings twice at Korrigon with her solar scimitar.
solar weapon: 1d20 + 17 - 3 + 2 ⇒ (7) + 17 - 3 + 2 = 23
ouch!: 2d6 + 12 ⇒ (5, 3) + 12 = 20 slashing
solar weapon: 1d20 + 17 - 3 + 2 ⇒ (15) + 17 - 3 + 2 = 31
ouch!: 2d6 + 12 ⇒ (2, 3) + 12 = 17 slashing
She hits once! Looks like Korrigon resists 5 of that?
Colorful sparks burst forth from one of the emitters!
which one?: 1d3 ⇒ 3
Reaper is luckily just outside the radius of effect from the emitter.
The crowd boos Gil-Oloth this time for disabling one of the emitters!
Initiative!
Gil-Oloth, Reflex save
Madakoko, Reflex save
Korrigan, -21 SP
Boomer
Merin, -15 hp
Igrim, -7 hp
Betsy
Verrek, -46 SP
Reaper
Anavay, -57 hp (<50%)
The emitters help the crowd direct your opponents against one of you! You can disable an emitter with Engineering or Mysticism, or just by hitting it enough. They do seem to explode with sparks and light There is a containment field preventing you from leaving the arena.

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Boomer moves to the far side of the emitter, using it for cover from Merin and Betsy despite being invisible–and that also puts them that much closer to the next one. The android attempts to deactivate the device.
Engineering: 1d20 + 20 + 4 ⇒ (8) + 20 + 4 = 32 (including +4 for trapsmith’s tools)

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Reflex: 1d20 + 8 ⇒ (19) + 8 = 27
Madakoko continue's firing at Merin, depending on their sharpshooter's training as they fire around an ally and aim for a vulnerable spot. Madakoko is a sharpshooter soldier with Sniper's Aim
Static Arc Rifle vs. Merin EAC, Deadly Aim: 1d20 + 16 - 2 ⇒ (16) + 16 - 2 = 30
Nonlethal electricity, Deadly Aim: 1d12 + 11 + 4 ⇒ (4) + 11 + 4 = 19
Photon attuned 2

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Reflex Gil-Oloth: 1d20 + 12 ⇒ (8) + 12 = 20
Reflex Couch: 1d20 + 4 ⇒ (2) + 4 = 6
Gil-Oloth's couch takes the full blast of the emitter.
She commands her couch to fly towards the eastern pillars and tries to disable the southern one.
Computer: 1d20 + 22 ⇒ (1) + 22 = 23
But she fails to do it.

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Yes, DR5/-. I also have Coordinated Shot
Korrigon continues attuning to Photon 2, and full attacks Anavay
KAC1 vs Anavay: 1d20 + 15 - 3 ⇒ (14) + 15 - 3 = 26Non-lethal Fire dmg: 3d6 + 21 ⇒ (1, 2, 3) + 21 = 27Non-lethal Electric dmg: 1d3 + 4 ⇒ (3) + 4 = 7
KAC2 vs Anavay: 1d20 + 15 - 3 ⇒ (2) + 15 - 3 = 14Non-lethal Fire dmg: 3d6 + 21 ⇒ (4, 2, 3) + 21 = 30Non-lethal Electric dmg: 1d3 + 4 ⇒ (1) + 4 = 5

GM Kate |

Boomer takes out another emitter, though Gil-Oloth isn't quite able to.
Madakoko hits Merin while Korrigon whacks Anavay once.
Merin yells at Igrim, "Well, if you can't hit that one, come here and attack this one! I'm going to stop that elf from disabling any more emitters."
Merin moves, provoking from Verrek, and makes a sneaky shot at Gil-Oloth.
Bluff to trick Gil-Oloth: 1d20 + 27 ⇒ (16) + 27 = 43
advanced semi-auto pistol, crowd bonus: 1d20 + 15 + 2 ⇒ (8) + 15 + 2 = 25
ouch!: 2d6 + 7 ⇒ (2, 6) + 7 = 15 plus trick: 4d8 ⇒ (7, 1, 6, 6) = 20
Igrim runs over to Verrek, provoking from Korrigon, and attacks.
sintered longsword: 1d20 + 14 ⇒ (11) + 14 = 25
ouch!: 2d8 + 14 ⇒ (8, 3) + 14 = 25
But is it a hit?
roll for images, 5 is the real Verrek: 1d5 ⇒ 3
An image is sliced in two!
Betsy realizes that mirror images are probably a good idea.
how many images?: 1d4 ⇒ 4
Initiative!
Gil-Oloth, -43 SP (Couch -14)
Madakoko, -2 SP
Korrigan, -21 SP, AoO on Igrim
Boomer
Merin, -34 hp
Igrim, -7 hp
Betsy, 4 images
Verrek, -46 SP, AoO on Merin, 3 images left
Reaper
Anavay, -81 hp (<50%)
The emitters help the crowd direct your opponents against one of you! You can disable an emitter with Engineering or Mysticism, or just by hitting it enough. They do seem to explode with sparks and light There is a containment field preventing you from leaving the arena.

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Reaper continues moving. He changes his target to Merin. "You should be more concerned about what's happening to you."
Trick Attack: Effect Lvl 11 Damage: 5d8 ⇒ (8, 8, 3, 8, 3) = 30
Shadow Pistol: 1d20 + 14 ⇒ (5) + 14 = 19 Cold: 1d10 + 4 ⇒ (2) + 4 = 6

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Don't be in such a hurry. With these words, Merin stabs the retreating Marrin in the back.
AoO: Ghost Killer Storm Doshko: 1d20 + 13 ⇒ (15) + 13 = 282d8 + 14 ⇒ (6, 5) + 14 = 25 - electric dmg vs EAC
Then he turns his gaze to Igrim, who has just struck one of the illusions. You're a disgrace to our race, man.
Ghost Killer Storm Doshko + Inject Nanobots: 1d20 + 13 ⇒ (19) + 13 = 322d8 + 14 + 4d8 ⇒ (2, 6) + 14 + (8, 6, 8, 7) = 51 - vs EAC | DC 19 Fort vs Inject Nanobots to reduce damage by 15 (36 in total) and avoid confusion, otherwise full damage and confusion for 9 rounds
Along with the swing, the words of the spell sound, and Verrek's doshko begins to crawl a stream of some metal dots that gather near the electric blade at the moment of impact and rush directly into the wound on Igrim's body.
+ Inject Nanobots: Casting this spell doesn’t provoke attacks of opportunity.

GM Kate |

Verrek strikes true as Merin departs.
Reaper just barely hits Merin, but the impact is high! Between Reaper and Verrek, Merin is badly injured.
Verrek follows that up by easily hitting Igrim.
Fort save: 1d20 + 9 + 2 ⇒ (15) + 9 + 2 = 26
Igrim takes some damage, but is stoic enough to resist the nanobots. (Also resists some of the electric damage)
Anavay, injured but furious, lashes out at Korrigon.
solar weapon: 1d20 + 17 - 3 ⇒ (5) + 17 - 3 = 19
ouch!: 2d6 + 12 ⇒ (2, 6) + 12 = 20 slashing
solar weapon: 1d20 + 17 - 3 ⇒ (3) + 17 - 3 = 17
ouch!: 2d6 + 12 ⇒ (1, 1) + 12 = 14 slashing
But she is too mad to aim straight!
One of the emitters bursts again!
which?: 1d2 ⇒ 1
But luckily Gil-Oloth is just out of range.
The crowd shifts to booing Reaper!
Initiative!
Gil-Oloth, -43 SP (Couch -14)
Madakoko, -2 SP
Korrigan, -21 SP, AoO on Igrim
Boomer
Merin, -95 hp (<10%)
Igrim, -38 hp
Betsy, 4 images
Verrek, -46 SP, AoO on Merin, 3 images left
Reaper
Anavay, -81 hp (<50%)
The emitters help the crowd direct your opponents against one of you! You can disable an emitter with Engineering or Mysticism, or just by hitting it enough. They do seem to explode with sparks and light. There is a containment field preventing you from leaving the arena.

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Boomer glances at the rest of the fight--and at Lunesha--as they finish with one emitter and move briskly to the next one. Judging that their teammates seem to have things well in hand in the arena, the android quietly keeps on task, working to disable the next emitter.
Engineering: 1d20 + 20 + 4 ⇒ (14) + 20 + 4 = 38 (including +4 for trapsmith’s tools)
Perception: 1d20 + 18 ⇒ (13) + 18 = 31 and/or Sense Motive: 1d20 + 14 ⇒ (1) + 14 = 15 to try to see if Lunesha is doing anything of note besides gloating and cheering on her minions. I expect I'm at hefty penalties for distance and angle at the moment. I'll shift more of my attention to her once the containment field is down.

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Grumbling as Merin moves out of burst formation, Madakoko moves forward and fires again at Merin.
Static Arc Rifle, Deadly Aim: 1d20 + 16 - 2 ⇒ (17) + 16 - 2 = 31
Nonlethal Electricity, Photon Attuned, Deadly Aim: 1d12 + 9 + 2 + 4 ⇒ (4) + 9 + 2 + 4 = 19

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AoO on Igrim KAC: 1d20 + 15 ⇒ (3) + 15 = 18fire nl: 3d6 + 21 ⇒ (2, 4, 5) + 21 = 32Electric nl: 1d3 + 4 ⇒ (2) + 4 = 6
Korrigon will fully attune, use his Tidal Surge ability to move to a flanking position on Anavay with himself, and attack
KAC flanking on Anavay: 1d20 + 15 ⇒ (3) + 15 = 18Fire nl: 3d6 + 21 ⇒ (5, 4, 5) + 21 = 35Electric nl: 1d3 + 4 ⇒ (3) + 4 = 7

GM Kate |

(Botting Gil-Oloth as it has been a couple of days.)
Gil-Oloth tries to disable the last emitter.
Engineering: 1d20 + 22 ⇒ (16) + 22 = 38
And is successful!
Boomer, having disabled the third emitter, watches Lunesha carefully as the containment field goes down. She smirks and teleports away, but Boomer is certain that you have not seen the last of her.
The audience starts running away, but the evil Starfinders fight on!
Madakoko might be stymied from supernova-ing, but his well-placed shot on Merin takes down the ryphorian.
Both Igrim and Anavay seem well-protected, as Korrigon's hits clang off their armor.
Igrim seems at a loss with Merin down. He decides to go after the one who took down his boss. He steps to Madakoko and swings.
sintered longsword: 1d20 + 14 ⇒ (6) + 14 = 20
ouch!: 2d8 + 14 ⇒ (6, 7) + 14 = 27
But his uncertainty gets the better of him.
Betsy tries another explosive blast, catching Verrek, Madakoko, and Korrigon though both her remaining teammates yell at her as they are caught in the explosion.
explosive blast: 9d6 ⇒ (6, 3, 1, 4, 5, 6, 5, 3, 6) = 39 fire, DC 20 Reflex save
Igrim Reflex: 1d20 + 7 + 2 ⇒ (9) + 7 + 2 = 18
Anavay Reflex: 1d20 + 7 ⇒ (19) + 7 = 26
Both seem decidedly worse for wear after Betsy's far more powerful explosion.
Initiative!
Gil-Oloth, -43 SP (Couch -14)
Madakoko, -2 SP, Reflex save
Korrigan, -21 SP, Reflex save
Boomer
Igrim, -77 hp (<50%)
Betsy, 4 images
Verrek, -46 SP, AoO on Merin, 3 images left, Reflex save
Reaper
Anavay, -95 hp (<90%)
Containment field is down!

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DC20 Reflex Save: 1d20 + 5 ⇒ (6) + 5 = 11
Korrigon takes the full brunt of the blast resisting only a little
8/63SP

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Reaper moves to take cover behind a column while maintaining focus on Anavy.
Trick Attack Lvl 11 Trick Damage: 5d8 ⇒ (5, 8, 6, 4, 1) = 24 Flat-Footed
Sable Pistol: 1d20 + 14 ⇒ (5) + 14 = 19 Cold: 1d10 + 4 ⇒ (9) + 4 = 13

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> Verrek, -46 SP, AoO on Merin, 3 images left, Reflex save
It seems AoO on Igrim?
Ref: 1d20 + 5 ⇒ (15) + 5 = 20 - 19 dmg
Verrek covers himself with his doshko from the flow of explosive flames, as if cutting through it, then hits the retreating dwarf in the back, then steps behind him, charges his doshko with more electricity by magic and strikes again.
AoO: Ghost Killer Storm Doshko: 1d20 + 13 ⇒ (11) + 13 = 242d8 + 14 ⇒ (7, 2) + 14 = 23 - electric dmg vs EAC
Ghost Killer Storm Doshko + Jolting Surge: 1d20 + 13 + 2 + 2 ⇒ (15) + 13 + 2 + 2 = 322d8 + 14 + 4d6 ⇒ (5, 8) + 14 + (3, 1, 3, 1) = 35 - electric dmg & electricity vs EAC

GM Kate |

No, Igrim took a guarded step; I just forgot to delete the AoO from the previous round.
Reaper just manages to hit Anavay, but it is enough to make the tiefling fall! Verrek hits Igrim with a massive hit of electricity that takes down Igrim!
Only Betsy is left standing.
Initiative!
Gil-Oloth, -43 SP (Couch -14)
Madakoko, -2 SP, Reflex save
Korrigan, -55 SP
Boomer
Betsy, 4 images
Verrek, -65 SP, 3 images left
Reaper
Containment field is down!

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When Boomer sees Lunesha teleports away, the android curses briefly and bluntly in Infernal. They move closer to Betty, becoming visible as they unleash a booming bolt of lightning on the ysoki. As the echoes die away, they shout, ”Stand down! Unless you want another!”
(Move)
(No action): Use Selective Targeting magic hack to spend 1 RP to exclude all squares except Betty’s. (The line continues into the arena wall, below the stadium’s seats, but I don’t want to risk collapsing the structure underneath the already panicking crowds.)
(Reaction): One use of technomantic talent (evocation x2) to set 2 damage dice to maximum before rolling.
(Standard): Arcing Surge (10d6 E; DC 21 Ref half): 8d6 + 6 + 6 ⇒ (6, 1, 5, 6, 3, 5, 6, 6) + 6 + 6 = 50

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Reflex vs. explosive blast: 1d20 + 8 ⇒ (8) + 8 = 16 Fire resist 5 from solar armor.
Madakoko shakes off the fiery blast, his connection to stellar energy softening the blow. He dashes toward the remaining traitorous starfinder, shouting "Let's see you and all your copies dodge this!" before erupting in a ball of flame!
Supernova!: 9d6 ⇒ (2, 1, 3, 2, 1, 3, 1, 4, 4) = 21
DC 19 Reflex
Current Attunement: unattuned

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Korrigon aligns his shield to Betsy and then stellar rushes Betsy and their copies
Stellar rush Fire Reflex19 half: 4d6 ⇒ (5, 2, 2, 1) = 10
SolarWeapon KAC vs Betsy: 1d20 + 15 ⇒ (20) + 15 = 35Fire Dmg, nl: 3d6 + 21 ⇒ (4, 6, 1) + 21 = 32Electric Dmg, nl: 1d3 + 4 ⇒ (3) + 4 = 7
I'll let the GM handle the copies as I'm unclear how many are left

GM Kate |

(Botting Gil-Oloth)
Gil-Oloth draws and fires a laser rifle at Betsy!
azimuth laser rifle: 1d20 + 13 ⇒ (2) + 13 = 15
ouch!: 1d8 + 10 ⇒ (7) + 10 = 17 F
The shot misses, but takes out one of Betsy's images.
Boomer and Madakoko decide to avoid the images by dealing area damage!
Betsy Reflex vs Arcing Surge: 1d20 + 6 ⇒ (13) + 6 = 19
Betsy Reflex vs Supernova: 1d20 + 6 ⇒ (2) + 6 = 8
She apparently can dish it out but can't take it! Betsy is quite injured.
Korrigon aims right for her.
roll for images, 4 is the real Betsy: 1d4 ⇒ 4
And he is not fooled by the images! Betsy collapses with the powerful attack.
As you are alone on the arena floor, the scoreboard suddenly plays a live video: it's Lunesha!
She claps sarcastically. "You’ve defeated my clones; truly your minimal competence deserves a reward. Your true allies await you below… but what’s this?"
The screen suddenly shows Anavay, Betsy, Igrim, and Merin near a large bomb with a timer counting down. "Oh no! Better hurry, heroes!"
You can attempt a Perception check to see if the Starfinders are trying to communicate anything to you. You can also try a Bluff, Diplomacy, Intimidate, or Sense Motive to keep Lunesha talking and give the Starfinders a chance to do something sneaky.
A hatch opens in the center of the arena, which leads to an elevator.
You don't know exactly how long it will take to find the Starfinders, but you think you have enough time for a ten minute rest if you would like.

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Korrigon will try to keep Lunesha talking. Is this the best you have?
Diplomacy with Sidereal: 1d20 + 20 + 1d6 ⇒ (17) + 20 + (3) = 40
And will be taking 10 to recover stamina

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"Ah, clones. Of course," Boomer murmurs to themself, as that datum explains much about the false Starfinders' bizarre behavior.
They study the screen carefully as they head for the elevator. As they do so, Boomer addresses Lunesha. "Why this elaborate charade? Doesn't the Vault Lord have the power to simply take what they want?"
Perception: 1d20 + 18 ⇒ (1) + 18 = 19 to study the video.
Sense Motive: 1d20 + 14 ⇒ (1) + 14 = 15 to keep Lunesha talking.
Wow....two nat 1's...well, at least that's not an auto-fail with skill checks. *shrug*

GM Kate |

"Oh, it's not even close to the best I have. These were just clones of your pathetic Starfinder friends. I think I did a pretty good job playing the ignorant test subject to fool them. You can really see the betrayal on their faces."
The recording switches to showing shows Merin’s team (the real one) at a university dome, soldiers surrounding them while Lunesha laughs.
Korrigon successfully gets her monologuing! Betsy slips something into her cheek pouch---it's a distress beacon! Maybe you can track it.
Only Boomer has attempted the Perception check so far, but everyone else is welcome to try! Korrigon and Reaper can do so in addition to the distraction checks they made.

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Perception: 1d20 + 13 ⇒ (12) + 13 = 25
Verrek raises one eyebrow, grunts and, without engaging in conversation, takes out his powerful laptop and starts typing something on it.
Computers: 1d20 + 19 ⇒ (11) + 19 = 30 to track distress beacon