
GM Quirk |

A narrow hall running north and south is separated from
a large prison cell by floor-to-ceiling bars of translucent
metal. Occasional crackles of electricity dance
along the bars. There is no door to the cell,
and the bars are each only a few inches
apart. The cell has several fold-down
benches, a simple toilet, and a water
spigot over a drain. The hallway has a
door at the northern end marked with
green lettering, as well as a door in the
eastern wall that is unmarked. The air
has a heavy, charged feeling and smells
of ozone.
None other than who must be Madelon jumps up from his bench in the cell, telling all of you "DON'T TOUCH THE BARS!"

Chiaiese |

"The Azlanti are running out of places to hide," Chiaiese says quietly on approach. "Ready?"
Kit and pistol in hand, she checks the East door for traps or alarms, and then opens it.
Engineering: 1d20 + 15 ⇒ (8) + 15 = 23

Duncan Sangster |

Duncan gestures for the prisoners to lay low and points at the door to the last unexplored room, static arc pistol ready, waiting for Chiaiese to spring open the door.

![]() |

Laser rifle ready, Sevens nods and follows carefully, looking for an access port or a power conduit or any potential traps, anything that could be used as leverage against the Azlanti.
Perception: 1d20 + 6 ⇒ (20) + 6 = 26

GM Quirk |

As Chiaiese and the rest of you take your positions in the small hall between the cell and the eastern doorway, there is a blast of electricity.
Standing in front of this door seems to be the trigger. Everyone in the hall (it appears to be all of you) will take the below damage, though you may take a DC13 reflex save for half.
trap damage, E: 3d6 ⇒ (1, 4, 1) = 6
You seem to have gotten off easy. I'll leave it up to you whether you still want the door to open. A DC18 engineering check will disable this trap and keep it from triggering again.

Chiaiese |

Reflex: 1d20 ⇒ 15
Chiaiese jumps as the door trap goes off, then curses in her native tongue.
"Sorry, everyone. Let's try this again."
Engineering: 1d20 + 15 ⇒ (18) + 15 = 33

Duncan Sangster |

Reflex: 1d20 + 5 ⇒ (3) + 5 = 8
Duncan is positioned in a spot that gives him no good options for dodging the electricity trap. He absorbs the effects and keeps focus.
After waiting for the medkit, did anyone with a high medicine skill make the roll to Treat Deadly Wounds? The DC is 25 to cure 2 hp + more if the roll is 30 or more. Chiaiese has skill bonus of +11. If allowed, I'll make a roll with that bonus to retcon the treatment.
If administered by Chiaiese Medicine: 1d20 + 11 ⇒ (5) + 11 = 16
Alas, not. Yoro should have a roll made for him if he still has unhealed hp.

![]() |

Thak glances behind the group, watching to make sure nothing and nobody comes at them from the rear.
“What do you see up th—”
The sound of an electrical grid powering up cuts off his question. He reflexively crouches, covering Cubber as he turns.
Reflex: 1d20 + 5 ⇒ (10) + 5 = 15 Thak saves, takes 3 (half) damage
Reflex: 1d20 + 6 ⇒ (9) + 6 = 15 Cubber saves, takes 0 damage (evasion and improved evasion from being in Thak's square)
He winces at the shock, then listens for more before standing up. Looking to Cubber, he softly says, “You okay, buddy?” The squox yips and runs back into Thak’s shoulder.
“What was that?” he asks the forward members of the party.
He still has his pistol and knife in hand.

Yoromishtali |

Reflex Save: 1d20 + 1 ⇒ (5) + 1 = 6
Yoromishtali can't avoid the electricity and he spasms momentarily. His muscles ache like he's been beaten a little.
"Not your fault, Chiaiese," Yoromishtali says. "A trap...or a gift depending on your viewpoint Thak."
So far as I know, Yoro has 16/20 hp.

Osamiri Jūra |
Neap was bringing up the rear, fiddling with the Medkit that had been brought once it had been used. The shock was something of a surprise, and something most unpleasant, but it was not overwhelming— something that was greatly appreciated. Everyone was poised by the door, and they stowed the Medkit, readying the rifle.
______________________________
Reflex: 1d20 + 2 ⇒ (11) + 2 = 13

GM Quirk |

I'll go ahead and bot Seven's save:
reflex save, Sevens: 1d20 + 5 ⇒ (1) + 5 = 6
Sorry Sevens.
The door opens up to some sort of office. A lone figure stands on the far side of an impressive looking desk.
A heavily accented voice addresses all of you in common. "You have all been causing quite a bit of trouble for us here. You know you can never truly win? The Azlanti empire is unbeatable, and all of you will die and quickly be forgotten." He levels a pistol and prepares to fire. He has also drawn a sword, and he holds it in his off-hand.
Bold may go. Round 1. Damage listed is from the electrical door trap.
1. Sevens (-6)
2. Duncan (-6)
3. Azlanti officer
4. Thak (-3)
5. Yoro (-6)
6. Chiaiese (-3)
7. Neap (-3)
Neap: 1d20 + 2 ⇒ (8) + 2 = 10
Sevens: 1d20 + 6 ⇒ (19) + 6 = 25
Duncan: 1d20 + 3 ⇒ (19) + 3 = 22
Chiaiese: 1d20 + 1 ⇒ (10) + 1 = 11
Yoromishtali: 1d20 + 1 ⇒ (12) + 1 = 13
enemy red: 1d20 + 6 ⇒ (12) + 6 = 18

Duncan Sangster |

Duncan was ready to go, and when the door opens, before the officer can finish his pathetic threat, he runs into the room and to the side of the big desk. As a distraction, he sets of a gadget that makes a beeping sound that beeps at a rapidly increasing frequency, accompanied by flashing light.
Trick Attack, Engineering using gadgets: 1d20 + 10 + 4 ⇒ (13) + 10 + 4 = 27 [DC = 20 + target's CR]
Success = Trick Attack Damage: 1d4 ⇒ 4 + target is flat-footed against the attack (-2 to AC).
The trick seems to work as the officer hesitates long enough for Duncan to fire his static arc.
Pulsecaster Pistol, vs EAC: 1d20 + 3 ⇒ (14) + 3 = 17 (range 30 ft.)
Damage, E, nonlethal: 1d4 ⇒ 3
"Yer gingin' kind'll remember us fer a loong time!"

GM Quirk |

As Duncan enters the room, the Azlanti officer flashes him a dirty look. "EXCUSE ME! I'm trying to monologue here! Have a little respect!" Duncan's distracting gadget then goes off, causing the bad guy to look away. "Oooh! What's that? That's a fun noise! Do you have another? NO! Don't shoot me! I shoot you! This isn't how it's supposed to work!"
Duncan tricks and hits the bad guy. He is now flat footed. Sevens may go.

![]() |

Disoriented as they feel they still feel the lingering surge from the electrical trap, Sevens does their best to follow Duncan's lead, stumbling slightly in the other direction as an attempt to flank the Azlanti officer, using the brief respite of Duncan's distraction to fire their laser rifle as their exocortex reboots and de-gausses.
Actions!
Moved token on map and attempting shot on Officer.
Laser Rifle vs KAC: 1d20 + 3 ⇒ (20) + 3 = 23
Damage: 1d8 + 1 ⇒ (6) + 1 = 7
Damage: 1d8 + 1 ⇒ (8) + 1 = 9
Burn Damage: 1d6 ⇒ 1
OH IT HAPPENED AGAIN!

GM Quirk |

The Azlanti officer sneers, then realizes he is quite burned by Sevens shot. His face then turns to near panic.
Maybe your luck is turning around, Sevens!
The Azlanti makes a gesture, and three magic missiles issue forth from his hand.
Two at Duncan, one at Sevens.
magic missile damage, Duncan: 2d4 + 2 ⇒ (4, 4) + 2 = 10
magic missile damage, Sevens: 1d4 + 1 ⇒ (4) + 1 = 5
Bold may go. Round 1.
1. Sevens (-11)
2. Duncan (-16)
3. Azlanti officer (-24, on fire)
4. Thak (-3)
5. Yoro (-6)
6. Chiaiese (-3)
7. Neap (-3)

Yoromishtali |

Taking a running start, Yoromishtali tries to leap onto the corner of the desk.
Round 1
Move action, Athletics check to jump onto the table (I moved the token where I wanted Yoro to be if the check is successful).
Standard action: Doshko attack
Athletics: 1d20 + 7 ⇒ (15) + 7 = 22
With a yell, he swings his doshko in a low arc since he is elevated above their opponent.
Doshko vs KAC: 1d20 + 5 ⇒ (15) + 5 = 20
Damage: 1d12 + 4 ⇒ (6) + 4 = 10

Chiaiese |

Let it be known that I did not cast the first Magic Missile in this encounter!
Rilynn fights fire with fire, aiming her finger at the Azlanti officer and unleashing a trio of force missiles at them.
Magic Missile: 3d4 + 3 ⇒ (3, 3, 3) + 3 = 12

GM Quirk |

Poor Neap. Poor Thak. They don't even get a turn. :) COMBAT OVER.
A computer is on the desk. It's still logged in.
The Azlanti's corpse still smolders from Seven's laser.
From behind you, Madelon calls out, "Is it over? Did you kill that Azlanti bastard? What's that smell? It smells like burnt hobgar!
The Azlanti officer had the following gear: casual stationwear, static arc pistol with 2 batteries (20 charges each), tactical dueling sword; Augmentations: standard darkvision capacitors, standard datajack

Chiaiese |

A sword! Anyone else want the sword? Else I'll take that. I could use the batteries too for when we get to level 3.
Chiaiese slumps against the wall and lets out a long sigh of relief. The Azlanti office was met with the team's most efficient attack.
"We really came together on this. Great work, team."
Once she gathers herself, Rilynn addresses the computer to see if it will disable Madelon's cell.
Computers: 1d20 + 13 ⇒ (6) + 13 = 19

Duncan Sangster |

Duncan shudders from the magic force missiles, but keeps his pistol up and ready to fire. When the others finish what he started, he slumps to the ground, leaning on the wall, badly wounded. "Medic," he says weakly. "Pahtra doon! We've got a pahtra doon!" There is an edge of self-deprecating humor in his voice, as if enjoying an inside joke.

GM Quirk |

It's time for an information dump. The following items are on the still logged in computer on the desk:
• The identity currently logged on to the computer is Master-at-Arms Olaraja, who is a member of the Imperial Fleet. He is currently working on a temporary basis for Lieutenant Sharu, a member of the Aeon Guard. A PC who succeeds at a DC 16 Culture check has heard about these two branches of the Azlanti Star Empire’s military.
• The Azlanti have come to the planet because a crashed probe relayed the location of ancient aeon stone technology. An Azlanti named Zolan Ulivestra ordered Olaraja’s vessel, the Barazad, to investigate. The reports refer to Zolan Ulivestra in many places as a sardat, which a PC who succeeds at a DC 18 Culture can recognize as some kind noble title.
• The Barazad is an Imperial Fleet vessel that happened to be transporting Lieutenant Saru and the Aeon Guard cadets under her watch. The Barazad is currently off mapping the rest of the system and will return for resupply shortly.
• The Azlanti were surprised to find a small Pact Worlds colony already on Nakondis. Lieutenant Sharu commandeered the expedition and she and her cadets successfully subdued the colony and established a presence in Madelon’s Landing.
• Sardat Zolan Ulivestra believes the strange readings are from a lost starship called the Royal Venture. The personal vessel of a pre-Gap Azlanti noble, the Royal Venture carried an experimental technomagical device called a rune drive that would allow interstellar flight without use of the Drift. Scans conducted after the victory over Madelon’s Landing revealed these theories were correct.
• Investigation uncovered that an android colonist had already entered the Royal Venture crash site and stolen the rune drive. The android and the rune drive were both picked up by a fast courier vessel called the Silver Needle and returned to the Azlanti Star Empire only a short time ago. Lieutenant Sharu arranged for this transfer, but the destination isn’t listed on this computer.
• The android shared some information about the rune drive with other colonists—now prisoners in the garrison—but questioning has revealed that none of them entered the Royal Venture and none have anything more than passing knowledge about the rune drive. Lieutenant Sharu wants these colonists killed; Master-at-Arms Olaraja has been putting this off to arrange for public executions in order to keep the rest of the settlement in line. In the meantime, Olaraja has been keeping the colonists in the brig.
• Lieutenant Sharu took a group of senior cadets in training for the Aeon Guard with her to the Royal Venture’s crash site to see whether she can recover any additional information. Olaraja isn’t sure when to expect Lieutenant Saru to return.

Yoromishtali |

With a contented exclamation, Yoromishtali turns off his body camera. "Excellent Sevens! What a shot!" he bows to show his appreciation. "We didn't lose anyone, thankfully."
As the recent history computer files are read, Yoromishtali shakes his head. "We're thinking the same thing about who the android is, right?" he asks his companions.
Yoromishtali waves his hand, beckoning the colonists out of their cells. "Please exit, your ordeal is over. Anyone need medical care? Food? Water?" Anyone that needs help walking will get it from Yoromishtali.
"While we recover let's plan our next actions. Should we ambush Lieutenant Sharu?" the vesk says.

![]() |

Culture DC 16: 1d20 + 4 ⇒ (9) + 4 = 13
Culture DC 18: 1d20 + 4 ⇒ (12) + 4 = 16
Thak comes up with nothing on the culture checks.
All of this Azlanti information is new to Thak, so he focuses on doing what he does best — interact with people and put them at ease.
“Let’s get you back to your homes. You’re free. Soon the whole settlement will be free of the Azlanti. You have our word.”
He moves among the captive colonists, comforting them and working with Yoro to provide care.
Diplomacy for comfort and moral support: 1d20 + 1 ⇒ (8) + 1 = 9
After being rebuffed in his attempts to be friendly, Thak retreats to the side wall and scratches Cubber’s ears.
“Maybe it’s the teeth, Cubber. Perhaps I shouldn’t smile so much. Ah well… live and learn.”

GM Quirk |

I'm going to move things forward. I do recommend that you all read and understand my post above--the "information dump."
Soon the former prisoners are escorted from the barracks and attended to by the settlement's medical personnel.
Almost all of the prisoners seemed to have taken some sort of abuse from the Azlanti. Madelon in particular shows the signs of being injured during multiple interrogation sessions.
Still, freedom can be a marvelous healer, and within a few hours the colonists are gathering in the green spaces within the colony, preparing a large celebration complete with good food and music.
As the preparations are being made, Madelon asks for all of you.
"I can't thank you all enough. You came to Nakondis as delivery pilots, and now you have successfully resisted experienced military soldiers. They're preparing a feast in your honor right now, but before we celebrate, let's settle up on that delivery. Why don't you all head back to your ship and land just northwest of here. I'll have Ludvar meet you with some of the trikes to unload. Of course I can pay you as well."
With that, your comm units beep with a notification that you are each 1,000 credits richer.
Madelon continues, "You've already done so much, so I ask this of you all humbly...maybe tomorrow you can head to this crash site and figure out what's going on there. I think that is what brought the Azlanti here. Cedona was in the garrison building until a few days ago when they transferred her to one of their ships because of what she knew about this crash site. It's high time one of us finds out exactly what's going on there. Maybe you can also finish off whatever Azlanti are still there."

Duncan Sangster |

DC 16 Culture: 1d20 + 8 ⇒ (11) + 8 = 19
DC 18 Culture: 1d20 + 8 ⇒ (10) + 8 = 18
Duncan limps over to view the data dump. His knowledge of the language helps him recognize some things the others might have missed.
"This Sardat Zolan Ulivestra would be someone fairly high up in the social order. That's some kind of noble title like count or baron. The Azlanti culture is rife with infighting between factions, so we might be able to take advantage of that. Let's locate this starship, eliminate the rest o' the guard an' maybe capture their leader for some harsh questioning."
"I know jus' enough o' the culture ta know this kind o' discovery would be worth a great deal in prestige and political manuverin'. It's possible if we catch up to 'em, we can rescue Cedona while he holds onta the rune drive thingy until he can use it as proper lev'ridge. It's possible he's the only one who knows about this."
"I suggest we commence Operation Exterminate Vermin as soon as we are patched up and ready."
Duncan enjoys the feast and tells stories about the fights, relishing the chance to brag a bit and soak up some adulation. He rests as much as possible, however, hoping to get his wounds healed quickly. He points out the other Azlanti could be back any time and recommends stationing colonists inside the garrison to monitor the radio transmissions and scan for any ships flying in the area.

Osamiri Jūra |
While the festivities are enjoyed, and Neap has enough knowledge of cultures to make a token appearance, some reassurances, and some communication, it is understandable that interactions with the colonists were not as comfortable as some of the others. There were not many that knew sign language, either Azlanti or common, but there were a couple of conversations that they did enjoy, once everyone understood that "the mass of moving water with the lifeform inside" was one of the crew.
However, where they did shine was providing documentation for the festivities and records. Captures in still, full, and motion were taken and made available as Neap utilized their skills to find some relaxation after a very stressful time. The small drones hovering and zipping about were not quite unobtrusive, but they could be overlooked, and satisfaction was had. Those in the photos would receive them to their comms, whereas shots of the areas would be made available to all the citizens of the settlement.
Duncan received the last of their magic for the day, and while helpful, it was not the total recovery that it could have been.
___________________________________
Culture: 1d20 + 5 ⇒ (18) + 5 = 23
Culture: 1d20 + 5 ⇒ (13) + 5 = 18
Profession (Drone Photographer): 1d20 + 8 ⇒ (15) + 8 = 23
Duncan Cure: 1d8 + 3 ⇒ (1) + 3 = 4
Neap is getting all those juicy PR shots for Madelon's Landing while getting some memorable photos of everyone. Are there any shots that anyone would get that would "capture the moment"?

![]() |

Datapad rigged up to their ExoCortex, Sevens connects to the Azlanti computer and begins transferring all the data they can, listening closely to Duncan and sorting it by estimated relevance and using the activity to deflect Yoro's praises. "Just a lucky shot. But... yes, it felt good." There's a brief hint of a smile before something else catches their attention.
"Another android. I do not think I met them, I was unaware there were others here..." Sevens lets their words trail off as they finish the data transfer and disconnect from the computer, helping get the colonists back to safety, offering what little comfort they can to the more familiar colonists.
Sevens does their best to join in on the celebrations, awkward as they might be, and does their best to mingle and celebrate liberation and freedom, even accepting a dance here and there and being - feeling - a little more expressive for once.
Are there any rolls that need to be made?
Neap - Sevens attempting to be less robotic should make some good shots :)

Duncan Sangster |

... and using the activity to deflect Yoro's praises. "Just a lucky shot. But... yes, it felt good." There's a brief hint of a smile before something else catches their attention.
"That reminds me o' a sharpshooter I once knew. Someone asked her to what she attributed her high number o' enemies eliminated after a tough battle. 'I guess I'm just lucky,' she replied. The questioner said, 'But ya practice shooting every day!' She replied, 'Funny thing. The more I practice, the luckier I get.'"
Anecdote adapted from a quote about golf attributed to Sam Snead.

GM Quirk |

There is a memorable moment, captured by Neap's camera, of Aibretta and Jellik actually being nice to each other. Amazingly, the bickering couple even take time to dance together some older selections of music.
No real rolls to make here, though you may continue to RP with Madelon. Oh, and when I copied and pasted the info dump from the computer up above, I didn't see the part that called for a culture roll. Let's just assume that you all figure out that part (and I think someone got the roll anyway).
Late in the evening as the festivities begin to quiet down, Madelon, Aibretta, and other senior members of the want to speak with you. Madelon cracks open a couple of bottles of good intoxicants and passes them around. Aibretta chides him and informs the party that she will get glasses. "No, we're not going to drink out of the bottle. Let's be civilized here!"
Once everyone is served, Madelon begins planning with you. "While you head out to the crash site, we've decided that we're going to volunteer our services to upgrade your ship. I think we can find parts for just about anything in Aibretta's yard, or perhaps fabricate what is not immediately available."
As Madelon informs you all of this, Aibretta and Ludvar nod in aggreement. They'll likely be doing most of the work, with assistance from other able-bodied colonists so the job can be done quickly.
The ship you came here on is on slide 15. It's interesting. Heavily armed, but no shields as a tier one ship. It does have a med bay, which is something you'll want to keep in mind for the future. Anyone want to volunteer to do the math to upgrade to tier two? I can't remember who originally did this design, may have to look at the first page of discussion. Only requirement is that it needs to remain an explorer frame.

Chiaiese |

The ship was mostly my design, and obviously no shields was a big mistake. I assumed we wouldn't begin combat within short range - now I know we don't control that. I'll leave it to someone else for the redesign.
"You're too kind, Madelon, although we did save your entire civilization," Rilynn winks and accepts both the improvements to the ship and another glass of wine.
It's good to hear people laughing. The stress of this world was unrelenting, and this was a much deserved break from the action. The young lashunta wondered at what she'd learned about herself, and how she would put those skills to the test in the adventures that lay ahead.
Culture: 1d20 + 13 ⇒ (4) + 13 = 17

Yoromishtali |

Culture check dc 16: 1d20 + 4 ⇒ (4) + 4 = 8
Culture check dc 18: 1d20 + 4 ⇒ (16) + 4 = 20
In the immediate aftermath of the rescue, Yoromishtali says to Madelon, "Should we stay here during the night to monitor the communications? Or a colonist, don't you think?"
He nods to Duncan, "I agree, the swifter we can find Sardat Zolan U...Ulivestra, the better. Factional fighting, eh? Anywhere in the galaxy that doesn't place?"
Before leaving he attempts to access the computers and find video files of their combat.
When the celebration begins, Yoromishtali enjoys one beverage with a low alcohol level then switches to water. He eats almost exclusively high-protein foods. Eventually a song comes on with a rhythm he can't ignore. He joins the dancing people, not looking for a partner and begins a typical Vesk dance. The movements are aggressive and could easy be transferred to a combat arena. Stomping on the beat, he looks over his shoulder before doing any backward spins or cartwheels. He sees Neap taking still images and gains their attention. Smiling at the camera, he holds the dance position a few beats longer than necessary then starts dancing again.
In time he gets more food. He is just about get some fresh air when he notices Sevens dancing. The vesk bounds over and joins them, quelling his earlier dancing with much more limited steps so not to intimidate the android. "I hope you're having fun! Dancing is a great way to release tension and...well feel alive." He nods his head to the beat, hands pirouetting in the air.

Duncan Sangster |

Duncan seeks out Ludvar Cresk and asks him if he can supply the hover trike ignition components that he said he had removed so the Azlantis could not commandeer them. "We may want to use the trikes ta gie ta the crash site. I'll help ya gie 'em up an' runnin'. We'll also want ta gie ta the ship fast ta take advantage of the med bay an' so ya can get started on that upgrade. I haven't seen it myself, but I hear it needs some better shields. We may be flyin' inta Azlanti space, so gae's as much shieldin' an' fire power as ya can."
In addition, Duncan suggests converting the recreation suite into an arcane laboratory. "I understand it has a tech shop, which I can use, assuming ya got some UPB's ta sell us. But we could use some serums fer healin' an' other things. We're nae likely ta get ta go on any shoppin' trips any time soon, so we'll need ta make what we need. We dinae need video recreation."
Duncan thanks the colonists for the food and music, but turns in early, anxious to heal up and start planning the raid on the remaining Azlanti troops.

Yoromishtali |

"No video rec--?!" Yoromishtali's words break apart as he makes a series of baffled chuffs. He closes his eyes and slowly exhales. Opening his eyes, he nods. "You're right, you're right of course. Making what we need to survive takes priority."
At the party, when Yoromishtali judges about half the people have left, he has one last dance and thanks the colonists for their care and consideration. Then he goes to the garrison building to claim a bed.

GM Quirk |

One of the younger colonists assists Yoro with one of the Azlanti computers. On it, you find some footage of some of the scraps you have been in. The video isn't the clearest, but it may be useful.
The teen who helped break into the computer insists on Yoro helping him find an Azlanti knife as a souvenir.
Meanwhile, Ludvar confirms that the trikes are ready to go.
There is a limited amount of gear that the colony can make available to you. You will need to spend your credits on it (as in the 1,000 each you just earned). The supply clerk, Rendell Tace, can assist you with any non-magical level one, two, or three items. He can set his matter printers to go tonight before retiring. Now is a great time to get a piece of armor, a weapon, or a piece of technological gear. I will also make a limited number of additional Mark I healing serums available for the normal price of 50 credits--up to one each. Do you shopping now!

![]() |

As awkward as their dancing is, Sevens manages to find a rhythm that works for the most part, enjoying themselves and unintentionally copying some of Yoro's movements as he approaches. "I'm doing my best. I'd like to do better, but I'm afraid I have two left feet. Manufacturing defect." Sevens keeps their expression neutral just long enough to sell the joke. Timing was everything, after all.
Later into the night the party winds down and Sevens claims a corner for themselves and spends some time wondering what to do with themselves now that the colony had been liberated, and decided it could wait until tomorrow at the earliest.

GM Quirk |

Please see my response in discussion regarding leveling for some of you. I am planning to play out your departure for the crash site tomorrow (friday). Meanwhile, you may continue to ask Madelon or other colonists questions. Regarding the ship upgrade, we have some time until you'll need it. I may go ahead and do it, taking your requests into consideration (unless any of you decide you'd like to design a tier 3 explorer ship).

Chiaiese |

"Rendell, so good to make your acquaintance. You know, I've always wanted to fly, if only a little. Now see, I've been wearing this second skin armor for as long as I've been with the Starfinders, and it has served me well, not to mention I look amazing in it. It's sleek and adheres to every curve, and I love it. But now look at this, an upgrade slot! Who would think to put an upgrade slot on such a simple piece of armor? But what the hell, it's time to have a little fun with this, wouldn't you say?"
Chiaiese asks Rendell to install Jump Jets on her armor, an even 1000 credits. She also taes stock of the weapons absconded from the Azlanti officer's corpse, which no one objected to her taking: the static arc pistol with 2 batteries (20 charges each), and the tactical dueling sword.
While Rendell works on her armor she finds a quiet space to meditate on her new found talents.

Duncan Sangster |

Duncan will purchase the following items if available:
Tactical Diasporan Rifle (laser sniper rifle): Level 1 Price 350
Xenowarden boots: Level 1 Price 80
Dustgoggles: Level 1 Price 120
These have a feature that reduces the miss chance due to concealment from smoke and fog by 10%. Given the mist and fog of this planet, I'm assuming that will help. If not, he won't get these.
Serum of Healing Mk 1: Level 1 Price 50
Basic Medkit: Level 1 Price 100
Fire Extinguisher: Level 1 Price 15
Total cost: 715
Does the colony or the garrison have a battery recharger we could use to top off our supplies?

GM Quirk |

You may continue to sort out what goods to have Rendell Tace get for you over the next day or so. I do want to move forward, at least somewhat.
Using the hover trikes, the 12 miles out to the crash site takes about 4 hours. It's actually a pleasant trip, and the trikes prove to be fun to drive.
A large starship that appears to have crashed many, many years ago in this clearing now resembles an overgrown hill. Only a few crumpled exhaust ports and a rear stabilizing fin jut from the ground, indicating that the bulk of the vessel must now be underground. The visible portions of the ship are all heavily weathered and corroded, except for a hatch between the exhaust ports and the fin. The hatch is currently open, and the inside of the hatch gleams with the shine of polished metal; clearly, the interior of the ship is in better shape than its weathered and overgrown exterior.
I'll post a map tomorrow.

Yoromishtali |

I suddenly realized I'd be paying 950 cr for a +1 increase in EAC and that doesn't seem smart, so I'm searching the equipment list for other items.
A fitting reference Chiaiese! Thanks.
When they reach the ancient crash site, Yoromisthali stops the trike and stands. "That's impressive. The way the environment covered the ship over the years. Should we go by foot from here? I don't see a guard." His eyes continue to search the route to the open hatch looking for any signs of the enemy.
Perception: 1d20 + 1 ⇒ (19) + 1 = 20

Chiaiese |

"I trust your eyes, Yoro," says Chiaiese, "and your sense of tactics. I'm good with proceeding on foot, and maybe I'll get to try out my new armor upgrade!"
She readies the dueling sword and allows the soldier in the group to take the lead.

Duncan Sangster |

Several of the higher level guards had semi-auto pistols and rounds of ammunition if anyone needs a small arm weapon. Is Duncan able to get his sniper rifle before heading for the crash sitet? Also can we assume everyone is healed up before we head for the crash site or will Duncan need to make rolls for medical skill checks to treat deadly wounds?
Duncan dismounts from the trike, every cell of his body on high alert. He looks around for evidence of the Azlanti mode of transport to the site or any guards left on watch.
Perception: 1d20 + 6 ⇒ (7) + 6 = 13