
DoubleGold |

Okay, so starfinders reach the eye of the storm. They must cross a bridge to get to building number 2 and either wait in building 2 or go into building 3 where the lost native is.
I need three things from everyone.
1. 5 fort saving throws. DC 10, failure means you take 1 piercing damage.
2. An Acrobatics check dc 10 to cross the bridge or an athletics check dc 17 to jump across the bridge as this is low gravity. You get a +2 bonus to acrobatics if you go slow, though I will need 2 checks instead of 1 if you go slow.
3. Your decision as to whether you decide to wait in building number 2, or head from building 2 to building 3. If you wait in building number 2, you will get bonuses to those fort saving throws, which I will add in. Certain ones apply, certain ones don't, it all depends upon when you reach building number two and other stuff.
4. For those of you who decided to head to building three, make an engineering or medicine check dc 13 to get the debris and stuff off the native without injuring him. Otherwise, if you don't have those skills, wait it out in building number 2
I will then post a synopsis story of what happened.

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Here we go:
Save 1: 1d20 + 4 ⇒ (7) + 4 = 11
Save 2: 1d20 + 4 ⇒ (11) + 4 = 15
Save 3: 1d20 + 4 ⇒ (13) + 4 = 17
Save 4: 1d20 + 4 ⇒ (1) + 4 = 5
Save 5: 1d20 + 4 ⇒ (8) + 4 = 12
Acrobatics: 1d20 + 1 ⇒ (15) + 1 = 16
Head to building 3
Over the comms Stra-Der calls "I-uh, there's a nufriend four-legged wolf here . . . he looks kinda hurt. He's pinned under something, and I don't want to hurt him by moving it without knowing what I'm doing. Tell me what to do and I'll go allsix, gree?"

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Save 1: 1d20 + 1 ⇒ (17) + 1 = 18
Save 2: 1d20 + 1 ⇒ (20) + 1 = 21
Save 3: 1d20 + 1 ⇒ (20) + 1 = 21
Save 4: 1d20 + 1 ⇒ (5) + 1 = 6
Save 5: 1d20 + 1 ⇒ (12) + 1 = 13
Acrobatics: 1d20 + 4 ⇒ (11) + 4 = 15
Building 3
Engineering: 1d20 + 7 ⇒ (10) + 7 = 17
"Stra-Der, here help me move this beam, be careful how you lift. You have to lift it just here, and move this direction to keep more of this from falling on this Auman. Be careful and ask me for the next step. We don't want anything else falling on him, gree?"
SP: 0/5 First Piercing damage, now this piercing damage

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Fort/DC 10/Save 1: 1d20 ⇒ 10
Fort/DC 10/Save 2: 1d20 ⇒ 17
Fort/DC 10/Save 3: 1d20 ⇒ 4
Fort/DC 10/Save 4: 1d20 ⇒ 15
Fort/DC 10/Save 5: 1d20 ⇒ 13
Taking 1 damage.
How far across is the bridge? Can I use my jump jets, 30 foot leap? If not, here's Acro...
Acrobatics/DC 10: 1d20 + 1 ⇒ (14) + 1 = 15
Hearing Stra-Der and Tik, AMOSU moves to the building with the injuried being. "Allow me to offer assistance." AMOSU moves to aid in removing the the debris.
I think Tik nailed it but if we need multiple successes...
Engineering/DC 13: 1d20 + 9 ⇒ (12) + 9 = 21

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Fort saves: 1d20 ⇒ 18, 1d20 ⇒ 7, 1d20 ⇒ 12, 1d20 ⇒ 10, 1d20 ⇒ 11
Esar approaches the rickety bridge, and bolts across at top speed.
Acrobatics: 1d20 + 12 ⇒ (6) + 12 = 18
Having heard his allies, he proceeds to building three. "Ok, let me see what I can do to help." He puts on his headphones and starts to move as much debris as he can with all four of his arms. He seems to have some idea as to what to do, but not much. He seems unsure of his every move.
Engineering...?: 1d20 + 3 ⇒ (20) + 3 = 23
However, he somehow gets extremely lucky and figures out exactly which pieces to move when.

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Fort: 1d20 + 3 ⇒ (3) + 3 = 6
Fort: 1d20 + 3 ⇒ (1) + 3 = 4
Fort: 1d20 + 3 ⇒ (16) + 3 = 19
Fort: 1d20 + 3 ⇒ (2) + 3 = 5
Fort: 1d20 + 3 ⇒ (4) + 3 = 7
Acrobatics: 1d20 + 1 ⇒ (1) + 1 = 2
T-shirt Reroll: 1d20 + 1 + 1 ⇒ (8) + 1 + 1 = 10
Helper does not stop at building 2. The purple blur keeps running to building 3.
"Helperr can help!"
Medicine Aid?: 1d20 + 5 ⇒ (5) + 5 = 10

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Tchisk does his best to make it through the storm without getting blown away
Fort: 1d20 + 1 ⇒ (15) + 1 = 16
Fort: 1d20 + 1 ⇒ (19) + 1 = 20
Fort: 1d20 + 1 ⇒ (17) + 1 = 18
Fort: 1d20 + 1 ⇒ (18) + 1 = 19
Fort: 1d20 + 1 ⇒ (6) + 1 = 7
He tries to make it across the bridge.
Acrobatics: 1d20 + 1 ⇒ (2) + 1 = 3
Tchisk has trouble crossing the bridge, but redoubles his effort.
Acrobatics: 1d20 + 1 ⇒ (20) + 1 = 21
After finally making it to the other side, he goes to see about the other location.
Engineering: 1d20 + 11 ⇒ (15) + 11 = 26

DoubleGold |

All the heroes make it across the half torn, half slippery bridge safely. Asmoso, it is low gravity, so jump jets giving you 30, would give you 90, you can almost diagonal cut to the 3rd building, but not quite. As the wind and meteors kick up heroes double their efforts and nobody stops at building two as they all know how to help.
tchisk reflex: 2 + 1d20 ⇒ 2 + (4) = 6 He falls taking dmg: 1d3 ⇒ 1, as low gravity he takes less but then gets out, as he can easily jump out that 20 to acro gets transfered to 20 to athletics to jump out of the crevasse and onto the area.
They then help out the explore getting the debris off him without cutting him.. I was exploring the area and hoping to learn more about the exile, trying to beat the storm, but was caught in the area, thanks.
Heroes then make it out of the storm. You may now take a short rest If you have nothing else you can do with your RP it is recommended to do so now.

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I'm fine. Could my character stay with the group for the ten minutes and not get the stamina back?

DoubleGold |

Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The door to the west sits halfway open, leading outside. The doors to the north and south remain securely closed.
Map is up, slide 1, top of the page.

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"Agreed Stra-Der, there could be a number of potential threats. The natives did warn of 'shooting fire', which could entail any number of automated explosive or pyrotechnic weaponry." AMOSU begins aiding in searching for any signs of weapons or technology in the building.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

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Tchisk goes to the nearest door and starts to investigate it. Opening it, if he can.
Perception: 1d20 ⇒ 19
Engineering: 1d20 + 11 ⇒ (9) + 11 = 20

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Esar takes off his headphones, and draws his weapons (guns in top hands, swordcane and baton in bottom hands) as they go. He starts looking around, his eyes wandering around the room. "Someone did NOT have a good day."
Perception: 1d20 + 7 ⇒ (4) + 7 = 11

DoubleGold |

Heroes decide to move south and hear nothing and after Tchisk opening that door, see nothing. They are in the Hydrophonics room.
Rows of greenery line the southern and northern spaces of this fifty-foot-wide circular chamber. Curved plastic walls lead up to a transparent ceiling, partially obscured by chunks of random debris atop it but still clear enough to admit sunlight. Doors exit the area to the north and east. Now where, now what? Edit: Don't worry, humanoid enemies will not move unless you trigger an alarm, and if that is the case, they will come to you, so don't expect to see enemies via backtracking.

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AMOSU takes a moment to observe the plant life, trying to determine if it is native to this world or another. He also continues to look for any active technology or control systems.
Perception/Search: 1d20 + 5 ⇒ (12) + 5 = 17
Life Science: 1d20 + 8 ⇒ (1) + 8 = 9

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Take some samples to see if there's any changes to the plants.
Look around the room for anything of interest.
Perception: 1d20 ⇒ 1
Go to the next door and open it.
Perception: 1d20 ⇒ 13
Engineering: 1d20 + 11 ⇒ (16) + 11 = 27

DoubleGold |

Amoso knows they are plants, it might even be man eating plants, just kidding, they are plants.
Tchisk takes some samples of the plants and no immediate changes obviously, but hours or days from now there might be.
The Starfinders head into the security center.
Panels of electronics wrap around this thirty-foot-wide circular room. The steady hum of energized computers gently drones, while lights rhythmically flash on and off. Monitor screens display live images of various rooms throughout the outpost. Door exit to the west and north.
With a computers or mysticism check, you can access some security stuff.

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Seeing the control consoles AMOSU takes a station. "Perhaps I can learn more about this facility. A moment please." It beings trying to access the system.
Computers: 1d20 + 9 ⇒ (18) + 9 = 27

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Helperr jumps at the word 'help', "Ooh! Helper wants to help!" Helperr rushes closer only to realize that he cannot and gets sad again.

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Esar starts looking over AMOSU's shoulder, and starts to try and investigate the controls.
Computers: 1d20 + 5 ⇒ (9) + 5 = 14

DoubleGold |

The heroes are able to access the cameras by hacking the computer or by figuring it out. You see the exile on screen. You also deactivate a security system.
You know now where the exile is and the outsider security guards are. They have been marked on the map You can see the other rooms, but nobody in them, though you can't tell what the rooms have in them treasure wise, trap wise, or anything else, just that there is nothing moving in those rooms.
Nothing else here, now, where?

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"I dunno... I'm not sure how much I like the idea of leaving rooms unexplored behind us. Maybe we should check them out before continuing. Also, there might be stuff in the other rooms." He follows, but pauses by the other two doors.

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"Agreed New Friend Esar." AMOSU observes the Skittermander and others to see if it is using the term appropriately, "We continue to maintain surprise, and with security disabled should be able to do so for some time. Further exploration might yield other resources to secure a successful outcome."
AMOSU readies its Pulsecaster Rifle, making sure that the fire safety protocols are updated to include the team. "Is our intent to capture the Exile and guards? Are we able to identify the species of the guards?"
AMOSU will try to id the guard creatures... But it doesn't have Mysticism which I think outsiders fall under?

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Physical Science: 1d20 + 8 ⇒ (17) + 8 = 25
Mysticism: 1d20 + 5 ⇒ (20) + 5 = 25
Medicine: 1d20 + 4 ⇒ (17) + 4 = 21
Tik looks at the monitors specifically at the guards for a bit.
He then rattles off the pertinent details about the races/characteristics of the Exile's guards.
DoubleGold, don't mean to be presumptuous here so if 20+ isn't enough to identify these folks, straighten me out :)

DoubleGold |

Heroes go through the all other rooms and they find
four mk 1 serums of healing, two basic medkits, and four medpatches; and lots of credits.
Tik Carlyl knows the exile is a mystic humanoid, but he is unique so he doesn't know any more than that. They can all tell he has a thunderstrike sonic rifle and a tactical dueling sword and his species of humanoid has no weaknesses or resistances. The security guards he can definitely id.
OUTPOST SECURITY (2) CR 1
N Small outsider
Init +2; Senses darkvision 60 ft.; Perception +5
DEFENSE HP 20 EACH
EAC 12; KAC 13
Fort +5; Ref +3; Will +1
Immunities elemental immunities
OFFENSE
Speed 20 ft.
Melee slam +9 (1d6+5 B)
TACTICS
Use the tactics from Subtier 1–2.
STATISTICS
Str +4; Dex +2; Con +1; Int –3; Wis +0; Cha +0
Skills Acrobatics +5, Athletics +5
SPECIAL ABILITIES
Summoning Graft (Ex) Add a summoning graft to the above
template per the rules for summoning on page 146 of the
Alien Archive. The appropriate summoning graft is listed on
Table 3 on page 19 and is linked to the hiring organization.
This security represents the summoned or programmed
security the organization would have employed.
How do you all approach the last room? Let me know if you intend to take out the other two guards first, or if you want to go straight to the exile

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Esar cracks (all four of) his knuckles. "Let's do this then." He already had his weapons in his hands, and puts on his headphones.

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Tik shares what he knows about the Security goons, thinks through his list of spells, and draws his Laser Pistol.
"If we are going in with direct aggression, pardon me if I say back here with Helperr. Some of those guys can remove may ability to move in a nanosecond."

DoubleGold |

Tchisk opens the door causing the two guards and the exile to respond. So are you the ones that killed the Whelp in space? That was our god, now you will pay.
init: 4 + 1d20 ⇒ 4 + (16) = 20 Esar
init: 6 + 1d20 ⇒ 6 + (11) = 17 Tik
init: 1 + 1d20 ⇒ 1 + (18) = 19 Helperr
init: 2 + 1d20 ⇒ 2 + (1) = 3 Stra-der
init: 2 + 1d20 ⇒ 2 + (18) = 20 Tchisk
init: 1 + 1d20 ⇒ 1 + (13) = 14 Amoso
init: 2 + 1d20 ⇒ 2 + (9) = 11 security guards
init: 2 + 1d20 ⇒ 2 + (1) = 3 The exile
init: 2 + 1d20 ⇒ 2 + (3) = 5 the security guards in the other room, they will hear this and respond after round 1 is done, so on their turn on round 2.
All heroes except Stra-der are up, map is up

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Esar narrows his eyes at the guards in thought. "Hmm. Is not paying an option? 'Cause I would much rather just skip the whole "paying for what we did" part, if possible." He puts his headphones over his ears, and you can faintly hear screaming and distorted guitar coming from them. He runs into the room, and does a flip as he runs in, firing one of his pistols at one of the guards while midair.
Static Arc Pistol: 1d20 + 4 ⇒ (11) + 4 = 15, Trick Attack, Acrobatics (DC 20+CR): 1d20 + 12 ⇒ (9) + 12 = 21, Pistol Damage: 1d6 ⇒ 5, Trick Attack Damage: 1d4 ⇒ 3

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AMOSU moves into the room behind Esar. As it raises its Pulsecaster,"Out of respect for all sentient life I offer all of you this opportunity to surrender."
Once it can see the Exile, it locks its targeting system.
Two move actions, one to enter the room and one to active combat systems.

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Tik sneaks forward looks in the door and throws (casts) Grease in front of the door, under the other guard.
not sure where Tchisk put his..
"That should trip up any re-inforcements"
Grease duration = 1 minute... 10 rounds?