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Year of

Redemption’s Rise

5-99 Battle for the Bulwark

~ Multitable Special ~

By Lysle Kapp and Cole Kronewitter

Original Prep by GM GumBBlackwood, for Discord, with help from GameDay XII GMs

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Player Characters

Ursula

Leannah

Jatri

Felix

Chance Davison

Inky

Character Name

[spoiler=Initiative]

[spoiler=Perception]

[spoiler=Sense Motive]

Notes

Ursula

[dice=Initiative, Ursula]1d20+0[/dice]

[dice=Perception, Ursula ]1d20-1[/dice]

[dice=Sense Motive, PC 1]1d20-1[/dice]

Leannah

[dice=Initiative,Leannah ]1d20+5[/dice]

[dice=Perception, Leannah]1d20+10[/dice]

[dice=Sense Motive, PLeannah]1d20+7[/dice]

Jatri

[dice=Initiative, Jatri]1d20[/dice]

[dice=Perception, Jatri]1d20+4[/dice]

[dice=Sense Motive, Jatri]1d20-1[/dice]

Felix

[dice=Initiative, Felix]1d20+4[/dice]

[dice=Perception, Felix]1d20+5[/dice]

[dice=Sense Motive, Felix]1d20-2[/dice]

Chance

[dice=Initiative, chance]1d20+3[/dice]

[dice=Perception,chance]1d20+7[/dice]

[dice=Sense Motive, chance]1d20+0[/dice]

Inky

[dice=Initiative, PC 6]1d20+3[/dice]

[dice=Perception, PC 1]1d20+4[/dice]

[dice=Sense Motive, PC 6]1d20+X[/dice]

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Marching Order(s)

Front

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CONDITIONS IN EFFECT

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Handouts 1

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1

2

3

4

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Radaszam “the Dealmaker”

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Map B “Recon Mission 4: Subterranean Tunnels”

GREASE

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Betsy Blast

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EVENT 1: GENERATOR ASSAULT�

Setting Charges:� The PCs’ goal isn’t to defeat their enemies, but to set all four charges and trigger their detonation using the remote detonator. The charges must be placed as noted on the map (indicated with red circles), with one charge along each side of the generator. A PC in the appropriate space and in possession of a charge can set a charge as a full action.��If that PC succeeds at a DC 18 Computers or Engineering check, they can instead set the charge as a standard action.�

When all four charges are set, the PC with the remote detonator can trigger the simultaneous detonation of all four charges as a standard action. At the beginning of the following round, all four charges and the generator explode; all creatures within 15 feet of a charge or the generator take 2d8 fire and piercing damage from the explosion. A creature who succeeds at a DC 11Reflex save takes half damage.

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Map C “Event 1 Generator Assault”

Inky set charge

Jatri set charge

Ursala set charge

Felix set charge

Wall of Light

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Medium

Humanoid Form for Scale

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Mech Team 1:

Mech Team 2:

Mech Actions Available:

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Air

Earth

Metal

Fire

Water

Wood

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Map H “Part 4 Bulwark’s Heart”

-40 ft.

-40 ft.

0 ft.

0 ft.

0 ft.

0 ft.

+10 ft.

+30 ft.

+60 ft.

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NPCs and vehicles

Ixthia the Unbreakable

Venture-Captain Naiaj

Radaszam “the Dealmaker”

Vigil-X

Betsy Blast

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Map A “Recon Mission 2: Downed Vessel”

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Map D “Bulwark Mission 2: Underground”

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Map E “Bulwark Mission 5: Prison Break”

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Map F “Bulwark Mission 6: Laboratory”

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Map G “Spire Missions 3: Ritual”

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GM Pages ahead!

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GLOSSARY OF TERMS

Battle for the Bulwark uses several terms unique to Organized Play interactive events. Each participant’s role in the event is outlined in their respective entry.

House: The House includes all players and GMs participating in the adventure across all levels.

House GM: This Game Master manages the timing, scoring, and flow of the event. In addition, they make announcements about the amount of time remaining and events that impact the entire House, as well as presenting the opening and closing scenes of the adventure. The House GM should have some means of signaling the entire House, especially Table GMs, who are their liaisons to the players. Consider using both an auditory signal, such as a bell that can cut through the din of a room full of excited players, as well as a visual signal like a flashing light or waving flag. The signal indicates that everyone in the House should be silent and direct their attention to the House GM.

The House GM should inform all Table GMs what this signal is prior to the event’s start and ensure they are all positioned to be able to see or hear it during the event.

HQ Staff: Support personnel who tabulate results and handle player table assignments at the beginning of the event. Members of the HQ Staff are responsible for managing the results of the table actions during the event and assisting the House GM. Mustering: Mustering is the process of gathering players and assigning groups of players to GMs.

Part: This event includes four segments. Within each part, each table can move through encounters at its own pace, but the entire House starts and ends each part simultaneously to ensure the stage of play remains synchronized across the entire House.

Table GM: Each of these Game Masters manages a single table of players. Tables are run exactly like a standard Starfinder Society table, with the following exception: Table GMs must follow the instructions for getting the PCs to the next part of the scenario. If a Table GM has a group that finishes the part before the House GM calls time, they must notify the House GM.

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GM Handouts (Move, uncover, copy, or remove as desired)

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GM Handouts (Move, uncover, copy, or remove as desired)

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Monsters and other creep tokens (thanks Ravien and original PaizoCon GMs)

Encounter B

Encounter C

Encounter D

Encounter E

Encounter F

Encounter G

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Monsters and other creep tokens (thanks Ravien and original PaizoCon GMs)

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Alt tokens (thanks Kludde)

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GM Reference

Init

Init

[d20+3 Init]

[d20+3 Init]

Attacks

Attacks

[d20+4 Claw][d6 Slashing]

[d20+6 Claw][d6 Slashing]

Saves

Saves

F [d20+3 Fort]

F [d20+4 Fort]

R [d20+3 Reflex]

R [d20+4 Reflex]

W [d20+0 Will]

W [d20+0 Will]

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