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"Oh I do hope we are almost through this. I never expected expoding mushrooms."

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Not having had a great deal of luck on his own, Arratoi instead assists Sunshine's life science studies.
Life Science, aid: 1d20 + 12 ⇒ (11) + 12 = 23

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Jopsie again tries to help offer the science team some advice.
life science, aid another, distraction: 1d20 + 9 - 2 ⇒ (12) + 9 - 2 = 19
"Look, those spores of different colours seem to keep to one side.."

Freen |

Freen continues on the mechanical terminals, his tools being moved swiftly and efficiently.
Engineering: 1d20 + 15 - 2 ⇒ (9) + 15 - 2 = 22

GM Wolffauer |

Faraeon continues dodging the spores, while Lily keeps out of trouble.
Faraeon Acrobatics (bot): 1d20 + 18 ⇒ (14) + 18 = 32
The team gets a better understanding of what they can and can't get away with down here. Not much progress forward gets made, and as Freen turns to backtrack a bit, his tools bump a spore.
Exploding Spores: 4d6 ⇒ (1, 2, 6, 3) = 12 (F & S)
Reflex Faraeon: 1d20 + 3 ⇒ (7) + 3 = 10
Reflex Lily: 1d20 + 15 ⇒ (11) + 15 = 26
Reflex Sunshine: 1d20 + 6 ⇒ (11) + 6 = 17
Reflex Freen: 1d20 + 9 ⇒ (13) + 9 = 22
Reflex Arratoi: 1d20 + 8 ⇒ (1) + 8 = 9
Kultanien, Faraeon, and Arratoi get caught in the resulting blast. Kultanien takes 7, Faraeon and Arratoi each take 12
You hear the sound of the hatch closing, and an electronic voice declares, "Warning: Environmental adjustment error. Chemical reaction imminent."
Final round
[u]End of Round 4[/u]
Kultanien -- 13 dmg
Faraeon -- 23 dmg
Lily -- 9 dmg
Sunshine -- 13 dmg
Arratoi -- 25 dmg
Freen -- 2 dmg

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"Fantastic." Sunshine growls. "Let's get out of here post haste!" He looks frantically for an exit.
Engineering: 1d20 + 15 ⇒ (1) + 15 = 16 *facepalm*

Freen |

Freen's posture changes from timid to trained and confident. With a quick scan he tries and spots a vital part and shut it down.
Engineering: 1d20 + 15 - 2 ⇒ (7) + 15 - 2 = 20
T-shirt reroll
Engineering: 1d20 + 15 - 2 + 2 ⇒ (18) + 15 - 2 + 2 = 33

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Arratoi continues studying the biology behind the sploding spores...

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"Well that doesn't sound promising of anything pleasant," Faraeon calls over comms in a panic. "C'mon Freen, let's see if we can shut this thing down before it blows us all into the next solar system."
Aid Engineering, uneasy: 1d20 + 10 - 2 ⇒ (19) + 10 - 2 = 27

GM Wolffauer |

Jopsie in a near panic offers what she help can to Arratoi.
life science, aid another, distraction: 1d20 + 9 - 2 ⇒ (18) + 9 - 2 = 25
Freen is able to finally reach the controls, while the others keep him safe. He executes a manual reset of the system.
Everyone waits with bated breath and the system comes back on-line.
The explosions stop and as you watch the air starts to clear. A few moments later, the the electronic voice speaks again, "Environmental control restored. Facility Lockdown lifted." In the distance you can hear the hatch being reopened.
After the air has cleared, with a quick search of the area you discover two mk 2 adaptive serums, two bloodbrother serums, a restoring rod, and a suit of kyokor plating II.
Finding nothing else of use here, you proceed back to the upper level and Negator-XIII.
"I am glad to see you were successful. When the hatch shut, I was worried the environment chambers would be purged."
If anyone wants to rest or anything, now is a good time. We will continue to the next room tomorrow.

Freen |
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I know what you mean Lily. Someday our preparations for spyhood will be of use. Someday...
Freen's posture changes back to that of tense and timid. Over the comms the crew hears his voice, "Oh thank the gods. I thought we were going to be cleansed."

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Finally regaining his composure after the desperate rush to help Freen deactivate the system, Faraeon heaves a huge sigh of relief and pats Freen on the back. "Well done, buddy! You really stepped up when the pressure was on. See? I bet you could be a star if you could get used to the attention. Still, I'm not gonna mess with success, so I'll just say thanks for saving our bacon!"

GM Wolffauer |

Sorry about that Lily. I'll try to be clearer if something/someone seems off or confused. Just so everyone is on the same page - you have successfully reset the environmental chambers which were located below Negator-XIII's room (aka the Environment Chamber Control Room). On the map the hatch is the 10'x10' green square. Because of the issues down there, the rest of the faculty is on lockdown (though you had not encountered any of the locked areas yet, and it can now be cleared).
When ready, the team bids farewell for now to Negator-XIII and backtracks to the archives room.
From here, a standard door leads to the mess hall. Tables and chairs form a makeshift barricade dividing the room. A food and drink dispensing station occupies the northeast corner. Hallways lead east, west and south.
Continuing around the left.
The north door on the eastern hallway does not match the rest of the doors you have encountered. It is built like a starship airlock door (but is not an airlock). A panel on the door displays the message "Emergency Lockdown" in Common. Security door
Arratoi and the engineering team examin the door, and are unable to get it unlocked. They do discover that it has been previously tampered with - someone manually hacked it, then reset it to its lockdown state.
The door opposite the security door is a standard door and opens to a touch. This room contains a single table and four chairs. A holoprojector sits at the center of the table. The projector is glitching, creating random shapes above the table.
Map is updated.

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"Whew! That was stressful..." says Arratoi as he takes a seat and rests up.
Arratoi will take a 10 min rest to recover SP.
As the party enters the holoprojector room...
"Hmmm... Think we can get this up and running again? Here, let me lend a hand..."
Engineering, aid: 1d20 + 15 ⇒ (4) + 15 = 19

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Sunshine catches his breath back in the angel's quarters. 10-minute rest to regain stamina.
Following the rest of the group, the rhyphorian's eyebrows furrow at the fritzing holoprojector. He looks to see if he can get it working again.
Engineering: 1d20 + 15 ⇒ (20) + 15 = 35

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Faraeon joins the others in taking a breather once they return to Negator-XIII's chamber. 10 minute rest
After taking some R&R, he joins the others in winding their way back through the facility. When they get to the mess hall, he takes a look around to see what's what.
Survival: 1d20 + 5 ⇒ (11) + 5 = 16
If that Survival check somehow succeeds, Faraeon regains 1 RP, per his Improved Wayfinders Champion faction boon
In addition, once per adventure when you succeed at a Diplomacy or Survival skill check that is written into the adventure, you recover 1 Resolve Point, up to your Resolve Point total.

GM Wolffauer |

Sunshine and Arratoi check out the holo-projector, and as they do the sound of skitter feet fills the air as the lights flicker. You get the strong feeling of being watched.
Will Faraeon: 1d20 + 3 ⇒ (6) + 3 = 9
Will Lily: 1d20 + 8 ⇒ (11) + 8 = 19
Will Sunshine: 1d20 + 7 ⇒ (5) + 7 = 12
Will Freen: 1d20 + 6 ⇒ (4) + 6 = 10
Will Arratoi: 1d20 + 5 ⇒ (17) + 5 = 22
Faraeon, Sunshine and Freen failed the save. See the updated conditions below.
The projector creates a hologram of four pulsing spheres. A voiceover in a curious female voice declares, "the neutriad spheres remain an enigma, but their known properties cannot be ignored. I recommend we put them to use. Configure them to generate additional force fields in primary containment. Monitor them closely. It is possible—"
The recording abruptly cuts off.
--
The team continues through the next door.
In contrast to the stark metal walls of the rest of the facility, this room contains wood paneling, decorative light fixtures, and large wooden cabinets. A computer console in the southwest corner is housed in a vintage casing, but with a modern vidscreen and controls.
The following message is on the vidscreen “Environment chambers stabilized. Release emergency lockdown? Select Yes/No.”
There is a Bombarding fusion seal sitting on the desk, and what looks like a wooden storage unit in the corner.
[u]Status[/u]
Kultanien - Distracted
Faraeon - Uneasy
Lily - Distracted
Sunshine - Distracted
Freen - Uneasy
Arratoi - UneasyDistracted: –2 penalty to trained skill checks.
Uneasy: -2 penalty to trained skill checks, initiative and Perception checks.

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"I suppose this unlocks that security door we couldn't open earlier. Let's see if this computer does anything else?"
Without releasing the lock down, Arratoi assists with investigating if the computer provides any other functions or information.
Computers, aid: 1d20 + 12 ⇒ (5) + 12 = 17

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”Anybody ever heard of these neutriad sphere things? Sounds pretty science-y to me. Too bad I didn’t bring along my protégée, Kip. He’s a whiz with that stuff!”

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Sunshine absently starts scratching the back of his neck as he looks into the computer.
Computers (aid, uneasy): 1d20 + 14 + 2 - 2 ⇒ (6) + 14 + 2 - 2 = 20
Recall Knowledge (neutriad spheres): 1d20 ⇒ 6 plus relevant modifier per necessary skill, -2 uneasy
"Anyone else want one of these serums? Feeling a little parched in this space, you know?"

GM Wolffauer |

Sorry, forgot to update the map when you entered this room.
Sunshine doesn't recall ever hearing of neutriad spheres before.
Kultainen sits down at the terminal, and at Arratoi's suggestion, taps the "No" option before checking out the terminal.
From all around you, you hear the scratting of claws and scampering of little feet. Predictably the lights flicker once again.
Will Faraeon: 1d20 + 3 ⇒ (4) + 3 = 7
Will Lily: 1d20 + 8 ⇒ (1) + 8 = 9
Will Sunshine: 1d20 + 7 ⇒ (6) + 7 = 13
Will Freen: 1d20 + 6 ⇒ (2) + 6 = 8
Will Arratoi: 1d20 + 5 ⇒ (19) + 5 = 24
Only Arratoi, perhaps feeling some affinity to the source, is unaffected. Status updated below.
Computers, distracted, but aided: 1d20 + 6 - 2 + 4 ⇒ (9) + 6 - 2 + 4 = 17
When the lights return Kultanien is able to extract a partial message from the system, but nothing useful remains. Handout 2 on the slides
[u]Status[/u]
Kultanien - Uneasy
Faraeon - Agitated
Lily - Uneasy
Sunshine - Uneasy
Freen - Agitated
Arratoi - UneasyDistracted: –2 penalty to trained skill checks.
Uneasy: -2 penalty to trained skill checks, initiative and Perception checks.
Agitated: -4 penalty to trained skill checks, initiative and Perception checks.

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Sunshine's ears twitch from discomfort. "These rats are really getting under my skin. Let's clear this place out and get out of here ASAP."

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"What IS that," Faraeon fumes, clearly out of his comfort zone now, and quickly running out of patience. "Is it more of those bug things we ran into at reception? Why can't they just come out so we can shoot them and be done with it?!"
When Sunshine offers the serums, he snatches one of the bloodbrother serums. When he realizes how aggressively he had taken the serum from Sunshine, though, he mutters an apology. "This whole place is really getting under my skin, y'know? I mean, even the mess was freaky. It was pretty clear the furniture wasn't originally laid out in a barricade like that, but there wasn't even any sign of a fight? What in the Pact does that tell you?! Nothing good as far as I can tell!"
Just looked back and realized GM had actually posted the DC for that Survival check, so I do get my RP back and am back at max!

GM Wolffauer |

Yep! I had originally confirmed that in my post, but lost it and had to rewrite - forgot to mention that the second time.

Freen |

"Really?...Really? Furniture is what clued you in? Gods! Celebrities!" Freen rants with exasperation. His timidity seems completely gone at this point. "Couldn't have been the explosive mold. Nope! Or even a broken angel...A BROKEN ANGEL! Nope, it was strangely moved funiture! Why are you even here!?" Freen then storms out of the room.
Disclaimer: I'm having fun with all of you. I just felt that my character's mood should be appropriate to the situation.
Freen walks into the hallway and around the corner to the door and tries to open it.

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Oh, you’re one to talk, Mr. Too-Shy-For-Vid-Streaming! You’re a Starfinder, man! Get a backbone!” Faraeon turns and storms into the opposite corner, where he fumes and mutters to himself while he waits for the crew’s next move.
Im appreciating the role play, Freen! Hope you don’t mind getting it as much as you’re giving! :D

GM Wolffauer |

Freen leaves the rest behind and heads to another room.
The rest of the team watches Freen leave, and debates following.
You can still use the computer here to release the emergency lockdown. (Having selected "No" does not prevent you from later selecting "Yes.")
Additionally, there remains the fusion seal on the desk, and storage unit in the corner.

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Since he's already standing in the corner, Faraeon will check out the storage unit. Checking it over for traps, he cautiously kneels down beside it and inspects it from multiple angles.
Perception, Agitated: 1d20 + 9 - 4 ⇒ (6) + 9 - 4 = 11
Finding nothing that signals him to think it's trapped, he tries to open the container, carefully using his engineering skills to unlock it if it has been locked.
Engineering, Agitated: 1d20 + 10 - 4 ⇒ (3) + 10 - 4 = 9

GM Wolffauer |

Faraeon learns that while the storage unit looks to be made of wood, it is actually some sort of custom adamantine alloy. Unfortunately, his efforts to open the lock are unsuccessful.

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"Stupid thing!" Faraeon tries again.
Engineering, VERY agitated: 1d20 + 10 - 4 ⇒ (2) + 10 - 4 = 8
Faraeon drops his tools and stands up and walks away from the box. "Ugh! Fine. Who wants to try this thing next?"

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Engineering (agitated): 1d20 + 15 - 2 ⇒ (4) + 15 - 2 = 17
Engineering (agitated): 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16
Engineering (agitated): 1d20 + 15 - 2 ⇒ (2) + 15 - 2 = 15
Engineering (agitated): 1d20 + 15 - 2 ⇒ (8) + 15 - 2 = 21
Sunshine steps over to the container and tries to open the lock, becoming increasingly, visibly annoyed as he struggles. On his third attempt he bangs his fist against the metal before taking one more crack at it.

Freen |
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Engineering: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
The rest of the Starfinder crew hear a less annoyed Freen over the comms, "A fire broke out at some point. The safety systems contained the fire, but this laboratory was destroyed."
Computers -> Datapad: 1d20 + 15 - 4 ⇒ (20) + 15 - 4 = 31
Freen then walks over and picks up the datapad, trying to access it...
Apparently I should wander alone more often...Also, with this luck used up, I'm probably gonna die soon.

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See that no one else picks up the seal, Arratoi holds onto it for safekeeping, then attempts to assist with defeating the lock on the box.
Engineering, aid: 1d20 + 15 - 2 ⇒ (3) + 15 - 2 = 16

GM Wolffauer |

The door to the north is normal, and presumably leads back to the hallway. The door to the west is a security door. Upon inspection, it is displaying the same Emergency Lockdown message.
Will Faraeon: 1d20 + 3 ⇒ (3) + 3 = 6
Will Lily: 1d20 + 8 ⇒ (19) + 8 = 27
Will Sunshine: 1d20 + 7 ⇒ (16) + 7 = 23
Will Freen: 1d20 + 6 ⇒ (8) + 6 = 14
Will Arratoi: 1d20 + 5 ⇒ (2) + 5 = 7
Lily, Kultanien and Sunshine are able to resist the effects, but the rest of you fall further victim to the curse.
[u]Status[/u]
Kultanien - Uneasy
Faraeon - Distressed
Lily - Uneasy
Sunshine - Uneasy
Freen - Distressed
Arratoi - AgitatedDistracted: –2 penalty to trained skill checks.
Uneasy: -2 penalty to trained skill checks, initiative and Perception checks.
Agitated: -4 penalty to trained skill checks, initiative and Perception checks.
Distressed: -4 penalty to trained skill checks. Auto 1 to initiative and Perception checks.

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Sunshine grits his teeth and blocks out the rat sounds, consciously working on the lockbox.
Take 20 to unlock.

GM Wolffauer |

Sunshine works the lockbox until he is able to get it open. It contains a battle harness with a deflective reinforcement upgrade and a corona artillery laser.
How would you like to proceed?

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Sunshine looks over his comrades. Guessing no one here wants the shoot suit. He does, however, grab the armor upgrade in the event anyone wants it later. "Where did Freen storm off to? Let's go find him before he splits."
Rejoining with Freen, then hitting the door there once the band's back together.

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Faraeon falls absolutely silent, now too disturbed by his surroundings to even vent his feelings. He quietly follows along behind the others, his weapons once again drawn and ready.

Freen |

As his team opens the door Freen spins around in surprise and just barely misses the person in the doorway.
"Don't sneak up on me like that!" he growls as he lowers his weapon. Nothing of the old Freen's demeanor seems to remain.
to the door!

GM Wolffauer |

With the security doors still locked down, you opt to explore further into the base. The north door from the laboratory leads back into the hallway. Directly across from it is another standard door. Touching the panel, the door quickly slides up out of the way.
Eight vertical storage lockers line the walls of this room. Decals and crude graffiti cover most of them. A memo taped to one of the lockers reads, “This place better be spotless before next inspection. Commander’s orders. FINAL NOTICE. Otherwise, ONLY flavorless tubes for one month.”
Most of the lockers here are empty, but one remains locked. A quick check reveals no tampering or traps, and a few moments work gets it open. It contains two advanced semi-auto pistols, two tactical knives, a D-suit II with a purple force field upgrade, and an efficient bandolier.
On the western wall is a third security door. Like the others it is displaying the “Emergency Lockdown” message and can not be opened.
This finishes the unsecured sections of the base. I've updated the map, and numbered the security doors. Let me know which door you would like to hit first, after returning to the commander's office and disabling the lockdown.

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Eyeing the battle harness, Arratoi says, "Wow! That's quite a bit of firepower! Hmmmm... Too bad it appears none of us are trained to take advantage of it...."
Seeing the pistols, knives and D-Suit armor, Arratoi says, "Well, at least these items can come in handy, yah?" Arratoi will pick up any gear that other team members leave behind.
The pistol, knives and d-suit II are all small upgrades for Arratoi, so he'll equip them only if no one else wants them.
As for where to go next, I suggest 2, 3, then 1 only because that'll get the little single rooms out of the way first.