
|  Hermena | 
 
	
 
                
                
              
            
            Seeing that things are going south, Hermena draws her starknife and leans over Snik, lashing out at the vesk guard nearest her companions.
Melee: 1d20 + 2 ⇒ (3) + 2 = 5
Piercing Damage: 1d4 + 0 ⇒ (4) + 0 = 4

| GM Cellion | 
 
	
 
                
                
              
            
            The two androids share a look, then give Basalt intense stares for a moment. Finally, they seem to realize what his actions mean. One smirks, calling out "No way we're running when we've got Bogdin in front of us and no collars to hold us back." while the other seizes the laser pistol offered. They deliver a pair of attacks aimed at Bogdin!
Glass Bottle (nonlethal B): 1d20 + 4 ⇒ (13) + 4 = 17 1d4 ⇒ 2
Az. Laser Pistol (F): 1d20 + 4 ⇒ (14) + 4 = 18 1d4 ⇒ 4
A laser bolt and bottle both catch the club owner while the androids duck to hide behind the bar.
---
Bogdin shouts in utter outrage as his androids turn on him. He points a finger at Burnham. "Get him! Get him! What are you f$$!ing waiting for!?" The green vesk carefully advances upon Burnham and delivers a carefully aimed slash of her knife that slices into the soldier's arm. (Dealing 6 dmg) The other vesk is too dazed to fight.
|||| INIT ||||
Troy (dazed 1 rds)
Burnham (6 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (6 dmg)
Vesk Blue (5 dmg, dazed 1 rds)
Vesk Green
Bold are up

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            Basalt smiles back at the android. "OK then, here." He gives his other pistol, a bruiser decoupler to them as well. "That one's only a loner. I want it back. He then turns and yells. [b]"That one! Hit that one! using Get'Em against green.

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Burnham wheels toward the more dangerous foe and slashes with his sword.
Longsword v green, KAC, get 'em: 1d20 + 4 + 2 ⇒ (6) + 4 + 2 = 12 ... damage: 1d8 + 3 ⇒ (4) + 3 = 7

|  Linsniket "Snik" Sardon | 
 
	
 
                
                
              
            
            Snik throws some more switches on his datapad hoping to cause some more distractions.
Damage: 1d4 ⇒ 3 If attack and Trick attack are successful.
tactical baton vs KAC: 1d20 + 2 ⇒ (16) + 2 = 18
Damage: 1d4 ⇒ 1

| GM Cellion | 
 
	
 
                
                
              
            
            Botting Hermena
With her allies blocking the way to green, Hermena reaches over and slashes at blue once more.
Starknife vs. blue: 1d20 + 2 ⇒ (20) + 2 = 22
Starknife dmg (P): 2d4 ⇒ (2, 4) = 6
Her starknife finds a soft spot between scales and cuts in deep!
Androids:
The other android takes Basalt's decoupler pistol and turns it immediately upon Bogdin.
Decoupler (A): 1d20 + 4 ⇒ (9) + 4 = 13 1d4 ⇒ 3
Az. Laser Pistol (F)): 1d20 + 4 ⇒ (14) + 4 = 18 1d4 ⇒ 3
The hail of weapons fire has Bogdin scream out in a mix of pain and outrage.
---
1d20 + 6 ⇒ (11) + 6 = 17 1d4 + 5 ⇒ (4) + 5 = 9
Bogdin aims a sparking pistol at his traitorous android "employees" and fires, though his shot strikes the bar rather than either of the two androids. The blue vesk shakes off her daze amid all the blood she's lost. And the green vesk strikes again against Burnham, knife stabbing deep into the soldier's chest. (Dealing 9 points of dmg)
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (12 dmg)
Vesk Blue (15 dmg)
Vesk Green
Bold are up

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            I suppose that I spoiled the concealment when I drew the sword?
"Urgh." Burn fleetingly wishes that he had his heavy armor. Pain, despair and anger swirl in his breast. Clear the path. He raises his sword for a flurry of strikes at both foes.
 Sword v KAC, blue, full attack: 1d20 + 4 - 4 ⇒ (20) + 4 - 4 = 20 ...  damage: 1d8 + 3 ⇒ (1) + 3 = 4
 Sword v KAC, green, full attack: 1d20 + 4 - 4 ⇒ (11) + 4 - 4 = 11 ...  damage: 1d8 + 3 ⇒ (5) + 3 = 8
Edit: crit damage: 1d8 + 3 ⇒ (5) + 3 = 8

| GM Cellion | 
 
	
 
                
                
              
            
            Nope, you should still have concealment vs. both attacks. Let me roll that now.
Concealment vs. green: 1d100 ⇒ 59
Concealment vs. green: 1d100 ⇒ 49
Sadly, concealment is no help.
Burnham's sword cuts deep into the blue vesk, and as he tugs it out, the bouncer collapses in a spray of blood. Green on the other hand is ready for his follow up, blocking his swing with the guard on her dagger.
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (12 dmg)
Vesk Green
Bold are up

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            Basalt did not leave himself unarmed. He moves to flank blue and punches out with his powered gauntlets.
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 2 + 2 ⇒ (1) + 2 + 2 = 5 Blunt and Sonic Damage: 1d6 + 1 ⇒ (5) + 1 = 6

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy's eyes fly open, fully aware again of his surroundings. He raises his pistol and aims for the remaining Vesk guard. Using the fog to distract his opponent he pulls the trigger.
Stealth: 1d20 + 10 ⇒ (16) + 10 = 26
Damage: 1d4 ⇒ 3 If attack and Trick attack are successful.
Azimuth Laser Pistol vs EAC: 1d20 + 3 ⇒ (15) + 3 = 18
Damage: 1d4 ⇒ 4

|  Linsniket "Snik" Sardon | 
 
	
 
                
                
              
            
            Not seeing anything else to hit Besides the vesk in front of him, Snik activates his distraction again and swings.
Damage: 1d4 ⇒ 3
Tacticle Baton: 1d20 + 2 ⇒ (2) + 2 = 4
damage: 1d4 ⇒ 3

|  Hermena | 
 
	
 
                
                
              
            
            With the blue guard down, Hermena runs back around to the other side of the other side of the overlook and cuts down at the green vesk with her starknife.
Melee Attack: 1d20 + 2 ⇒ (14) + 2 = 16
Piercing Damage: 1d4 ⇒ 1

| GM Cellion | 
 
	
 
                
                
              
            
            Androids:
The two well armed androids keep up their attacks against Bogdin. 
Bruiser Decoupler (A): 1d20 + 4 ⇒ (15) + 4 = 19 1d4 ⇒ 1
Az Laser Pistol (F): 1d20 + 4 ⇒ (16) + 4 = 20 1d4 ⇒ 3
Amazingly continuing to score direct hits as the verthani begins to fall back.
----
Bogdin dashes back into the hall to get out of the bartenders' direct line of fire. He points insistently at Burnham, trying to motivate his remaining guard "Get at least one of them, you useless s$+#!" However, the guard is having none of this and instead strikes once out at Basalt, missing, and begins backing away.
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (16 dmg)
Vesk Green (8 dmg)
Bold are up

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            Happy that the androids are enacting some vengeance, Basalt moves to stay with green and takes another swing at him.
Thunderstrike Pulse Gauntlet v EAC: 1d20 + 2 ⇒ (14) + 2 = 16 Blunt and Sonic Damage: 1d6 + 1 ⇒ (3) + 1 = 4

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Burnham steps deliberately in pursuit of the vesk, holding his sword in center guard position. When the vesk flinches away from the dwarf, Burn strikes.
Sword v KAC, green: 1d20 + 4 ⇒ (6) + 4 = 10 ... damage: 1d8 + 3 ⇒ (5) + 3 = 8

|  Hermena | 
 
	
 
                
                
              
            
            With a grunt, Hermena leaps down from the overlook into striking distance of the vesk guard and lashes out again with her starknife.
Melee Attack: 1d20 + 2 ⇒ (4) + 2 = 6
Piercing Damage: 1d4 ⇒ 2

| GM Cellion | 
 
	
 
                
                
              
            
            Mini update
Basalt's punch connects with the green vesk, but the bouncer manages to fend off Burnham and Hermena's attacks with her knife. Over in the hallway, Bogdin grinds his teeth in frustration and perspiration beads on his bald scalp. Both the vesk and Bogdin look very badly injured.
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (16 dmg)
Vesk Green (12 dmg)
Bold are up

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy aims at the Vesk bouncer while also trying to distract him at the same time.
Stealth: 1d20 + 10 ⇒ (9) + 10 = 19
Damage: 1d4 ⇒ 3 If attack and Trick attack are successful.
Azimuth Laser Pistol vs EAC: 1d20 + 3 ⇒ (7) + 3 = 10
Damage: 1d4 ⇒ 4

| GM Cellion | 
 
	
 
                
                
              
            
            Botting Snik:
Trick damage: 1d4 ⇒ 2
Tactical Baton: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 3
Snik steps up and tricks the vesk long enough to deliver a hard blow to the knees with his baton. An audible crack leaves the vesk limping.
Androids:
The androids continue to fire on Bogdin, despite his heavy cover from their shooting position.
Bruiser Decoupler (A): 1d20 + 4 ⇒ (5) + 4 = 9 1d4 ⇒ 2
Az Laser Pistol (F): 1d20 + 4 ⇒ (2) + 4 = 6 1d4 ⇒ 2
But their luck runs out and they merely scorch the wall.
-------
1d20 + 3 - 4 ⇒ (4) + 3 - 4 = 3 1d6 ⇒ 4
The remaining vesk bouncer drops her knife and puts up her hands. "Surrenderin'! This ain't worth dyin over."
Bogdin splutters and screams "What are you doing! What do I pay you for if you don't fight!? Do I have to kill them all myself?" He fires twice at Snik, wildly trying to put down the Starfinder team. In his haste and ramshackle state of mind, both shots go flying off into the fog.
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (16 dmg)
Vesk Green (17 dmg, surrendered)
Bold are up

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            "If you're going to surrender, I suggest you hurry up and get out of their line of fire." Of course, indicating the armed androids, "Before they decide you're a better target than your boss."
Basalt moves into the hallway and tosses a Flash Grenade at Bogdin.
Flash Grenade: 1d20 + 2 ⇒ (17) + 2 = 19 Blinded v Ref 12: 1d4 ⇒ 3

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy takes a step forward and takes another shot at the Vesk bouncer.
Stealth: 1d20 + 10 ⇒ (13) + 10 = 23
Damage: 1d4 ⇒ 4
Azimuth Laser Pistol vs EAC: 1d20 + 3 ⇒ (8) + 3 = 11
Damage: 1d4 ⇒ 4

| GM Cellion | 
 
	
 
                
                
              
            
            Troy's aggressive approach puts the vesk off guard, and his shot to her chest proves too much. She collapses to the ground with a groan. Meanwhile, Bogdin's eyes are bugging out at the loss of his last line of defense. The flash grenade takes him entirely by surprise, blinding him (along with a few stragglers trying to push past the action to get out of the club).
|||| INIT ||||
Troy
Burnham (15 dmg)
Basalt
Hermena
Snik
Freed Androids
Bogdin (16 dmg, blinded)
Bold are up. I'll update tomorrow during the day to bot the two who haven't yet acted.

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Burn pauses a second, thinking about reaching for the healing serum on his belt. Then he sees Bogdin flailing. He can't see.
Burn moves quickly to press his advantage, closing the distance and driving his sword at the verthani.
Sword v KAC, Bogdin: 1d20 + 4 ⇒ (18) + 4 = 22 ... damage: 1d8 + 3 ⇒ (7) + 3 = 10
Wait for Hermena to act in case she's firing a gun. Then, if squares are still difficult terrain, move to square (map) south of Bogdin. If squares are not difficult terrain move to square north of Bogdin. Then stab him with a pointy stick.

|  Hermena | 
 
	
 
                
                
              
            
            Hermena closes her eyes to endure the flash grenade before lunging at Bogdin with her Starknife.
Melee Attack: 1d20 + 2 ⇒ (10) + 2 = 12
Piercing Damage: 1d4 ⇒ 2
Could someone move Hermena’s token? I haven’t had access to a computer where I can edit the google doc all weekend. Thanks!

| GM Cellion | 
 
	
 
                
                
              
            
            No need to move that token, because...
Hermena's stab sinks straight into Bogdin's chest. While the wound isn't deep, it sprays a rather alarming amount of thin blood into the air. Bogdin flails around for a moment, batting at the air around him in search of the attacker he can't see, and then lets out a bloody cough. He wobbles once and collapses to the floor.
This is enough signal for the remaining gawkers to run for the exit.
The two androids cautiously get up from where they took cover behind the bar. They survey the rapidly emptying room and lock impassive stares on Bogdin's unconscious body. One of them takes a spare bottle at hurls it with all her strength, shattering it against his torso, while the other clenches and unclenches her fists.
They turn to Basalt and nod "There are some others Bogdin sealed up for sale. Ex-employees. We'll gather them and get out of here. The police around here are slow, hopefully slow enough." Kosmos-13 shakes Basalt's hand, murmuring "Thank you, we'll remember this." before both of them head towards the back room. Within a minute or two, a whole dozen freed androids emerge from the fire escape and stream towards the front entrance of the club.
Up to you how you want to handle Bogdin.
True to the android's words, despite the chaos, there seems little to no police response in the streets, giving you plenty of time to get back to the spaceport with the tablet fragment in tow.
-------
Upon arriving back to Absalom Station, Arvin is waiting at the docks, a few assistants with him. He pulls your group aside with a "You're back not a moment too soon! There was a forth dream-tale from the Dreamer the moment you got your hands on the final fragment, as if it was waiting for us. Listen to this!" He gestures to one of his assistants, who recites:
"The Herdsman sails on,
The Prize you seek inside,
A Shadow awaits."
As the assistant speaks, Arvin takes the three fragments and lays them out on a fold-out table, fitting them together to form the original tablet they came from. As he works, he says "It took us some investigation, but we believe the first line refers to Preahan, a moon of Liavara. Other Dreamers once built a mausoleum to house their ascended kin there, deep within. What we're looking for must be inside. Based on context from the other dreams, I believe the 'prize' refers to a tool to augment a Dreamer's natural capabilities. It may even be a Somnium Bubble... in which case..." Arvin loses himself for a moment in excited thought over the impact of such a find.
"Well, if it is a Somnium Bubble, you'll need this." He passes you a small, thermos-looking device. "You can use this to draw it in and contain it. You'll recognize the bubble immediately; it induces dreams even in those completely awake. As for the last line- the Shadow- it might refer to the Prize itself, or something else. I'm not sure. You'll have to be prepared for anything."
Turning his attention back to the tablet, he quickly exclaims "Aha!" as he manages to slot the three fragments together so they sit tightly against one another. "The fourth dream told us where to go, so this completed tablet must do more than just show the way. I think it probably also serves as a key of some sort." He passes the completed tablet back to your group.
Pausing here for any initial questions.

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Leave Bogdin there. He's not worth another bullet, and Burn doesn't care much if he dies.
Watching the androids run free, Burn comments quietly, "That was a good days work. And we got the tablet."
Do we heal for free on our way to see the VC?
Burn looks on with interest while the VC pieces the tablet together.
"How will the Dreamers react to us entering their tomb?"

|  Hermena | 
 
	
 
                
                
              
            
            Agreed. Leave Bogdin to his former "employees," see if they are in a forgiving mood.
Hermena looks quizzically at the reassembled tablet. "Do we know anything about these mausoleums? Any records of what kind of defenses the Dreamers left to guard their ascended kin?"

| GM Cellion | 
 
	
 
                
                
              
            
            Yep! It takes a few days to get back to the Venture Captain, so you get fully healed.
Arvin mulls over the two questions. "Considering that we've been invited by a living Liavaran Dreamer, I can't imagine the Dreamers would hold entering their tomb against us. That said, there could still be danger. After all, the moon Preahan is a very inhospitable place."
"We know fairly little about the older generations of Dreamers, but to the best of my knowledge, their mausoleums rely on obscurity and isolation for security."
Any other questions? I'll move us forward tomorrow.

| GM Cellion | 
 
	
 
                
                
              
            
            "Most of Preahan’s atmosphere is comprised of methane, but don’t worry, the atmosphere doesn’t contain enough oxygen for combustion. Still, each of you should take precautions and wear protective gear at all times. The methane creates harsh conditions on the surface as well." Arvin gives a small smile. "Thankfully for you all, the Prize lies inside! That means you get to go in through one of the surface tunnels. The core of the moon is hollow and filled with liquid methane. I'd expect the repository is likely suspended somewhere near the core."
And with that, feel free to make any prep you'd like to. I'll move us on in the mean time.
-------
It takes another several days spaceflight to reach Liavara and then Preahan. As the gas giant Liavara comes into view, the Loreseeker’s communications station activates and a pre-recorded hologram of Venture-Captain Arvin blips into existence. "By the time you get this, Preahan should be right nearby. From what our long range scans are predicting, there is currently a storm raging, but there’s no time to wait it out. These storms can last for months. It's going to be a rough landing and rough on the surface, but I know you can tough it out."
"While you were traveling, we pulled as much information as we could find on Preahan. I have coordinates for a landing spot close to a tunnel that we believe reaches all the way to the core. Good luck on this mission, Starfinders."
As the message ceases, you see Preahan fill your ship's viewscreen. As Arvin's message said, the surface is badly obscured by a riot of methane-ice storms. Despite your possible apprehension, the Loreseeker enters into a careful automated approach, following navigation data that Arvin's assistants provided. The entire ship rattles as you descend into the storm, shields pummeled from all sides, but you manages to make it down to the surface.
According to scans from the ship, you've landed a mere 300ft from the tunnel opening, at the closest open landing spot. Nevertheless, the approach from here is likely to be dangerous until you can get to the relatively protected interior. The external cameras show an opaque blue-white whirling hurricane of ice, while temperature indicators show temperatures below -250 F.
You notice that Arvin has stashed away a set of exosuits on the Loreseeker to protect you against the incredible cold. They can be worn over your armor to increase its environmental protections. Once you all get them on, you survey the readouts regarding the environment outside.
Extreme cold, hurricane strength winds, unsteady terrain, and low gravity. All combined, it makes for an exceptionally hazardous trek to the tunnel into the moon's interior. You'll need to use teamwork to make your journey in one piece.
--------
So, time to talk mechanics on making it from your ship to the tunnel!
Mechanically, you'll be working together to trek the short distance to the tunnel by making three rounds of skill checks. For each round, each person can choose to roll either Athletics to shield others from the storm while standing firm themselves, Acrobatics to balance in the buffeting winds and help others do the same, or Survival to find the most protected path between outcroppings.
You don't have to pick the same skill each round, nor do you have to pick the same skill as your teammates.
--------
STORM TRAVERSAL - ROUND 1
(Feel free to post skill checks for all three rounds at once)

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            Basalt only has Athletics, thus his best chances of success are to be a dwarven cliche and stand firm against the wind and rain.
Athletics: 1d20 + 6 ⇒ (9) + 6 = 15
Athletics: 1d20 + 6 ⇒ (16) + 6 = 22
Athletics: 1d20 + 6 ⇒ (3) + 6 = 9

|  Linsniket "Snik" Sardon | 
 
	
 
                
                
              
            
            Snik looks forward to pick out the best path to the tunnel, all the while giving tips on how to withstand the winds.
Survival: 1d20 + 7 ⇒ (16) + 7 = 23
Acrobatics: 1d20 + 7 ⇒ (19) + 7 = 26
Survival: 1d20 + 7 ⇒ (11) + 7 = 18

|  Hermena | 
 
	
 
                
                
              
            
            Hermena straps on the exosuit and starts to chart a course that will get her and her allies to the cave with minimal risk to her long but fragile frame.
Acrobatics: 1d20 + 8 ⇒ (19) + 8 = 27
Acrobatics: 1d20 + 8 ⇒ (1) + 8 = 9
Acrobatics: 1d20 + 8 ⇒ (8) + 8 = 16

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Burn searches through the exosuits until he finds one that will fit over his iridishell. Then he carefully straps his gear over the exosuit. He hefts his reaction cannon and steps through the door.
The wind nearly drives him back inside. He spends the journey to the tunnel holding onto his comrades for help.
 Acrobatics: 1d20 + 3 ⇒ (1) + 3 = 4
 Acrobatics: 1d20 + 3 ⇒ (7) + 3 = 10
 Acrobatics: 1d20 + 3 ⇒ (10) + 3 = 13

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy quickly puts on the exosuit. He looks outside and prepares himself for the winds.
"HOLD ON TO EACH... OTHER!"
Acrobatics: 1d20 + 10 ⇒ (4) + 10 = 14
Acrobatics: 1d20 + 10 ⇒ (17) + 10 = 27
Acrobatics: 1d20 + 10 ⇒ (12) + 10 = 22

| GM Cellion | 
 
	
 
                
                
              
            
            Emerging from the ship, the wind and ice-hail lash at you with incredible force, almost bowling over the lighter members of your party on the first gust. Hermena and Snik lead the way, Hermena weaving through the storm and helping Burnham do the same, and Snik plotting out the best path. (Phase 1 success!)
Troy, Snik and Basalt keep up the pace, with the android grabbing a quick hold of Burnham when he almost loses his balance, Snik ducking and dodging flying ice chunks, and Basalt shielding the others from the hail. (Phase 2 success)
The icy assault winds Basalt, who starts flagging, but with Troy leading the last charge, you make a mad dash for the safety of the tunnel entrance right ahead. Before long you find yourselves in a shaft winding down into the interior of the moon. (Phase 3 success!)
---
A short search of the tunnel reveals that it ends in a vertical shaft descending into a liquid methane pool. It quickly becomes clear that going down into the pool is your only way inwards. Your exosuits are strong enough to resist the icy liquid, but between the low gravity and low density of the fluid, swimming through it is going to be slow going.
You dive down into the liquid. Illumination from your suits shows two narrow passageways under-"water", each one seemingly descending deeper into the interior of the moon. It's hard at a glance to determine which one to take, and if you pick the wrong one, you'll lose valuable time and energy backtracking.
(This next section tests your orienteering skills. This first branch requires you to pick one of two tunnels. Determining which one to pick is your choice of a Perception or Physical Science check. Each player may attempt one of the two skills. At least one player succeeding allows you to navigate past this obstacle. You can't aid another on these checks.)

|  Linsniket "Snik" Sardon | 
 
	
 
                
                
              
            
            Swimming through the liquid, Snik tries to determine which direction to go.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19

|  Burnham Kenyon | 
 
	
 
                
                
              
            
            Perception: 1d20 ⇒ 14
Burn follows the leaders. He is slightly pre-occupied with the question of what weapons will work if it comes to a fight in the methane.
"Hermena, do you think this methane will slow down the slugs from my gun. I'm pretty sure the sword will be nearly useless in this. "

|  Hermena | 
 
	
 
                
                
              
            
            ”I wouldn’t count on any solid projectile making much headway in this. Let’s try to get onto dry ‘land’ before the bullets start flying.” Hermena calls back to Burnham as she tries to follow Snik’s lead.
Perception: 1d20 ⇒ 20

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy hears his teammates discuss something, but he is too focused to hear what they say exactly. Switching his vision between regular and low-light settings he is almost certain where they should go next.
Perception: 1d20 + 5 ⇒ (18) + 5 = 23

| GM Cellion | 
 
	
 
                
                
              
            
            Troy notices a few tiny bubbles of ice drifting out of one of the two tunnels and leads the party through that tunnel. You continue swimming along, pulling yourselves manually through tighter sections and navigating around forest-like aggregations of stalactites. You make excellent progress until you spot a section up ahead where the tunnel is partially collapsed. While there are enough gaps between the rocks to see that the tunnel continues, there isn't enough space to squeeze through.
(Getting past this obstacle in a reasonable time would take an Engineering or Strength check to clear a path through the collapse. As before, each player may attempt one of the two skills. At least one player succeeding allows you to navigate past this obstacle. You can't aid another on these checks.)

|  Basalt Stonepeak | 
 
	
 
                
                
              
            
            Basalt tries to figure out how to best make a hole large enough for them to get through.
Engineering: 1d20 + 5 ⇒ (16) + 5 = 21 note Basalt has a Frag Grenade and isn't afraid to use it.

|  Hermena | 
 
	
 
                
                
              
            
            Hermena follows Basalt’s guidance on where to apply her Strength.
Strength: 1d20 ⇒ 13

| GM Cellion | 
 
	
 
                
                
              
            
            Basalt analyzes the obstruction and identifies a few key pieces of rubble to be removed. With Hermena's strength, you quickly open up a hole large enough to wriggle through - even for Hermena. You waste no further time and continue swimming deeper into the moon.
Barely a few minutes after you pass the collapsed section of the tunnel, the passage begins to branch, this time into half a dozen twisty little passages, all alike. All along the walls in this section are masses of strange glowing white runes inscribed into the stone. Maybe some of them can help to point the right way?
(For this obstacle, you need a successful Culture or Mysticism check to decode the runes!)

|  Troy Stardust | 
 
	
 
                
                
              
            
            Troy moves closer to the strange runes and looks at them intently. "I might be able to decode these... runes."
Culture: 1d20 + 8 ⇒ (12) + 8 = 20
 
	
 
     
    