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Game play start
Dot and delete.

Overseer Tyranius |

First Seeker Elsebo Luwazi clears her throat and makes an announcement to all of the gathered Starfinders as they slowly trickle in. “Starfinders, we stand at the precipice of momentous history, and I want to thank you all for making it possible for us to be here today. The Starfinder Society has spent the last year recovering from the Scoured Stars incident, our greatest defeat in recent history. We are finally ready to return to the Scoured Stars, find out what happened to our missing colleagues and friends, and rescue any survivors we can find. Report to your stations and lend your assistance to our fleet by performing the final preparatory tasks. More instructions will come shortly.”

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A human in a basic set of ceremonial troop plate armor, styled to look like a fairly generic private security guard uniform, pristine as if it were virtually straight out of the box. He walks around, glancing at the comm display on his wrist. "Yeah, report to your stations ... and that would be?" He frowns, letting out a slight sigh, as he tries to follow the new set of orders to his station. "I was supposed to be reporting to my orientation session ..." he mutters.

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A compactly-built human of medium height in brightly colored freebooter armor claps the other human on the shoulder. "They'll let us know soon enough, hey? Looks like you've got the same duty station I do. Don't fret the orientation--I can show you the ropes. By the way, I'm Jim Patterson the 62nd, give or take."

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He nods. "Thanks. Name's Wilson." He follows Patterson to their mustering station.

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"At long last, the hour has come." ponders an elderly ysoki, dressed in robes adorned with a sun motif as he stands solemnly looking out a viewing portal. The solitary figure pensively tugs at a few graying whiskers among his red fur. "It has been some time since my students departed for the Scoured Stars. Now, after considerable effort, I find myself retracing their path--their absence acting like a massive blackhole: though I move in a series of eccentric orbits, their unceasing pull tugs me slowly, yet inevitably, toward their direction."
Noting the arrival of the two humans, he mutters to himself, "It seems that those here with me also, have much still to learn. Perhaps, that is why the stars have brought me to this place now."

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An exotic plant-like alien reports for duty, an ornate spear in one hand, and an armload of personal equipment in the other.
I am hopeful I have shown up not only on time, but also at right location. You may all call me Brook. I am pleased to be of assistance.
Brook appears to be overwhelmed at the moment, but he continues through his checklists at his duty station.

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After a long voyage through the Drift, the bulk of the Starfinder fleet has arrived at the outer reaches of the Scoured Stars system. Several immense carriers form the core of the fleet and contain docked transport ships, fighter craft, and scout vessels. Each of the stored ships contains armor, weapons, provisions, and other equipment. There is an almost palpable feeling of tension and excitement as hundreds of Starfinders aboard the central carriers prepare themselves for the mission. Ahead, a shimmering veil of golden energy conceals the three stars known to be within.
Venture-Captain Naiaj, a no-nonsense bleachling gnome, approaches with a datapad in hand. “Do you have all your gear? Are you ready? Good. Now let’s help our fleet get ready for the final journey into the Scoured Stars. But first, tell me your names and what special training you have so we can assign an appropriate task for you to assist with.”
Now is a good time for introductions and any last minute purchases. Also take this moment to slot your Boons. It is recommended to slot the First Skirmish Boon from Starfinder Society: On the Trail of History if you have it. Please post your boons in the Discussion Tab
Venture-Captain Naiaj, Venture-Captain Arvin, and the faction leaders Fitch, Historia-7, Radaszam “The Dealmaker”, and Zigvigix can be seen gathering groups around the ship, assigning tasks to help with the preparations.
You may each visit with each of the leaders if you wish. You can split up or focus on one or two with aid another checks.
* Historia-7 (Diagnostics on the Bridge)- Computers, Engineering, Perception or Profession (Electrician)
* Venture Captain Naiaj (Engine Check in the Hangar Bay)- Engineering, Piloting, or Profession (Electrician or Maintenance worker)
* Radaszam (Equipment Check in the Cargo Bay)- Engineering, Medicine, Perception, Survival)
* Zigvigix (Missile Tube Cleanup in the MIssile Bay)- Acrobatics, Athletics, Profession (Maintenance worker)
* Venture-Captain Arvin (Morale Boost just outside of the Bridge)- Bluff, Diplomacy, Profession- relevant skill, Sense Motive
* Fitch (Threat Analysis in the Science Lab)- Engineering, Life Science, Mysticism
I will post them in order. Once someone had made the max roll I will move to the next Leader

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"I am Hamato Yoski, though my students refer to me as Master Filament. I am trained in the arts of the solarian. Though, I have brought some gear with me, I endeavor to make myself into the tool or weapon I need at any time. Like a star, powered by it's own process of stellar fusion, I seek to be self-reliant on my own inner energies." he explain to the venture captain.
Master Filament decides to first see his fellow ysoki, Fitch.
"The threats posed both in space and on planetary bodies are as nearly infinite as the stars themselves. Please allow me to offer some insight into what the prior expedition likely encountered and what we ourselves may very well face." suggests the aged solarian.
Mysticism: 1d20 + 6 ⇒ (19) + 6 = 25

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Ok we will go backwards :)
Fitch
Her nose and whiskers twitching, Fitch, leader of the Wayfinders, reads something on a large screen in the science lab while her children operate other consoles and devices. “Hey, can you help me with something? What we have here is a database built from references to creatures in travelers’ logs and fragments of communication signals that were sent from the Scoured Stars before the force field appeared. Sift through the info and take notes on what kind of threats we might face.”
Fitch then pats one of her nearby children on the shoulder. “See this red guy here, Kirkath? Your notes should be: This is a balor demon, if you see one… RUN!”
Master Filament quickly dives though the notes provided by Fitch. She smiles as she watches the solariain at work. After a few minutes of investigation Master Filament gets all that can he had from the sample
You gain the following boon for the adventure
Threat Analysis in the Science Lab
Easy: Going through the information gives the PCs a good idea of what type of monsters they might face: misshapen abominations, carnivorous plants, dead things, megafauna, robots, terrible extraplanar beings, and worse. The PCs can reroll one check to recall knowledge about any creature they encounter within the Scoured Stars.Average: Once during the adventure, the PCs can instead activate this reward to gain a +2 bonus to each of their initiative checks for that encounter. Unlike most rewards, they can choose to do this after rolling initiative but before the combat begins.
Hard: When the group fights something they’ve identified with a skill check using the recall knowledge use of that skill and the party activates this reward, each PC gains a +4 bonus to their initiative check instead of the +2 bonus for activating this reward.

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Venture-Captain Arvin
Venture-Captain Arvin briefs you in the access corridor just outside the bridge. “Many Starfinders, especially newer recruits, fear what might await us in the Scoured Stars. Talk to your colleagues and see if you can lift their spirits. You have my permission to be creative— pep talks, jokes, or playing some music through the comm system are each valid options.”
Skills for this check: (Morale Boost just outside of the Bridge)- Bluff, Diplomacy, Profession- relevant skill, Sense Motive

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A white-skinned android rushes onto the starship’s deck in a light armor whose dark-coloring provides a sharp contrasts to his ‘flesh’. Eyes firmly glued to a data module attached to his wrist, he almost runs headlong into the oakling. Oh, sorry. Didn’t see you there; well I did, but thought you were a furnishing at first. Running a bit late – had to finish processing mineral composition analysis for the Diasporan asteroids. Darin looks around at the hive of activity all around the starships. Suppose that should wait, given circumstances.
Oh, the name is Darin. he adds almost as an afterthought.
As Venture-Captain Arvin asks Darin and the others to provide encouragement, the android pauses, uncertain. Gazing out at the assembled green recruits, he begins fiddling on his datapad. Do not worry agents. The last excursion to this system was less than optimal. But we have learned from those past errors. With more knowledge, and better preliminary preparations, our odds of success are… Darin looks at the calculated number on his computer. He then considers himself fortunate that his white exterior-color makes it difficult to see him pale.
…high
Aiding on a Bluff, unless someone would prefer a different check.
Bluff Aid: 1d20 + 4 ⇒ (10) + 4 = 14

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Ok we will go backwards :)
Reverse order is still "in order", right? (Sorry, I should have read more carefully. It is good to be reminded to so now, at the beginning of the scenario, rather than at the end.)
Aiding on a Bluff, unless someone would prefer a different check.
It appears that Darin may have the best Bluff modifier in the party (at least based on my cursory skim of the profiles (i.e., I did not read them all that carefully. Note to self: See above.
Overall, this party appears rather limited with social skills. Master Filament only has a +2 modifier to Charisma skills.
"Attention, Starfinders. You have all spent considerable time in training, developing your skills and acumen. Now, it is time for the test--a determination of what you have truly learned and to transfer it from the realm of theory into the field of application." declares Master Filament, his tone more that of a lecture than an inspirational speech.
Profession (professor): 1d20 + 11 ⇒ (5) + 11 = 16

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I'm apparently allergic to making characters with social skills, so this should be fun ;)
An android with violet-tinged skin joins the rest of the group on the bridge, straightening his clothing and coughing into a hand. Apologies for my lateness, I had gotten distracted by one of the terminals on my way here...right. Anyway, I'm known as Second-1. Some people call me "Two" also been called "First" which I thought was funny but confused some people. Anyway, sorry I'm late. Did you see the systems they have installed on this thing? Amazing.
Seeing that the task at hand was trying to improve morale, Second-1 takes a comm station and begins Good afternoon Starfinders. As my colleagues have mentioned, this is a time to practice what the Society has been teaching you. The android clears his throat However, I will tell you that those lessons will also be backed by the might and science of this vessel and those in our fleet! These are some of the finest to come from the Society's docks and their systems are potentially the most advanced ever seen in this system!
Prof(Starship Systems Developer): 1d20 + 12 ⇒ (11) + 12 = 23

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Showing off the combined talents of Second-1 and Master Filament you get the rest of the crew gung ho to face the unknown.
Morale Boost
Easy: The overall morale improves, and the PCs can rely on their allies to help them when the going gets rough. Once during the adventure, the group can gain the benefit of aid another (+2 bonus) to all skill checks for 1 round.Average: When using the reward, the benefit applies to both skill checks and attack rolls.
Hard: In place of the reward above, once during the adventure, when the table uses an Aid Token, they get two benefits instead of one, but cannot choose the same effect twice.
Moving on to Missile Bay:
You meet with Zigvigix, leader of the Exo-Guardians, in the missile bay. “Hey! Thanks for showing up! I’ve got a special mission just for you! See those missile tubes? I need them checked to make sure that there’s nothing obstructing missiles from being launched, so could you climb or crawl in and have a look? I’m pretty sure it’s safe and we won’t accidently fire you into space!”
Skills: Acrobatics, Athletics, Profession (Maintenance worker)

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Officer Wilson scurries around the ship, trying to help out but mostly just getting in the way, as the more experienced team members assist before he can get much done. He finally finds something he can help with, clearing the missile tubes out. "Yeah, you gotta keep this stuff clean, that's for sure."
Athletics: 1d20 + 3 ⇒ (12) + 3 = 15
Radazham(Engineering): 1d20 + 4 ⇒ (7) + 4 = 11
Naiaj(Engineering): 1d20 + 4 ⇒ (13) + 4 = 17
Historia-7(Engineering): 1d20 + 4 ⇒ (20) + 4 = 24

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Oh. Hello Zigvigix. It’s good to see you again.
Darin sees the officer scrambles atop the looming missile tubes easily. Deciding his talents are more suited a bit elsewhere, the android squeezes into the tighter gaps to ensure no obstructions are hidden from view.
This is hopefully just a rescue mission, yes? Are we expecting heavy resistance or assault upon entering the system? he calls back to the shirren.
Acrobatics: 1d20 + 9 ⇒ (6) + 9 = 15

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Checking the environmental seals on his armor, despite the shirren's assurances, Master Filament nods and climbs into one of the missile tubes.
Acrobatics=: 1d20 + 10 ⇒ (12) + 10 = 22
"This tube is free of obstruction." he declares.
That's about all Master Filament can help with. He can provide some aid with Perception with two of the remaining faction leaders, but that is it.
Perception, Aid: 1d20 + 5 ⇒ (13) + 5 = 18
Perception, Aid: 1d20 + 5 ⇒ (2) + 5 = 7

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Wilson and Darin with the guidance of Filament quickly and effeciently get the tube ready
Missile Tube Cleanup
Easy: Pleased with the PCs’ efficiency, Zigvigix has some special ordnance loaded in the PCs’ starship. Once during the adventure, the party gains a +2 bonus to any one starship combat attack roll, and that attack does not consume ammunition in the case of a weapon with the limited fire property.Average: When using the reward, all the PCs’ attack rolls during that round gain the benefits of the Easy tier reward.
Hard: In place of the reward above, select any one successful starship weapon attack to count as a critical hit if it hits, even if the die result isn’t a natural 20.
Moving to the Cargo Bay
Radaszam, leader of the Acquisitives, waits for you in the cargo bay. “As you’ve probably surmised, things might get hairy once we’re in the Scoured Stars. Ain’t no glamor in this task, but it’s important—check these weapons, armor, medical supplies, and survival gear, and replace any faulty gear so we all might just make it back home alive.”
Skills: Engineering, Medicine, Perception, Survival

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Radaszam, nice to see you again so soon. Let's have a look at the gear, what do you think about this one?
The Android starts moving through the equipment pointing out potential issues.
Aid Engineering: 1d20 + 8 ⇒ (3) + 8 = 11

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Engineering: 1d20 + 9 ⇒ (6) + 9 = 15
Well there is the problem. Darin says, examine several of the compiled armaments and tossing a few aside. Vectus-class weaponry: efficient, powerful, it solar-powered. And need to be properly calibrated to system’s suns. Which we lack the readings to do.
Use Azimuths instead. Dependable.

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Not enough for all the boons yet, but I will post what you hav right now and move to the next leader. If anyone else is able to aid the engineering or do one of the other checks then feel free to add it
You have done a passable job and Radaszam nods with satisfaction
Equipment Check
Easy: Radaszam thanks the PCs for their help. Once during the adventure, each PC can requisition a weapon with an item level up to the PC’s level for the duration of one mission. The group must use this ability prior to starting a new encounter, and this ability cannot be used during Part 4. The weapon comes with a fully charged battery or full magazine.Average: In addition to the reward above, the PCs can also requisition a single consumable item with an item level equal to the PC’s level. These consumables cannot have permanent effects, and PCs who do not use them during the course of the scenario must return them at the end of the adventure.
You make your way next to the Hanger Bay
Venture-Captain Naiaj takes you to the hangar bay. “All right, let’s get to work. See all these ships here? Work with the chief engineer to check the engines of these transports, fighters, and scout ships, and help her make any necessary adjustments.”
Skills: Engineering, Piloting, or Profession (Electrician or Maintenance worker)

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Darin nods to the bleachling and looks over the closest engineer’s trajectories.
That path’s suboptimal. The fuel burn will make return trips require deceleration, an issue if we are expecting trouble within. Here, perhaps if the jump is set to these coordinates...
piloting: 1d20 + 9 ⇒ (6) + 9 = 15

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This is what Patterson has been waiting for. The human cracks his knuckles and goes to work, running through preflight checks with ease and consummate skill (although the manic expression he gets when sitting at a pilot's console may be offputting). "Here, the engineers have to clean up the engine swivels on these ground combat fliers. See the catch? It'll take an extra half-second to come around when you're pulling out of a strafing run, and that's a half-second you may not have."
Piloting check: 1d20 + 10 ⇒ (19) + 10 = 29

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The Venture captain is very pleased with your skills.
Engine Check
Easy: Thankful for the help, the chief engineer installs a special boost switch in the PCs’ ship. Once during the adventure, the PCs can flip the switch to add +4 to a single Engineering or Piloting check during starship combat.Average: When using the reward above, all the PCs’ Engineering and Piloting checks made during the same round gain the +4 bonus.
Hard: In place of the reward above, the PCs can force the crew of an enemy ship to take a –2 penalty to all Engineering and Piloting checks made during the round. The use of this ability must be declared at the start of the starship combat round.
Lastly you make your way to the Bridge.
Historia-7, leader of the Dataphiles, shows you the carrier ship’s science station on the bridge. “Thank you for your assistance. Once we jump into the Scoured Stars, we will need to scan the system to locate any survivors from the previous expedition. Please check connections and run tests on the ship’s computers to ensure the sensors, comms, and other critical systems are running without glitches.”
Skills: Computers, Engineering, Perception or Profession (Electrician)

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"It doesn't seem that there is much for a simple arborist to do aboard this ship. Still, I shall offer what assistance I can."
"The majority of the universe lies in darkness, offering no light for growth. Yet, a single star can give rise to myriad lifeforms on multiple worlds." counsels Master Filament. "Come, perhaps your perceptiveness can provide aid to Historia-7."
Once the wisened ysoki arrives at the bridge, he assumes the chair at one of the stations, then promptly nods off in it as exhaustion sets in, having been brought upon by his prior efforts.
[Aid to Perception, rolled above, was a fail.

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Brook gives these systems a critical look and points out possible flaws.
perception: 1d20 + 8 ⇒ (15) + 8 = 23
It looks like at least one aid could be applied here as well.
"I'm sure it was an oversight, but it appears those systems are cross wired inappropriately. Perhaps switching the blue and green wires would improve performance."

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The second the android describes her request Darin is already furiously typing away at his data pad. Diagnostics. Simple. Finally a normal task
Computers: 1d20 + 10 ⇒ (3) + 10 = 13
Sadly in his eagerness to get started he misses Historia-7 describes several of the firewall parameters in place here, which causes significant delays as Darin attempts to compile the data

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Assuming my Profession would work and the perception isn't already enough
Second-1 hears the opportunity to put his favorite skills to work and jumps onto the nearest console. Let's give this a look!
Prof(Starship Systems Dev): 1d20 + 12 ⇒ (2) + 12 = 14

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Wilson finally hits his stride helping Historia-7. Maybe I am cut out for this ...
My Historia-7 Engineering roll in my earlier post spoiler was a 24

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The one thing this team does well. Sift data
Diagnostics
Easy: Thankful for the assistance, Historia-7 shares a priority code that allows the PCs to divert CPU power from a carrier to their starship, granting them a +4 bonus to any one Computers check during starship combat. Alternatively, a PC can use this code on a ground mission, allowing that PC to count as being trained in Computers for one check.Average: In place of the reward above, when a PC fails a Computers check, they may activate the reward to reroll the check with a +4 bonus.
Hard: When the PCs use either of the rewards above, they can roll twice on the Computers check, take the better result, and add a +4 bonus to it.
With that completed you are left to prepare yourselves in the next few moments before reaching the final rendezvous point.

Overseer Tyranius |

Suddenly, every screen aboard the Starfinder fleet switches to show nominated First Seeker Luwazi Elsebo standing next to a golden obelisk about two feet in height. Behind her, a large observatory window showcases the Godshield, a shimmering force field surrounding the Scoured Stars system. Luwazi Elsebo slowly lifts her eyes from the artifact and addresses the Society.
“Starfinders, this is the Tear, an ancient artifact some of our most skilled agents recovered during a recent mission. The Tear is our key back to the Scoured Stars—our key to liberating those who were lost a year ago. We are ready, so let’s not waste any more time.”
Luwazi Elsebo speaks a few words in an alien language and the artifact start humming softly. She then traces her finger along the artifact’s surface, and a set of glowing runes appear around the obelisk. The golden field surrounding the Scoured Stars starts twisting upon itself, and massive gashes appear as the force field starts tearing itself apart. As the final shreds of the shimmering field evaporate, Elsebo speaks: “It is time. Good luck, Starfinders. Fleet—activate Drift engines! Go!”
One by one, the ships of the fleet pierce the veil between the Material Plane and others, splashing through space like it was water, and then vanish into the swirling depths of the Drift.
*****
Whisked away through the Drift, the Starfinder Society fleet spreads across the three solar systems that form the Scoured Stars. The ships begin scanning the planets, asteroids, and other objects orbiting the three distinct stars. The fleet’s long-range sensors soon start picking up communication signals, energy signatures, and signs of life. After a quick analysis, the Society has identified a few locations where information on the lost Starfinders is most likely to be found. After nearly a year of waiting, the search for survivors can begin.
GM’s you are now set to start Part 1.

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Officer Wilson buckles himself into his seat, sweating as he watches the screen. He grips the arms of his chair, white knuckled, as the ship's Drift engine hums to life ... then glances around, awkwardly, as he realizes the jump into the Drift is a pretty non-descript experience. "Sorry," he mutters. "First time on anything other than a commercial flight. I don't fly well."

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Patterson grins at the other soldier. "Better get used to it sharpish, mate. Internal gravitics do a fine job most of the time, but there's a little leakage during high-g maneuvers. One of my old Cap'ns, back in the Diaspora, used to joke that in a dogfight there's only the sick and the dead. I know which one I choose."

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Alarms and scanners begin to go off all at once as they try to keep up with all of the information. The Starfinder Society’s fleet has identified five locations where clues about the whereabouts of surviving Starfinders are most likely to be found.
Please refer to Mission List. You can complete and visit in any order.
While in the Scoured Stars system, the Tear resonates with the Drift engines of the Starfinder vessels in unexpected ways; as the massive ships spread out across the trinary system, they create a network that allows individual ships’ Drift engines to make short jumps in a matter of hours.
The Scoured Stars consists of three star systems, Agillae, Bastiar, and Callion, which revolve around a common barycenter. There are one or two missions available in each system as detailed below.
* Agillae: Agillae is an orange dwarf star with five planets, all of which are terrestrial planets in the star’s habitable zone. Recon and evacuation missions 1 and 2 take place in the Agillae system.
* Bastiar: The largest, brightest, and most massive of the three stars, Bastiar is a yellow dwarf star with eight planets—five terrestrial planets, a gas giant with more than three dozen moons, and two ice giants. Recon and evacuation missions 3 and 4 take place in the Bastiar system.
* Callion: The smallest of the three stars, Callion is a red dwarf star with two small, tidally locked planets whose orbits are synchronized so that they are always on the opposite sides of the star. Recon and evacuation mission 5 takes place in the Callion system.[/list]

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Master Filament considers the mission assignments, noting with some concern, that none appear to be identified as recovery missions. His thoughts focus on his former students who departed training to join the Society and who were presumed lost during what has come to be known as the Scoured Stars Incident.
Noting that each of the planets within the Agillae system appear capable of supporting humanoid life, he declares, "Let us depart for the Agillae system. It would seem likely the best system in which we may find any survivors of the initial expedition."
Master Filament prefers recovery/evacuation missions as he is looking for his former students.
Given this party's make-up, it appears to me that the first 2 missions (survival and technological mystery) are best-suited to our collective skills (although Master Filament will not be much assistance in the 2nd).
However, to keep us on the move (and since I have played this once before), I will simply "second" the next suggested mission!

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Wilson points at the orange star. "This looks like a good place to start ..."
I do not want to miss the dinosaur planet.

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Dinosaurs it is!
Fitch nods a quick greeting as she approaches on the floor of landing bay deck. “We’re getting emergency transmissions on a Starfinder frequency from Agillae-2, a habitable planet nearby. Your mission is to investigate the signal and bring back anything that might help us find survivors. The source of the signal appears to be right in the middle of a large swath of treacherous wetland that’s covered in thick vegetation, so finding a suitable spot to land on may be a challenge. Also, our bio scans indicate an incredible amount of biodiversity, so be careful out there!”
As Fitch predicts, there are few spots where you can land the starship without getting branches and vines in the engines. Thankfully, a few enormous rock monoliths jut out from the steamy swamp and jungle terrain. The largest of them is only 2 miles from the destination. No Piloting check. Just another mile closer to the destination is a smaller rock. Requires a Piloting check.

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How hard does the small rock landing look? Patterson steers the landing craft in a smooth circle around the area, looking for potential issues.

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Hit it! Second-1 goes to the nearest console and holds onto it trying to glance over the readouts to see if there's some way to assist
Ha! Piloting skill...any chance Second-1 can throw out some scans or help with telemetry or anything on a computer?

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Of course Darin says. Life signs in the area could imply survivors would be able to subsist for long-term entrapment. It is a good place to begin.
He then looks towards Patterson. I trust your skills. If there are no hostile life forms on the outcropping, we should attempt to land closer to the beacon.

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Piloting check: 1d20 + 10 ⇒ (14) + 10 = 24
The human sets the landing craft down on the smaller outcropping. Or makes a credible effort, in any case.

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With Paterson's Skilled landing you are able to find a safe spot fairly close to your destination, but still need to get though the swampy morass
There are three hazards you will need to deal with:
Parasites: Many kinds of flying and crawling creatures attack the you on your way to the destination.
You can attempt a Medicine or Survival checks to avoid these alien parasites.
Fetid Water: You must cross a large area of murky green water. Although fairly shallow, the water represents a tiring obstacle to cross.
You can attempt an Engineering or Survival check to build a raft. Otherwise, each of you must succeed at an Athletics check to swim.
Herbivores: You travel through a valley where you encounter herds of herbivorous megafauna of three types, each with their own territories: heavily armored quadrupeds, feathered bipeds with long claws, and massive dinosaurs with long necks.
You must choose a route that goes through one of the three territories. A Life Science or Survival check
One success for the party is needed for each hazard. Unless you all choose the swim.

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Parasites: Survival: 1d20 + 5 ⇒ (6) + 5 = 11
Fetid water; Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Herbivores: Survival: 1d20 + 5 ⇒ (2) + 5 = 7
Wilson does not seem well suited to the wilderness life.

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Being of little use in the fields of Medicine or Survival, Second-1 focuses on the issues of the Fetid Water and Herbivores.
Fetid Water Engineering: 1d20 + 8 ⇒ (9) + 8 = 17
Herbivores Life Science: 1d20 + 8 ⇒ (13) + 8 = 21

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Master Filament surveying the hazards ahead, closes his eyes and enters into a period of meditation, tapping into the photons that emanated from the nearest star and ebb and flow around the aged solarian and each of the hazards before him.
Sidereal Influence bonus: 1d6 ⇒ 6
Checking the environmental seals on his armor, he process to confront each hazard ahead.
Survival, sidereal influence v. Parasites: 1d20 + 2 + 6 ⇒ (9) + 2 + 6 = 17
Survival, sidereal influence v. Fetid Water: 1d20 + 2 + 6 ⇒ (8) + 2 + 6 = 16
Survival, sidereal influence v. Herbavores: 1d20 + 2 + 6 ⇒ (9) + 2 + 6 = 17