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If Hellih is the pilot, you may have to arm wrestle Gulkyn for the captain's chair :)

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Based on the discussion earlier in this thread, I'll take gunner # 3. Do we have six PCs? If not, I've got that boon to get us a skittermander engineer.

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Going to use my shirt reroll in the hopes of speeding things up :)
I like your optimism ;) So, far round 2, and no shot found its mark :D Maybe they will be out of ammo soon

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Does anyone not on the guns have a higher ranged attack mod than +2?
If so, I'm happy to switch out before I waste all of our torpedos :) I wonder if we should just go full turtle and try to maximise damage output.

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Hellih has +9 as a gunner. Also there is also an option to use:
Glide - so let the ship be piloted with AI, we lose initiative, move half speed, and can turn once :D but Hellih adds his PIloting rank to AC and can do different tasks.
I did not roll the initiative for the next round as I think we have other options.
Also keep in mind that there are Other options to be useful

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@Gulkyn I rolled initiative for this round and as a result, Shifty moved first, so I stayed as Pilot now, but did not roll initiative for the next round. We can swap then

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I'll be travelling until the 15th. I'll try and check in daily, but feel free to bot me as needed.

Shifty |

Once again, we're closing in on the end of the scenario, so any reporting info you need to provide or chance please do so.
Next up will be #2-19 Truth Keepers - it's a repeatable set in the Veskarium. I'm keeping the theme going :)

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Day Job Profession (Counsellor): 1d20 + 10 ⇒ (20) + 10 = 30
I'm definitely up for # 2-19--thanks GM!

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Thanks for the offer, but I need to pass. I played 2-19 twice and I have plenty of scenarios that I haven't and gameplay allows me to bridge the gap.

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I'm up for #2-19 :)
But I have played #3-02 already. :(

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No day job for Gulkyn.
Gulkyn hasn't played #2-19, so he's good to go. I've played #3-02 as well, so will have to pass on that one.

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I too have played 3-02 - with my other skittermander.

Shifty |

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Nice! Thanks for GMing!

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Chronicle looks good, thanks for running the game Shifty, as always it was a pleasure. I will bow out of Truth Keepers to join another game at gameday

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Thanks for the Chronicle and a fun game. I'll stick around for Truth Keepers!

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Name: Keith (phaeton_nz)
Character Name: Asclepius Strax aka Dr Vesk (to most children)
SFS ID and character number: 124312-714
Faction: Second Seeker (J)
Level: 4: Mystic(Healer) with Medic Archetype
Deity: Iomedae.
Scoured Stars Survivour
Vesk - adapted to low gravity.
Needs to be levelled.
Haver also played and GMed this multiple times.

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Player Name: Jhaeman
Character Name: Speaker for the Dead
SFS ID and character number: 238544-704
Faction:Wayfinders
Day job Roll: Profession (Counsellor): 1d20 + 10 ⇒ (6) + 10 = 16
Will slot boons after the briefing.
(After that visit to Vesk-2, Speaker for the Dead bought some basic defrex armor!)

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Same with Kyra, thank you. When do you want me to swap in Strax?

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That one I'm in - very interesting synopsis!

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Oh ... is that one part of an arc?

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GM, should we slot boons? Is there anything in particular we're advised to slot?

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Unfortunately, I've played all of those on characters other than this one.
Personal Boon: Embri Heritage (play an embri)
Starship Boon: Skitter Pal (get extra crew member if less than 6 PCs)
Promotional Boon: T-Shirt (one d20 reroll)
Social Boon: Society Solidarity (reduce cost of body recovery & raising, +2 boons to influence SFS members)

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I played the first one of those, but not with Benny. As for my boons:
Social: Making Connections (4/4 boxes, can check a box for +2 on any skill check to influence someone in the Pact Worlds)
Ally: Dream Whispers (once per adventure, retroactively add +2 to a failed attack or save that wasn't a natural 1)

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And it has quite the cover... o.O

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Thanks for running this, GM--it was a fun session! Once we officially wrap, can you tell me what it was the Keepers were trying to steal/destroy? I didn't quite get it.

Shifty |

Thanks for running this, GM--it was a fun session! Once we officially wrap, can you tell me what it was the Keepers were trying to steal/destroy? I didn't quite get it.
It is a complaint I have had with sooo many scenarios, the really cool information is stuff that the players never get introduced to. The really cool 'why' of the scenario is up in the GM info, and never finds its way down into the session.
The Keepers of the Lie began as a group of vesk soldiers who
unearthed a mysterious being encased in ice on the distant world
of Vesk-8. The being telepathically informed the soldiers that
their existence was a lie and that the universe had been created
entirely after the Gap. The group has since expanded to become an
organized criminal empire that operates throughout the Veskarium.
These vesk and their allies now call on people to throw off the
bonds of family, religion, and shared past to draw the disaffected
into their ranks.
Lower-ranked members of the Keepers of the Lie, known as
Liars, work on the streets of the Veskarium’s many settled worlds.
These agents specialize in acts of extortion, slavery and smuggling,
as well as their primary missions of destroying the perceived “lie” of
the Gap. Any trace of pre-Gap information is targeted for deletion or
destruction by the Liars and their overseers. To date, the Keepers of
the Lie have kept their destructive missions mostly concentrated
within the worlds of the Veskarium, but the appointment of a new
Keepers regional leader, known as a councilor, to Absalom Station
has led to the formation of a new gang of Liars onboard the Pact
Worlds’ political heart.
The new councilor, an ambitious young ijtikri (Starfinder Alien
Archive 3 54) named Uroubituun, wants to make their mark within
the Keepers of the Lie by perpetrating a particularly notorious act:
stealing a recently retrieved pre-Gap artifact from the Starfinder
Society. The Keepers plan to ambush the Starfinder Society shuttle
returning the relics to Absalom Station, retrieve the relics, and
bring them back to an abandoned research facility on Vesk Prime
that the Keepers have repurposed as a safehouse. There, they hope
to uncover the method for destroying the artifact once and for all,
eliminating another potential source of pre-Gap knowledge that
contradicts their fervent assertion of the pre-Gap’s false nature.

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Thanks for GMing!

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Thanks again for running!
One small correction on my chronicle - Gulkyn is with the Acquisitives, not Wayfinders.