I found some Class previews in the Starfinder blogs; envoy, mechanic, mystic, operative, and soldier so far, with solarian and technomancer to go.
I can easily play an operative, soldier, or mystic. The envoy is not really my style. I could probably play a technomancer, too, based on the little I've read so far.
Anyways...looking forward to playing in this new time/space continuum!
Round 1 (con't)
Ulf, you're underground. If you don't have a light source then it's pitch black and you can't see anything. So you guys are the only light source down here...The stealth roll is really more to see how quiet you are. The room that the enemy is in is lit by a large fire in the center so they won't see your light...
Go ahead and move your icons to the place on the map that you want to stage your attack. Ami, you can move your token to the 5' spot just before the room. When you are happy with your placement, let me know. Also, if you want to be sneaky about it, everyone roll a Stealth check.
Ulf: 1d20 + 4 ⇒ (9) + 4 = 13
Tyler: 1d20 + 2 ⇒ (7) + 2 = 9
Amelleane: 1d20 + 2 ⇒ (1) + 2 = 3
Kyrus: 1d20 + 5 ⇒ (12) + 5 = 17
Orcs: 1d20 ⇒ 1
Orc shaman: 1d20 ⇒ 5
Goblins: 1d20 + 6 ⇒ (8) + 6 = 14
Ogre: 1d20 - 1 ⇒ (2) - 1 = 1
Liren: 1d20 + 2 ⇒ (14) + 2 = 16
After taking the stairs down from the temple area, the room and corridor leading away from it were decorated with paintings illustrating the legendary feats of Torag and his followers.
Heading south, you show your amulets and open the secret door to the next room. There are three of Korin's followers on duty here, including one cleric. Through concealed viewslots, they keep their eyes on the room to the south to see who's using the entrance and also on the north passage leading to the temple of Torag. They tell you that this level used to be a general living area for the dwarves. There were small domiciles for families and larger ones for groups of bachelors. There were also some rooms used for recreation areas and personal workshops. The dwarves originally came through the outside entrance located to the south of this area - it is still used occasionally to get supplies and news from relatives in Daggerford.
The south passage of this room leads to the secret entrance to the outside used by the dwarves.
The stone has an aura of moderate conjuration.
Heading west and down the stairs leads the party to the next level down (Level 2, Area D, Room 58). You know there is a secret door to the south that leads to the dwarves' guard room on this level (room 56).
Do you head back to the dwarf camp to have these new items identified, or explore this level?
Tyler and Kyrus disable both traps, making it safe for you to exit this room via the door!
6d6 ⇒ (3, 2, 4, 2, 4, 5) = 20
This was a temple to Torag, the main god of the dwarves. The walls and ceilings are covered with paintings and carvings which have been chipped and defaced by the orcs. Some of this artwork has been partially restored, thanks to Korin and his followers. All of the rooms on this level are empty...
Kyrus, Tyler and Liren all notice the tell-tale signs of both traps in front of the doors in the western wall. The door is unique - it looks like the back of a secret door. That would explain why it appears that no one has been in this room in centuries!
Tyler's detect magic spell reveals that the stone, spade, belt and boots are all magical! He investigates the scroll - while the runes look familiar, they are not standard dwarven. (This is a puzzle for you to solve IRL. =) It is a simple code...can you decipher what the scroll says?)
Liren recognizes the pendants, scepters, and other religious items as common items used in temples all over - they are not tied to any particular deity. The statues are clever representations of Torag, dwarven god of the forge. The stars are actually forge sparks swirling around him!
The group returns to the king's secret armory and climbs up the airshaft in the other secret room. The shaft goes upwards at least 30 feet and ends in a dark room, 'T' shaped room. (You are now in Level 1, Area E, Room 97. See slide 2 of Maps/Handouts. Also, I need two Perception checks from everyone.)
On a set of shelves on the eastern wall are six gold and platinum statuettes, each depicting a dwarven god in a swirl of stars. There is also a collection of pendants, scepters, and other religious items in stone boxes. In an ancient wooden box on the ground there is a fist-sized stone with arcane carvings on it and an ordinary-looking spade. Finally, in an ornate container on the southern wall, are a belt, a matching set of leather boots, and a rolled parchment. (See slide 1 of Maps/Handouts link.)
Ami, over the next couple of days, you feel healthier than ever. Although the memory of the swarm still gives you the creeps, and you have not seen much evidence that it has come out, since that happened you just feel better!
See the link above - the nanites are filtering your blood, giving you a +4 competence bonus on saving throws against disease and poison. In addition, when you attempt such a saving throw, you roll twice and take the higher result.
While the group is with the dwarves, they spend some time talking about the things they've learned under the mountain, and you realize that you have become more confident, more skilled, and better able to handle the challenges you will find! The dwarves teach you a few things, too, increasing your overall competence in your profession.
Congratulations! You have reached 4th level! Please update your characters and get ready to get back out here to clear out Illefarn!
Short sword of quickness +2 provides a +5 bonus to initiative.
Crossbow of speed is a heavy crossbow that allows you to reload it as a move action. So it functions like a light crossbow with the range and damage of a heavy one.
The gaunlets of ogre power grant a +2 strength bonus, like a Belt of giant strength +2.
Returning down through the dry pool, the air lock, and the lower level back to the dwarves, you show them all of the items you found in the hidden area. The dwarves are overjoyed at recovering Devin's crown and his ceremonial armor, and great cheers can be heard as word spreads! Korin Ironaxe calls for one of his gnome wizards to examine the other items and identify them.
After several moments of magical examination, prodding, and testing, the wizard tells you that aside from Devin's crown and ceremonial armor, the group had discovered a helm of underwater action, gloves of swimming and climbing, minor helm of brilliance, plate mail +2, gauntlets of ogre power, short sword of quickness +2, crossbow of speed with 24 bolts +1.
Devin claps you on the shoulders and offers that you keep and use the minor helm of brilliance, gauntlets of ogre power, short sword of quickness +2, and crossbow of speed with 24 bolts +1. The plate mail is made for a dwarf and so wouldn't fit any of you, and they want to keep the helm of underwater action and gloves of swimming and climbing for their own use in the caverns.
The minor helm of brilliance emanates a bluish light when undead are within 30 feet. This light causes 1d6 points of damage per round to all such creatures within that range. The wearer may command any weapon he wields to become a flaming weapon. This is in addition to whatever abilities the weapon may already have (unless the weapon already is a flaming weapon). The command takes 1 round to take effect. The helm provides fire resistance 20. This protection does not stack with similar protection from other sources. There are no jewels like a regular helm of brilliance.
The helmet doesn't seal, but it was near a pool of water...
Kyrus opens the door at the bottom of the pool and sees that it opens into a small room - big enough for one or two people to stand in it. There is a door on the opposite wall. That door will not open until the previous door is closed. (assuming you do this...) Once Kyrus checks it out, you open the other door and stand back in the room in the tower with the levers you used to stop the flow of poisonous water.
So Ami just ingested a bioswarm of nanites. Her Fort save means that her immune system doesn't try to fight them off - failing would just mean she would be incapacitated for a couple days...Over time, Ami will get certain benefits as the swarm 'sets up shop' in her! Everybody will eventually have something cool and powerful - this is just part of my reward for you guys sticking around for so long! I'm also telling you this as a meta-game knowledge so you won't kill yourselves trying to figure this out =)
Ami is surprised at how the black cloud actually moves towards her - and then is shocked (horrified?!??) that the cloud is actually a swarm of very fine creatures. Each one is almost impossible to discern individually, so there must millions of them to make this large of a shape. As if this revelation wasn't bad enough, the swarm rapidly engulfs the human girl and enters her mouth, nose, ears...you get the idea...She gags and tries to swat them away, but to no avail! Before you can count to three, the entire thing disappears inside Amelleanne. She falls to her knees, gasping and retching. Yet somehow, after a minute, she is able to stand and function normally...
OK, team - where to next? To the deep end of the pool to see why there is a door down there? To the other airshaft you found? Back through the way you came to this secret level? Also, anyone doing anything with the armor & weapons you found?
The group moves to the final door - the one on the western wall. Amelleanne opens it and sees an empty pool in the middle of the floor, just as she sees a large black cloud swarm over her! Ami, make a DC20 Fort save!
On a shelf on the north wall in this room is a leather helm with a set of goggles attached, along with a set of leather gloves.
Looking into the south end of the empty pool, you can see the bottom is only about 10' down. Strangely, though, you also see a door down there!
This room looks like a king's robing room. In a chest along the eastern wall is a suit of dwarven-sized bronze plate mail. Hanging on a rack on the western wall is a plain gray cloak with intricate stitching along the hem and cuffs in a crawling vine pattern. On a padded shelf on the southern wall is a crown, studded with 5 diamonds, 10 rubies, and 15 fire opals!
DC15 Appraise / Kn(nobility) or DC20 Kn(history) / Kn(local):
The crown and armor's fine craftsmanship and many jewels indicate it is the ancestral royal armor of the dwarves of Illefarn. Any elf will recognize the cloak that was given to the king of the dwarves by the royal house of the Fallen Kingdom. The dwarven faction are looking for these items!
Tyler can tell there are some magical aspects to the sword, but he can't tell anything specific. The group can carry everything in the room if you split it amongst yourselves.
Who has what - is anyone going to equip any of these items? And are you checking the other doors or heading back to take this stuff to the dwarves?
After checking each of the doors and finding no apparent traps, the group heads east. The door opens to reveal a 20' x 40' room - some sort of armory! Inside on stone shelves are a helm, a suit of dwarven-sized plate mail armor meant to go with the helm, gauntlets, a short sword, and a crossbow with 24 bolts.
The short sword has a faint blue glow to it.
As Tyler steps into the room, the statue again animates, but remains in place. Taking a few experimental steps, it appears that the statue recognizes the amulet and takes no actions against Tyler!
Not written into the adventure book, but I like your thinking! Congrats on getting past the stone statue without hacking it to bits =) Oh, and everyone give me another perception check, please.
You climb up about one level and come out in a 10'x10' room. On the west wall is the back side of a secret door - the locking mechanism is easily accessible from this side! Opening the secret door reveals a 30'x30' room with a passage to the south. This room contains a stone statue of an armored dwarf, standing in the center and facing south. The statue comes to life when anyone enters the room, holding a stone warhammer at the ready!
Liren: 1d20 + 2 ⇒ (14) + 2 = 16
Ulf: 1d20 + 4 ⇒ (7) + 4 = 11
Tyler: 1d20 + 2 ⇒ (3) + 2 = 5
Amelleane: 1d20 + 2 ⇒ (2) + 2 = 4
Kyrus: 1d20 + 4 ⇒ (13) + 4 = 17
Creature: 1d20 - 2 ⇒ (4) - 2 = 2
Kyrus is able to disable this mechanism also. The group moves through the rest of the rooms on this level, only finding cobwebs and various footprints in the dust. One of the passages leading northwards (area 22) is collapsed and full of debris.
One of the group notices a discoloration on a wall, which leads to the discovery of a secret door. With a little prodding you manage to trigger the lock and the wall slides away to reveal a 20' x 20' room! The room stands empty, but there is an air shaft in the ceiling with iron rungs set into the wall...
You have three choices to leave this level (besides the four stairs/ramps you already have explored). Area 36 has the air shaft leading up. Area 21 has a ramp leading up. Area 20 has stairs leading up. You know that the steps in areas 31 and 33, and the ramp in area 24, lead up to the dwarven encampment, and the ramp in area 16 leads up to where you first came in. So...which way? =)
Kyrus stops everyone in their tracks and points out another loose stone in the middle of the floor in front of the room just ahead and to the west of your current position (see map of 4th level).
Encounter: 2d6 ⇒ (4, 5) = 9
Encounter: 2d6 ⇒ (2, 2) = 4
Encounter: 2d6 ⇒ (4, 6) = 10
Encounter: 2d6 ⇒ (1, 1) = 2
Leon: 1d20 + 7 ⇒ (10) + 7 = 17
Ulf: 1d20 + 4 ⇒ (20) + 4 = 24
Tyler: 1d20 + 2 ⇒ (7) + 2 = 9
Amelleane: 1d20 + 2 ⇒ (12) + 2 = 14
Kyrus: 1d20 + 5 ⇒ (18) + 5 = 23
Brynderie: 1d20 + 6 ⇒ (1) + 6 = 7
Creature: 1d20 + 2 ⇒ (17) + 2 = 19
The combo of Tyler's and Kyrus' experience and deft hands allow them to disable the trap, which allows the group to freely pass through this area until they decide to re-arm it!
Exploring the rooms to the north reveal several 20'x20' chambers that were once likely a series of bunkrooms. There is broken furniture and nearly disintegrated mattresses, but nothing of value here.
South or east? Desired path to take?