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RF-209 will use his titanium alloy cable to stabilise the bridge and his self. Also he will tie himself up so if he falls he doesn’t drop of it to much.
sorry I just so the engineering check

GM Valen |

Murgatroyd keeps moving on, and gets to the center of the first circular building."Come forth, 3pulsesthen2!" he yells into the storm, as he draws both his axes.
The only response is a the slashing of the sharp leaves in the wind, leaving cuts on the android's dermal coating. This building appears to have once been used as a sort of animal shelter, but has long been abandoned. The temple lies further into the storm.
As the others make their way, they avoid the brunt of the storm, but the shirren loses footing and plummets off the crumbling bridge into the chasm below.
Green token marks location of RF-209 on map.
Fall damage 20 ft.: 2d6 ⇒ (4, 3) = 7
RF-209, Acrobatics to remove first 10 ft. of fall damage: 1d20 + 2 + 2 ⇒ (12) + 2 + 2 = 16
The walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated and requiring a PC to succeed at a DC 10 Athletics check while using the cable.
Perimeter Plasma does not detect any auras, other than those of items held by the Starfinders, within this circular structure.
The Crossing Round Three
PCs in bold may act
Ja-Thil -1 SP
Murgatroyd-01 -1 SP
Twisted Nick -3 SP
RF-209 -8 SP
Perimeter Plasma -5 SP

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RF-209 ask assistants over the comms.
Uhm guys so I fell down into chasm could anyone assist me in climbing up. I’m tied to an titanium alloy cable. If anyone could help pull me up.
He tries to climb up himself.
1d20 + 0 ⇒ (8) + 0 = 8

GM Valen |

RF-209 struggles to get climb out of the chasm.
No falling damage for failure on this attempt, just failing to make progress.
The storm continues to rage all around you.
PCs must continue to make Fortitude saves this round. Any PCs using bridge must make Acrobatics checks.
Where should we go from now?
Direction towards "Temple" indicated on Map.
The Crossing Round Three
PCs in bold may act
Ja-Thil -1 SP
Murgatroyd-01 -1 SP
Twisted Nick -3 SP
RF-209 -8 SP (Fortitude save required)
Perimeter Plasma -5 SP

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I don't think we have any other rope or cable to help pick you up - and going back to untie the cable would probably end up with more people in the chasm... better to keep trying to climb up
Fortitude: 1d20 + 2 + 5 ⇒ (8) + 2 + 5 = 15
Murgatroyd waits around to see if RF-209 will be able to get out of the chasm.

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Perimeter has the spell Pschokinetic Hand, looking at his comrade RF-209, does it could be of assistance. This is exactly the situation Perimeter DID not want to happen when he suggested the team members work together to stabilize footing. If it looks like it will help, Perimeter will attempt it. No one is left behind. Unlike his personal experience in Pact World Warriors! Forever scarred!

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just to check if it is possible. I can use a bio hack to boost a skill check. Can I boost myself and apply that for my next check. A +2 is something. Also will wait till next round and try another Athletics check

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Perimeter: it's not a good plan to play Pact worlds warriors with a technomancer. I'm currently playing it with a mechanic. I'm glad not to have chosen Twisted Nicknick for that game.

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You could jump jet back, untie his cable line and bring it to our side - we can knot it and tie it again, that would make the climb a DC 5

GM Valen |

Perimeter has the spell Pschokinetic Hand, looking at his comrade RF-209, does it could be of assistance.
The spell is limited, but if you can come up with a creative use for it, go ahead and describe what you are trying to do and I will judge feasibility and what checks (if any) may be appropriate.
just to check if it is possible. I can use a bio hack to boost a skill check. Can I boost myself and apply that for my next check. A +2 is something. Also will wait till next round and try another Athletics check
I don't see why you can't use a bio hack if you have it prepared. You may certainly try another check the next round.

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Seeing that there are already two people to catch up with the android, the solarian moves forward to stay the minimum time under the storm. Doing this he moves from building to building.
Fort:1d20 + 3 + 5 ⇒ (2) + 3 + 5 = 10

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As he can't help the android anyway and as the formian goes ahead, he follows this one.
Fort: 1d20 + 5 ⇒ (19) + 5 = 24

GM Valen |

Perimeter will use his Jump Jets to leap back, grab the cable to RF209, bring it back to the new side and secure it.
This would take two rounds of actions. One round consisting of a move action to fly with jump jets and standard action to grab the cable and a second round to fly back as part of a move action and a standard action to secure it. I have moved Perimeter Plasma's token for the first round action accordingly.
Perimeter Plasma, Fort save: 1d20 + 1 ⇒ (16) + 1 = 17
As one android ventures out into the storm to aid the other, Ja-Thil and Twisted Nicknick enter the next circular ruin. A faintly glowing, luminescent body lies still inside the remains of the decaying structure. Rubble pins the body’s feet to the ground. A hoarse sob resounds from the figure as the storm launches a razor-sharp projectile into its side. It twitches before going still once more, the rise and fall of its torso growing shallow with each breath. The native is badly injured and their leg is caught under a collapsed piece of the building.
Position of injured native now indicated in yellow on Map.
Safely freeing the native from the debris requires a PC to succeed at a DC 13 Engineering or Medicine check.
The Crossing Round Four
PCs in bold may act
Ja-Thil -1 SP
Murgatroyd-01 -1 SP
Twisted Nick -3 SP
RF-209 -8 SP
Perimeter Plasma -5 SP

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RF-209 just to be sure injects himself with some exotic cocktail to boost his athletics.
Athletics: 1d20 + 6 ⇒ (12) + 6 = 18

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sorry should be +4 so 16 total
Also forgot fortitude check
fortitude: 1d20 + 4 ⇒ (10) + 4 = 14

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The ysoki looks at the luminescent native in the building.
Trying to help her he removes the debris.
Engineering:1d20 + 12 ⇒ (18) + 12 = 30
Fort:1d20 + 5 ⇒ (5) + 5 = 10
Then he shows he doesn't want to hurt her.

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Fortitude save: 1d20 + 2 ⇒ (1) + 2 = 3 Nice
Since RF-209 seems to be getting out of the ditch, Murgatroyd starts moving towards the rest of the party.

GM Valen |

With the cable in hand, RF-209 climbs out of the chasm.
Repositioned green token on Map.
Twisted Nicknick readily discerns a way to extricate the injured native from the fallen debris without causing additional harm to the luminescent being. The native responds with a series of flashes from their skin.
Without any technological or magical ways to help communicate, the PCs must rely on nonverbal communication, which requires a successful DC 15 Culture check/
The storm continues in all of its fury.
The Crossing Round Five
PCs in bold may act
Ja-Thil -1 SP
Murgatroyd-01 -2 SP
Twisted Nick -3 SP
RF-209 -8 SP
Perimeter Plasma -5 SP

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"Let's advance."
Murgatroyd double moves towards the temple.
Fortitude: 1d20 + 2 ⇒ (20) + 2 = 22

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The ysoki tries to communicate with the native.
Hello, my name's twisted Nicknick, the well-known lawyer. Here is my card. What happened to you?
Culture: 1d20 + 7 ⇒ (19) + 7 = 26
Fort: 1d20 + 5 ⇒ (18) + 5 = 23

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RF-209 happy to be put and free runs forward as much as he can.
fortitude: 1d20 + 4 ⇒ (8) + 4 = 12
He also communicates true Telepathy with his team members.
Sorry for the trouble and holding you back guys. I’m on my way now

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Perimeter, if you're inside a building you get +5 to the save. So it's worth to displace yourself on the map.

GM Valen |

The Starfinders weather the storm, with Perimeter Plasma narrowly avoiding an onslaught of sharp points by seeking shelter within one of the circular ruins.
Within the ruins, the injured, luminescent native continues to attempt to communicate by emitting flashes of light from her skin. As she reaches for the card extended by Twisted Nicknick, she winces from the pain of her injuries, then emits a new series of lights.
Twisted Nicknick discerns that the wounded native is pulsesbothbeforeandafteranextendedpause, an admirer of the exile 3pulsesthen2, who has succumbed to the fury of the storm, likely while trying to ascertain the exile's fate. It is clear that the woman now wishes to return to the her home in the village, no longer wishing to tempt fate. Yet, she is concerned that she will not make it in light of her injuries. She displays several deep gashes in body brought on by the fierce winds and razor leaves.
The native woman then removes a ring from her finger and offers it to the ysoki as a token of gratitude for her rescue.
Outside the circular ruins, the pounding and slashing sounds of the storm momentarily abate, as the eye of the storm passes over the area.
No Fortitude checks required this round.
The native emits a series of faint pulses, resembling a groan. If she is not provided with some healing, the native would need to be escorted back to the village through the worst of the storm if she were to have any chance at survival.
What do you want to do next?
Party Status after the Crossing
Ja-Thil -1 SP
Murgatroyd-01 -2 SP
Twisted Nick -3 SP
RF-209 -8 SP
Perimeter Plasma -5 SP

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RF-209 joins his team members as says out of breath
Here is a serum of healing mk1. She can have it. Is it ok if I lay down a bit.
He sits down and start just start using his micro lab

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Perception: 1d20 + 0 ⇒ (15) + 0 = 15
The ysoki takes the ring with a great deference. Thank you for this gift. I will have it all the time with me in memory of this meeting.
You can wait for us here. We will go to the temple over there and then come back. So we can escort you to the village. We have met your people before you there.
If you prefer there is some healing provided with this serum. My shiren companion named RF-209 provides it to you.
Then he goes to see something it seems to him strange near them to discover a little treasure.

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Murgatroyd offers a mk 1 healing serum as well. "Chug these and go back to your people. There has been an awakening." he shakes her hand, letting her absorb some of his inner electricity.

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The solarian waits to see if the native wants to wait to go back with the starfinders then or if she wants to go back alone now.

GM Valen |

The luminescent native graciously accepts the healing serum, which she injects eagerly before quickly standing. She grabs the satchel next to her and hands it over to the party as an obvious gesture of thanks.
She then departs and heads towards the village and back into the storm, the eye of which is rapidly moving away from your current position. However, by moving quickly, you are able to make it to the outer entrance of the "temple" before the force of the storm again overtakes you.
The "temple" is a clearly a prefabricated structure built of Plastisteel (TM) or a similar, sturdy polycarbonate material. The abandoned outpost that once belonged to Amiable, Inc. and the Xenowardens consists primarily of large, circular structures about twenty-feet high, connected by extended, walled corridors about fifteen-feet high. These structures surround a larger, central dome.
The outside of the structure is marked and pocked by the ravages of time and, more readily apparent, the razor leaf storm. As such, a once sturdy, heavy blast door leading into the facility shows signs of considerable damage and presently lies ajar.
Map of the outpost is now up on Slides.
?: 1d4 + 1 ⇒ (4) + 1 = 5
Each PC may take up to 3 rounds of actions.
Assuming a party member enters the building sometime during those three rounds...
Interior of room beyond broken door revealed on Slides.
Debris litters the floor of this otherwise empty chamber. The floor paneling has been ripped up in several areas, revealing the same ground as the exterior. The door to the west sits halfway open, leading outside. The doors to the north and south remain securely closed.
Each PC may make a Perception check after moving into the first room.
Requires a successful Engineer check to disable lock.
Requires a move action to open.

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The ysoki looks around.
Perception:1d20 + 0 ⇒ (2) + 0 = 2
Then he disables the lock of the north door.
Enginering:1d20 + 12 ⇒ (13) + 12 = 25

GM Valen |

Ji-Thil notices a camera at the top of ceiling in the middle of its domed center. He also notices a humming noise rising in pitch emanating from behind a wall panel in the room's eastern wall.
Perimeter Plasma does not detect any auras beyond those from any possessions on the party.
Twisted Nicknick disables the lock on the northern door; the door currently remains closed.
Standard action required to open it.
I think we still have actions left. But what occurs with the ones taken.
It appears that those PCs that have posted so far have provided 2 rounds of actions each (one round of double moves into the room and another round of movement and action). Each of those PCs may take another round of actions.
Murgatroyd and RF-209 may each take three rounds of actions, beginning outside of the outpost.

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RF-209 will do a double move and another move to catch up
seems it takes 3 moves to catch up, if not I’ll correct it
And then he tries to open the south door.
engineering: 1d20 + 7 ⇒ (17) + 7 = 24
dont know if entering the building takes an action. So I’ll wait to see if I still have some actions left

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“Prepare for battle - the exile might be hostile on sight.”
Round 1: Murgatroyd double moves towards the north door.
Round 2: He draws one of his basic handaxes and opens the door.

GM Valen |

Nearly simultaneously, both androids open one of the two doors exiting further into the outpost. Murgatroyd opens the door along the north wall, RF-209 opens the door along the south one.
Each door opens into an extended corridor that ends in another, closed blast door.
View of corridors now updated on Map.
Probably just easiest if we go into rounds.
The Doors Open - Round One
Each PC in bold may act.
Ja-Thil -1 SP
Murgatroyd-01 -2 SP
Twisted Nick -3 SP
RF-209 -8 SP
Perimeter Plasma -5 SP

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Murgatroyd looks inside the room.
Perception: 1d20 ⇒ 2
Barely seeing in front of his eyes, he moves to the next door, waiting for the trap and lock check.