
| "Spider-Pig" Stealth Drone | 
 
	
 
                
                
              
            
            The drone makes its way across and then down the side of the chasm.
Looks like a 30' move to the edge, and then 5' down with one move, and then another 20' of climbing with the second move.
Fort: 1d20 + 0 ⇒ (20) + 0 = 20
Athletics (Climb): 1d20 + 9 ⇒ (17) + 9 = 26
Athletics (Climb): 1d20 + 9 ⇒ (14) + 9 = 23

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            BTW, GM: I don't have a problem with us being botted as "delaying," but should we not have got this bonus to the fort save from being in one of those structures?
Hiding inside the ruins of one of the circular buildings gives a +5 bonus instead.

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            Mincey moves forward, heading to the edge of the protective shelter. She stops to contemplate making a mad dash across the open ground.
Fortitude: 1d20 + 0 + 5 ⇒ (9) + 0 + 5 = 14

| GM Cellion | 
 
	
 
                
                
              
            
            Spider-Pig has a climb speed. Can he just climb down one side of the gorge and then up the other side?
Yep that's OK! Oh and you're right about the missing +5 to fort saves for being in the building. That's what I get for updating when super tired. Devi and Spider Pig did not take damage from the storm last round.
Since we're just missing Devi for Round 2, and it'd be better if we don't leave her too far behind from the party, I'll bot her this round.
Devi makes her way across the bridge, not quite making it all the way across due to the weight of her armor.
Devi's acrobatics: 1d20 + 1 ⇒ (16) + 1 = 17
Devi's FORT vs. storm: 1d20 + 3 ⇒ (18) + 3 = 21
Entropy and Keskodai deftly climb their way up the far side of the fissure, making it up 10 and 15 ft respectively. Naboh and Goggles get to the safety of the circular ruin. Spider Pig zooms down one side of the fissure and starts climbing up the other side. And Mincey proceeds further towards safety.
Off in the distance to the east (off map) it seems the storm thins out!
Keskodai and Goggles are struck by flying ice, taking 1 point of cold damage!
Entropy: 0/6 SP 6/10 HP
Goggles: 3/6 SP
Spider Pig: 6/10 HP
Naboh: 1/6 SP
Keskodai: 0/7 SP 8/12 HP
Devi: 4/8 SP
||||Round 3|||
All may act!

|  Entropy 002 | 
 
	
 
                
                
              
            
            "I have no rope."
Entropy 002 tries to climb that last 10 feet.
acrobatics DC 12: 1d20 + 0 ⇒ (16) + 0 = 16
And luckily makes it.
It then moves into the shelter.
fort save: 1d20 + 0 + 5 ⇒ (20) + 0 + 5 = 25

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            Mincey, again on all fours, scurries on ahead, scouting for threats.
Double move - 40 ft. movement
Fortitude: 1d20 + 0 ⇒ (4) + 0 = 4
Perception: 1d20 + 4 ⇒ (3) + 4 = 7
However, her carelessness prevents her from dodging the worst of the storm, which in turn distracts her.

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Assuming none of this is Rough Terrain.
Naboh makes his way as quickly as he can to the east.
Fortitude: 1d20 + 2 ⇒ (18) + 2 = 20
Hey, guys! If you keep your hands in your pocketses, they're safer from the cold. Who knew?

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            Do we get the +5 bonus to Fort saves if we dash from one building to the next, ending our turn inside the buildings?
Skeek heads to the other side of the building, and hunkers down by the far exit, getting ready to make a run for it.
Fortitude: 1d20 + 2 + 5 ⇒ (5) + 2 + 5 = 12
"I can't wait to get out of this storm!" shouts Skeek.

| "Spider-Pig" Stealth Drone | 
 
	
 
                
                
              
            
            Spider-Pig climbs out of the shallow gorge and into the building where Skeek awaits.
Fort: 1d20 + 0 ⇒ (17) + 0 = 17
Climb: 1d20 + 9 ⇒ (14) + 9 = 23

| GM Cellion | 
 
	
 
                
                
              
            
            Keskodai, I see you moved forwards (and up the remaining 5ft), so I've rolled an athletics check for the remaining climbing for you.
Keskodai Athletics: 1d20 + 0 ⇒ (12) + 0 = 12 Success!
Devi, your acrobatics check was good enough to proceed without falling from the bridge, so go ahead and move yourself!
Goggles, yep, if you end your turn in a ruined building you get the bonus +5 on your save.
1d20 + 4 ⇒ (3) + 4 = 7
1d20 + 4 ⇒ (4) + 4 = 8
The team successfully climbs free of the ravine and heads further eastward, avoiding any further catastrophe. Devi navigates the rest of the bridge without any issues. Unfortunately, Mincey takes a chunk of ice to the side of the head and she runs for safety. 1 point of cold damage.
As you all move from building to building in a rush to get out of the storm, Naboh notices the sound of a low warbling moan coming from the building to the north. I've marked the spot with a donut on the map. When he peeks over the wall to look at what caused the sound, he sees a dimly luminescent body lying still inside the remains of the decaying structure. Another groan issues from the body as a chunk of flying ice impacts it. It twitches once before going still once more, the rise and fall of its torso growing shallow with each breath.
As far as Naboh can tell, this is a gravely injured wofu alien, trapped in place (but also partially protected) by a chunk of the building that dislodged and pinned its leg, preventing it from escaping.
Entropy: 0/6 SP 6/10 HP
Goggles: 3/6 SP
Spider Pig: 6/10 HP
Naboh: 1/6 SP
Keskodai: 0/7 SP 8/12 HP
Devi: 4/8 SP
|||| Round 4 ||||
All may act.

|  Entropy 002 | 
 
	
 
                
                
              
            
            Entropy double moves.
fort save: 1d20 + 0 ⇒ (17) + 0 = 17

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            Skeek darts forwards, following the sound and sprinting to the next building.
He looks at the Wofu trapped under the rubble. "Hey, are you okay?" he asks uselessly in the common tongue.
He looks at the rubble, and tries to see if there is a way to free the Wofu.
Engineering: 1d20 + 10 ⇒ (10) + 10 = 20
So that's a double move. Hopefully my current position counts as being within the circular building.
Fortitude: 1d20 + 2 + 5 ⇒ (3) + 2 + 5 = 10

| "Spider-Pig" Combat Drone | 
 
	
 
                
                
              
            
            Spider-pig follows Skeek out of the building.
Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22
Just realized that if Skeek doesn't allocate any actions to controlling Spider-Pig, Spider-Pig only gets a single move or standard action. So that's a single move.

|  Devi Kadel | 
 
	
 
                
                
              
            
            I still haven't figured out how to drag tokens while doing it from the phone. Google app didn't help much. Can someone tell me? Devi will follow along with the band.
fort: 1d20 + 3 + 5 ⇒ (11) + 3 + 5 = 19

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            I still haven't figured out how to drag tokens while doing it from the phone. Google app didn't help much. Can someone tell me? Devi will follow along with the band.
I dunno... depends on the phone, probably. A lot of people have that issue. I moved your token 60' in a way that you were still just inside the building.

| Keskodai - Iconic Mystic | 
 
	
 
                
                
              
            
            "Oh dear Pharasma! Who would have thought that we will face such weather?!" Keskodai shouts and runs as well.

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            Seeing that something has caught the interest of her fellow ysoki, Mincey halts her charge toward the outpost and turns back to where the ysoki are. Move action @ 40 ft.
Fortitude save with shelter: 1d20 + 5 ⇒ (13) + 5 = 18
Spying the injured native, she asks, "Well, wut due weeze have heer?" Wondering if there may be more to the situation, she looks the creature over for any other injuries or indication as to how it got into its current predicament.
Perception: 1d20 + 4 ⇒ (16) + 4 = 20

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Naboh follows the group and lends his aid to the effort to free the wofu.
Strength: 1d20 - 1 ⇒ (11) - 1 = 10
Fortitude, Sheltered: 1d20 + 2 + 5 ⇒ (8) + 2 + 5 = 15

| Keskodai - Iconic Mystic | 
 
	
 
                
                
              
            
            fort save: 1d20 + 1 ⇒ (2) + 1 = 3
fort save: 1d20 + 1 ⇒ (8) + 1 = 9
Forgot to make them.

| GM Cellion | 
 
	
 
                
                
              
            
            Most of the party holds fast against the ice storm, with only Keskodai briefly being caught exposed and taking a sharp shard of ice to the arm. Keskodai takes 1 cold damage. As that wave of ice passes, there seems to be slight interlude in the storm. Looking at the swirling masses of ice overhead, you might have a minute or two before it picks up again.
Naboh, Mincey and Goggles huddle inside one of the ruined buildings and try to help aid the alien. Mincey looks over the alien and notes that one of its legs looks crushed, though she can't quite work out how it managed to get itself pinned here. Thankfully the rest of the structure looks to be safe (and she doesn't see any traps), so she approaches the alien to try to move the rubble off its leg. Naboh adds his own strength, but it's not until Goggles analyzes the situation and uses a second piece of rubble as a lever that the three of you manage to get the alien free.
With its leg free, the alien hesitantly pulls itself to its feet, eyestalks swiveling to take you all in. The sincere effort to free the alien seems to have convinced it that you are friends rather than enemies. It says something in the wofu language as it regards each of you. It hobbles over to the other side of the ruined building and pulls a satchel from underneath some rubble, slinging it over its head.
From the way you see it looking at its leg and then looking the way you came (back towards the town), it seems to be contemplating braving the storm to go back.
We have a lull in the storm right now, so no need to take actions in combat rounds.
Entropy: 0/6 SP 6/10 HP
Goggles: 3/6 SP
Spider Pig: 6/10 HP
Naboh: 1/6 SP
Keskodai: 0/7 SP 7/12 HP
Devi: 4/8 SP

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            "Ya t'ink he's offerin's to be our guide?" Mincey ponders aloud to her fellow Starfinders.

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            We can help it get back to town, right? We're not in a time crunch or anything? My cousin once had a time crunch -- but she bought a new alarm clock and that solved it.

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            "You think this is the exiled wofu? The one who wanted to steal the technology and become the Guardianfu... I mean, the Guardian? I don't think they'll welcome him back. If that's him."

| Keskodai - Iconic Mystic | 
 
	
 
                
                
              
            
            "I really need some rest everybody. Chk Chk ... you see that live can be dangerous. Take another path please!" Keskodai sighs.
One RP to regain SP.

|  Entropy 002 | 
 
	
 
                
                
              
            
            "We need to get inside the base before the storm returns. Hopefully he will come with us."
Entropy 002 spends a resolve point to heal everyone including the stranger for channel: 2d8 ⇒ (1, 8) = 9 hit points.
"Hopefully his leg is better. Let's go."

| GM Cellion | 
 
	
 
                
                
              
            
            Entropy's healing pulse knits their own wounds, as well as Keskodai's and the alien's. The alien looks down at its mended leg in surprise and excitement. While the rest of the party discusses their options, the alien pulls out a pouch from its satchel and passes it to Entropy. Inside, the android finds a collection of glistening blue and green gems (worth 750 credits) and two very old items of Pact Worlds origin: A trailblazer fusion seal (IL 4th) and a Mk 1 Ring of Resistance. Both look to be made with bulky, well outdated technology.
The alien bobs its eyestalks in thanks for your help and says something in its language, though its words are difficult to make out over the howling of the storm overhead. If you attempt to try to convince it (via non-verbal communication or otherwise) to join you to head towards the outpost, it adamantly declines, looking eastwards with fear and suspicion. Similarly, suggestions to escort it back are declined. It pulls a helmet out of its satchel, puts it on and heads off to the north-west, making its way back towards the town.
----
Heading eastwards, you quickly find the storm getting weaker, and after climbing a short rise you look across and see the outpost lying in the calm eye of the storm. You approach close enough to no longer be battered by ice and cold winds from the storm and Keskodai takes a 10 minute rest to recover from the grueling journey. (Anyone else who wants to spend an RP to rest may do so)
You see the outpost complex itself is an interconnected array of squat plastic and aluminum domes, each marked with the faded symbol of the Skyfire Legion. A single large automated door would normally block entrance into the complex, but someone has crudely forced it open, allowing enough room for a medium sized creature to slip in. Peeking through the opening, you can see an entrance chamber badly damaged by exposure to the elements.(Map revealed. Entrance is on the south side of the map.)

|  Entropy 002 | 
 
	
 
                
                
              
            
            Entropy 002 blesses the aliens return home. Then examines the contents of the bag.
"This seal is best used on Spider-Pig's gun. I'll use the ring for now."
After looking at the gems: "Some minor trade options indeed. If they value these for appearance then we can cheaply manufacture many pretty things to trade them for supplies. If it is decided that the outpost be reactivated that is."
Entropy 002 takes the opportunity to rest once we reach a safe spot.
I have the Starfinder character folio. And instead of allowing a reroll it lets you rest once without using a RP so I'll do that.
Entropy 002 will enter after a couple of other party members.

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Am I correct in concluding that Entropy's healing heals Hit Points only, not Stamina Points? Assuming so, Naboh also rests 10 minutes.
SP 6/6 HP 8/8 RP 3/4

|  Entropy 002 | 
 
	
 
                
                
              
            
            Correct. Mystics heal HP and Envoys heal SP.

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            After a short rest, Mincey bounds up to the entrance of the complex and examines the door.
Spending 1 RP to restore SP
Perception: 1d20 + 4 ⇒ (1) + 4 = 5

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Ah, thanks, Entropy. I had not made that connection. TIL.
Lemme see in there, cuz.
Naboh follows Mincey and peers over her shoulder.
Perception: 1d20 + 4 ⇒ (15) + 4 = 19 Darkvision 60ft

| GM Cellion | 
 
	
 
                
                
              
            
            Mincey and Naboh peer through the busted door. Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing hard rock and patches of ice. Two doors, one to the north and one to the south (map left and right, respectively) lie sealed shut on either side of the chamber. Looking straight ahead from the entrance, a worn and faded mural depicting a dragon in flight dominates the far wall.
Naboh also notices what appears to be a security camera attached to the center of the 20ft high ceiling and protected by a transparent aluminum enclosure. Contrary to initial impressions of the site, the camera blinks with a red light, indicating that it still has power.

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            "Well, don't seem ta be much in dis room." Mincey says, heading inside. The ysoki takes another look around.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
She shrugs. "Shall we try da door on ritez or on da left?"

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Don't matter to me.
Naboh glances around for some way to block off or disable the camera. Failing to find anything, he waves at the camera and moves to the left.

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            Skeek will also spend 1 RP. I take it mystic healing does not apply to drones though? :( I can spend 10 minutes to repair 1 HP to Spider-Pig.
Skeek sends the next 10 minutes working on Spider-Pig. He installs the weapon fusion on Spider-Pig's laser.
"Damm, Spider-Pig, you got ice in your actuators! You need to be more careful!"
Once inside the new structure he looks around at the debris.
"Whoo-eee! Wonder what happened in here? A fight, maybe?" He looks up at the camera, then over at Naboh.
"What do ya think, think we can patch in to the network through the camera? How do we get up there?"

|  Entropy 002 | 
 
	
 
                
                
              
            
            Entropy 002 walks up to the camera and lifts it's hand. A symbol of the Starfinders lights up glowing brightly.
"We are Starfinders. We were tasked with discovering the fate of the former inhabitants of this base."

| Keskodai - Iconic Mystic | 
 
	
 
                
                
              
            
            "Yes, really looks strange here. Why was everything abandoned?! Did they have no choice? Oh no!! No choice!!! Keskodai says and then he starts praying for those that did not make it out and died in this long-forgotten place.

| GM Cellion | 
 
	
 
                
                
              
            
            @Goggles: Yep, sadly normal healing magic is ineffective on drones.
As Entropy shows its holographic Starfinder insignia, the security camera swivels in its enclosure to follow the movement.
Naboh inspects the door to the north (map left) and sees that it seems to be made of heavy steel and sealed shut. A "state-of-the-art" control panel allows manual entry of an override combination, or it would... if 200 years of environmental wear and tear hadn't abraded down its touch interface. As is, a skilled engineer could try to pry off its faceplate and bypass the 200-year-old security.

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            First we want to hack into the network the camera is on.
"Anybody got a ladder? Or maybe some climbing gear? A rope maybe?"
Is there anything that a rope could be secured to up there? Skeek could have Spider-Pig climb up, but Spider-Pig doesn't have hands. But Spider Pig has STR 14 and could probably carry Skeek...

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            "Dairs da tall andsdroid that yu could standz on top uv." Mincey suggests, pointing at Entropy.
Once it seems that Skeek is ready to attempt his hacking, Mincey suggests, "Lemme lendz ya a hand dair, Goggey!"
Computers (Aid Another): 1d20 + 6 ⇒ (16) + 6 = 22
Engineering (Aid Another): 1d20 + 8 ⇒ (1) + 8 = 9
If she needs to, Mincey can try to climb up to help access the camera.
Athletics: 1d20 + 4 ⇒ (6) + 4 = 10

| GM Cellion | 
 
	
 
                
                
              
            
            3d6 ⇒ (3, 6, 4) = 13
With a bunch of peeling or busted ceiling panels, there are plenty of places to secure a rope to. As Goggles inspects the security camera, he notes that the camera is inside a transparent aluminum enclosure that is welded to the ceiling. Getting access to the camera is not impossible, but would be challenging.
-----
As you all discuss ways to proceed, you start to hear a low grinding sound and feel a vibration coming through the walls. With a rusty creak, a small panel opens up on the eastern side of the room where the dragon's mouth is on the mural. A stubby, large bore laser rifle pokes out of the opening and fires at 1d4 ⇒ 2 at Naboh! The bright red laser streaks out and strikes the ysoki right in the chest. Dealing 13 points of fire damage! After firing, it retreats smoothly back into the wall and you hear the audible crackling of its ancient power circuits as it begins to recharge.
At the same time, from elsewhere in the complex, a loud siren begins to sound. It seems your presence has been noted.

|  Rizzit "Mincey" Kibbel | 
 
	
 
                
                
              
            
            "Datz not good." Mincey mutters, when she spots the laser.
Seeing the amount of energy that the weapon poured into the ysoki, she cries out, "Naboh!", jumps down and rushes to Naboh's side. Realizing that there is nothing she can do, she turns to Keskodai and shouts, "Medric! We needz a medric ovah heer!"
Turning to Skeek, she asks, "Goggsey! How much time duya t'inks weeze gotz until dat t'ing starts firin' at wunna us again?" Mincey scans the room looking for something to provide some cover while Naboh's wounds are tended to.
Perception: 1d20 + 4 ⇒ (5) + 4 = 9
Engineering to identify way to compile debris to provide cover: 1d20 + 8 ⇒ (4) + 8 = 12

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Yeouch! I'm glad I spent the RP to restore SP!
Naboh grunts as the laser rifle hits him and nearly drops him to the floor.
We gotta get out of this place! Somebody open a door!
SP 0/6 HP 1/8

|  Devi Kadel | 
 
	
 
                
                
              
            
            First, I apologize for such rare posts - I am in another country, it's hard:) Monday I will be in the normal mode. Second, I hope I've recovered my stamina too.
With a curse, Devi rushes to the right door and trying to open it. ”Open up, you damn old piece of iron!” If it doesn't work, she'll pull out her shadow blade, stand next to the trap, and try to break it at the time of the shot or... take the next shot in herself.

|  Entropy 002 | 
 
	
 
                
                
              
            
            Entropy 002 stares at Naboh. "Can you not open the door? Or disable the gun?"
Entropy 002 will then stand in front of the dragon's mouth blocking the laser.
"Hurry."

|  Skeek "Goggles" Paizano SFS | 
 
	
 
                
                
              
            
            "I'll try and work on the door; you guys try piling this debris from the floor in front of that hole!"
Engineering: 1d20 + 10 ⇒ (1) + 10 = 11
"Dammit! My acoustic spanner just jammed! Naboh, a little help? Stand behind me if you want."

|  Naboh Berrnshaw | 
 
	
 
                
                
              
            
            Naboh retrieves a serum and injects it into his thigh.
Mk 1 Healing: 1d8 ⇒ 6
SP 0/6 HP 7/8 RP 3/4

| GM Cellion | 
 
	
 
                
                
              
            
            Ouch on those engineering rolls.
Mincey gathers debris to create some cover, but in her haste to protect Naboh from another shot, her improptu barricade collapses mid-way through. She does notice (now that the laser has fired once and drawn your attention) that there appear to be a number of pinhole openings in the wall on the eastern side of the room. From the look of them, they seem to contain old-fashioned motion sensors that are used to help target the laser. If they were blocked by debris, the laser would be useless! (Engineering to disable)
Goggles uncharacteristically fumbles his tools, but manages at least to pry the security panel on the door open. Inside, the crude and ancient wiring looks reasonably simple to disable... at least it would be with a non-jammed sonic screwdriver acoustic spanner. 
Devi, to correctly time your blow to happen in time to disable to laser rifle, you'll need to roll me an Engineering check. Think of it as listening to the laser coil charging and anticipating when its ready.
The loud siren blocks out most of the sound of the laser recharging, but you can tell that there's still time to get the door open or to disable it, or both. (You can make another round of checks before you have to worry about the laser firing again)
 
	
 
     
    