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Goose lets the faces of the group gather the info and jockey for position with the rights to the movies and press releases. He does, however, listen carefully and take meticulous notes about the information provided.
When the meeting concludes and he feels the right questions have been asked and answered, he simply nods his head.
As they pose for the team shot, Goose plays a funny trick and uses all of his quick disguise tools to make himself look like Big Jim. He gives a big thumbs up to the camera and says "Gonna be a big adventure boys, amiright?" while displaying a many-toothed grin. The vocal modulator works like a charm.
Disguise check: 1d20 + 13 ⇒ (18) + 13 = 31

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"I have not considered having a persona. I will have to think about that."
Faction - Improved Wayfinders
Promotional - Volunteer T-Shirt re-roll
Slotless - Marked Field agent, Starfinder Society Care Package- Spell Gem Cache, Qabarat University Admittance

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"That was good - hmmm - that opens a few opportunities, a 'Big Jim' franchise!"

GM Bret |

Sounds like you are taking the Drake. Would someone like to put together the ship sheet with the boons applied?
My understanding is that you can have up to three copies of Defender of the Fleet as a group, once for each of the options: Computers, Engines, Weapons,
You gather your things and board the Drake that the bay crew have prepared for you. A few of the bay crew ask for autographs from Big Jim, Ivok and Antoine. The whole crew asks that Antoine take a picture of them and your group in front of the Drake before you leave.
You are nine days out from Absalom Station when you hit a rough section of drift space. Just as you get past it, you detect what appears to be a wrecked ship with an unfamiliar model of salvage ship alongside it.
You receive a communications hail from the salvage ship, identification is given as Tinkerer’s Path.
Do you wish to talk?

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Yes!
[ooc]Ally: Master ally (mysticism, physical and life)
Starship:Defender of the fleet: Engine.
Personnal:Scoured star survivor
Promotionnal None
Social: faction friend
faction: Wayfinder, improved.
[i will buy the improved faction boon]

GM Bret |

Antoine accepts the communication request from the Tinkerer’s Path.
An insectile beetle-like creature wearing a D-Suit appears on screen. It quickly introduces itself. “This is Captain Xizzvee of the Tinkerer’s Path. I claim rights of salvage to this wreck!”
“Who are you?”

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"Hey Buddy! Get up here! Who or what is that out there?
Buddy - Mysticism - autopass
"That? That's a Fey creature known as a Bulabar. They are well known as the tinkerers of the First World, loving to take apart and reassemble devices in order to discover how they work and frequently fixing any broken devices they come across - probably the exact sort of guest you'd want on Jims Jams" the Goblin walks back away from the bridge with a frog on a leash.
***
"Well a big HOWDY there friend, this is Big Jim from Jim's Jams!" Jim fires a promo reel through the comms to the other ship "Everything ok over there, no one in need of help? Your salvage is your salvage amirite? I'm just curious as I don't recognise the wreckage, but most of all I don't recognise that really interesting recovery and salvage vessel you're are riding in. Need a hand? I have my tools and Buster with me too!"
Jim is excited by the idea of an interesting space-towtruck and has been bored in space too long.
Celebrity (6th)
You are famous enough that pretty much everyone has either heard of you or can quickly find information about you (it’s a DC 10 Culture check to recognize your name and a DC 20 Culture check for someone to recognize you out of context from your appearance alone). Among those who follow your iconic profession, you’ve built up both fans and detractors due to your celebrity. If you’re looking for a generic person like “a doctor who can treat this disease,” you can almost always find one who’s a fan and whose attitude starts as friendly or helpful to you; this takes 2d4 hours. At the GM’s discretion, fans might give you services (although not goods) for a discount or even for free.

GM Bret |

“Big Jim of Jim’s Jam? The one always recommending Bamford tools?”
Xizzvee looks down at something, most likely a screen. After few seconds, they look back up. “I’ve heard of you! I like all the safety tips you give during the show — or at least you did on the three I’ve seen.”
Xizzvee is quite happy to talk about his ship and what he is doing. His crew consists of First World exiles and make a living by salvaging lost or destroyed vessels in the Drift. “Originally it used a First World drive, but with what happened we refitted it with a Drift drive,”
Right now his ship is in the process of stripping what was a civilian liner. The liner was destroyed after a long chase against pursuing vessels. “Would you like the flight data and scans?”
With a Piloting check, you can analyze the flight path. If your character has a chronicle for #1–13: On the Trail of History, you get a +4 to this check.
With a Engineering check, you can analyze the data about the damage to the liner.

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Engineering: 1d20 + 14 ⇒ (13) + 14 = 27
The consoles give a bit of a shudder as Ivok vigorously goes to work looking over the readings from the liner. As he does so he gives a call out to Xizzvee, "Glad to not get in your way. Just looking to see, and happy to here that everyone is in as top shape they can be. I haven't seen many of the configurations myself, but what is a First World drive? That would be a new engine type for me."

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T'kai looks over the flight path. Piloting: 1d20 + 18 ⇒ (17) + 18 = 35

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Seeing the readouts Ivok quickly rises and grips the console, seemingly ready to wrestle it down seeing the bits of the reoccurring adversaries. He releases his hold for a moment as he calms and sends a suggestion to double check the long range sensors. "Jinsul weapons did this. I've seen their damage first hand a few times. I'm used to them attacking military ships, not civilian vessels. I've always wanted to train people to be strong and fight against attackers like this, but they never stood a chance in this ship."
Again Ivok barely holds back from smashing the console. With a few commands he logs the data into the system. "Are you able to find anything from the flight path T'kai? I'm sure data delvers back on station to know about. Might reveal something the jinsul are hiding."

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"Wow Ivok, remember when we were on that Jinsul ship? They had a bunch of experimental weapons they were developing - what a shame they spend all that time and ingenuity simply on working out how to destroy other civilisations."
***
cuts to video
"Howdy folks at home, howdy kids! We're out here in space and we've just come across my nufriend Captain Xizzvee of the Tinkerer’s Path, they are a Bulabar, known as the tinkerers of the First World, loving to take apart and reassemble devices in order to discover how they work and frequently fixing any broken devices they come across which I think is an amazing way to live life"
"Anyhow, as you can see, the Tinkerer's path is doing a salvage mission out there in space so I don't think Captain Xizzvee can let is come aboard, but hey that ship had a First World Drive which is a really cool piece of magical technology, it has been replaced now, but I reckon when I get back from this next production we need to have a Jims Jams special talking about First World tech - maybe Captain Xizzvee can do an interview and maye even give us a tour of their wreck-recovery vessel. Let us know what you think in the comments below. Use promo code XIZZVEE for 10% off your next Bamford order!"
***
"Thanks Xizzvee this is some really interesting stuff, but the nature of the torpedos seems a bit concerning - we're just doing our analysis over here. Let us know if you find anything strange or need a hand - and keep a lazy eye on your radar, I just feel uneasy about it all"

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Compucast spends time scanning both the wreck and the Tinker's Path.
"I too would be interested in learning of the First World engine. The potential for such technomancy to push vessels through other planes is amazing!".

GM Bret |

T’kai is quickly able to trace the stellar coordinates where the chase began as being close to a mostly uncharted world in the Vast called Icefront.
If anyone has #1–13: On the Trail of History on the character you are playing, you can fill the group in
——
“My science officer is on it!”
Looking towards Compucast, Xizzvee explains “In order to effectively use a First World drive, you need to be on good terms with one or more of the Lords of that Realm.” Clicking his mandibles, he then adds “As I said, we needed to replace our drive.”

GM Bret |

You chat a little more with Xizzvee and then are on your way.
It takes another eleven days through the Drift for you to reach your destination of Arat. According to the map fragment, Rasheen's planned first stop was Aratros, an immense gas giant which is relatively far from the system's star.
The Science Officer can attempt a scan now,

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Antoine has.
"Wait... Icefront? I remember this is where we found about the Izelguun! This first race that were part the scoured star incident and this evil corp also... but why? Oh yeah... we have been attacked by Jinsul."

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Big Jim awaits the outcome of the planetary scanning - "Take your time, we're in no rush. Let's see what we're dealing with"
I think a few of us have high computers

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Goose hops over to the computer console, tapping his slender fingers in rapid staccato. "Show me your secrets..."
computer check for science officer scan: 1d20 + 18 ⇒ (19) + 18 = 37

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"Jeepers Goose! I gotta say you show a lot of love and care in your application of skill. I admire your competence and skill with computers, it's always nice to see a true craftsperson at work"

GM Bret |

Goose doesn’t find the beacon’s signal, but he does find the wreckage of a crashed starship on the moon Aratrosim. This is a large moon of Aratros that matches the map description.
He also detects a signal from another one of the moons which immediately vanishes. Someone less skilled might have mistaken it for a sensor glitch, but Goose recognizes the frequency as one used by the Corpse Fleet. The signal disappeared too soon, there was no time to get any more information.
If you wish to know more about Aratrosim, it would be a Physical Science check.

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"We might want to grab battle stations team. Just sighted a Corpse Fleet vessel but it disappeared. We may have company. Oh, there's also a crashed ship on one of the moons. We should check that out when we confirm the threats are clear." offers Goose while simultaneously tapping out more instructions on the console.
Physical Science check on the Aratrosim moon: 1d20 + 18 ⇒ (11) + 18 = 29
Goose tries to recall what he can of the moon.
The operative then shares all of the details of his findings on the starship displays.

GM Bret |

Aratrosim as a cold moon with an icy crust over its large oceans. The crashed ship is located on a rare rocky outcrop that rises above the ice crust. The planet is cryovolcanic, the surface can erupt with a combination of freezing liquids and ice that can be deadly, especially if the victim gets caught in the middle of such a blast. Goose realizes that the moon is not cold enough to produce this activity naturally.
The moon is low gravity with thick cloud cover, icy terrain, severe cold and a thin atmosphere. The environmental systems in your armor will be able to protect against the cold and provide breathable air.
Dress warm, and a Mysticism check to try and figure out why there are Cryovolcanoes here.
Having gained the information above gives a +2 Insight bonus to Survival checks on the moon.

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Goose zooms in on the cryovolvanoes on the moon, showing everyone the dangerous feature. He strokes his whiskers while pondering the phenomenon.
"The planet isn't cold enough to cause these eruptions. Something is strange here..."
Can I take 10 or 20 on the Mysticism check on cryovolvanoes? My skill is at +14

GM Bret |

You are not under any time pressure so you can take 10.
This is a Recall Knowledge check, so you would need access to an information network or downloaded data set.
I don't see a Library Chip or something like that on your profile.
I am going to assume you Take 10.
Goose thinks about it a little bit, and double checks a couple of scan readings. He realizes there must be some sort of elemental planar connection causing the cryovolcanic eruptions.

GM Bret |

Light from the distant sun and the dark turquoise gas giant Aratros cast the planet in blue-green twilight. It reflects from deep cracks in the icy crust so that in places the moon appears to glow from within. Stars shine in the patches of sky not obscured by blue-gray clouds. Fog wafts in a column from a distant hill. The thin air is eerily quiet, with no wind.
Big Jim unloads his truck while the rest of you prepare for the journey.
I need a Survival check from the group to navigate to the crash site.
I need a Perception check from each character as you travel.
In the meantime, the GM is going to do some reading since the scenario did not anticipate the use of a vehicle. Amazing how many assume the group doesn't have one!

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Goose is mildly proficient when navigating strange new worlds.
His skills are passable, but he'd rather not put the burden of the team's survival squarely on his shoulders, especially if others are more capable.
Aid another with Survival skill check: 1d20 + 11 ⇒ (6) + 11 = 17
While preparing to depart the relative safety of their starship, Mon pushes his senses outward, letting his instincts and training alert him of any potential dangers.
Perception skill check: 1d20 + 14 ⇒ (11) + 14 = 25 +1 if Perception is a visual check

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Ivok shifts within the truck as it moves along the frozen landscape. Ivok takes a few moments on the journey to stretch and try to move in the cold weather.
"As much as I enjoy your vehicle Jim, it makes me miss all the long distance hiking and running I get without out. I'm out of my seat of the ship and into the car. You are making me hope we get attacked sooner than later so I can get some exercise in."
Aid Another with Survival: 1d20 ⇒ 2
Perception: 1d20 ⇒ 7

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Jim unpacks the 'Big Jim Truckster™' and grunts in appreciation as it hums to life and hovers off the ground on its anti-grav engines. Once he has done a last radio check on the planetary comms he gives the thumbs up. The beefy truck has sufficient room for Big Jim and a whole entourage.
"This sure beats walking. Really amazing how the Starfinder Society keeps sending us to annoying planets where the only decent place to touch down our space transport is always 20 miles each way in the snow away from where we need to be - and besides I needed a promotional vehicle, hence the truckster. Parts cost me a bit, but I bulit it with my own hands, oh and Busters hands too of course. Can't wait until I save up for a helicopter."
Yep, my beef with the Starfinder design team is that they keep making scenarios which are just Pathfinder ones in a space-opera wrapper. We have long range weapons where we can reach out and touch people from a mile away, so they make every encounter fit in a 30' engagement range. It's really noticeable.
Survival 1d20 ⇒ 15
Perception 1d20 + 10 ⇒ (16) + 10 = 26

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Compucast peers out from the relative comfort of the back of Big Jim's mobile parts emporium.
"Now this is travelling!" he says, while trying to make out what he can of the elemental connection that the moon has.
perception: 1d20 + 9 ⇒ (1) + 9 = 10
However the technomage is a little too distracted by his combination of ongoing magical and technological scans of the moon to really notice much else.

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Antoine enters the truck and takes picture of the environnement.
aid survival: 1d20 + 1 ⇒ (1) + 1 = 2
perception: 1d20 + 11 ⇒ (7) + 11 = 18

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T'kai takes point in leading the group. Survival: 1d20 + 10 ⇒ (14) + 10 = 24
Perception: 1d20 + 20 ⇒ (15) + 20 = 35

GM Bret |

1d100 ⇒ 15
T’Kai looks over the map created from Goose’s scans and charts a course. After some discussion, the rest of you agree that is the best route across the cryovolcanic field to the crashed ship.
While Big Jim is driving he, Goose and T’Kai each see instances of glowing blue lights beneath the thick ice. T’Kai actually spots it on two different occasions. Other than the color, you really can’t tell anything more. You have no reference points to judge size nor luminosity and the ice obscures any details.
After about 30 minutes, the ice below you suddenly erupts!
Cold damage: 4d6 ⇒ (3, 3, 4, 3) = 13
Reflex save for everyone with +4 for improved cover.
Big Jim, since you are driving please give me a second Reflex save for the vehicle. Use your bonus, but no Improved Cover.

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Reflex Save: 1d20 + 5 + 4 ⇒ (5) + 5 + 4 = 14
I will assume that fails.
"Where are those lights? I can't see too much through all of this snow." Ivok cranes his head out of the vehicle and takes the explosive blast of cold.

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His mind on the mystical research, Compucast reacts too late as the cold explodes beneath their vehicle...
reflex: 1d20 + 3 + 4 ⇒ (3) + 3 + 4 = 10
Luckily his armor is equipped for this, and auto-regulates away some of the oppressive cold.
Cold resistance 5, handy!

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Goose's heightened and augmented reflexes kick into gear to avoid the cold damage.
Reflex save: 1d20 + 10 + 4 ⇒ (4) + 10 + 4 = 18
The comfort of the ship and the strange environment may have lulled him into a false sense of security.

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Jim 1d20 + 8 + 4 ⇒ (7) + 8 + 4 = 19
Truckster 1d20 + 8 ⇒ (4) + 8 = 12
Buster 1d20 + 6 + 4 ⇒ (7) + 6 + 4 = 17
"Wowsers!"
Jim looks for a clear piece of terrain, ready to hit the gas and power out of what could be an ambush.

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Reflex: 1d20 + 6 ⇒ (13) + 6 = 19
"Look at those lights,"yells out T'kai as he points out the the bluish light under the ice.

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A bit rattled, T'kai asks, "everyone alright? We still good to continue on?"

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"Thought it was an ambush, looks like it was just a geyser. I suppose we could find a quiet spot to stop for a break and clear out some of the water that got in things - take me about ten to fifteen minutes to get the fluids out of the powertrain couplings"

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"If there has been one geyser, there may be others. I suspect this is not a safe spot to stop and rest." notes Compucast.
"Let us get off the icefield to somewhere more secure before making that decision. " He looks around. "It is chilly, but noone is badly hurt. We should press on."

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"Gotta be some hard standing around, we'll just keep cruising til we find it. I wonder how far we have to go now?" Jim checks the route as he keeps his foot on the accelerator.

GM Bret |

You have another hour and a half to go, almost all of it over the ice field.
You move out without resting. You only travel for about 30 minutes before you get caught in another geyser! This one is much bigger.
Cold Damage: 4d6 ⇒ (6, 5, 6, 5) = 22 Ouch! I said bigger because of the damage roll.
Same Reflex saves for half.

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Even with the pulsating lights that warn of impending doom, the geysers are difficult to dodge and pack a punch. Goose does his best to evade the blast.
Reflex save: 1d20 + 10 + 4 ⇒ (19) + 10 + 4 = 33