
![]() |

"We are Starfinders, researching the First Ones." X waves at the new being. "Our new First Seeker has taken a great interest in learning about them. In fact, he has sent expedition teams to several sites. We just happened to arrive at this one. We didn't know anybody else was searching. The Insight Array didn't mention it, at least. How large is your team?"

GM Valen |

"I have no 'team'. I am the only one who is here or has been here." Postulant-Call-07 replies. "As for the Insight Array, I have neither alerted them to my presence here nor am worried about defying their laws about exploring these ruins. The Insight Array and the Machine Court have ulterior motives for forcing their edicts. But, waiting is no longer the optimal path for anacites to take. After all, wouldn’t it be more logical to send out a call to the First Ones rather than wait for them to return?"

![]() |

"The optimal path will always be through cooperation. If you call them without alerting the authorities, they will be unable to respond properly if we do make contact. What if they have not returned because they are stranded on a distant planet? Could you rescue them without assistance?"
X thinks for a moment, then touches his comm. "Actually, that sounds like a good idea. We should see if there is a way to call them. I'll check in with the First Seeker and see if we can get you cleared to join our team. Your name is Postulant-Call-07, right?"

GM Valen |

"Do you have their number?" Poko smiles.
"Everything is impossible until someone shows that it can be done." Postulant-Call-07 suggests with an eager tone.
X thinks for a moment, then touches his comm. "Actually, that sounds like a good idea. We should see if there is a way to call them. I'll check in with the First Seeker and see if we can get you cleared to join our team. Your name is Postulant-Call-07, right?"
"There is no need to get this 'First Seeker' or any other so-called authority involved." Postulant-Call-07 insists. "The nature of my work has made it necessary to avoid the authorities up until now. Since the prohibition by the Insight Array is illogical, I have had to skirt its 'illogical interdiction' to get as close as possible to these sacred sites."
"Further," the anacite says, "it makes more sense for those of us made by the First Ones to explore the city rather than contracting off-worlders such as you to do it in our stead. The Insight Array iss misguided, and the investigation of their creators’ legacy should be an internal matter."
Perception, Tuirk Ra: 1d20 + 0 ⇒ (17) + 0 = 17
Perception, Siliur Vinclad: 1d20 + 0 ⇒ (9) + 0 = 9
Perception, Poko: 1d20 + 6 ⇒ (1) + 6 = 7
Perception, X the Hunter: 1d20 + 0 ⇒ (1) + 0 = 1
Perception, Postulant-Call-07: 1d20 + 12 ⇒ (15) + 12 = 27
Initiative, Tuirk Ra: 1d20 + 4 ⇒ (4) + 4 = 8
Initiative, Siliur: 1d20 + 4 ⇒ (17) + 4 = 21
Initiative, Poko: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative, X the Hunter: 1d20 + 1 ⇒ (7) + 1 = 8
Postulant-Call-07: 1d20 + 2 ⇒ (16) + 2 = 18
Surprise Round
The lights on the anacite suddenly grow a darker red.
?: 1d8 ⇒ 4
One of the ceiling-mounted manipulator arms suddenly moves to grab a Starfinder, apparently mistaking the agent for something that needs to be discarded.
Who (in initiative order)?: 1d4 ⇒ 2
Melee (arm) (grapple combat maneuver) v X the Hunter KAC +8: 1d20 + 11 ⇒ (12) + 11 = 23
The arm misses.
"You wouldn’t be good recruits anyways." Postulant-Call-07 declares as they fire an energy ray at the nearest Starfinder.
Ranged (electric ray) w/range v. X the Hunter: 1d20 + 7 ⇒ (8) + 7 = 15
Map of Shipment Bay now revealed on Slides.
SHIPMENT BAY SHOWDOWN! - First Round of Combat Begins!
PCs in bold may take act
Siliur
X the Hunter
Postulant-Call-07
Tuirk Ra
Poko

![]() |

But of course. this has to be this way, he pulls out the plasma bolter he has been playing with and shoot to the Postulant
Moves a bit to the south as part of this gets out the big plasma. Move - stride south and pulling weapon , Standard - shoot
Plasma Bolter vs EAC: 1d20 + 5 ⇒ (7) + 5 = 121d10 ⇒ 3

![]() |

X moves closer to Postulant-Call-07 with his rifle. He is not quite able to reach the foe, but he does shoot him with the rifle.
Flame Shot: 1d20 + 3 ⇒ (6) + 3 = 9
Fire damage: 1d8 ⇒ 5

GM Valen |

The Starfinders' opening shots fails to hit their mark.
?: 1d8 ⇒ 3
Who (in initiative order)?: 2d4 ⇒ (2, 1) = 3
The room's bioscrubber protocol activates and acid is sprayed on Siliur and X the Hunter.
Damage (acid), DC 13 Reflex for half: 1d6 ⇒ 3
Postulant-Call-07 skitters around X the Hunter, then attempts to pierce the Starfinder with a hardened manipulator.
Move
Melee (hardened manipulator): 1d20 + 9 ⇒ (15) + 9 = 24
Damage (P): 1d6 + 6 ⇒ (5) + 6 = 11
SHIPMENT BAY SHOWDOWN! - First Round of Combat Cont'd/Second Round Begins!
PCs in bold may take act
Tuirk Ra
Poko
Round Two
Siliur (Reflex save v. acid)
X the Hunter -11 SP (Reflex save v. acid)
Postulant-Call-07
Map on Slides

![]() |

X tries to sidestep the acid.
Reflex: 1d20 + 3 ⇒ (14) + 3 = 17
Regardless, he takes a step closer to the foe and bashes at him with a fist.
Hard Knuckle: 1d20 + 5 ⇒ (20) + 5 = 25
Bludgeoning: 1d4 + 6 ⇒ (4) + 6 = 10

![]() |

Also, depending on the route he took, there is a decent chance he provoked an attack of opportunity since X had a power gauntlet equipped. But I won't push if he had the movement to go the long way.

![]() |

Reflex: 1d20 + 7 ⇒ (18) + 7 = 25
HE pbseves the Posrtulant. looking into the future, or the past, event an alterante trying to cause extra damage on his next shot what woudl it be?
See weakness Prcog ability
Engineering: 1d20 + 4 ⇒ (3) + 4 = 7 Weakness
The time line is blurry .. he shoots the Postulant regardless
Pickling electicity , and picking the Paradox 2
Plasma Bolter vs EAC: 1d20 + 5 ⇒ (7) + 5 = 121d10 ⇒ 8

GM Valen |

Also, depending on the route he took, there is a decent chance he provoked an attack of opportunity since X had a power gauntlet equipped. But I won't push if he had the movement to go the long way.
Postulant-Call-07 took the long way.
Regardless, he takes a step closer to the foe and bashes at him with a fist.
The hunter hits hard!
Additional crit damage: 1d4 + 6 ⇒ (1) + 6 = 7Siliur's shot stops short.
SHIPMENT BAY SHOWDOWN! - First Round of Combat Cont'd/Second Round Cont'd!
PCs in bold may take act
Tuirk Ra
Poko
Round Two
Siliur -1 SP
X the Hunter -12 SP
Postulant-Call-07 -17 HP

![]() |

Can’t see map, hopefully I’m not in melee. Fire hunting rifle at closest target [dice=hit]1d20+5 [dice=dmg]1d6
You are 25 ft away.

GM Valen |

X gets some more pep in his step thanks to Poko.
Areeza's shot goes wide.
?: 1d8 ⇒ 4
The loading bay panels reconfigure, creating temporary cover. Three 10 foot-square vertical wall sections appear in front of Siliur, blocking him and most of the party from the anacite.
Postulant-Call-07 takes the opportunity to have X to itself.
Full attack
Melee (hardened manipulator): 1d20 + 9 - 4 ⇒ (9) + 9 - 4 = 14
Damage (P): 1d6 + 6 - 4 ⇒ (1) + 6 - 4 = 3
Melee (prying clamp): 1d20 + 9 - 4 ⇒ (18) + 9 - 4 = 23
Damage (B) plus grab: 1d4 + 6 ⇒ (2) + 6 = 8
SHIPMENT BAY SHOWDOWN! - Second Round of Combat Cont'd/Third Round Begins!
PCs in bold may take act
Tuirk Ra
Poko
Round Three
Siliur -1 SP
X the Hunter -17 SP
Postulant-Call-07 -17 HP

![]() |

Did I miss damage somewhere? It said X had taken 12 damage, 5 was healed (putting him at -7), then took 8 (-15). Now he has taken 17.
X attacks Postulant-Call-07 again.
Hard Knuckle: 1d20 + 5 ⇒ (11) + 5 = 16
Bludgeoning: 1d4 + 6 ⇒ (4) + 6 = 10

![]() |

He rushes over the nort trying to avoid the masive sudden wall in front of him and shoots the Plasma bolter
Why is that you must resort to violence here, we were just having and understanding
Plasma Bolter vs EAC: 1d20 + 5 ⇒ (11) + 5 = 161d10 ⇒ 6

GM Valen |

Siliur whittles away at the anacite, then X the Hunter bashes it into junk.
As Postulant-Call-07 is battered and defeated, they utter in a faltering robotic voice: “We are Those Who Call. We will not be silenced--”
COMBAT OVER
Did I miss damage somewhere? It said X had taken 12 damage, 5 was healed (putting him at -7), then took 8 (-15). Now he has taken 17.
My error. Corrected below
Party Status
Siliur -1 SP
X the Hunter -15 SP
Examining the remnants of Postulant-Call-07, it is clear the anacite had a variety of parts and mechanical components in their possession, which were clearly scavenged from the distribution node. They also have a list of magic and technological parts. Some of the items are checked off, yet they don’t appear in the scavenged debris. A
Exploring the remainder of the shipment bay (B2 on map on Slides), leads to three large, square rooms that each have walls paneled in mirrors and gleaming metal, and a glass ceiling high above that’s open to the sky. Through the ceiling, sunlight pours in, reflecting across the walls in brilliant beams, all focused on a 15-foot wide pedestal covered by glimmering metallic particles, which stands in the center of the room.
Silver circuits branch out from the pedestal, climbing the east wall and ending at a large array fitted with hundreds of thin cylinders mounted in parallel. While most of the tubes emit a swirling yellow light, a couple have black spots floating through them. A single holographic console projected by a hard-light emitter hovers about 3 feet from the floor. An inactive series of holographic projectors sprouts from the pedestal, wrapping around its entire circumference
Anyone trained in Engineering knows: Each of the three rooms is solar harvester. Each appears to have been built to collect Aballon’s abundant solar energy and use it to create starcells, a hybrid battery--once believed to be only theoretical--with an output and efficiency surpassing anything you may have heard about in the Pact Worlds. Similar in appearance to a brilliant yellow glowstick in a metal casing, each starcell is a stable miniature sun producing energy through solar fusion.
Then, please move your token to one of the rooms marked "B2" on the map on Slides.
Also roll 2d6,
It is clear to you that the environmental safeguards on one of the solar harvesters is damaged.
The nearest holo-projector activates, creating a hard-light console that fits the needs of your body plan. The configuration can be modified with a thought thanks to a neural array capable of reading the thoughts of any intelligent creature to create the right interface for the task at hand.
You may attemp to repair the environmental safeguards by succeeding at a DC 15 Engineering or Mysticism check.

![]() |

Poko looks around.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13
"What's all this gear? Beats me..."
She looks around again and starts to sing softly.
♪"Help Nufriends..Nufriends need somebody Help!"♪

![]() |

"Dr. Cain, what does this look like to you?" X asks. His friend Dr. Cain examines the anacite's remains.
Engineering: 1d20 + 4 ⇒ (12) + 4 = 16

![]() |

Dr. Cain's eyes widen. "Look at the material he was gathering. This could be used to make a weapon, likely a plasma cannon."
X ponders this for a moment. "I could use an upgrade, but I doubt I could handle this level of tech yet. Maybe I should pick something up when we get back to camp."
Cain moves on to look at the starcells.
Engineering: 1d20 + 4 ⇒ (11) + 4 = 15

![]() |

"The environmental safeguards on one of the solar harvesters is damaged." Dr Cain looks over toward the materials.
X nods. "Still, this is likely to be useful to us. I'm going to risk it." He approaches.
The nearest holo-projector activates, creating a hard-light console that suits X perfectly. "Alright, Dr. Cain, talk me through this."
Uhoh.: 2d6 ⇒ (3, 3) = 6
Engineering: 1d20 + 4 ⇒ (14) + 4 = 18

GM Valen |

"The environmental safeguards on one of the solar harvesters is damaged." Dr Cain looks over toward the materials.
X nods. "Still, this is likely to be useful to us. I'm going to risk it." He approaches.
There is a risk, as the environmental safeguards on the damaged solar harvesters are causing the harvester to leak plasma.
Dytabail takes 3 fire damage and 3 elecricity damage.Fortunately, the borai manages to effectuate repairs.
Now repaired, the environmental safeguards can be activated.
This requires a successful DC 15 Computers or Culture check; PCs gain a +2 circumstance bonus to this check if they use Kinpopo’s lexicon.
Alternatively, the party can shut down the damaged solar harvester all together.
This requires a successful DC 13 Computers, Culture, Engineering, or Mysticism check.
Three of the starcells have become volatile and could be used as a grenade. To collect these volatile starcells, requires some skill.
A PC must succeed at a DC 12 Engineering or Sleight of Hand check.

![]() |

Truik will shut down the damage solar harvester engineering: 1d20 + 6 ⇒ (2) + 6 = 8
And collect volatile starcells engineering: 1d20 + 6 ⇒ (7) + 6 = 13 1 out of 2 ain't bad, allies can pick up where I failed.

![]() |

It seems that this First ones are not really that nice, i do wonder if they share the intent of this last Postulant . . in the mean time, lets work on this safewards
Computers: 1d20 + 8 + 2 ⇒ (5) + 8 + 2 = 15
He also tries to retrieve the cells
Engineering: 1d20 + 4 ⇒ (10) + 4 = 14
[/ooc] So the alterantuve of shud down is also needed or not [/ooc]

GM Valen |

The objective at the site is to repair or shut down the solar harvester. This objective has been met. Therefore, the party is free to head to the next site...
The technocrèche is located twenty minutes east of the distribution node. When the party arrives at the location, you find that swarms of undulating nanites cover the entirety of the massive oval building. The irregular beating of machinery and glimpse of flickering lights emerges from the occasional small gap created by the nanites erratic shuffle.
The morphic nanites can communicate with (and control) other machinery within the technocrèche. This versatility made them ideal tools, but in the intervening ages, the morphic nanites must have broken from protocol and appear to have subsumed the facility.
To enter the technocrèche, the party must find the entrance, then pass through the nanites.
Finding the entrance requires the PCs to succeed at a DC 15 Culture, Engineering, or Perception check.
You may try the check a second time.
Simply pushing through the nanite swarm is possible, although not without consequence, as the nanites perceive any sentient creature passing through as an intruder and proceed to break down their molecular
structure.
You may attempt to manipulate the perception of the morphic nanites and enter the facility unimpeded.
Requires a successful Bluff or Mysticism check.
You may attempt to divert some of the nanites away.
ooc]Requires a successful Computers or Engineering check.[/ooc]
You may simply push your way through the swarm.
A PC that enters the area of the nanites is dealt 2d4 acid damage and becomes sickened for 1 hour; a DC 12 Fortitude save halves the damage and negates the sickened condition.
You may propose/attempt another solution, perhaps utilizing an item(s) within your possession.

![]() |

Well . this city is even more intresting, its like it wanted us dead Says dryly
Culture: 1d20 + 8 ⇒ (18) + 8 = 26
As the entrace is found and the nanites are pulling iut, he tries to divert some power to get them away
Computers: 1d20 + 8 ⇒ (8) + 8 = 16

GM Valen |

Do we have time for a 10-minute rest?
Absolutely.
Siliur manages to divert the nanites away from an entrance long enough for the party to pass through it.
The walls of the technocrèche are lined with pulsing, shifting nanites, making it a challenge to tell what’s a hall or a wall, and what’s a mass of nanites purposefully barring the path.
Upon entering the technocrèche, you find the interior overrun by nanites, which coat the walls and create the facility’s internal machinery. Viewing the party as intruders, these nanites attempt to hinder the party and bar their progress. Fortunately, the nanites appear to remain bound by their original programming, and can’t simply overwhelm the party
.
Instead, the nanites reform themselves into obstacles and try to divert the intruders. Passage through this morphic gauntlet is clearly necessary if the party is to reach the nanite control console, which the nanites can’t approach.
Only by shutting down the nanites can you finally view the technocrèche itself and learn about the facility.
Mechanically, the PCs must overcome a series of obstacles using skill checks.
Obstacle 1-Navigation:
The nanites attempt to funnel the party into dead ends and exterior exits, preventing you from approaching the factory floor and the nanite control console.
To overcome this obstacle, at least one PC must succeed at one of the following checks (DC 15): a Perception check to spot the difference between the true walls and false walls beneath the mass of shifting nanites, a Culture or Engineering check to intuit the facility’s layout, a Mysticism check to divine the intent of the nanites, or a Survival check to navigate the complex. PCs can aid another on these checks or work independently, as desired.
Proceed to the next obstacle.
You must also attempt a Will save (DC 12) or be fatigued.
Proceed to the next obstacle.
Obstacle 2-Disassembly:
The nanites form a disassembly line and attempt to grab you and break you down for eventual recycling.
To overcome this obstacle, each PC must succeed on a check to pass through the assembly line using of the following checks (DC 15): an Acrobatics or Athletics check to make it through the disassembly line without being harmed, a Computers, Engineering, or Mysticism check to disrupt the nanites’ cohesion, or a Perception check to spot a safe path.
Proceed to the next obstacle.
Melee (manipulator arm): 1d20 + 8 ⇒ (7) + 8 = 15
Damage (B) plus grab: 1d4 ⇒ 4
If the attack exceeds your KAC by 4 must succeed at a DC 15 Athletics check to Escape. Roll until you succeed.
Damage (B), each round before you escape: 1d4 ⇒ 3
Proceed to the next obstacle.
Obstacle 3-Crucible:
The nanites funnel the party into the crucible, which rapidly fills with flames.
To overcome this obstacle, atleast one PC must succeed at one of the following checks (DC 15): an Athletics or Sleight of Hand check to jam the crucible’s flame jets, a Computers check to override the crucible’s programming, an Engineering check to disable the crucible’s internal components, a Mysticism check to trick the nanites into thinking some of their number are trapped inside.
You take fire damage; Reflex (DC 12) for half: 2d4 ⇒ (3, 3) = 6

![]() |

X can make any of these tasks' Computers or Engineering with his hireling, but if anybody is actually trained in the skill, they will be better at it and should take priority.

GM Valen |

Poko leads the party past potential dead ends.
Obstacle 2-Disassembly:
The nanites attempt to funnel the party into dead ends and exterior exits, preventing you from approaching the factory floor and the nanites control console.
To overcome this obstacle, each PC must succeed on a check to pass through the assembly line using of the following checks (DC 15): an Acrobatics or Athletics check to make it through the disassembly line without being harmed, a Computers, Engineering, or Mysticism check to disrupt the nanites’ cohesion, or a Perception check to spot a safe path.

![]() |

He tries first to follow Poko on the firste obstacle
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Will: 1d20 + 0 ⇒ (8) + 0 = 8
( fatigued)
Obstacle 2
Engineering: 1d20 + 8 ⇒ (2) + 8 = 10
The arm misses Woah!!
Obstacle 3
Athletics : 1d20 + 2 ⇒ (11) + 2 = 13
Reflex: 1d20 + 7 ⇒ (15) + 7 = 22

GM Valen |

He tries first to follow Poko on the first obstacle
(fatigued)
Siliur is not fatigued.
Poko previously made the check and only 1 PC needed to do so and since Poko went first, the obstacle was overcome before Siliur made the attempt.The party moves through the disassembly line. Though some were tagged for recycling, none were disassembled.
Obstacle 3-Crucible:
The nanites funnel the party into the crucible, which rapidly fills with flames.
To overcome this obstacle, at least one PC must succeed at one of the following checks (DC 15): an Athletics or Sleight of Hand check to jam the crucible’s flame jets, a Computers check to override the crucible’s programming, an Engineering check to disable the crucible’s internal components, a Mysticism check to trick the nanites into thinking some of their number are trapped inside.
The party is only subjected to fire damage (6 fire, Reflex (DC 12) for half), if no one in the party succeeds.
Obstacle 4-Purge:
Aware that the Starfinders are about to reach the nanite control console, the nanites trigger their purge protocol; they immediately lose cohesion and act independently, spreading out and emitting shortwave bursts to identify one another. Anything unable to respond to the burst is marked for destruction.
To overcome this obstacle, each PC must succeed on a check to avoid being purged using one of the following checks (DC 15): an Athletics check to smash the nearest nanites and prevent their activation, a Bluff or Stealth check to go unnoticed, a Computers check to mimic a shortwave burst, an Engineering check to disable the nearby nanites, or a Mysticism check to mentally command the nanites to ignore you. Any PC in possession of a shortwave receiver automatically succeeds on the check.
You take acid damage (DC 12 Reflex for half): 2d4 ⇒ (4, 2) = 6
Once the Starfinders have passed through all of the obstacles of the morphic gauntlet, you enter a control room free of nanites. From here, you can access the control console and shut down the nanites.
To do so, at least one PC must succeed at a Computers check; this check may be attempted untrained.

GM Valen |

Can we risk party members failing if at least one person succeeds in #3?
Yes. The "bad stuff" for Obstacle #3 only happens if no one succeeds. Therefore, all PCs must pass or fail on the attempt before fire damage is applied. For Obstacle #4, each PC must make the attempt and each PC who fails suffers the "bad stuff" in the spoiler above.
On a side note, I apologize as it appears that my efforts to move quickly through these obstacles has had the opposite effect, leading to confusion. That being said, the pace of this table needs to pick up if it is to be completed by the May 12, 2025, end date for Outpost. By that time, this table needs to be reported.
Unfortunately, we are only about halfway through the scenario. At our present pace (only one skill check being posted within the past 24+ hours), the table will not be finished in time.
My botting policy has long been set out within my GM profile. I prefer not to use it. Given the encroaching deadline, however, I feel I have no choice but to start implementing the botting policy. Therefore, I start botting PCs and begin rolling any outstanding skill checks within the next 24 hours.