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Part of Outpost IV
Eox's Blackmoon region contains countless forgotten Eoxian ruins, leftovers from an apocalyptic assault on the planet. Few are allowed to dig up these sites, yet the Starfinder Society and undead bone sages maintain a joint academic venture known as the Blackmoon Excavation. When Starfinder archaeologists and undead workers begin disappearing from the site the Society sends in a team of agents to uncover why—a secret that resides in the nearby ruins!
Please enter your details in the discussion thread, and then ninja post or dot-post here in gameplay.

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And we are off
Venture-Captain Arvin’s calm demeanor erodes for a brief moment, replaced with the genuine excitement of sharing some piece of obscure lore. “When the bone sages of Eox launched the Magefire Assault in 7 ag, they ended up triggering an ancient doomsday weapon the sarcesians left in orbit over their home world. This dormant ordinance detonated with enough force to send part of a moon crashing into the planet, where it completely obliterated the Eoxian necropolis city of Muthal. The rock remains a geological anomaly, now called Blackmoon, and is one of the most fascinating excavation sites in the Pact Worlds. The potential combination of technological detritus and magical residue residing within and beneath Blackmoon represents a treasure trove of knowledge about Eox and its history. By calling in a few favors, and through some diplomatic back channels, the Society acquired the rights to excavate key sections of this munitions made mountain with backing from the bone sages about a year ago. The Society has agreed to share any magical discoveries—including any magical items—unearthed within the ruins of the lost necropolis of Muthal.”
“In exchange,” Arvin says, with an air of professorial summation, “the bone sages continue to allow us access to the region and broadcast any major discoveries in the Starfinder Chronicles. None of this is why you’re here—not exactly. You’re here because a few weeks ago, the Blackmoon excavation called for assistance. The excavation overseer, a kasatha borai named Taylehm, has reported that every time we try to expand the boundaries of the dig, several Society workers and even some of the mindless undead laborers have disappeared or turned up dead or destroyed. The Society needs you to go to Eox, investigate the dig site, find the cause of the disturbance, and restore the excavation to working order— without jeopardizing our partnership with the bone sages!” he ends emphatically. “Now, do you have questions?”

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"Do we have any information about their findings in the area to date, and the method of death or destruction of the slain?" The speaker is a studious-looking host shirren in light armor over clothing typical of an archaeologist.

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Are we starting on Abasalom Station, or are we having this meeting somewhere on or near Eox?
A bleachling gnome sits and listens carefully, nodding thoughtfully as he takes the occasional note on his wrist computer. As Arvin finishes, smiles. "This sounds like quite the intriguing find. I'm pleased to have been thought of to help set the stage for such a wonderful academic undertaking." He stands up, but grips the table for support as his left leg seems to be twitching uncontrollably. He pats it soothingly a couple of times, then punches it more forcefully. "Behave now!" he mutters. He glances around. "As I was saying ... Questions, yes. A few."
"First, can you give clarification on this 'dead or destroyed' status. What is the manner of demise?"
"Also, this appears to have happened only in the last few weeks, you say. Was there any change or occurance that was notable, either about the first disappearance event or in the days leading up to it?"
Having asked his questions, he sits back down, after a bit of effort in coordinating with his errant prosthetic leg, which seemed to wish to remain standing a bit longer.

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A short human woman with attenuated limbs and bright pink hair smiles from where she is leaning languidly against the arm of a chair. "Is there anything important to know about our partnership with the bone sages? Anyone we shouldn't piss off?" She looks around at her companions with interest. Quite the collection here.

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Quietly near the edge of the meeting room is a lashunta wearing an official looking suit that seems to absorb the ambient light of the room. Around his head dances a dark mote of energy.
"I know the intricacies of how tenuous any alliance is with Eox. My primary concern is if there are any agents in the government creating this mystery. Regardless, I echo the desire for any information you have on the destroyed undead or anything around the camp? That and do we have a contact with the Bone Sages at the site?" Kharos asks taking out his data pad to take notes.
"Ahem...my name is Kharos Trallbor. I am one of the ambassadors for Eox that handles business with the Pact Worlds." he says quietly with a tone of anger in his voice, clearly unhappy with the arrangement.

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You are briefed while on Absalom station.
Arvin nods to the questions and starts to answer them as best able.
"Taylehm’s message was brief, and it seems she needs assistance in figuring out what’s happening at the excavation site. It’s likely that she knows more but didn’t want to present it on a communication channel that could be intercepted. You’ll need to find out what’s going on and help her ensure these disappearances don’t jeopardize our ongoing operations."
"As for anyone not to piss off? Don't piss of Any of the Bone Sages. Not if you can help it. Taylehm is our contact into the Bone Sages."
He adds sadly. "She is the overseer of our excavation operations around Blackmoon. She was once a Starfinder field agent but suffered a grievous injury on a mission in the Vast that... well, it killed her. The Society paid for her resurrection, but the process didn’t go as expected and she returned as a borai—a corporeal undead that clings to its soul. While Taylehm wasn’t eager to return to field duty, she agreed to continue her work for the Society and offered to use her new undead status to help manage our operations on Eox. She’s a serious agent who’s seen a lot in her lifetime.”
She looks you over. "Remember, Eox has a toxic atmosphere. No issue for the undead, but you will be relying on your suits environmental protection systems. Make sure they are up to scratch."
Any other questions or preparations? You might know a bit more with a culture/diplomacy or a life science/mysticism check...

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Culture: 1d20 + 7 ⇒ (6) + 7 = 13
Life Science: 1d20 + 8 ⇒ (11) + 8 = 19

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Diplomacy: 1d20 + 7 ⇒ (1) + 7 = 8
"Yes, it is not a pleasant place. I will do what I can with my connections to drum up any more information as we move." Kharos says in no hurry to return but he quickly begins calling contacts and using favors...which never goes well for him.

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Gletch has heard a bit about Eox. It is a world ruled by the undead. Ages ago, long before the Gap, the Eoxian leadership unleashed a terrifying weapon that destroyed two worlds in the star system and stripped Eox of its atmosphere. The few Eoxian survivors managed to endure by making the necessary transformation into undeath. Today, Eox’s atmosphere is a thin layer of toxic elements unable to support life.
The technomancer also recalls that “Only the dead can truly live on Eox” is a saying amongst the Pact Worlds, as the cataclysmic event that tore open the planet’s crust scorched almost all life on the surface. Though some minor examples of flora cling to life and a few strange and bizarre organisms have adapted, most of what moves on Eox is undead. Recent innovations in technology have allowed for some safe zones in settlements where outsiders don’t need to rely on armor’s environmental protections to survive. The excavation site of Blackmoon likely has minimal environmental protection, however, so armor will be a necessity.
He also recalls that the undead of Eox are both its citizenry and its machinery. Some come to the strange planet seeking taboo medical or magical procedures to extend life beyond nature’s grip, and others have simply existed in their state of undeath for centuries and intend to do so for that much longer. None exemplify this more than the growing number of borais. Borais aren’t a true species, but are instead the result of other species experiencing complications while being brought back to life (such as via a raise dead spell). Borais are corporeal and sentient undead and have few places in the universe that accept them; Eox is one of a handful of planets to openly embrace the growing number of borais into its populace.
No more to be gained from life science/mysticism. But more from diplomacy(GI) or culture (RK).

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Gletch considers that question. "It would perhaps make sense for me to acquire a spell gem of life bubble before we leave for Eox, in case we run into time issues ..."

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Talltree has heard that although they are a united front in treating with the Pact Worlds, the leading bone sages of Eox are a fractured and squabbling group domestically. Ruling from within the planet’s functioning settlements, the bone sages see and employ the harsh and vast landscape between metropolises as a defensive buffer. Much of the planet is lawless and ungoverned, without resources or recourse to fall back on and infested by feral mindless undead.
So Gletch and Talltree guy spellgems, anyone else want anything.
"I'd suggest you don't go more than half a day from one of the life-supporting environments." is the somewhat droll response from Avin.
Still more can be learned from culture/diplomacy if anyone has yet to check. I'll advance us tomorrow. Last chance for Absalom station purchases.

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Culture: 1d20 + 5 ⇒ (15) + 5 = 20
"Anything else we should be aware of, outside of the deadly atmosphere?"

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A tall damaya lashunta in a sleek, accentuating armored jumpsuit steps forward from where she has been quietly observing the briefing in the back of the room.
Eox, again, she thinks to herself. Her previous mission to the undead planet had been a tragic affair leaving a mystery yet unresolved. Adding to her personal discontent was the residue of imagery taken from Maxim Petrovich' latest book, a droning but ominous tale of his exploits pursuing another superweapon, during which he spent two awful days on Eox. "It's like Paris at night, only with less to do, and dead people." The analogy was lost on her.
The story of the Blackmoon is fascinating, and she wonders at the tendency for ancient superweapons to be left for anyone to accidentally set one off.
Her prompt and articulate companions have asked many good follow-up questions of Arvin, but she senses there is more to be revealed.
"I'm Rilynn. A pleasure working with all of you. Avrin, is there a particular bone sage whose territory we will inhabit during our investigation? And what of the local political rivalries on this area of Eox? Does the expansion of the dig site violate another Bone Sage's turf?"
Culture: 1d20 + 10 ⇒ (14) + 10 = 24
Following the briefing, Rilynn submits a quick order for an Iridescent Spindle aeon stone. Then, thinking the stone may be stylish, but less effective against Eox' extreme weather, or lack thereof, she sees the wisdom in Gletch's thinking and adds a Life Bubble spell gem to her purchase. Great idea, Gletch!

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"I have been meaning to pick up one of those Iridescent Spindles so I can get out of the office a bit more. Perhaps now is the time." Kharos muses before ordering a delivery of his aeon stone.
Buying Iridescent Spindle Aeon Stone.

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The team puts their heads together and thinks about other things they know. Rilynn is especially good at this.
Although they are a united front in treating with the Pact Worlds, the leading bone sages of Eox are a fractured and squabbling group domestically. Ruling from within the planet’s functioning settlements, the bone sages see and employ the harsh and vast landscape between metropolises as a defensive buffer. Much of the planet is lawless and ungoverned, without resources or recourse to fall back on and infested by feral mindless undead.
In addition to this she knows that Blackmoon is a massive artificial mountain that fell from the asteroids surrounding Eox and destroyed the necropolis city of Muthal. It came to exist following the activation of the Thousand Moons—a sarcesian-made doomsday weapon that could hurl several of the asteroids orbiting Eox down to the surface. Bone sages across Eox squabble over Blackmoon, and the area is renowned for its reputation of housing feral undead. Many question whether or not the sarcesians have established bases within the region as a means of keeping an eye on the bone sages.
The trip to Eox takes 1d6 + 2 ⇒ (1) + 2 = 3 days. Half way there, you bump into a fleet of Aballonian starships. There are seven ships in a guard formation around an eighth which has been heavily damaged.
You can hail them if you like, or just pass onward.

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Gletch recommends hailing the other ship. "Never hurts to be polite."

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The lashunta observes the damaged ship. "We may be best served to leave them to it. They're more than capable of completing their own repairs, and if they need materials they could see us as good scrap," cautions Rilynn. She recalls an aborted attempt by her mother, under the optimistic direction of Lady Kesh, to arrange an envoy to Aballon. She didn't know why it failed, but it seemed to young Rilynn that the robotic race was less than receptive.

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"They may need assistance. Unless they are going to eat us, I vote for hailing them." Tari frowns trying to recall anything she knows about the Aballonians.
Culture: 1d20 + 5 ⇒ (8) + 5 = 13

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Rilynn nods, supporting the group's decision. "Let's not get too close, just in case."

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"Well, a communication connection can avoid any assumptions about our own intentions. I can't say I have had too many encounters with those from Aballon. Hmm." he thinks before opening the communications channels.
Culture: 1d20 + 6 ⇒ (19) + 6 = 25

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The team discusses the situation and narrowly seems to want to keep distance but still hail the small fleet. You are responded to by an intelligence that identifies itself as Tutor 2-12. "Thank you. We are on slow trajectory for Absalom to complete repairs. No assistance is required. " is the somewhat terse reply.
Without further ado, you return to your own trip to Eox. The shuttle lands in the settlement of Zinhew, which is located on a rocky shelf north of Blackmoon. Your trip was quick and you arrive early, giving yourself half a day of free time before your meeting to explore if you so wish. You could also make any last minute purchases.
If you want to retcon any of that, let me know, but otherwise, I'll just advance the story a little
At the appointed meeting time an imposing vesk arrives, introducing itself as Verchta Deepdelver. She points to an all terrain transport that "Will take us to the dig site."
Her clothing is somewhat dirty and mud splattered. Her beard horns, teeth, and the frilled ridges of her head are the multicolored hues of an oil spill on water, and it’s not clear whether the coloration is natural or by elaborate design.
Alongside Berchta, a robust mechanical drone with six arms underslung with sawlike drilling implements stands ready to receive gear for transport. "[b]This is Digger[b]" she adds, introducing her robotic companion.

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"Good day to you, Verchta (Berchta?)," Tari says brightly. "How are you related to the dig site? Is there anything more you can tell us about what's been going on? We've heard that some workers have gone missing or been destroyed, but not much more than that."

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Yes, Berchta, typo!
"I'm a 'dirt boss' for the excavation site. Don't ask, it's not pretty.
She helps you stow your gear, as Digger moves out of the way. Once loaded, she jumps into the drivers seat. "[b]Climb on folks, you really don't want to walk.."
While it seems from orbit that the monochromatic bleakness of Eox’s surface was a simple trick of the eye, driving through the gates of Zinhew reveals the surface to be every bit as barren and lifeless as it appeared from high atmosphere. Up close, Eox’s ground looks less like gray dirt and more like desiccated skin peeling away from ancient, cadaverous flesh. A haphazard sprawl of berms and rock clusters push themselves up like broken bones and scabs, and shambling forms—humanoid and non-humanoid alike—move across the landscape in eerie half-shuffles and stilted gaits.
Above it all rises Blackmoon. True to its name, the gigantic hemisphere, itself a color between darkened ashen sand and volcano glass, looks less like a mountain and more like a heavenly body that collided with Eox and refused to let time or the elements break its shape.
As you drive along, you notice the surface is crisscrossed with footpaths and roads packed down and flattened by the passage of hundreds of vehicles. The ATV itself comes equipped with lots of plugs to top up your armour. Berchta makes sure to plug herself in. "Always a good idea to stay fully charged here." she mutters.
Eventually Berchta stops the transport outside of a large camp complex of interconnected research and storage pods, mess areas, and sleeping quarters for researchers, scientists, and the few laborers among the living.

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Talltree also plugs in his armor for the short trip to the camp, although it makes things difficult for the shirren to look in as many directions as possible. "I've been on digs on Apostae, but I've never been to Eox. Maybe I'll be able to get an article or two out of this!"

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Being on Eox is like having the feeling that someone is perpetually looking over your shoulder, and when you go to swat them away nothing is there. Of course, on Eox, something probably is there, but you don't dare look.
Full of nervous energy, Rilynn cannot stop fidgeting as the transport cuts across the scarred surface of the corpse planet. The presence of mindless undead just roaming around causes her to shiver. She had been here once before, as a guest of Zo!, and although that seemed creepy at the time she now realized she had been given VIP treatment. This experience was a whole 'nother can of worms.
The research compound looks functional - almost civilized. She guessed they would find lodgings to be sparse and they might have to make do on the floor with only their packs for comfort. No one said being a Starfinder was glamorous. At least, no one told Rilynn that.
Berchta is polite and accommodating and seems to offer smart advice. She follows instructions and jacks in to her armor. Once the short trip is done she hops down thanks the dirt boss.
"Where can we find Taylehm? she asks Berchta. While they wait for the overseer, she performs a soil analysis of the disruption zone near Blackmoon. She feeds a sample film into her datapad, identifying composition, presence of foreign contaminants, and any other noteworthy anomalies.
Physical Science: 1d20 + 8 ⇒ (20) + 8 = 28

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"There she is now!" smiles (and really, a vesk smiling, not the most reassuring sight) Berchta.
A tall kasatha woman with visibly grayed skin comes to meet you as you exit the ATV. "Hello there. I am Taylehm, head of the Blackmoon excavation. I manage the high-level aspects of the dig site, including maintaining ties with local Eoxian interests, while I leave Berchta to handle the site’s operational requirements."
She takes you into her "office" to brief you on the current situation.
"Sorry, I don't have a lot of free time. Keeping the Eoxians out of our hair is a full time occupation." she says.
"Our survey site around Blackmoon is one of a handful of excavations across the surface of the mountain. Due to Blackmoon’s awesome size, camps are dozens of miles apart from one another, allowing each of us to operate in relative seclusion and privacy."
"Normally this is in our favor, but over the last two weeks my excavation team has lost days of productivity while trying to expand the borders of the excavation beyond its current boundaries. So far six researchers, four of whom were members of the Society, and over a dozen of their undead workers are missing and presumed destroyed. Of the living researchers, only two bodies have been discovered, and they looked as though they had been savaged by some kind of wildlife; the other four bodies remain unrecovered."
She shakes her head. "That is not all. In addition to the confirmed deaths, workers reported damage on some of the heavier industrial mining equipment near the excavation’s latest expansion site. I have sent three of my contracted security detail agents to the site to try to see what’s causing the disturbance. These security agents have yet to report in..." she adds, looking concerned.
"In short, your arrival is timely. Our site has little else in the way of protection. My site here is open to you, if you want to view the bodies or interview anyone, be my guest. When you are ready, we can get you out to the dig site. Any questions?"

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"I have never ventured out here and I can see there was little reason to. " Kharos remarks as he views the landscape, failing to hide his disgust. He shakes his head and keeps quiet for the rest of the ride.
When they disembark, he nods at the quesion from Rilynn Rae.
---
"I am no doctor or scientist, the bodies wouldn't help me. I would like to talk to any of those from the teams that have been expanding borders. Have any of them returned?" Kharos asks

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There are a variety of living people in the complex. Thirty two to be precise. They fill a variety of roles from troubleshooters to minders of the 60 odd mindless undead labor force.
Each of you can pick a pair of skills from Bluff, Computers, Diplomacy, Intimidate, Perception, Profession, Sense Motive, Sleight of Hand, or Stealth. Roll two checks, and let me know how you are using the skills to find out information.

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Apologies, GM, I'm not sure how I would use those specific skills in this context.
Rilynn is not surprised when her soil analysis returns nothing unusual this close to the compound. Perhaps she will have her chance to examine Blackmoon more closely.
She regards Taylehm's introduction and her mind seizes on the reports of torn bodies and twisted machinery.
Culture: 1d20 + 10 ⇒ (3) + 10 = 13
"Taylehm, what kind of wild creatures on Eox could do the kind destruction you describe? Have there been reports of such things in the vicinity?"
Sensing she may not have articulated herself well in this tack, she pivots and asks to see the bodies of the murdered Society members.
Life Science: 1d20 + 9 ⇒ (15) + 9 = 24 Assuming an autopsy is permitted...
She is careful with the remains of her fellow Starfinders, and takes immediate note of their identities to inform their families once the group has completed its work here. Then she begins a thorough examination of the trauma to attempt to determine the nature of their deaths.

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You have been given free-rein, more or less, of the base. So things like computer could be used to look for logs, Sleight to remove personal documents etc.
Rilynn leaves aside the main search for the moment Though she can join it later if she wishes and examines the bodies. They are located in a makeshift morgue - originally a cryogenic storage area. There are three researchers in the medical area of the complex- Kopos, Rayburn and Whipstitch. A quick chat with them shows they have basic first aid, but only Kopos has anything like the training needed to do an autopsy.
Kopos arranges for the bodies to be taken out of storage for you. "[b]We think they were killed by roaming feral undead. When the bodies arrive Rilynn has a quick look over them. Both are humanoid, one a male human the other a female korasha lashunta. Much more is hard to tell due to the amount of abuse the bodies have suffered. They have keep gashes, compond fractures, digits missing and the skin shows signs of tearing and flensing.
It is easy to see why Kopos made the assessment they did. However.. Rilynn is suspicious and looks closer. While the bodies have been mutilated, it is clear to her that both were killed by a slash across their throat. A slash made with a manufactured weapon capable of a clean cut through an environmental suit. All the rest of the injuries seem to have been inflicted post-mortem.
nice check.

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Our fellow Society agents were murdered, Rilynn sends telepathically to the rest of the team. Their throats were slit with a keen-edge blade; likely they never saw their killer. Then the bodies were left for the undead to defile, to disguise the true cause of death.
"Kopos, were these bodies found together or separate?"

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"The researchers went missing on different days. At first we didn't realise what was happening. There are another four out there... I can only hope they have hidden from whatever roving bands of mindless undead are out there.." they say.

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"It looks like Rilynn has the bodies well in hand, so to speak. I'm going to try to figure out what the dead agents were working on. As I said, I've been on digs before--that might give me some clues."
While Rilynn works on the bodies, Talltree starts by reviewing the readily available information on the progress of the dig (i.e., nothing that would require a Computers check to extract). Then he uses his professional judgment to identify what the researchers were working on when they were killed, and what the attackers may have been trying to discourage the team from finding, and if any of the others still out might be looking for/at something similar.
Profession (archaeologist) check: 1d20 + 12 ⇒ (5) + 12 = 17
Finally, he tries some data mining for information that would let him fill in the blanks in his estimate of what (if anything) the dead researchers were focused on.
Computers check: 1d20 + 8 ⇒ (19) + 8 = 27

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Talltree starts to make headway. There is a lot to go through though.
Others can still find a lot more. You can use the same skills, and you don't necessarily need to get a higher result, as you may be looking in different areas. Number of successes is what counts here, not how good a success.
What he discovers is that everyone who went missing, including the undead laborers, were all operating beyond the established perimeter of the main excavation site. It’s common knowledge that they fell prey to some of Eox’s roaming feral undead.

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Does Eox have day and night, and if so, what is the duration and is it day or night now?
Rilynn has one more question for Kothos: "How were they found, if they were killed beyond the boundary of the site?"

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"Do you have any indication of why they were out there? In a place like this, where feral undead roam, they must have been after something they thought was worth the risk. Unless they were killed inside the perimeter, and their bodies moved after death?"

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Gletch begins analysis of the computer logs, writing some smart algorithms and simple AI's to find patterns among the log data related to these missing people.
Computers: 1d20 + 10 ⇒ (14) + 10 = 24
He speaks to some of the more academically-inclined researchers in the area, hoping to get any information he can glean from sharing data with a fellow academic.
Profession(professor): 1d20 + 13 ⇒ (3) + 13 = 16
I'd also be willing to participate in a Life Science, Mysticism, or Medicine check to help perform the autopsies, once we are given access to the bodies.

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Eox does have day and night. At least, I can't find anywhere that says it is tidaly locked. So lets assume so.
It is early afternoon at the moment.
"When Starfinders go missing" explains Kopos, "We go in search of them. But in this case, we knew where to look, as they had been looking at setting up a new site."
Gletch hunts around computer files and interviews a couple of the academics that can be found at any Starfinder lodge. He learns the latest dig site hasn’t been fully launched yet, and staff are eager to begin work there. So far, Berchta has managed only to set up several automated excavators to start trawling the ground, both identifying points of archaeological interest as well as preparing for the next set of digs. A korasha lashunta named Sennox led a small band of mindless undead menials to begin a preliminary sweep of the area. Sennox’s body was later found ravaged, and the mindless menials disappeared. Berchta has yet to let anyone else inspect the new dig site for fear of further attacks.

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Diplomacy: 1d20 + 7 ⇒ (18) + 7 = 25
Profession (Politician): 1d20 + 11 ⇒ (11) + 11 = 22
Kharos looks to spend his time with the workers, seeking out their areas of respite and relaxation. Using his keen tongue and political saavy he wants to find the rumors and troubles of the workers.
"Hello everyone, I am new to the camp but looking to improve things around here. Have there been any issues arising or even rumors floating about? My office doesn't usually cover these camps but I can get the right people informed."

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The diplomatic Kharos schmoozes his way around the camp, talking to lots of people. He also learns quite a bit, as under the surface folk are worried. It seems that Taylehm has dispatched the excavation’s security force, a group of three armed mercenaries, to the nearby Redspire Canyon to hunt down the feral undead responsible for the recent deaths. The three guards have yet to return. One person suggests that "They have likely been caught in a “glass cyclone,”[/b]".
When Kharos asks around about them, it turns out that a glass cyclone is a local weather phenomenon that can tear up even the strongest of environmental protection suits.
You have discovered all there is to discover here
Bechta catches up with you in the cafeteria. "Want to go visit the dig site now?"

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Gletch nods. "Yes, I believe our local investigations are concluded."

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Tari looks a little worried at the mention of glass cyclones, but nods as well. "The faster we start, the faster we find out what's going on."
Sorry, I got sidetracked and forgot to check in.

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Kharos shares his worries with the others, "A glass cyclone sounds miserable and the mercenaries being hired don't sound plesant either."