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Thak offers supportive words to the medical team while occasionally scanning the crowd for onlookers who might be a little too interested.
Perception: 1d20 + 6 ⇒ (19) + 6 = 25
Sense Motive: 1d20 + 7 + 1d6 ⇒ (5) + 7 + (2) = 14

Yoromishtali |

Yoromishtali sees the wrikreechee swatting at the tiny insect-like creatures and grumbles under his breath. He stands and moves to the far side of the table. "It looks like you should be recovering in bed, not sitting her in misery. Uh, in the event we get attacked, I want to be ready." Nodding at Thak, he takes a look around the room to see if anyone else is paying new attention to them since they started talking to this ill being.
Perception: 1d20 + 1 ⇒ (3) + 1 = 4

GM Quirk |

Thak offers supportive words to the medical team while occasionally scanning the crowd for onlookers who might be a little too interested.
[Dice=Perception]1d20+6
[Dice=Sense Motive]1d20+7+1d6
Thak, you are pretty sure that you are in fact being ignored by every other sentient being in this area right now. In fact, it's rather disappointing to be ignored in such a way. Perhaps a new wardrobe is in order, or a visit to a proper barber. You're really fairly good looking for a brenneri.

GM Quirk |

Looking at what reading that could be gotten from the tools that she had on hand, Augrok went through the standard round of questioning, looking to get as much information as she could about the condition of this individual. "How long has this been going on for the hole to reach that size?" Depending on the answer and the proper identification, using the medbay to fabricate an antibiotic or vaccine might be worthwhile.
"In the meantime, let me do what I can right now, and we can see about a longer-term solution". If permitted, she sets to. "What about these pests?" She swats at one of the insects, "Is there a known repellent for them?"
______________________________________
[dice=Medicine(Treat Disease)]1d20+8
Augrok and Duncan provide exemplary medical attention to Hasshashir, and he is grateful. However, he would prefer not to leave the station. [ooc]"You could take me to your ship to recover, but I still have a business to run here on the station. At some point, I have to return. What needs to happen is that the nest where these things are coming from needs to be destroyed. And no, I don't know of an effective repellent."[/b]

Duncan Sangster |

Duncan nods sympathetically but begins to lose interest in Hasshashir unless he can help them negotiate the desired work on the ship. "We might be able ta help with that infestation, but we hae things we need ta take care of as well. Can ya tell us how we can arrange for some starship modifications? Or explain why everyone is ignoring us? Is there any command structure to this station? If so, who is in charge?"

GM Quirk |

Duncan nods sympathetically but begins to lose interest in Hasshashir unless he can help them negotiate the desired work on the ship. "We might be able ta help with that infestation, but we hae things we need ta take care of as well. Can ya tell us how we can arrange for some starship modifications? Or explain why everyone is ignoring us? Is there any command structure to this station? If so, who is in charge?"
"I'm...so sorry. It's hard to concentrate on any one thing while I am ravaged by this shell rot. There are people here who can do work on your ship. I may know people. As far as why everyone is ignoring you...well, you're strangers here is my guess. People are naturally suspicious on this station. There are friends to be made, I think."
Hasshashir pauses for a moment, clearly in pain from his diseased condition. "This station...you will not find any sort of governance here. We tend to police our own, and different clans or groups of people usually look out for each other."

Duncan Sangster |

"That's very helpful," Duncan says. "I know this is hard fer ya, but can ya tell us which factions're friendly toward the Azlanti an' which're no? Then let us know where this infestation is. We may be able ta help clear the nest out. Or if ya like, say the word, and we'll leave ya alone. You've been most helpful."

GM Quirk |

"That's very helpful," Duncan says. "I know this is hard fer ya, but can ya tell us which factions're friendly toward the Azlanti an' which're no? Then let us know where this infestation is. We may be able ta help clear the nest out. Or if ya like, say the word, and we'll leave ya alone. You've been most helpful."
Hasshashir chortles at Duncan's first question. "None of us are friendly toward the Azlanti, my new friend. Sure, occasionally an Azlanti dignitary will have cause to come to this station to conduct some business, but we all stay away when they're creeping around the station."
One of the small insects lands briefly on Hasshashir, the flies off when swatted at. Hasshashir looks at Duncan, then looks toward the north.
The insect flies off in that direction.

Duncan Sangster |

"Thanks, friend. We'll see what we can do."
Duncan gestures to the others to follow and walks west and then north to get to and enter the room that is NW of the cantina. A5.

Yoromishtali |

"Fire is a good idea," Yoromishtali nods. "We could try acid, smoke, or cryo might work against these insects too. I have two concussion grenades." The vesk shrugs at his last statement.
"From the appearance of our new friend, they probably drain you of blood too. Environmentally sealing our suits might help prevent that. At least filter the stench."
He unpacks a flashlight and offers it to Thak. "Would you mind holding this? I don't mind going first, but whoever has the light should be behind me." Yoromishtali fixes his doshko to his back and wields his laser rifle.
I looked on Archives of Nethys, but couldn't find if flashlights can be mounted on rifles

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”Would you mind holding this? I don't mind going first, but whoever has the light should be behind me.”
Thak nods and takes the flashlight, closes his environmental seals, and draws his pulsecaster pistol.
“Once more into the pipe, eh?”
There’s gotta be a way to mount a flashlight on a railed weapon. Perhaps GM Q would let us modify a scrap laser sight mount or a gear clamp to do it? Seems like there should be something under “weapon accessories”…. https://aonsrd.com/Rules.aspx?ID=350

GM Quirk |

Regarding flashlights on weapons: there is a piece of gear called a UNICLAMP that seems to be exactly what you are looking for.
I have taken the liberty to move everyone closer to area A5 on the map. If you prefer to be somewhere in particular, please readjust your token. I'm going to assume that Duncan and Yoro will be first in the room, followed by Thak and others. If you all have something else in mind please speak up. I'd like to move you all into the room later Monday evening.

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Thanks, GM Q! I knew there was something out there, but the only term my brain spit out was "gear clamp" and that wasn't it...

Duncan Sangster |

"My trainin' is fer attackin' things bigger than a bug. Maybe I can rig a device that'll set off somethin' that'll kill 'em in their nest. I dinae wanta crawl in there myself."
Have we done monster lore rolls for these bugs? If not, allow me to try to determine if they are dangerous to non-wrikreechee folks like us?
Life Science: 1d20 + 6 ⇒ (1) + 6 = 7

Yoromishtali |

"If you'd like, I'll give you one concussion grenade," Yormishtali says. He removes it from his belt and offers it to Duncan. "I doubt it would damage the nest, but it might let me get close enough to shoot it."
Life Science (Untrained): 1d20 + 0 ⇒ (5) + 0 = 5
UNICLAMP -- Thank you!!

GM Quirk |

As Duncan squeezes through the pipe to enter this filthy chamber, he immediately notices the very same vermin that relentlessly tortured Hasshashir making a lair here.
They swarm and attack.
As the call goes out, Augrok is ready to act.
[ooc]Bold may go, round one. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed. Duncan bravely charged in, so he's already in A5 (actually he's positioned in a second area that requires squeezing). I put Yoro and Thak into the narrow pipe, as that is what there posts seemed to indicate they wanted to do. The rest of you are just outside of the 15' pipe.[/b]
1. Augrok
2. Enemy green
3. Enemy Black
4. Duncan
5. Sevens
6. Thak
7. Enemy Red
8. Enemy Blue
9. Enemy Yellow
10. Yoro
11. Chiaiese
Augrok: 1d20 + 2 ⇒ (18) + 2 = 20
Sevens: 1d20 + 6 ⇒ (8) + 6 = 14
Duncan: 1d20 + 3 ⇒ (15) + 3 = 18
Chiaiese: 1d20 + 1 ⇒ (2) + 1 = 3
Yoromishtali: 1d20 + 1 ⇒ (4) + 1 = 5
enemy black: 1d20 + 4 ⇒ (14) + 4 = 18
enemy blue: 1d20 + 4 ⇒ (3) + 4 = 7
enemy red: 1d20 + 4 ⇒ (5) + 4 = 9
enemy green: 1d20 + 4 ⇒ (15) + 4 = 19
enemy yellow: 1d20 + 4 ⇒ (1) + 4 = 5

Duncan Sangster |

What a way to run a space station, Duncan thinks as he wriggles his way through the pipe and into the infested area. After scampering to the far corner of the room, he calls out on his comm unit. "Lots o' feckin' swarms to fight. Get in here!"
Duncan starts things off with Yoro's proffered concussion grenade Mk. II, thrown toward the middle of the swarms. Aiming at the point at the bottom right corner of the square behind the A of A5.
AC 5
Thrown Grendate: 1d20 + 4 ⇒ (4) + 4 = 8
Sonic Damage: 1d4 ⇒ 3
Swarms take 1.5 x damage from area effects, so that would boost the damage up to 4.
Affected NPCS: Green, Blue, Black.
DC 13 Reflex Save for half damage.
Life Science: 1d20 + 6 ⇒ (14) + 6 = 20
Monster Lore roll. Since we've seen the bugs themselves, I expect this could have happened earlier.

GM Quirk |

reflex saves, green, blue, and black: 1d20 + 3 ⇒ (10) + 3 = 131d20 + 3 ⇒ (19) + 3 = 221d20 + 3 ⇒ (20) + 3 = 23
The force of the grenade is felt by all of you. The insectile creatures prove to be elusive, and are affected in only the most minor ways.
Regarding the life science check, many of you (especially Duncan) recall that these pests are known as odheos. Let me offer a couple of the most interesting things you'll want to know: they're evasive--if you miss them they can take a free guarded step. Also, they "pop" in a most messy fashion when they are killed. The partially digested innards within can force someone to have to make a fort save or be sickened. What else would you like to know, Duncan? Maybe one more thing. Hopefully you don't mind if I rushed things along by telling you the most interesting bits.
One of the creatures buzzes its way toward Duncan, intending to inflict a nasty bite.
to hit vs. KAC: 1d20 + 6 ⇒ (14) + 6 = 20
damage: 1d3 + 3 ⇒ (1) + 3 = 4
Another one of the creatures flies near the entrance of the pipe that leads into their nest. It launches a barbed tongue toward Yoro as he attempts to negotiate the pipe.
to hit vs. KAC: 1d20 + 8 ⇒ (7) + 8 = 15
damage: 1d6 + 1 ⇒ (6) + 1 = 7
Bold may go, round one. I'm going to make this easy and put Yoro closer to the top of the order so he can get out of the way. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed. Duncan bravely charged in, so he's already in A5 (actually he's positioned in a second area that requires squeezing). I put Yoro and Thak into the narrow pipe, as that is what there posts seemed to indicate they wanted to do. The rest of you are just outside of the 15' pipe.
1. Duncan (-4)
2. Enemy green (-1)
3. Enemy Black (-1)
4. Yoro (-7)
5. Sevens
6. Thak
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow
10. Yoro (-7)
11. Augrok
12. Chiaiese

Duncan Sangster |

Any other special abilities or things that would be of interest to a melee combatant would be good. I believe they are tiny. How big exactly? Why is squeezing necessary in A6? Is it a low ceiling? It looks plenty wide.

Yoromishtali |

Yoromishtali shakes his head for a moment to recover from the blast. The vesk takes aim from the narrow tunnel and fires his rifle at the insect nearest to Duncan.
Ranged energy attack against GREEN, EAC: 1d20 + 4 ⇒ (18) + 4 = 22
Fire Damage if a hit: 1d8 ⇒ 1
When he squeezes through the constricting tunnel into the room he realizes how much space to maneuver there is. His hands switch weapons with practiced efficiency while he continues his progress into the room.
Standard: Ranged rifle attack
Move: 25' to get to the right side of BLACK. Unequip rifle as a free action. Draw doshko as a free action.

GM Quirk |

Any other special abilities or things that would be of interest to a melee combatant would be good. I believe they are tiny. How big exactly? Why is squeezing necessary in A6? Is it a low ceiling? It looks plenty wide.
They are considered tiny creatures. They have a bite attack and a ranged attack with a range of 15', both about equally as effective. Within A6, you don't need to squeeze. Just within the pipes that connect areas.
Edit to add: you actually might need to squeeze within A6. I'll doublecheck the description of the area later. Think of it as a pipe assembly with a low ceiling. To be clear, once you are in A5, you don't need to squeeze in there.

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Yoro — Did I put your token in the right place?
Thak makes sure the squox box is locked tight, then swaps his pistol for the knife and moves into the space.
“This isn’t what I envisioned when we decided to stop here…”
He swings the knife at the bug in front of him (black).
Knife vs Black KAC: 1d20 + 4 ⇒ (12) + 4 = 16
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Slashing

GM Quirk |

Duncan and everyone else: Though A6 is a little tighter fit than A5, you don't have to squeeze within that area.
These strange bugs are indeed wily, avoiding the worst of your attacks (though they do take a couple of glancing blows).
Several of them return the favor, attacking each of Duncan, Yoro, and Thak.
to hit vs. KAC Duncan, Yoro, Thak: 1d20 + 8 ⇒ (18) + 8 = 261d20 + 8 ⇒ (4) + 8 = 121d20 + 8 ⇒ (12) + 8 = 20
Duncan and Thak are hit by a bite attack and a harpoon-like tongue, respectively.
damage, Duncan and Thak: 1d3 + 3 ⇒ (3) + 3 = 61d6 + 1 ⇒ (1) + 1 = 2
Bold may go, round one. I'm going to make this easy and put Yoro closer to the top of the order so he can get out of the way. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed. Duncan bravely charged in, so he's already in A5 (actually he's positioned in a second area that requires squeezing). I put Yoro and Thak into the narrow pipe, as that is what there posts seemed to indicate they wanted to do. The rest of you are just outside of the 15' pipe.
1. Duncan (-10)
2. Enemy green (-2)
3. Enemy Black (-3)
4. Yoro (-7)
5. Sevens
6. Thak (-2)
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow
10. Augrok
11. Chiaiese

Augrok Manyteeth |

With enough space to clear the tunnel, Augrok moves to put herself in the same area as well. "I hate small spaces", she said with a grimace, as she set to hastily shoving herself through the small space.
__________________________________
double-move squeeze

GM Quirk |

Botting Sevens.
Sevens crawls into the pipe, but finds a traffic jam at the other end.
Since he's able to see out, he raises his rifle and fires.
I'm going to assign partial cover to his target, as Thak is in the way.
to hit vs. blue: 1d20 + 4 - 2 ⇒ (3) + 4 - 2 = 5
Miss.
Bold may go, round one. I'm going to make this easy and put Yoro closer to the top of the order so he can get out of the way. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed.
1. Duncan (-10)
2. Enemy green (-2)
3. Enemy Black (-3)
4. Yoro (-7)
5. Sevens
6. Thak (-2)
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow
10. Augrok

Duncan Sangster |

Duncan realizes the creatures are best fought with melee weapons. He decides to holster his pistol and try the weapon he took from the Azlanti officer. No sooner does he decide this than the weapon appears in his right hand, its long gracefully curving blade glinting in the faint light.
Curve Blade: 1d20 + 3 ⇒ (1) + 3 = 4
Unfortunately, he is used to his sword cane and the longer blade shifts in his hands and swishes past the bugs.
Bad luck continues.

GM Quirk |

The odheos continue to buzz about, biting or flicking their wicked barbed tongue.
to hit, green vs. Duncan, black vs. Thak: 1d20 + 8 ⇒ (13) + 8 = 211d20 + 8 ⇒ (16) + 8 = 24
damage: 1d3 + 3 ⇒ (1) + 3 = 41d3 + 3 ⇒ (2) + 3 = 5
Duncan and Thak both receive painful bites.
Bold may go, round one. I'm going to make this easy and put Yoro closer to the top of the order so he can get out of the way. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed.
1. Duncan (-14)
2. Enemy green (-2)
3. Enemy Black (-3)
4. Yoro (-7)
5. Sevens
6. Thak (-7)
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow
10. Augrok

Yoromishtali |

Yoromishtali takes a breath and slides between two of the creatures. He knows he is weakening his defense, but thinks it is an acceptable gamble to get one of them between Thak and him. He adjusts his stance for attacking ankle-tall creatures and swings his doshko.
Move action: 5' Step
Standard action: Melee attack against BLACK
Melee (Tactical doshko) vs KAC: 1d20 + 6 ⇒ (18) + 6 = 24
damage if a hit: 1d12 + 3 + 3 ⇒ (2) + 3 + 3 = 8

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Thak winces as the bug bites him. “Dammit!”
Across the tiny chamber, he sees a bug lance into Duncan again. No! We need Duncan in the fight.
“They’ll go down, Duncan. C’mon… keep at it!”
Knowing that he’s blocking the tunnel, he sidesteps and clears the shot for Sevens.
Standard: Inspiring boost on Duncan to restore 10 SP.
Move: Guarded step into the corner.

GM Quirk |

Yoro crushes one of the insects with a precise blow from his doshko, ending it.
Sevens steps out of the pipe and levels his laser rifle at the odheo near Augrok.
to hit: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 3 ⇒ (5) + 3 = 8
The odheos continue swarm and bit.
to hit, red on Duncan, blue on Yoro, yellow on Augrok: 1d20 + 8 ⇒ (20) + 8 = 281d20 + 8 ⇒ (19) + 8 = 271d20 + 8 ⇒ (2) + 8 = 10
Ugh. Sorry Duncan.
crit damage on Duncan: 1d3 + 3 + 1d3 + 3 ⇒ (1) + 3 + (2) + 3 = 9
damage on Yoro: 1d3 + 3 ⇒ (1) + 3 = 4
Bold may go. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed.
1. Duncan (-13, includes inspiring boost)
2. Enemy green (-2)
3. Enemy Black (DEAD)
4. Yoro (-11)
5. Sevens
6. Thak (-7)
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow (-8)
10. Augrok

Augrok Manyteeth |

Finding her feet in this area, the threat of the bug near her was something she had considered how best to damage. While a stomp was likely out of the question for these smaller nuisances, a good backhand could also do the job, if these things were not so hard to hit!
________________________________
Attack: 1d20 + 5 ⇒ (6) + 5 = 11

Duncan Sangster |

The odious odheos take back what Thak helped Duncan restore of his fighting spirit. Their stabbing tongues causing more pain than drawing blood, but he knew the tide would have to turn soon or he might not survive. Still he wasn't ready to turn tail, yet.
Curve Blade: 1d20 + 3 ⇒ (1) + 3 = 4
Damage, S: 1d10 + 1 ⇒ (7) + 1 = 8
Sadly, the curve blade still refused to move where he willed it to, missing again.
Bad time to have a run of natural 1s especially after the enemy scores a crit.

GM Quirk |

Augrok and Duncan swing wildly at the annoying insects, missing completely.
One of the critters presses the attack on Duncan.
to hit: 1d20 + 8 ⇒ (18) + 8 = 26
damage: 1d3 + 3 ⇒ (1) + 3 = 4
Hit! Having uttered the words of adoration to the forum dice gods, I have been blessed.
Bold may go. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed.
1. Duncan (-17, includes inspiring boost)
2. Enemy green (-2)
3. Enemy Black (DEAD)
4. Yoro (-11)
5. Sevens
6. Thak (-7)
7. Enemy Red
8. Enemy Blue (-1)
9. Enemy Yellow (-8)
10. Augrok

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I never liked bugs in the first place…
Thak frowns with anger and concentration. He swaps the knife for his pistol, then squeezes off a shot at the bug chewing on Duncan.
“C’mon, fish bait. It's time to meet your end.”
Pulsecaster vs EAC: 1d20 + 4 ⇒ (13) + 4 = 17
Damage: 1d4 + 1 ⇒ (1) + 1 = 2 Electric
I must find a way to appease the forum damage dice gods!

Duncan Sangster |

Everyone should be aware that one of the bugs' appendages has reach and threatens squares beyond the immediate adjacent squares, so be careful about provoking AOOs with ranged weapons. That is why Duncan has been using a sword. If you find the secret to pleasing the dice gods, let Duncan know. He's in a right slump.

Yoromishtali |

Yoromishtali calls out "Resilience Duncan!" The vesk holds his doshko in a defensive manner as he side steps to be against the wall. A short bellow "Raaargg!" erupts while he sweeps his doshko at closest of the creatures fighting Duncan.
Move action: 5' step
Standard Action: Melee attack against RED
Melee (Tactical doshko) vs KAC: 1d20 + 6 ⇒ (13) + 6 = 19
damage if a hit: 1d12 + 3 + 3 ⇒ (2) + 3 + 3 = 8

GM Quirk |

Yoro and Thak connect on their attacks, killing one of the odheos near Duncan.
Sevens takes aim with his laser rifle at the odheo near Yoro.
to hit: 1d20 + 4 ⇒ (15) + 4 = 19
damage: 1d8 + 3 ⇒ (5) + 3 = 8
Sevens hits, killing another one of the annoying vermin!
The bug near Augrok attempts to bite the half orc.
to hit: 1d20 + 8 ⇒ (13) + 8 = 21
damage: 1d3 + 3 ⇒ (1) + 3 = 4
Hit!
Bold may go. Please remember that the narrow pipe between area A2 and A5 requires squeezing for any medium characters. This means you'll move at half speed.
1. Duncan (-17, includes inspiring boost)
2. Enemy green (-2)
3. Enemy Black (DEAD)
4. Yoro (-11)
5. Sevens
6. Thak (-7)
7. Enemy Red (dead)
8. Enemy Blue (dead)
9. Enemy Yellow (-8)
10. Augrok (-4)

GM Quirk |

Everyone should be aware that one of the bugs' appendages has reach and threatens squares beyond the immediate adjacent squares, so be careful about provoking AOOs with ranged weapons. That is why Duncan has been using a sword. If you find the secret to pleasing the dice gods, let Duncan know. He's in a right slump.
This is technically correct, but I'm choosing not to consider this a melee attack--more like a ranged attack. Honestly, I would have designed this encounter quite a bit differently. I'd start by making the odheos into a swarm.

Augrok Manyteeth |

A hiss was her only acknowledgement that the long, thin tongue of the insect slipped past the thin armor of one of the joints, and she managed to get a decent kick in. Though whether it was the insect attempting to prevent the harm she intended, or the luck of the armor design, but it managed to get the thing airborne enough for her fist to be able to connect. The downward swing triggered the strike plates of the gauntlet, and she was treated to a brief flash and sharp squeal.
_________________________________
Attack@Yellow: 1d20 + 5 ⇒ (15) + 5 = 20, Damage: 1d6 + 2 ⇒ (2) + 2 = 4

Duncan Sangster |

Duncan snarls at the bug, determined to hit it with his fancy new Azlanti curve blade.
Curve Blade: 1d20 + 3 ⇒ (14) + 3 = 17
Damage, S: 1d10 + 1 ⇒ (10) + 1 = 11

GM Quirk |

Duncan's blow ends the odheo nearest to him.
Similarly, Augrok's attack finds its mark and finishes the one near him.
Only a very smelly nest is left in the middle of the room.
Combat is over! Feel free to let me know what you are up to. Of course the big thing here is that you have taken steps to end this infestation, which will help your new friend Hasshachir.

Duncan Sangster |

Duncan wrinkles his nose at the sight and smell of the defunct vermin.
"Everyone okay?" Duncan himself is disheveled but basically unhurt.
He wipes off his curve blade as best he can and shoves the content of the nest around with his foot to see if it contains anything of value.

GM Quirk |

Duncan wrinkles his nose at the sight and smell of the defunct vermin.
"Everyone okay?" Duncan himself is disheveled but basically unhurt.
He wipes off his curve blade as best he can and shoves the content of the nest around with his foot to see if it contains anything of value.
Duncan seems to have found something.
It seems that a couple of perfectly serviceable armor upgrades found themselves into the bug nests.
Duncan holds in his hands a backup generator and jump jets. They can be installed on any armor that has the slots available.
That's not the only thing Duncan finds.
Duncan is possibly exposed to filth fever. I'll need a DC 12 fortitude save, one now and one tomorrow (in game time). If you make both, you will have no ill effects.

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Thak sighs heavily. “Those bugs were tougher than I thought. I can do with a quick rest, but not in here. It looks… well… let’s get out of here.”
I’ll feel better after a nice romp in a pool or a hot bath. Or maybe three or four baths. Or a romp with... Another sigh escapes before he can catch it.
“Does anyone need the armor upgrades? Well, does anyone have space for them. Cubber’s house takes up my only slot.”
Hearing his name, Cubber lets out a bright round of yips.
“Patience, my friend. I’ll let you out for a run soon.”
Once they leave this area and find a safe spot, Thak will take a 10 minute rest. -1 Resolve point, Stamina to max, resets all Inspiring Boost bonuses.