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Perception: 1d20 + 15 ⇒ (12) + 15 = 27
Exactly enough!
"You see that?" Mahari whispers in the comms while pointing out into the fog. "There. There it is again," she says after a couple seconds. "It's those blue lights the Bliss' crew described. They're moving along with us, but not getting any closer."
Out of an abundance of caution, she draws her blaster into one hand. And out of an abundance of nerves, she flips her new switchblade knife open and closed with the other.
Feel free to read the spoiler in GMs post to learn what Mahari's seeing.
Mahari follows Teleemo up using her jet pack. Once he ties off the line, she stands guard over it to make sure no one and nothing messes with it.

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Kat looks at the others in the group, apparently the only one not cable of flight. She hesitates to put her rifle away to climb after Mahari's sighting, but gives in and starts to muscle her way up the rocky ice face with the assistance of Teleemo's line.
Athletics: 1d20 + 11 ⇒ (9) + 11 = 20

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Azara can't fly, but he can control his personal gravity for a limited time so he runs up the side of the plateau in bursts, pausing on the path between bursts to orient himself.
Using my Gravity Boost Revelation

GM Zoomba |

Yep, flying/Jump Jets up works fine: its cold and foggy, but not especially windy.
Many of you are able to fly up easily through the fog towards the pillar faintly visible in the mist. With a set line, Kat and Azara are able to easily follow (one with the help of the fundamental forces of the cosmos, the other with the help of swole pecs)
Atop the rocky outcropping a golden pillar is set into the stone and rises upwards. At the pillar's base an access panel is visible; below it, two dark forms lie motionless under a thin layer of snow.
You barely have time to take that in though, as Kat, Nimh, and Azara notice an ominous rippling in the fog. There are large shapes in the mist: and they're moving towards you!
[spoiler=Perception]
Nimh Perception: 1d20 + 9 ⇒ (18) + 9 = 27
Teleemo Perception: 1d20 + 2 ⇒ (19) + 2 = 21
Croaker Perception: 1d20 + 13 ⇒ (11) + 13 = 24
Kat Perception: 1d20 + 11 ⇒ (19) + 11 = 30
Mahari Perception: 1d20 + 15 ⇒ (2) + 15 = 17
Azara Perception: 1d20 + 9 ⇒ (17) + 9 = 26
Nimh Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Teleemo Initiative: 1d20 + 8 ⇒ (20) + 8 = 28
Croaker Initiative: 1d20 + 5 ⇒ (13) + 5 = 18
Kat Initiative: 1d20 + 7 ⇒ (11) + 7 = 18
Azara: 1d20 + 2 ⇒ (13) + 2 = 15
Mahari: 1d20 + 8 ⇒ (2) + 8 = 10
Orange: 1d20 + 5 ⇒ (11) + 5 = 16
Purple: 1d20 + 5 ⇒ (10) + 5 = 15
1d100 ⇒ 14
The fog parts just for a moment to give a clear view of the creatures. Large beasts with six legs and two spiked tails, their torso rises into an upright chest with a reptilian snout and clawaed hands, almost like a monstrous crocodilian centaur. The creatures seem covered in scales that look and blend into the ice, and frigid pufts of air flow out of their snarling mouths.
Mysticism might tell you some more about them
Initiative (SURPRISE! round)
Teleemo
Kat, standard action
Croaker
Nimh, standard action
Thing in the fog
Thing in the fog
Azara, standard action
Mahari
Kat and Nimh get to act in the Surprise Round (Azara will to, he just rolled lower than them on the initiative.
A reminder: for the moment the fog is clear and you can see fine (though still icy Difficult Terrain). If the fog come back down though, visibility drops to 5 feet (and even that has Concealment) and the fog will provide not only concealment but cover against laser attacks.

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Mysticism to identify these creatures: 1d20 + 12 ⇒ (15) + 12 = 27
Nimh will pull his Thunderstrike Sonic Pistol in preparation for hostilities.

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Kat thanks Teleemo for the assist in climbing and makes to pull her rifle back out. Her eyes catch the two frozen figures at the base of the beacon and her fears are realised, but she is drawn to the movement her Exocortex picks up in the mist.
Kat will draw her weapon.
She will raise her rifle, charge a powerful shot and fire at the hostile movement towards her team.
Overcharge, Static Arc Rifle vs EAC: 1d20 + 9 ⇒ (11) + 9 = 20
Damage, E: 1d12 + 1d6 + 5 ⇒ (8) + (1) + 5 = 14
Just covering my bases here, GM can pick the most appropriate one

GM Zoomba |
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With Mahari noticing and calling out strange lights before, I'd say weapons-out is a safe asumption. (So if Nimh would also like to do a different action, feel free)
Nimh looks the beasts over. They appear to be some sort of predator species, but even given the moon's cold atmosphere they seem exceptionally aligned to the elements. Likely their evolution has been influenced by a nearby connection to the Plane of water. The ysoki quickly theorizes that cold attacks will be useless against them - in fact their very breath looks dangerously frigid - though perhaps they are so cold-affiliated that fire might be extra effective. From their movements and ease following you they likely have fully adapted to see through fog as well - how annoying. You also don't think these creatures have been logged before: whihc means naming rights are up for grabs!
Kat also runs some tests: 'does shooting them in the face work?' Turns out it does, and her target will presume Purple since that has the best shot from your position roars in anger as electricity runs over it.
In response, the creature rears its head back and breaths out towards the android. And the cold breath moves through the air it freezes further before slamming into the mechanic with enough force it threatens to slow down her fluids and circuits!
Attack v EAC: 1d20 + 15 ⇒ (20) + 15 = 35 for Cold: 2d6 + 7 ⇒ (5, 2) + 7 = 14 plus More: 2d6 + 7 ⇒ (2, 3) + 7 = 12
Kat: need a DC 15 Fort save or else you are Staggered for 1 round.
The other beast scrambles its many legs to close with the rest of the party, jaws bared and claws sharp. As it moves, bright blue lights flash along its body from some bio-luminescent source.
Initiative (SURPRISE! round)
Teleemo
Kat 8/26 SP, need Fort save
Croaker
Nimh, standard action (if you want to assume gun already out)
Orange Thing in the fog
Purple Thing in the fog, 14 damage
Azara, standard action
Mahari

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Azara is a close combatant so he moves next to the nearest crocotaur and pulls down his stellar mote, transforming it into his ankh shaped solar weapon.
Move and draw weapon, Photon Attuned 1

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If we had weapons out, Nimh would have taken a shot with his Thunderstrike Sonic Pistol
Needless to say, but since they live in this climate, Cold isn't going to hurt them. Expect they will use Cold on us.
Roll to hit with Thunderstrike Sonic Pistol vs Orange EAC: 1d20 + 11 ⇒ (10) + 11 = 21
Sonic Damage: 1d8 + 3 ⇒ (7) + 3 = 10

GM Zoomba |

Nimh's shot also hits it target, the compressed sound cracking some of the creature's icy scales.
1d100 ⇒ 29
The rest of you begin getting ready and adrenaline pumping, but the moment's respite from the fog ends as the rocky outcropping is once again covered in thick mist.
Concealment to things 5 feet from you, Total Concealment to anything further. You know where they were a second ago at least, but currently only Azara can actually see one (and even then, poorly)
Initiative
Teleemo
Kat 8/26 SP, need Fort save
Croaker
Nimh
Orange Thing in the fog 10 damage
Purple Thing in the fog, 14 damage
Azara, photon 1
Mahari
Still Difficult Terrain

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Well, here goes nothing.
Nimh moves a little ways keeping the pillar mostly between him and the Orange Creature. It would be a Guarded step if not for the difficult terrain.
He waits for the Attack of Opportunity, hoping the Pillar will provide some cover?
If the AOO doesn't come, he will cast Overheat around the side of the Pillar, avoid getting the pillar in the cone, but still getting the area where the creature was in the cone.
Overheat fire damage, Reflex DC 17 for half: 2d8 ⇒ (3, 8) = 11

GM Zoomba |

Even the experimenter, Nimh can't see exactly where his target is and test if it can see him. This hypothesis is proven correct as a sharp claws reaches through the mist and cuts deep into the ratfolk with seemingly little hesitation or difficulty.
Attack v KAC: 1d20 + 18 ⇒ (8) + 18 = 26 for Slashing: 2d6 + 11 ⇒ (4, 4) + 11 = 19
To attack would have been triggered as you were leaving that first square, so not cover from the pillar.
Reflex: 1d20 + 11 ⇒ (12) + 11 = 23
The rat gets some revenge though, as a blast of fire burns away some of the fog ad gives him a satisfying look at the creature being quite effectively burned.
Made the save, but the fire is extra effective nonetheless.
I am also going to rule that that big wide burst of fire will clear the fog in those spaces for the round before it can reform (getting to a spot/angle to really take advantage of that is a separate matter)
Initiative
Teleemo
Kat 8/26 SP, need Fort save
Croaker
Nimh 30/49 SP
Orange Thing in the fog 17 damage
Purple Thing in the fog, 14 damage
Azara, photon 1
Mahari
Still Difficult Terrain, and thick fog

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Confirmed, they definitely don't like fire. They hurt like hell when they hit, though.

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Fort Save: 1d20 + 5 ⇒ (13) + 5 = 18
Kat resists the worst of the icy effects, just not the associated sting. She plants her feet and whips her rifle back and forth, looking for a target.
Static Arc Rifle Vs EAC: 1d20 + 9 ⇒ (6) + 9 = 15
Damage, E: 1d12 + 5 ⇒ (10) + 5 = 15
I don't have many good options right now

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Nanites erupt from Teleemo and explode around one of the beasts (orange).
Casting caustic conversion.
to hit vs. EAC: 1d20 + 9 ⇒ (14) + 9 = 23
damage, acid: 4d6 ⇒ (3, 2, 5, 3) = 13
If I hit it takes 5 additional acid damage at the end of its turn each round for 3 rounds.

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Croaker moves next to Azara Movement provokes if creature has reach
He looks at the creature through the mist "Ugh, you are ugly" and he extends his hand, magical energy gathers and flows towards the creature
Using 1 RP to Sow Doubt - causing creature to be flat footed for 6 Rounds, Will save DC18
Sow Doubt (Su) 6th Level
As a standard action, you can spend 1 Resolve Point to create uncertainty in the mind of a foe within 30 feet. You choose whether the target becomes flat-footed, becomes off-target, takes a –2 penalty to saving throws, or takes a –2 penalty to skill checks. The effect lasts for a number of rounds equal to half your mystic level, unless the target succeeds at a Will save to reduce the duration to just 1 round. A creature can be affected only by one sow doubt effect. If you use this ability on the same creature again, the new effect replaces the old effect. This is a mind-affecting effect.

GM Zoomba |

Has AoO, but your felow ysoki has taken care of tha this roun :)[/oc]
Will: 1d20 + 6 ⇒ (19) + 6 = 25
Kat waits for her moment, while Teleemo takes advantage of Nimh's small fog break to blast the beast with Acid. Croaker then cloud the creature's mind: just for a moment its leg-claws seems to lost some of their grip on the ice.
Of course it doesn't like that, and responds in kind. Croaker messed with its head, so it messes with his head by clawing you in the face. Blood is drawn before it steps back and is partially lost in the fog. [ooc]They seem to not be treating the ce or the mist as problems, the jerks.
Attack v KAC: 1d20 + 18 ⇒ (5) + 18 = 23 for Slashing: 2d6 + 11 ⇒ (5, 3) + 11 = 19
Across the outcropping, a space nearby Mahari is struck by another freezing globule and you hearing movement out in the thick fog...
Attack v KAC: 1d20 + 15 ⇒ (1) + 15 = 16 for Cold & Piercing: 2d6 + 7 ⇒ (2, 2) + 7 = 11
Initiative
Teleemo
Kat 8/26 SP
Croaker 23/42 SP
Nimh 30/49 SP
Orange Thing in the fog 35 damage, acid eating at it 2 more rounds, flat-footed
Purple Thing in the fog, 14 damage
Azara, photon 1
Mahari
Still Difficult Terrain, and thick fog

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"I'll finish this one. Go help the others with the other one. And keep your distance from me for the next 10 seconds. At least 10' of clearance!" Azara tells the Starfinders near him.
He doesn't follow the crocotaur into the mist, though. Instead, he activates the motion sensor function of his visor ( blindsense (vibration) out to 30 feet)
He also activates his forcefield, a faint purple glow surrounding him.
5 Temp HP with fast healing 2 for those HP.
Photon Attuned 2

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I'm assuming that Azara is referring to the one he's standing by, and he wants us to handle the one that was near Mahari that disappeared.
"Hiding in the fog. Well, two can play that game," Mahari says as she concentrates on the stealth module installed in her spine. Instantly, she disappears from the battlefield, then moves in the direction that she last saw the critter hoping to find it in the fog.
Stealth, Invisible : 1d20 + 21 + 20 ⇒ (7) + 21 + 20 = 48
Activating a lightwrap inlay as a standard action. Moving 30' or until she finds the critter. If she has movement left she'll position herself as best she can to keep it in sight. I left her token where she was until GM says if or where she found it.
30' move is based on 40' base speed plus the nimble feat which allows her to ignore the first 20' of difficult terrain.

GM Zoomba |

Deciding to use her own means of getting out of sight, Mahari trudges along until she is able to see the large form of the other creature just ahead in the mist See it right in front of you
1d100 ⇒ 11
The fog abruptly lessens once again, letting you see the predators once more (though somehow to the rest of you Mahari is gone -eaten perhaps)
Initiative
Teleemo
Kat 8/26 SP
Croaker 23/42 SP
Nimh 30/49 SP
Orange Thing in the fog 35 damage, acid eating at it 2 more rounds, flat-footed
Purple Thing in the fog, 14 damage
Azara, photon 1
Mahari
Still Difficult Terrain

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Kat keeps her eyes down the barrel of her rifle, conscious of how much time has passed since her first shot and taking in the sounds of combat around her. Her rifle hums at maximum overcharged power as she scans for a target. As the fog dies off, she spots her the creatures again and locks in for a powerful shot.
Move Action - Combat tracking
Her Exocortex locks onto the first Croc she fired at. Purple, use Mechanic level instead of BAB to hit, will end of creature goes out of sight in the fog again
Overcharge, Static Arc Rifle vs Purple EAC: 1d20 + 11 ⇒ (16) + 11 = 27
Damage, E: 1d12 + 1d6 + 5 ⇒ (11) + (5) + 5 = 21

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Cold. nasty, and unfriendly inhabitants. This place will get zero starts in my review.
Nimh will move south, probably provoking an AOO from Orange.
He will then cast Explosive Blast behind Purple, as far away from the party as he can and still catch the creature.
Fire Damage on Purple, DC 19 Reflex Save for half: 9d6 ⇒ (1, 2, 3, 5, 4, 5, 2, 6, 2) = 30

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Teleemo turns toward the second creature an unleashes another cloud of caustic nanites.
Casting at purple. It's not long for this world if this spell hit.
to hit: 1d20 + 9 ⇒ (1) + 9 = 10
damage: 4d6 ⇒ (5, 6, 4, 3) = 18
Gah!

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Croaker moves closer to his allies and further away from Azara and he looks at the creature that ate Mahari!
"I hope we have a backup pilot, Mahari will be missed! "
He looks at the creature and sends his anger towards it, trying to make it's mind explore
Mind thrust@purple: 4d10 ⇒ (5, 7, 8, 10) = 30 Will save DC18 for half

GM Zoomba |

Casting at purple. It's not long for this world if this spell hit.
Tsk, tsk, never taunt the dice Gods :P
Reflex: 1d20 + 11 ⇒ (8) + 11 = 19
Will: 1d20 + 6 ⇒ (6) + 6 = 12
Again Nimh's target manages to twist out of the way of the worst of thehis spell, but again it seems more damaged by the flames anyway. Meanwhile Kat's shot strikes her taret squarely, and moments after Croaker finishes his magic he's rewarded by a roar of pain and anger from the creature. It spits another cold icy blast at Kat before clambering further up the rocky outcropping
Mahari: if you have a melee weapon out, you can take an AoO if you wish.
Attack v KAC: 1d20 + 15 ⇒ (6) + 15 = 21 for Cold & Piercing: 2d6 + 7 ⇒ (5, 5) + 7 = 17
Athletics: 1d20 + 14 ⇒ (8) + 14 = 22
Meanwhile the other beast's sclaes still sizzle form the lingering acid as it slashes out at first Nimh (as the ratfolk moved), and then twice at Azara
AoO v Nimh: 1d20 + 18 ⇒ (7) + 18 = 25 for Slashing: 2d6 + 11 ⇒ (5, 3) + 11 = 19
Claw 1 v Azara: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17 for Slashing: 2d6 + 11 ⇒ (3, 6) + 11 = 20
Claw 2 v Azara: 1d20 + 18 - 4 ⇒ (3) + 18 - 4 = 17 for Slashing: 2d6 + 11 ⇒ (5, 1) + 11 = 17
Initiative
Teleemo
Kat 0/26 SP, 25/34 HP
Croaker 23/42 SP
Nimh 11/49 SP
Orange Thing in the fog 40 damage, acid eating at it 1 more round
Purple Thing in the fog, 83 damage
Azara, photon 2
Mahari
Still Difficult Terrain

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Azara checks his surroundings. Seeing one of his companions still in his blast radius, he moves up next to the crocotaur (provoking an AoO)
Then, he releases all the energy that he's stored up since the beginning of the fight in a single massive burst.
Supernova (DC18 Refl for Half Fire Damage): 9d6 + 2 ⇒ (6, 2, 1, 2, 4, 3, 5, 1, 4) + 2 = 30
Not attuned.

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When the big critter focuses its attention on Kat, Mahari tries to slip the edge of her new switchblade into its right foreleg.
AoO: 1d20 + 11 ⇒ (4) + 11 = 15
Target is flatfooted for her being invisible
damage, S: 2d4 + 4 ⇒ (2, 4) + 4 = 10
"Awww, thanks Croaker. That's sweet."
She'd make a little heart-hands to him if her hands weren't full of deadly weapons.
Having lost her invisibility, Mahari shifts her shoulder left like she's going head that way, but decides not to try moving and just shoots the big critter.
Take 10 on Trick Attack Bluff; succeeds vs CR <= 16. FF to her ranged attack & doesn't provoke.
Binding blaster vs FF EAC: 1d20 + 11 ⇒ (19) + 11 = 30
damage, B (Force): 1d6 + 4 + 4d8 ⇒ (2) + 4 + (3, 7, 8, 3) = 27
Target is Flatfooted to everyone until the beginning of Mahari's next turn
"But that raises a good point, Croaker. I need a code word to tell the team when I'm gonna disappear so they don't worry about me."

GM Zoomba |

Mahari's blade it...well an attempt was made.
Her blaster skills are much better. So good in fact the squarely struck creature gives a final screech before slumping over and falling back down the rock, unmoving.
Refelx: 1d20 + 11 ⇒ (3) + 11 = 14
The remaining beast erupts into flash as Azara flares up.
1d100 ⇒ 5
And the fog remains clear leaving the badly hurt predator extremely exposed.
Initiative
Teleemo
Kat 0/26 SP, 25/34 HP
Croaker 23/42 SP
Nimh 11/49 SP
Orange Thing in the fog 84 damage, acid eating at it 1 more round
Azara
Mahari
Still Difficult Terrain

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I'm glad that fog is cooperating. This would be a much tougher fight if we couldn't see.
Move Action: Use the Sniper Scope (just reduces range or cover penalties, so may not do much here.)
Standard action: Fire his Thunderstrike Sonic Pistol at the remaining creature
Attack versus EAC using Thunderstrike Sonic Pistol: 1d20 + 11 ⇒ (4) + 11 = 15
Sonic damage: 1d8 + 3 ⇒ (1) + 3 = 4

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Kat watches as her target drops, and quickly turns to fire on the remaining threat before she takes any more damage.
Overcharge, Static Arc Rifle vs EAC with Combat Tracking: 1d20 + 11 ⇒ (20) + 11 = 31
Damage,e: 1d12 + 5 + 1d6 ⇒ (5) + 5 + (4) = 14
Crit Damage, E: 1d12 + 5 + 1d6 ⇒ (12) + 5 + (2) = 19
There's an electrified crackle in the air as the rifle unleashes a powerful blast. There's almost a thunderclap as the blueish lightning from the rifle makes contact with the Croc, blackening the ground at it's feet.

GM Zoomba |

Yes, the fog rolls have been quite nice to you all, given there's only a 1-in-5 chance of it clearing each round
And with yet another crack shot, Kat drops the last target.
COMBAT OVER!!!
Kat 0/26 SP, 25/34 HP
Croaker 23/42 SP
Nimh 11/49 SP
Able to regroup, you have a moment to examine the pillar - and the two bodies slumped under the snow near it.
The two frozen bodies have some credsticks on them, totaling about 6k. One body's fist clutches an autocartographer, while the other has a recoil stabilizer augmentation embedded into them.
Even a cursory scan of the golden pillar shows it to indeed be a centuries-old nav Beacon. It contains a data package with navigational coordinates. A massively sized data package: there is heavy, HEAVY encryption on this thing, and the size of the encoded packet will take some time to download. the most effective way to get the transfer and store all of the data is likely to set it to transfer to your ship's computer and stay in near orbit until the data transfer is complete.

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Medicine: 1d20 + 8 ⇒ (1) + 8 = 9 Ehh :D
Croaker looks at the bodies and simply retrieves the credsticks.
"Kat take a moment, and let me heal you"
Croaker puts his hands on her shoulder and channels some mystical energy into her. Healing touch to restore 30 HP in 10 mins
"Just don't move..."

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Nimh will take a look at the Beacon, trying to figure out how to get the data out as quickly as possible, as this whole place is still making him nervous.
Engineering check, I don't think any of the Hacking Kit or Trapsmith's tools bonuses are applicable here.: 1d20 + 17 ⇒ (10) + 17 = 27
Get ready for trouble. Someone had modified this Beacon to send an extra message out into the Drift when the Beacon was activated. They were keeping an eye on this device.
Nimh gets the transfer to the ship started.
I assume we get the 10 minutes to spend an RP to recover Stamina. Those things hit Nimh pretty hard.

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"Thanks Croaker, That one stung. Good thing I an running winter weight oil, those icy blast might have gummed me right up." She moves her arm in a jerky, robotic movement "Oil can. Oil can."
Kat will also spend and RP to recover stamina if possible.
She looks over at the bodies as Croaker works. "Just as I feared. What a way to go. I don't suppose there's any chance that data packet you discovered was their distress call?" Kat's security algorithms tell her no.
While she rests she wipes off her rifle, and checks over its function. She's not used to nice, new things so she's being very diligent with it.

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"Ambushed in the snow and fog
by cold crocotaurs
Starfinders victorious."
Azara didn't actually handle the last one by himself but the deed is done. He keeps an eye out while Nimh works on the beacon.

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Medicine : 1d20 + 7 ⇒ (8) + 7 = 15
"Can't tell much. They match two of the missing crew from the Bliss, I think." Yes?
She steps up behind Nimh and peers over his shoulder at the beacon's interface. "Can you disable that extra message before it goes out? Or is it already too late?"

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I would have if I could have, but the note sounds like it was a done deal.
Notice from this Beacon or not, I am still expecting trouble. We still have an unknown ship that is unaccounted for.

GM Zoomba |

You would have noticed the trigger before you began the download (while you were setting it up, but before you actually hit 'start'). It would take a separate Engineering check it you would like to try and prevent that separate message signal from sending.
And yes: Stamina rest up if you wish

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Sure I can give it a shot. Given how high the check to find it was, I expect this to be very difficult
Engineering check to stop the signal, once again I don't think Hacking Kit or Trapsmith's tools apply here: 1d20 + 17 ⇒ (9) + 17 = 26
I am pretty sure that is a fail by a lot.

GM Zoomba |

Not a lot, though still a failure. Which means:
Nimh tries his best to disable the auxiliary program. Whoever installed it knew what they were doing though, and unfortunately the minor data packet is triggered and the techmage can see it has been sent out through the Drift.

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Croaker looks at Nimh "Did it work?" he looks hopefully seeing in Nimh's eyes and nervously moving tail that it did not he says
"I think we should head back to our vehicles and get out of here. Do we need to carry that Beacon?"

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The jig is up. I couldn't stop the auxiliary message, so someone knows we are here. I have started downloading the Beacon's contents so we can decrypt it later, maybe even back on Absalom Station. It is a huge, heavily encrypted payload. We're going to have to keep the ship fairly close while the download completes. We can't leave orbit until the download is done.

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Azara nods at Croaker's suggestion. "Better to get back to the ship. If whoever is coming is coming from the surface they won't be able to get to us in space. If they're coming from space, I don't want to be sitting on the ground when they show up."
As he passes Nimh on the way down the crag, he gives the Ysoki a clap on the shoulder. "Good job getting the data out. We'll deal with the fall out together."

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Kat agrees with Azara. "Right, Good job Nimh. We at least have a heads up to danger, glad you caught that. Knowledge is firepower"
Now fully patched up, Kat collects herself and makes ready to move out.

GM Zoomba |
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Patched up and tired of being cold, you make your war back to the car and rig to traverse back to your ship. The trip back is smoother than the one out, and while more strange blue lights appear way off in the distance - signs of more of those strange lizard beings - they are coming nowhere close to you.
Mahari launches up the Sythe into a low orbit while Nimh watches the data's progress. Despite its age the beacon's transmitter is a powerful one and the transfer is going steady, if slower than you'd like.
After about thirty minutes post-liftoff your ship's scanners *ping* to show another starship approaching. Unlike before however this dot doesn't vanish: there is indeed another ship in the system on an approach vector towards you. Getting a read on it, its as though you're looking at your twin: it is a Crypt Warden-class Eoxian warship, the same model that the Bliss of Pursuit was shot down by.
The Sythe's comms ping as a hailing message reaches you. The video packet shows a skeletal female figure standing in the captains seat while several other undead move about their stations behind her. She speaks in a rasping voice
This is captain Inzevra of the Congregation of Perpetual Agonies. We were not informed of additional support scheduled for this system. Please identify yourselves.

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Nimh makes sure the Comm is not activated
Crazy idea time. If I can rig our computers to make one of you look like an Eoxian on the Comm, can one of you possibly Bluff them long enough for us to get the data and scoot?
Am I good enough with computers to try a Deep Fake? How much longer on the transfer?

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Teleemo is intrigued by this ruse Nimh is proposing. "This may work at least long enough for us to maneuver to an advantageous location with a good firing solution on the this vessel. Clearly, Mahari would be most qualified for this type of shenanigans."

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Croaker nods his head. "Good idea Nimh, let me run for the disguise kit..." Croaker has no relevant skill, he can aid with Bluff (having +14 makes it auto aid), but no Deception, so Croaker simply will try to be helpful
"On one leg Mahari! We don't have much time!" he yells running to sleeping quarters to fetch the kit.