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Rin tries to keep up with the whirling conversations and inject a little bit about their backgrounds and interests and keep the beings interested in their search for the facility.
Diplomacy: 1d20 + 2 ⇒ (9) + 2 = 11
Diplomacy: 1d20 + 2 ⇒ (13) + 2 = 15
Diplomacy: 1d20 + 2 ⇒ (11) + 2 = 13

GM Valen |

The elders of the village are quite impressed, particularly with the artificial being, George 23. They invite you to remain in the village as long as you would like.
The elders liken your devices to those rumored to have been held by the Sky Minders, who came to the world many orbits ago. During their time on this world, the Sky Minders took a particular interest in the local wildlife and even taught the ancestors of the natives better ways to reap the fruits offered by the forest and how to sustain them. The Sky Minders have long since departed. However, before departing, the Sky Minders had charged with locals with protecting the eggs of the Sky Mother, a powerful beast that can travel among the stars. The description that they provide of the "Sky Mother" matches that of the Besmaran Whelp.
The natives lament that the Sky Mother has not been seen since shortly before your arrival and the fear that they do not have the resources to care for the eggs and incubate on their own.
One of the village elders, who you learn is named, 1pulse4pulses1pulse, approaches you eagerly referring you as "Toolbringers from the Sky". She urges you to find the Sky Mother and return her to the planet or else become protectors of the Sky Mother's eggs, which seem to be in danger.
The elder begins to pantomime a story and is joined by other villagers. The story is lit to great effect. Together, they tell the tale of a being called, 3pulsesthen2, now known in the village as "The Exile" for he was cast out of the village for attempting to steal the eggs of the Sky Mother in an effort to create an armada of beasts in hopes of conquest. Once exiled, the native youth set out to the ancient temple, one constructed by the Sky Minders.
None in the village are permitted to go to the temple. For, soon after the Sky Minders left, the temple became "haunted". It is believed to be a "thin space" where "bestial spirits" and "primal magics" filter through into this world. The villagers fear that the "spirits" within the temple will follow any who dare enter it, perhaps even following them back to the village. The "magic" of these "spirits" can cause death or worse still, the darkening of one's "light", causing one to become "savage" and "beast-like".
The elder fears that the Exile went to the temple seeking to capture or control the "spirits" and their "forbidden magics" for himself. Perhaps, the Exile intends to lead the "spirits" back to the village, so he can seize the eggs while the "spirits" ravage the people.
Indeed, not long afterward the Exile is believed to have left for the temple, a strange storm of sharp, swirling razor leaves arose and enveloped the temple and the area around it. Fortunately, the storm has remained centered on the old temple. Whether the storm arose as a result of the death of exile or by his command, the natives do not know. Even before his exile, notes the elder, 3pulsesthen2 had displayed a remarkable ability to get other creatures to do his bidding.
Some of the elders plead for you not to venture to the temple, fearing the repercussions. They express concerns that if you go to the temple amidst the storm that you may cause it to increase in size or intensity or that you may antagonize the "spirit", the Exile, or both, possibly causing each to unleash another disaster into the world.
However, the elder 1pulse4pulses1pulse insists that the "Toolbringers from the Sky" are capable and destined to protect the eggs.
What say you, "Toolbringers from the Sky?"

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Hagitha asks one of the clever ones to translate for her...
"I would be happy to help. You need to understand that there is a possibility the exile may die if we do this. Do you still want us to proceed?"

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We have to bring the Besmaran Whelp *back* here? Ugh. Guess I'll help George-23 finish fixing the Pegasus before we leave. While Twila-5 can understand these beings well enough, she can't seem to communicate *to* them effectively, so she keeps quiet. Glancing at George-23 and Roddy, she hopes one of them will respond.

GM Valen |

Hagitha asks one of the clever ones to translate for her...
"I would be happy to help. You need to understand that there is a possibility the exile may die if we do this. Do you still want us to proceed?"
The elders appear uncertain as to the exact nature of Hagitha's words, even with them being translated, albeit somewhat primitively. In response, the elders acknowledge that death is a stage for all forms of life. The light of all things dims over time and, eventually, it either flickers out or fades away. New lights, however, appear and shed light where once there was darkness.

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Roddy rubs the bridge of his nose and sighs. He's all for adventure and new discoveries, but this very scenario seems to happen all too often. The explorers wrecking the very lives of a planet's inhabitants just by showing up is not a new story. Whoever these "Sky Minders" were--and he has a sneaking suspicion he knows who, or at least who they're related to--they insinuated themselves into a culture that was not ready to be brought into the fold of the greater galaxy yet.
"They aughta have a rule about this," he grumbles. "Like a... directive. Or something." Of course, he knows that neither the Society nor the Pact Worlds at large would ever honor it, even if the rule was made. Too many credits to be made running roughshod over new planets.
He turns to the others. "I'd bet my last credit that the 'Sky Minders' they mentioned are Xenowardens, or some predecessor. Sounds like these eggs have been here a while, but I'd bet they're mixed up in this somehow." He shakes his head irritably. "Of all the people who aught to know better than to meddle with a new culture..." He sighs. No point ranting about it when there's work to be done. "Anyway, let's see if we can take a look at these eggs. If we really did drive off the whelp, we may have to bring the eggs back with us so they can be brought wherever they need to go to hatch properly. And safely."
He turns back to the natives, in particular addressing Elder 1pulse4pulse1pulse. "Where are the eggs now? May we see them?"

GM Valen |

At Roddy's request, the elder ushers those interested to a hut in the center of the village. A soft, reddish glow emanates from within it. Inside, there are no features within the hut save for a depression in the bare earth, which is filled with piles of red-glowing rocks that surround three darker rocks that are revealed to egg-shaped upon closer inspection.
The elder indicates that the eggs are incubating and it could be harmful to them were they to be moved at the present time. With the threat of the exile looming, she encourages you to head to the temple assuming that you will return and assume your mantle as the protectors of the eggs.
Assuming that the party doesn't wish to do anything else while in the village?
After the departing the village, you eventually encounter the edge of the storm that surrounds the "temple". The closer that you get to the outpost, the stronger the effects of the storm become.
Each PC must make 3 Fortitude saves (DC 10).
Piercing damage taken by PC after failing first save: 1d4 ⇒ 1
Piercing damage taken by PC after failing the second save: 1d4 ⇒ 3
Piercing damage taken by PC after failing the third save: 1d4 ⇒ 2
Following a 3-hour trek through the storm, you reach a notable gorge that leads to the outpost.

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Fort DC 10: 1d20 + 2 ⇒ (9) + 2 = 11
Fort DC 10: 1d20 + 2 ⇒ (20) + 2 = 22
Fort DC 10: 1d20 + 2 ⇒ (8) + 2 = 10
Twila-5 ponders what to do about the eggs as they trudge through the storm. Roddy wants to take the eggs elsewhere, but she isn't sure if that's in their best interests. If they really *did* scare off the Sky Mother, perhaps it was only temporarily? "Hey guys. Does anyone know if Besmaran Whelps lay eggs on planets? If not, what else could the Sky Mother be?"

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Rin stumbles through the storm and struggles to keep his gear around him. Precisely the type of mission I hate. Damn where’s my console and coffee
Each hour, the storm manages to cause Rin further struggles. Slips, falls and several cuts on his face lend to further disheveling his appearances. Arriving at rim of the gorge, Rin crouches down. ”Are we there yet? Everything aches”
Fort: 1d20 ⇒ 9
Fort: 1d20 ⇒ 2
Fort: 1d20 ⇒ 8

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Fort Save DC 10: 1d20 + 6 ⇒ (14) + 6 = 20
Fort Save DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
Fort Save DC 10: 1d20 + 6 ⇒ (1) + 6 = 7
My life in microcosm.
At the edge of the gorge, Roddy plops down on a rock to rest his legs, wiping debris off his armor with a sigh. "Yeah, not a bad idea. That was intense."
He's a bit winded, but not so bad off as some of the others. No harm in taking a few minutes before facing... whatever is waiting for them on the other side of this gorge.
Roddy won't be spending Resolve to regain Stamina; he's only down 5 out of 22 and he may need that RP to stabilize when he inevitably falls unconscious lol.
While the others rest, Roddy inspects the gorge to see if there's a way across.
Any nice, sturdy steel bridges crossing the gorge nearby? XD

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Twila-5 gives her team an assessing look, noting how battered some of them look. "I can render first aid to those who require it, though healing your wounds is likely beyond my capabilities. Let's rest ten minutes before continuing."
She'd need to roll at least a 19 to hit DC 25 to Treat Deadly Wounds. Bummer.
While everyone else rests, she scouts around for the best way to cross the gorge.
Which skill?: 1d20 ⇒ 11
Percep +5, Survival +0

GM Valen |

No time for treating wounds, but no one should be down more than 6 Stamina Points.
Following a 3-hour trek through the storm, you reach a notable gorge that leads to the outpost.
After enduring the relentless storm of razor leaves, you approach the area where the storm is strongest, near its eye. On first glance, there is no safe place close enough in which to rest or recover from any injuries.
Dilapidated circular buildings dot the landscape, but remain distant. A tumultuous storm rages all around, strong and fierce, without any sign of slowing down. A crumbling stone bridge crosses a broad gorge, offering a pathway directly into the heart of the turmoil.
Beyond the partly broken stone bridge that spans the deep gorge, lie the remains of a circular structure. The constant battering of the storm devastated the buildings, reducing them to little more than ruins. The bridge is severely damaged and is in danger of collapsing.
Map of area now available on Slides. I have placed tokens for each PC onto the Map, but feel free to replace it with a different one of you choosing, if you would like.
To cross the bridge, PCs must succeed at a DC 10 Acrobatics check. to maintain balance. Falling prone results in falling from the bridge into the chasm 20 feet below. The walls of the chasm are rough and pitted from the storm, making climbing out uncomplicated and requiring a PC to succeed at a DC 12 Athletics check.
You realize that with the appropriate equipment (such as cable lines or grapplers), you can attempt to temporarily stabilize the bridge.
Doing so requires a DC 10 Engineering check, which grants a +2 bonus to checks made to cross it.
The intense storm continues to punish those caught within it.
Every round, creatures in the area must succeed at a DC 10 Fortitude save or take 1 point of slashing damage. Creatures in the circular building areas receive a +5 bonus to the Fortitude save due to the shelter the blasted walls provide. The red flora in the structures on the map count as difficult terrain.
Going into Rounds
CROSSING THE BRIDGE PERILOUS - Round One!
All PCs may take a round of actions

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Twila-5 gives the battered stone bridge a skeptical visual inspection.
Engineering DC 10: 1d20 + 6 ⇒ (10) + 6 = 16
"Does anyone have cable lines or grapplers? We could use them stabilize the bridge for a while."
Engineering DC 10: 1d20 + 6 ⇒ (20) + 6 = 26
Acrobatics DC 10: 1d20 + 10 ⇒ (10) + 10 = 20
Fort DC 10 vs. slashing: 1d20 + 2 ⇒ (19) + 2 = 21
@GM Valen: Should the Fort save be at the end of our turn (since you mentioned it last) or at the beginning? Also, I left Twila-5's icon where it is for now; I can move it once we know which action she takes during her turn.

GM Valen |

Technically at the end of the turn, since actions taken determine the modifier.

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I'm guessing no one has cable launcher or line. I always forget it exists so I never buy one, which is ridiculous because it's low-key super useful.
Roddy sighs. His heavy armor is really going to hinder his ability to balance, but he has to try. This storm will tear them apart if they stay outside in it.
"Well, guess I'll go first." He starts across the rickety bridge...
Acrobatics: 1d20 - 2 ⇒ (2) - 2 = 0
... and almost immediately loses his balance and falls into the chasm below.
Fort Save: 1d20 + 6 ⇒ (1) + 6 = 7
My luck continues.

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Rin pulls his packs round to the front and quickly recovers a bundle of titanium line. ”Here Twila, will this help you?”.
Awaiting the work on the bridge, Rin attempts to cover himself from the storm debris and manages to use his coat to shield his face and neck from the worst of the flying shrapnel.
Fort: 1d20 ⇒ 20

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"Yeah. Thanks." Twila-5 nods to Rin as she takes the cables and affixes them to the bridge. It should hold together at least long enough for them to get across. And hopefully for the return trip, too.
Everyone can open the spoiler in Twila-5's last post entitled "If we have the supplies to jury rig the bridge". Good to know that natural 20 wasn't wasted.

GM Valen |

"Yeah. Thanks." Twila-5 nods to Rin as she takes the cables and affixes them to the bridge. It should hold together at least long enough for them to get across. And hopefully for the return trip, too.
Twila-5 is able to engineer a solution that makes the bridge more stable.
My luck continues.
It gets worse...
The solution prepared by his android ally makes the bridge more stable, but not completely.
The solution provides a +2 bonus to the Acrobatics check to cross it.
"Well, guess I'll go first." He starts across the rickety bridge...
... and almost immediately loses his balance and falls into the chasm below.
Roddy plummets into the chasm.
Fall damage for 20 foot drop (B): 2d6 ⇒ (2, 2) = 4
Acrobatics to avoid second die of fall damage: 1d20 - 2 ⇒ (5) - 2 = 3
Roddy's luck continues.
Roddy lands with a solid *THUD!*
Only Hagitha makes progress across the bridge.
George 23 may still act in this first round.
CROSSING THE BRIDGE PERILOUS - Round One Cont’d/Round Two Begins!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this role due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage.
George 23 -3 SP (May take 2 rounds of actions, 2 Fort saves required)
Hagitha
Rin Jabo – 6 SP
Roddy Glasz -10 SP (prone)
Twila-5
Vutrul -3 SP

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Seeing Roddy fall off the bridge, Twila-5's instinct is to rush forward to help him. Her rational mind manages to prevent her from acting on this urge, lest she join him. Instead, she picks her way along the bridge, calling out: "Does anyone have anything we can lower to help him back up?" I ought to obtain some rope and cables. They're useful.
Acrobatics DC 10: 1d20 + 10 + 2 ⇒ (15) + 10 + 2 = 27
As she gets closer, she calls out to him: "Roddy, how badly are you hurt?"
Fort DC 10: 1d20 + 2 ⇒ (15) + 2 = 17

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Roddy grunts as he gets to his feet and brushes off some of the mud and debris from his armor. "Fine, fine. I think I bruised a rib, but that's about it. My pride got hurt more than my body."
He grumbles under his breath as he gets up and starts climbing the other side of the chasm to get out.
I couldn't find anything about whether or not you have to start a new move action to switch to climbing/swimming/etc so I'll go ahead and roll an Athletics check but I totally understand if it gets retconned.
Athletics (climb): 1d20 + 5 ⇒ (2) + 5 = 7
Pffft. Moot point anyway.
Fortitude DC 10: 1d20 + 6 ⇒ (5) + 6 = 11

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Making sure his gear is about him, Rin makes for the bridge doing his best to steady himself against the wind and swaying metal. Having some faith in Twila-5's handiwork and watching Hagitha's steady progress, Rin gives a silent prayer and takes his first step. This certainly isn't my strength
Acrobatics: 1d20 + 1 ⇒ (18) + 1 = 19
With a bit of renewed confidence, Rin continues on for the other side. Yelling to Twila-5, "I don't have any more cable, but I can enchant Roddy if he wants to fly up here!"
Fortitude: 1d20 + 0 ⇒ (6) + 0 = 6

GM Valen |

George 23 made an Acrobatics check and a Fort check with no modifier so I am assuming he is double moving across the bridge at regular speed. I have positioned his token accordingly. I believe this is the first action posted for George 23 in this encounter, so he has another one for Round 2.
The android operative moves wisely, deftly avoiding the dangers coming from above and looming below.
Seeing Roddy fall off the bridge, Twila-5's instinct is to rush forward to help him. Her rational mind manages to prevent her from acting on this urge, lest she join him. Instead, she picks her way along the bridge, calling out: "Does anyone have anything we can lower to help him back up?" I ought to obtain some rope and cables. They're useful.
Twila-5 makes progress across the bridge, avoiding injury from the storm.
Vutrul made an Acrobatics check so I am assuming he is double moving across the bridge at regular speed. I have positioned his token accordingly.
Vutrul, Fort save v. storm: 1d20 + 5 ⇒ (13) + 5 = 18
The vesk nearly makes it across the bridge and remains unscathed.
"Come on, team, you can do it!"
The dwarf remains unhurt as she urges her allies.
Roddy grunts as he gets to his feet and brushes off some of the mud and debris from his armor. "Fine, fine. I think I bruised a rib, but that's about it. My pride got hurt more than my body."
He grumbles under his breath as he gets up and starts climbing the other side of the chasm to get out.
Roddy is upright and injured. He makes no progress on the chasm wall, but does manage to avoid the sharp leaves in the storm.
Walking and climbing can be done as part of the same move action.
With a bit of renewed confidence, Rin continues on for the other side. Yelling to Twila-5, "I don't have any more cable, but I can enchant Roddy if he wants to fly up here!"
Rin makes progress on the bridge, but gets clipped by a razor leaf in the storm.
Moved token accordingly.CROSSING THE BRIDGE PERILOUS - Round Two Cont’d/Round Three Begins!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this roll due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage; each PC has a +2 modifier to this roll if they move at half speed or a +5 modifier if they end their turn in one of the circular structures on the map.
George 23 -3 SP (May take 2 rounds of actions, 2 Fort saves required)
Hagitha
Rin Jabo – 7 SP
Roddy Glasz -10 SP
Twila-5
Vutrul -3 SP

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"Roddy, did you hear Rin? He can help if you need it!" After making sure that Roddy has heard, Twila-5 surges forward and into the ruined building on the other side of the bridge. As she approaches the opening on the other side, she checks for signs of any danger *other* than this "death by a thousand cuts" storm.
Acrobatics DC 10: 1d20 + 10 + 2 ⇒ (9) + 10 + 2 = 21
Perception: 1d20 + 5 ⇒ (17) + 5 = 22
Fort DC 10: 1d20 + 2 + 5 ⇒ (9) + 2 + 5 = 16
Includes +5 bonus for ending turn in circular structure

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First round
George-23 darts across the bridge, into the ruined building.
Acrobatics DC 10: 1d20 + 9 ⇒ (19) + 9 = 28
Fort: 1d20 + 5 ⇒ (3) + 5 = 8 Includes +5 bonus from ending turn in cover.
Second round
Fort: 1d20 + 5 ⇒ (16) + 5 = 21

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"Yeah, I heard," he grumbles, hands on his his as he looks over the chasm wall. "Let me just..." He grabs a few handholds and tries again.
Athletics: 1d20 + 5 ⇒ (4) + 5 = 9
Frustrated and foiled again, he sighs dejectedly. "Yeah, alright, hit me with it."
Fort DC 10: 1d20 + 6 ⇒ (13) + 6 = 19

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Rin steps to the rail and looks down at Roddy. Giving a small wave, he gestures in his direction and yells into the storm. "Ok it sounds a bit more impressive than it is. I need you to jump up quickly and I'll hit you with it!" Waiting for Roddy to leap up, Rin expends energy and taps a controller on his wrist at the right moment.
With a satisfied grin, Rin looks down hoping it's worked. That smile drops as soon as he's cut again from another razor leaf. "Ouch man, I'm getting to cover"
Flight at this level means you fall really slow, so shouldn't take any damage for repeated attempts
Fort: 1d20 + 0 ⇒ (8) + 0 = 8

GM Valen |

As she approaches the opening on the other side, she checks for signs of any danger *other* than this "death by a thousand cuts" storm.
Twila-5 finds nothing unusual, but does avoid being harmed by the storm.
George 23 gets struck by a stray razorleaf.
Roddy makes no progress getting out of the chasm, but avoids the threats in the air.
Rin gets struck.
CROSSING THE BRIDGE PERILOUS - Round Three Cont’d/Round Four Begins!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this roll due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage; each PC has a +2 modifier to this roll if they move at half speed or a +5 modifier if they end their turn in one of the circular structures on the map.
George 23 -4 SP
Hagitha (Needs to make 2 Fort saves and 2 rounds of action)
Rin Jabo – 8 SP
Roddy Glasz -10 SP
Twila-5
Vutrul[b] -3 SP
[b]Terrain Notes: The red-reef structures on the map count as difficult terrain.

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Glancing back, Twila-5 notes who is present and waits for everyone to catch up before advancing toward the temple. She continues to peer out into the storm, stepping out of the circular ruin for a moment to get a better look around before ducking back inside for shelter. It wouldn't do to get surprised by an ambush here.
Perception: 1d20 + 5 ⇒ (13) + 5 = 18
Fort DC 10: 1d20 + 2 + 5 ⇒ (5) + 2 + 5 = 12
Includes +5 bonus for being inside circular structure

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While it's not the magic he'd hoped for, he supposes actual flight would have been asking too much. He sighs and nods. "Thanks, Rin. I appreciate it." He begins climbing in earnest.
Athletics: 1d20 + 5 ⇒ (16) + 5 = 21
Cool! I think a full round gets me 10 feet, right?
EDIT: Almost forgot the save.
Fort DC 10: 1d20 + 6 ⇒ (3) + 6 = 9

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I'm sorry, I should have been more clear that I was delaying in case my assistance was needed last turn. I will continue to do so this turn.
fort save: 1d20 + 5 ⇒ (17) + 5 = 22
fort save: 1d20 + 5 ⇒ (11) + 5 = 16

GM Valen |

Twila-5 finds shelter from the storm within the circular ruins, but little else.
Roddy makes progress!
Climbed 10 feet, just 10 feet to go.
But, he still manages to take a gash from the storm.
Hagitha stands unscathed and ready to help.
CROSSING THE BRIDGE PERILOUS - Round Three Cont’d/Round Four Begins!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this roll due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage; each PC has a +2 modifier to this roll if they move at half speed or a +5 modifier if they end their turn in one of the circular structures on the map.
George 23 -4 SP
Hagitha
Rin Jabo – 8 SP
Roddy Glasz -11 SP
Twila-5
Vutrul[b] -3 SP
[b]Terrain Notes: The red-reef structures on the map count as difficult terrain.

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Seeing that Roddy has made some progress, Rin pushes on towards the shelter, managing to cover himself from the storm and keep the cuts from obscuring his vision.
Acrobatics: 1d20 + 3 ⇒ (17) + 3 = 20
Fort: 1d20 + 0 ⇒ (19) + 0 = 19

GM Valen |

George 23 and Vutrul move into the ruins, but see little beyond debris and some native plant-life.
Rin Jabo continues towards the shelter.
Each is unharmed.
CROSSING THE BRIDGE PERILOUS - Round Five Begins!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this roll due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage; each PC has a +2 modifier to this roll if they move at half speed or a +5 modifier if they end their turn in one of the circular structures on the map.
George 23 -4 SP
Hagitha
Rin Jabo – 8 SP
Roddy Glasz -11 SP
Twila-5
Vutrul -3 SP
Terrain Notes: The red-reef structures on the map count as difficult terrain.
A yellow, dotted-line has been added to the Map.
You see a body of a bioluminescent native lying still inside the remains of the decaying structure to the south.
Rubble pins the body’s feet to the ground.

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Athletics: 1d20 + 5 ⇒ (12) + 5 = 17
Roddy does his best to scramble up the rest of the way.
If that's a success I think a double move will get me the rest of the way up?
Fort DC 10: 1d20 + 6 ⇒ (8) + 6 = 14

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Nodding at Vutrul and George-23, Twila-5 remarks: "I'm waiting for Roddy to catch up. When we get back, I should buy some rope."
Fort DC 10: 1d20 + 2 + 5 ⇒ (10) + 2 + 5 = 17
Holding position, waiting for everyone to catch up before moving onward.

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Rin races for the shelter of the ruins and to catchup to the others, having apparently mastered his cloak for protection from the flying debris.
Fort: 1d20 + 0 ⇒ (19) + 0 = 19

GM Valen |

Roddy reaches the top of the chasm with no additional injury as Twila-5 looks on. Rin joins the others in the ruined shelter.
CROSSING THE BRIDGE PERILOUS - Round Five Cont'd!
PCs in bold may act.
Acrobatics (DC 10) required to safely cross bridge; each PC has +2 to this roll due to Twila-5's stabilizing of the bridge.
Fortitude save (DC 10) required to avoid 1 point of piercing damage; each PC has a +2 modifier to this roll if they move at half speed or a +5 modifier if they end their turn in one of the circular structures on the map.
George 23 -4 SP
Hagitha
Rin Jabo – 8 SP
Roddy Glasz -11 SP
Twila-5
Vutrul -3 SP
Terrain Notes: The red-reef structures on the map count as difficult terrain.

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Breathing a deep sigh of relief, Roddy tries to shield his faceplate from the razor-sharp storm as he hustles to catch up to the others.
I think I can just get to Twila-5 with a double move.
Fort DC 10: 1d20 + 6 ⇒ (12) + 6 = 18