
cmlobue |

The door seems disinclined to budge. Even with the nat 20 and everyone aiding, you can't get it open.
Not sure if I was misunderstanding, but it seemed like you were focusing your exploration on the northeast. There are other parts of the ruins unexplored on the opposite side.

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Omni heads back along the already trod path, leading to a nearby unopened portal.
"Maybe we can get in this way."
I moved all the tokens.

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The door seems disinclined to budge. Even with the nat 20 and everyone aiding, you can't get it open.
Not sure if I was misunderstanding, but it seemed like you were focusing your exploration on the northeast. There are other parts of the ruins unexplored on the opposite side.
(yes the doors or area to the South west is where I thought we were)

cmlobue |

That one also seems to be welded shut.
Moving along.
The floor here is crisscrossed with the grasping brown tendrils of some native plant, which bursts in through the base of the pitted walls. There are handholds along the wall, and the north wall contains a door similar to others you've seen.

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"I suppose that we could fly over to the door, but I think that I have a way to clear a path. You'll want to step back before I engage my Entropic link."
Presuming that everyone steps back at least 5 feet, Omni focuses her mind to charge her entropic field (i.e., she spends an RP ot gain 2 Entropy Points). Once that's happened, she charges at the door. As she moves across the zone, the plants wither & die along her path as well as for 5 ft to either side.
Omni's using her Entropic Charge & Blaze a Trail Vanguard discipline, burning off the 2 EP in the process.
Here's the text of the ability...
"Your entropic aura disintegrates obstacles on contact. When you forgo gaining an Entropy Point for charging when activating the entropic charge discipline, you can spend 1 or 2 additional Entropy Points. If you spend 1 Entropy Point, you dissolve any plant growth, rubble, or other nonmagical obstructions in your path that create difficult terrain, turning any such squares you move through during your charge into normal terrain. If you spend 2 Entropy Points, you also dissolve such obstructions in any squares adjacent to those squares you move through while charging. So long as you spend at least 1 Entropy Point in this way, any creatures that hit you with an attack of opportunity as you charge take 1d6 acid damage for every 2 vanguard levels you have (Reflex negates). You must have the entropic charge discipline to select this discipline."

cmlobue |

There is now a clear path through the foliage. Upon reaching the door, Omni finds that it is also sealed shut as tightly as the others they have encountered thus far. The only remaining option is to continue circling the building.
B6
A small game and hunting trail that, at a glance, appears to wind its way up to the top of the Requiem Falls waterfall and continue on to the north. While this is true, there is also another branch, concealed by foliage around a hundred feet off the edge of the map, that winds back toward the town of Requiem Falls.
B7
This hallway is in better repair than the rest of the ruins. The door to the south looks newer than the surrounding walls—only a few hundred years old as opposed to several thousand—and has Rasheen’s stylized red R symbol painted across it in dark red paint. It’s locked with a superior code lock (DC 40 Engineering to open).
The door to the north is the original one. It’s standing ajar when the Starfinders arrive, leaving only enough room for a Medium or smaller creature to pass through. Opening it the rest of the way requires a successful DC 20 Athletics check, as its ancient hinges and hydraulics are caked with rust.

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Perception DC 26: 1d20 + 15 ⇒ (10) + 15 = 25
Omni looks about, thinking that she's this close to seeing something...
If Patrick wants to work on the hella-impressive lock, Omni can auto-assist with her +10 Engineering.

cmlobue |

The door to the south remains stubbornly closed. The one to the north is tantalizingly open.

cmlobue |

It was the door immediately to the north that was ajar. The other three are welded shut. Tokens moved accordingly.
The security observation room here has a lovely view of the Requiem Falls, humble though they may be. The sound of falling water echoes through what remains of the wide aluminum windows and bounces between the longabandoned computer consoles, built to be used by aliens whose civilization died millennia before the Pact Worlds were formed. For all anyone knows, the last living person to stand here may have been Jelev Rasheen.

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Omni pulls her scanner, panning it around the room, hoping to catch details for posterity (& later review).
The computers can't be reactivated, can they?"

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Patrick takes some photos of the falls, just in case he doesn't get another chance
I'll have a look
computers: 1d20 + 21 ⇒ (15) + 21 = 36

cmlobue |

Omni-Lithic and Patrick enter the room. Before they can access anything, four slimy creatures emerge from beneath the machines.
”Belor McKraken Initiative”: 1d20 + 8 ⇒ (20) + 8 = 28
”Patrick Messier Initiative”: 1d20 + 2 ⇒ (15) + 2 = 17
”Iseph Initiative”: 1d20 + 7 ⇒ (3) + 7 = 10
”Red Initiative”: 1d20 + 2 ⇒ (7) + 2 = 9
”Yellow Initiative”: 1d20 + 2 ⇒ (8) + 2 = 10
”Green Initiative”: 1d20 + 2 ⇒ (5) + 2 = 7
”Blue Initiative”: 1d20 + 2 ⇒ (2) + 2 = 4
Round 1 - bolded may go
Belor (DC 20 Athletics to open door enough to fit through)
Patrick
Omni
Iseph
Yellow
Red
Green
Blue

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Omni assesses the situation, wondering 'What are these creatures?'
Life SCience to ID: 1d20 + 8 ⇒ (7) + 8 = 15
After moving to a better location, her tentacle cracks toward the Greenish one.
entropic attack, testing for acid resistance, vs EAC: 1d20 + 16 ⇒ (17) + 16 = 33
half bludgeoning half acid damage: 3d6 + 16 ⇒ (2, 6, 3) + 16 = 27
So, 14 B, 13 Acid
Entropy Points = 1

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athletics: 1d20 + 9 ⇒ (9) + 9 = 18 Failed to open all the way :(
OOC = May I burrow under the door or do I need to keep working on it?

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Iseph dodges forward, keeping a wall between themself & the target to the far right.
Take-10 Stealth = 28
Trick Attack is successful on DC 8 or fewer creatures.
Trick Attack damage: 4d8 ⇒ (6, 6, 5, 6) = 23
Sonic pistol vs Yellow's FF? EAC: 1d10 + 10 ⇒ (8) + 10 = 18
Sonic damage: 1d8 + 4 ⇒ (5) + 4 = 9

cmlobue |

These are siccatite oozes, oozes with no subtypes. 3 questions
Sorry, no burrowing here
Both acid and bludgeoning seem to work normally.

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OOC = Can I squeeze under the door? or is athletics the only option?
If so I will just roll 5 checks to see what round I am going to be able to help.
athletics: 1d20 + 9 ⇒ (6) + 9 = 15
athletics: 1d20 + 9 ⇒ (5) + 9 = 14
athletics: 1d20 + 9 ⇒ (20) + 9 = 29
athletics: 1d20 + 9 ⇒ (19) + 9 = 28
athletics: 1d20 + 9 ⇒ (16) + 9 = 25
OOC = See you all on round 4... have fun :P

cmlobue |

Sadly, the scenario is explicit about Athletics being the only way in.
Siccatite oozes have no weakness and no resistance other than those common to oozes. There are two types of siccatite ooze - hot can cold - and they are immune to fire and cold, respectively. However, there is no way to tell the types apart without observing the effects of damage on them.
Belor has trouble wedging through the door.
Omni-lithic smacks the green enemy with a tentacle.
Iseph moves in, taking a shot from cover at the yellowish ooze.
Round 1 - bolded may go
Belor
Patrick
Omni
Iseph
Yellow (-32 HP)
Red
Green (-27 HP)
Blue

cmlobue |

Patrick flings magic missiles at Green.
Force Damage: 3d4 + 3 ⇒ (2, 4, 4) + 3 = 13
The oozes approach the Pathfinders - mainly Oni-Lithic - and swing pseudopods at them.
Yellow Pseudopod vs. Iseph: 1d20 + 19 ⇒ (4) + 19 = 23
Bludgeoning And ??? Damage: 3d4 + 12 ⇒ (2, 1, 2) + 12 = 17
Red Pseudopod vs. Omni: 1d20 + 19 ⇒ (19) + 19 = 38
Bludgeoning And Fire Damage: 3d4 + 12 ⇒ (3, 2, 4) + 12 = 21
Green Pseudopod vs. Omni: 1d20 + 19 ⇒ (1) + 19 = 20
Bludgeoning And ??? Damage: 3d4 + 12 ⇒ (1, 2, 4) + 12 = 19
Blue Pseudopod vs. Omni: 1d20 + 19 ⇒ (8) + 19 = 27
Bludgeoning And ??? Damage: 3d4 + 12 ⇒ (2, 4, 3) + 12 = 21
There may be one other way to determine their element.
Round 2 - bolded may go
Belor
Patrick
Omni (-21 SP)
Iseph
Yellow (-32 HP)
Red
Green (-40 HP)
Blue

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life science: 1d20 + 18 ⇒ (19) + 18 = 37
Patrick fires an Energy Ray at Green - set for cold.
rsa: 1d20 + 8 ⇒ (2) + 8 = 10 cold: 1d3 ⇒ 2

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Looks like the single shot vs Iseph missed (barely - KAC 24).
Omni has Resist Fire/10
(Along with Resist Acid/5 & Cold/5)
So, I think that brings her damage down to 11.

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She then pummels Green with a pair of entropy-laced tentacles.
Entropic tentacle 1 vs EAC: 1d20 + 16 - 4 ⇒ (4) + 16 - 4 = 16
acid damage: 3d6 + 18 ⇒ (1, 1, 1) + 18 = 21
such a sad effort - look at those damage dice
Entropic tentacle 2 vs EAC: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
acid damage: 3d6 + 18 ⇒ (2, 5, 3) + 18 = 28

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Iseph sees Belor struggling at the hatch & moves to assist the trox.
Athletics to budge that hatch DC 20: 1d20 + 16 ⇒ (19) + 16 = 35
In the event that either Blue or Yellow attempts AoOs against him, Omni will use her Bodyguard/In Harm's Way to soak up the 1st attack.

cmlobue |

Iseph opens the door for Belor.
Patrick casts a spell, but the ooze easily moves out of the way.
One of Omni's tentacles puts in the work to hit an enemy.
Round 2 - bolded may go
Belor
Patrick
Omni (-11 SP)
Iseph
Yellow (-32 HP)
Red
Green (-68 HP)
Blue

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Omni! SORRY I WAS LATE. I HAD A RUN IN WITH THE WORST ENEMY EVER! BUT NOW I AM HERE!!!! and... you should duck!
MOVE = moves behind Omni but within reach of all the sludge monsters
(If any of the attacks fail then the rest of the cleaves after failure do not happen)
Strike yellow Strike: 1d20 + 15 ⇒ (6) + 15 = 213d10 + 17 ⇒ (5, 1, 9) + 17 = 32
Cleave blue Strike: 1d20 + 15 ⇒ (16) + 15 = 313d10 + 17 ⇒ (3, 5, 10) + 17 = 35
Greater cleave green -1RP Strike: 1d20 + 15 ⇒ (9) + 15 = 243d10 + 17 ⇒ (10, 3, 7) + 17 = 37
Still Greater cleave red -1RP Strike: 1d20 + 15 ⇒ (10) + 15 = 253d10 + 17 ⇒ (9, 1, 5) + 17 = 32
If any crit its 2d6 bleed
IF THE FIRST ATTACK MISSES THEN HERE IS MY TSHIRT REROLL Strike yellow Strike: 1d20 + 15 + 4 ⇒ (10) + 15 + 4 = 293d10 + 17 ⇒ (7, 9, 8) + 17 = 41

cmlobue |

Belor rushes in and starts wailing on all the goo.
No reroll needed.
Two of the oozes move closer to the new threat, while the others continue assaulting Omni-Lithic.
Yellow Pseudopod vs. Belor: 1d20 + 19 ⇒ (18) + 19 = 37
Bludgeoning And Fire Damage: 3d4 + 12 ⇒ (4, 4, 2) + 12 = 22
Green Pseudopod vs. Omni: 1d20 + 19 + 2 ⇒ (17) + 19 + 2 = 38
Bludgeoning And Cold Damage: 3d4 + 12 ⇒ (4, 4, 1) + 12 = 21
Blue Pseudopod vs. Belor: 1d20 + 19 ⇒ (19) + 19 = 38
Bludgeoning And Cold Damage: 3d4 + 12 ⇒ (1, 3, 2) + 12 = 18
The red one tries to grab on.
Attach vs. Omni: 1d20 + 19 ⇒ (3) + 19 = 22
But cannot get a grip.
Round 3 - bolded may go
Belor (-40 SP)
Patrick
Omni (-27 SP)
Iseph
Yellow (-64 HP)
Red (-32 HP)
Green (-105 HP)
Blue (-35 HP)

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Red and Yellow are fire, Blue and Green are Cold. Hm. Colour coded.
He draws a Frostbite Zero Pistol, turns off the Merciful Fusion and shoots at Yellow.
fzp: 1d20 + 8 ⇒ (1) + 8 = 9 cold: 1d6 + 4 ⇒ (4) + 4 = 8
And the battery falls out which causes the shot to fizzle.

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I DON'T KNOW IF I SHOULD SHIVER OR SWEAT! HOW ABBOUT BOTH! HYAAAHHHH
REACTION Attack of opportunity on BLUE AOO BLUE: 1d20 + 15 ⇒ (20) + 15 = 353d10 + 17 ⇒ (10, 6, 3) + 17 = 36
Starting the cleave train again CHOOOO CHOOOOO
Strike Yellow: 1d20 + 15 ⇒ (2) + 15 = 173d10 + 17 ⇒ (4, 1, 5) + 17 = 27
Cleave Blue: 1d20 + 15 ⇒ (2) + 15 = 173d10 + 17 ⇒ (7, 3, 9) + 17 = 36
NO GREATER CLEAVES
Strike REROLL Yellow: 1d20 + 15 + 4 ⇒ (15) + 15 + 4 = 343d10 + 17 ⇒ (7, 7, 8) + 17 = 39

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Omni was just fine taking attacks from the fiery slimes. Quorlhu's are very exothermic & shrug off most fire-based attacks.
But they aren't appreciative of the other end of the thermal spectrum - cold attacks leave them extremely chilled, to the point of suffering momentary Fatigue. She'll suffer -1 to most of her actions for the next round, as well as her AC & Saves dropping by 1 as well.
The fact that quorlu also possesses more than 2 eyes makes them Unflankable as well.
She'll attack Green twice again, shifting her attention to Blue if the first attack drops her target.
Entropic Strike 1 vs Green's EAC: 1d20 + 16 - 1 - 4 ⇒ (15) + 16 - 1 - 4 = 26
acid damage: 3d6 + 18 - 1 ⇒ (2, 5, 1) + 18 - 1 = 25
Entropic Strike 2 vs Green's EAC: 1d20 + 16 - 1 - 4 ⇒ (1) + 16 - 1 - 4 = 12
acid damage: 3d6 + 18 - 1 ⇒ (1, 4, 2) + 18 - 1 = 24

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Iseph shifts about, trying to confuse the Yellow ooze.
Take-10 Stealth = 28
Trick Attack is successful on DC 8 or fewer creatures.
Trick Attack: 4d8 ⇒ (1, 2, 4, 3) = 10
Almost certain that Iseph fails to connect
seismic pistol vs Yellow's FF EAC: 1d20 + 10 ⇒ (4) + 10 = 14
[dice=1d8+4 Sonic]

cmlobue |

Belor punishes the blue ooze for approaching. He doesn't have as much luck with his own offensive, but does manage with some extra effort to hit the yellow one. The reroll only affects the d20, so you get the first damage result.
Patrick is too busy being clever about the ooze colors to operate his gun correctly.
The flanking did not happen to matter this time, but noted for the future.
Omni needs a breather, as only one of her tentacles made contact.
Iseph's shot is far wide of the oozes.
The creatures continue oozing through the room, trying to get to new targets.
Yellow Pseudopod vs. Patrick: 1d20 + 19 ⇒ (7) + 19 = 26
Bludgeoning And Fire Damage: 3d4 + 12 ⇒ (3, 4, 4) + 12 = 23
Red Pseudopod vs. Belor: 1d20 + 19 + 2 ⇒ (9) + 19 + 2 = 30
Bludgeoning And Fire Damage: 3d4 + 12 ⇒ (3, 4, 2) + 12 = 21
Green Attach vs. Omni: 1d20 + 19 ⇒ (19) + 19 = 38
Blue Pseudopod vs. Belor: 1d20 + 19 + 2 ⇒ (16) + 19 + 2 = 37
Bludgeoning And Cold Damage: 3d4 + 12 ⇒ (3, 2, 3) + 12 = 20
The greenish ooze is now stuck to Omni-Lithic.
Round 3 - bolded may go
Belor (-54 SP)
Patrick (-23 SP)
Omni (-27 SP, attached)
Iseph
Yellow (-91 HP)
Red (-32 HP)
Green (-130 HP, attached)
Blue (-107 HP)

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With no real clue what's likely to occur with an ooze attached to her shell, Omni waves toward Iseph.
"A little help, please?" she implores.
Iseph moves from the door around Belor, then dodges thru the reach of Blue & Red. Maybe they'll use their AoOs vs the nimble android. If they do, Omni will react using her Bodyguard/In Harm's Way ability twice (via her Reactive ability, granting a 2nd reaction twice per day).
purple stars placed to show Iseph's path
Once in place, Iseph's Tricksy Attack sequence comes into play.
Take-10 Stealth = 28
Trick Attack is successful on DC 8 or fewer creatures.
Trick Attack: 4d8 ⇒ (6, 2, 8, 3) = 19
Seismic pistol vs Green's FF EAC: 1d20 + 10 ⇒ (13) + 10 = 23
Sonic damage: 1d8 + 4 ⇒ (1) + 4 = 5

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Since Omni can see what's happening on her shell with her backwards-facing eye, her tentacles have little issue targeting the greenish slime.
Two more attacks with her Entropic strikes.
If Green drops from either Iseph's attack or Omni's 1st swing, further attacks target Red.
Entropic Strike 1 vs Green's FF EAC: 1d20 + 16 - 4 ⇒ (11) + 16 - 4 = 23
acid damage: 3d6 + 18 ⇒ (1, 6, 5) + 18 = 30
Entropic Strike 2 vs Green's FF EAC: 1d20 + 16 - 4 ⇒ (13) + 16 - 4 = 25
acid damage: 3d6 + 18 ⇒ (2, 2, 6) + 18 = 28
"Get offa my SHELL!"

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Patrick picks up the battery, puts it back in the weapon and fires another shot at Yellow.
fzp: 1d20 + 8 ⇒ (2) + 8 = 10 cold: 1d6 + 4 ⇒ (5) + 4 = 9
Well at least it didn't fall out this time. Gods. This is embarrassing

cmlobue |

Iseph circles the team and fires on the creature attached to Omni-Lithic. The blast knocks it out, and it slowly falls to the ground, leaving a trail of slime on Omni's shell.
Now free, Omni turns her attention to the reddish ooze. Both tentacles hit their mark.
Patrick reloads his gun, but still can't find his target.
Round 3 - bolded may go
Belor (-54 SP)
Patrick (-23 SP)
Omni (-27 SP)
Iseph
Yellow (-91 HP)
Red (-90 HP)
Green
Blue (-107 HP)

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WILL YOU ALL STOP MOVING SO MUCH!!! JUST DIE!
AOORED: 1d20 + 15 ⇒ (14) + 15 = 293d10 + 17 ⇒ (8, 9, 5) + 17 = 39
StrikeYELLOW: 1d20 + 15 ⇒ (8) + 15 = 233d10 + 17 ⇒ (4, 9, 3) + 17 = 33
CleaveBLUE: 1d20 + 15 ⇒ (11) + 15 = 263d10 + 17 ⇒ (3, 8, 1) + 17 = 29
GreatCleaveRED: 1d20 + 15 ⇒ (12) + 15 = 273d10 + 17 ⇒ (5, 1, 8) + 17 = 31 -1RP

cmlobue |

Red only took a guarded step. Do you have a way to AOO against that?
Belor continues to hack at every ooze in sight. The blue foe also dissolves into a puddle.
The remaining enemies try to reach out and touch someone.
Red Attach vs. Belor: 1d20 + 19 ⇒ (15) + 19 = 34
Yellow Attach vs. Patrick: 1d20 + 19 ⇒ (19) + 19 = 38
Glomming has occurred.
Round 4 - bolded may go
Belor (-54 SP, attached)
Patrick (-23 SP, attached)
Omni (-27 SP)
Iseph
Yellow (-124 HP, attached)
Red (-121 HP, attached)
Green
Blue

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Iseph moves to assist Patrick, doing his usual scoot-n-shoot.
Take-10 Stealth = 28
Trick Attack is successful on DC 8 or fewer creatures.
[dice- Trick Attack damage]4d8[/dice]
Seismic pistol vs Yellow's FF EAC: 1d20 + 10 ⇒ (2) + 10 = 12
Pistol damage - sonic: 1d8 + 4 ⇒ (4) + 4 = 8
Sadly, no help for Patrick

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Omni turns her focus to the Red slime that's glommed onto Belor.
Entropic Strike 1 vs Red's EAC: 1d20 + 16 - 4 ⇒ (17) + 16 - 4 = 29
Acid damage: 3d6 + 18 ⇒ (6, 1, 4) + 18 = 29
Entropic Strike 2 vs Red's EAC: 1d20 + 16 - 4 ⇒ (16) + 16 - 4 = 28
Acid damage: 3d6 + 18 ⇒ (1, 4, 6) + 18 = 29

cmlobue |

Iseph misses, but Omni smacks each of the oozes once, which is enough to put them down. The Starfinders are out of danger, other than possibly a high dry-cleaning bill.
Belor (-54 SP)
Patrick (-23 SP)
Omni (-27 SP)
Once the security oozes are dealt with, the team can search the observation room and locate the console on the far right. It’s very obviously been retrofitted with two-hundred-year-old, but still functional, technology, including a solar-powered battery. Booting up immediately begins a holographic recording of an older and grittier, but still smirking, Jelev Rasheen.
“Hey, slug! Took you long enough to catch up. Don’t beat yourself up about it though; I wasn’t all that miserable down here. I worked my way into the town well enough, as I’m sure you’ve heard, got into a couple of scrapes with these goons who fancy themselves a ‘syndicate’ in the making, ha! And before ya know it, I had folks eating out of my hand. But it’s time to clear out before I start putting down roots, and I won’t be leaving empty-handed—I scored myself not just a ship, but enough siccatite to pay a Kalistocrat’s ransom! With enough left over to leave you and the crew a little something, too.” She cackles, sounding more like the Free Captain scoundrel in an old holofilm than the hero Requiem Falls imagines her to be. “You know how this goes. Try not to take so long to catch up this time—you still owe me a drink. Rasheen out.”
Further examination of the device uncovers an encoded signal pointing the way to the next beacon in the relay, exactly like those found at Rasheen’s two previous checkpoints, and the code that is just the length the door in the circular center chamber was looking for.

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"So..."
Omni turns her attention to her allies.
"Do we pause to catch our breath or should we press onward, into the next chamber?"
It hardly takes a Sense Motive check to tell that Omni would rather press onward...

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Belor smiles wide, stands tall, and points in the direction of the center chamber with his sword "ONWARD OMNI! WE SHALL SEE WHAT AWAITS US INSIDE"