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Reflex Save: 1d20 + 2 ⇒ (3) + 2 = 5
"Ysh', you've got to get that door open and quickly. We will not be able to stay out here much longer."
Aid for Engineering: 1d20 + 5 ⇒ (8) + 5 = 13

Game Master S |

Storm: 2d6 ⇒ (1, 2) = 3 Klarima REF: 1d20 ⇒ 13
Ysh'yaal gets the door open right out of the gate! Inside the hatch, a 10-foot ladder descends to a catwalk. As soon as you're inside, you're safe from the storm. If you'd like to take a 10 minute rest and spend 1 RP, let me know.
Near the bottom of the ladder, there is a small set of rooms that look like they were used as a security post. They contain a few metal-and-plastic desks and several filing cabinets whose contents have turned to dust. The computers and monitors for the various security cameras in the bunker have all been smashed. As soon as you hit the catwalk, motion sensors turn the lights on.
As you descend the walkway, you come to a sturdy, closed door about 60 feet from the security post. It is marked “Vehicle Repair and Armory” in Ghibran but Klarima translates. The door is heavy and opens with a squeal of rusty hinges. There are several workshops on the other side, filled only with useless debris.
Your eyes catch a strange sight: a small patch of multicolored mushrooms growing in one dark corner. In bright hues of blue, red, and green, these fungi have short, stumpy stems topped by elongated ovals that seem to glow from within when approached. They are slightly greasy to the touch and smell like nutmeg and old gym socks.

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Perception: 1d20 + 11 ⇒ (9) + 11 = 20
"Huh, never seen fungi like these, and I've been in a lot of undergrounds," K.I.N.A.A. says, pointing them out to the others.

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Perception: 1d20 + 7 ⇒ (2) + 7 = 9
Zynn looks around, but does not focus on any detail until K.I.N.N.A. points out the mushrooms.
"Huh, never seen fungi like these, and I've been in a lot of undergrounds,"
"Do you think we have anything to worry about with them?"

Game Master S |

K.I.N.A.A. points out the strange sight. Life Science checks. Mysticism checks. (for different things.)
---------------------------
Health check in after the storm:
Burnham (SP: 21/27)
K.I.N.A.A. (SP: 10/21)
Twila-5 (SP: 16/24)
Ysh (SP:13/24)
Zoey (SP: 18/24)
Zynn (SP: 19/27)
--------
Klarima (HP: 10/21)

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Mysticism: 1d20 + 11 ⇒ (8) + 11 = 19
Life Science, likely to aid: 1d20 + 4 ⇒ (12) + 4 = 16

Game Master S |

K.I.N.A.A. has definitely seen some stuff in this universe.... but not this.

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I won't spend RP right now. UNtrained in the skills.
Burn shrugs his rifle off his shoulder and into both hands. He double checks the safety. Then he steps onto the catwalk.
"Best if I go out front to draw trouble, or last so I can keep an eye on all of you. Your choice."
Vanguard or rear guard are Burn's preferred locations.
The mushrooms are slightly interesting, but he trusts other team members analyze their threat if any. He keeps a watch for more physical threats.

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Mysticism aid: 1d20 + 8 ⇒ (9) + 8 = 17
No Life Science
Ysh'yaal concentrates and the tips and bits she has transforms into a makeshift sword.
Better safe, than sorry.
She decides to take some time to recover from the tempest of debris. Use 1RP to get back my SP

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Zoey rubs the cuts and bruises, and takes a moment to get her breath. I'm glad we're inside now!
When she get spointed out the mushrooms, the only things she can add is They look pretty cool, but they smell like Dee-dee's socks after dance practice... yugh...
Taking a moment to rest. Did Klarima say anything about how she is feeling?
"Best if I go out front to draw trouble, or last so I can keep an eye on all of you. Your choice."
Ah, you're just like mister manager, then? He always makes sure I don't say stupid things, and that I only eat healthy food. Instinctively, she look behind her to check if she has said something wrong, but of course her manager is not here.

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Not spending the resolve point yet.
Mysticism Check: 1d20 + 3 ⇒ (1) + 3 = 4
"Ah, you're just like mister manager, then? He always makes sure I don't say stupid things, and that I only eat healthy food."
"Who exactly is Mister Manager? Is he like a Venture Captain for speech and diet?"

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Using 1 RP to regain SP
Twila-5 takes a video of the mushrooms on her datapad. "It is interesting that they glow when approached. How does that help their survival? ... Fascinating."
Mysticism: 1d20 + 5 ⇒ (15) + 5 = 20
No Life Science

Game Master S |

Zoey looks over at Klarima. Your guide is obviously wounded, but is not saying anything as she doesn't want to appear a burden...
The fungi continues to stymy the party.
Burnham: 4/4
K.I.N.A.A.: 6/6
Twila-5: 3/4
Ysh'yaal: 4/4
Zoey: 6/7
Zynn: 3/3
Burnham (SP: 21/27)
K.I.N.A.A. (SP: 10/21)
Twila-5 (SP: 24/24)
Ysh (SP:13/24)
Zoey (SP: 24/24)
Zynn (SP: 19/27)
--------
Klarima (HP: 10/21)

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...
Ah, you're just like mister manager, then? He always makes sure I don't say stupid things, and that I only eat healthy food. Instinctively, she look behind her to check if she has said something wrong, but of course her manager is not here.
"Say what you want. Eat what you want. I just want to make sure nothing eats you."

Game Master S |

Passing by for now, the party pushes onward. A circular vault door stands at the end of a short hallway past the offices. It looks quite sturdy, but a computer console stands nearby, its screen occasionally flickering and glitching.

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K.I.N.A.A. will take the time to patch up their guide. Healing Touch: +10 HP to Klarima.

Game Master S |

"Thank you. You're most kind Starfinder." There's no mechanism for a Ghibrani to smile, but it feels like there's one in there.

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"Who exactly is Mister Manager? Is he like a Venture Captain for speech and diet?"
Something like that. He is our manager, so he looks after schedules, he gets me on TV shows and acting roles, and concerts. He also tells me what to eat and say, and makes sure I don't do stupid things. Zoey says cheerfully, and then falls silent because she isn't she sure was supposed to say that.
"Say what you want. Eat what you want. I just want to make sure nothing eats you."
Oh, ok, got it... Zoey nods, slightly nervously and completely opposite to the reaction Burnham likely intended ... yes, mister. Eat what I want, say what I want. Got it.
Fortunately, these awkward moments never last long for Zoey.
"Thank you. You're most kind Starfinder." There's no mechanism for a Ghibrani to smile, but it feels like there's one in there.
She is! Auntie K.I.N.A.A. is the best! See, she's back to her usual self...
Auntie Yshie, this computer looks bad. Shall I give it a start and you finish?
Computers, Aid: 1d20 + 5 ⇒ (16) + 5 = 21

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... and makes sure I don't do stupid things.
"Why would Mr. Manager let you into the Starfinder Society, then?' "Auntie" K.I.N.A.A. asks witha wry smile. "'Stupid things' are our stock in trade."

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"Something like that. He is our manager, so he looks after schedules, he gets me on TV shows and acting roles, and concerts. He also tells me what to eat and say, and makes sure I don't do stupid things."
"So you are on tv shows, movies, and in concerts? I'm curious how your manager stops you from saying stupid things. Once somebody says something, it is hard to take the words back."

Game Master S |

As the party discusses various things, they also set about to unlocking the door. Unfortunately as soon as the first agent touches it, a hybrid of magical and technological energy discharges from the door. You main weapon is now affected by a CURSEHACK. If your main weapon is level 4+ you may avoid it with a DC 15 Will save. A cursehacked weapon takes a –2 penalty to attack rolls. This curse remains until it is removed with remove affliction or similar magic. A minor cursehack can also be removed from a single item with a successful DC 30 Computers or Mysticism check.
Sadly, the door is still locked.

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Darn. I only have a +9 on Computers. I assume there's a way to deal with this at the end of the scenario?
"What was that? ... Let's make sure nothing else is going to be triggered." Alarmed, Twila-5 inspects the door and computer for additional traps.
Perception: 1d20 + 9 ⇒ (4) + 9 = 13
She has trapsmith's tools to get the +4 bonus on the Engineering/Mysticism check to disarm traps.

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Define main weapon. Burns a switch hitter. At this moment, he's got the rifle out and ready, but his sword is never far from his thoughts.
"Yeah. What was that?"
What about take 20 with an aid another?

Game Master S |
1 person marked this as a favorite. |

I'd define it as 1. Weapon in hand if applicable. 2. Random dice roll if not. Yes, if no one here can hit the DC, then you can clear the condition with AcP (Remove Condition) or with Credits (in this case it's expensive..
Twila-5 is pretty certain that the trap won't reset, so it's just about opening the door now. Engineering to do it physically or Computers to do it via hacking.

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"So you are on tv shows, movies, and in concerts? I'm curious how your manager stops you from saying stupid things. Once somebody says something, it is hard to take the words back."
With these! Zoey says, and she holds up a little cue card, that clearly reads 'With these! (hold up cue card)'
Main weapon is, I suppose, best weapon I have. In my case, the sniper gun... would be intersted in getting curse removed, but don't want to take too much time (Yshie has +11, so DC can be hit) right now. We'll have plenty of time on the flight home, though.
Zoey starts working on the door, knowing that Yshie will finish the job.
Helping with computers: 1d20 + 5 ⇒ (2) + 5 = 7

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K.I.N.A.A. examines the cursed weapon. She has Mysticism +11, so can fix it when there is time if she is allowed to take 20.

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Great! So between the two of you, our weapons will be back to normal by the time we return to the Station, if not sooner.
"Okay. It looks like it won't reset. We can try to get the door open now." Twila-5 pulls out her tools and gets to work on the door.
Engineering: 1d20 + 9 ⇒ (5) + 9 = 14
Boy, this ancient tech is confusing.

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Zynn offers his assistance and tries to open the door as well. However, he keeps his solar weapon sheathed in case there are more curses to be had.
Engineering: 1d20 + 5 ⇒ (12) + 5 = 17

Game Master S |

A post got eaten. So that use of Mysticism prohibits Take 20.
The party works together to get the door open. A large vault behind the door contains a stockpile of weapons that can be mounted on vehicles and starships. This is clearly a cache of weapons that would be usable by the Exo-Guardians. There's also a weakly powered tablet. There's an audio file loaded and a blinking play button.

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Zynn picks up the tablet, and quiets the room.
"Alright folks, listen up. Let's hear what message is stored here."
When everyone is listening, he clicks the flashing play button.

Game Master S |
1 person marked this as a favorite. |

Confident that there would certainly not be a second trap here, Zynn presses play:
The researchers say they can’t prove it, but I know what happened: the devious villains of Omathu erased our memories somehow!
I don’t know how—perhaps they pumped some kind of chemical into the atmosphere or fired some sort of mind-altering sonic attack
from their moon base. Yes, they claim to have been affected as well! Ha! Typical Omathan subterfuge! They are probably laughing
at us through their carapaces!
Well, the great nation-state of Bhyrri will have the last laugh! The Great Vanquisher has entrusted the might of Egoret Base to
my hands. And I will not disappoint him. Our enemies will die in nuclear fire, and our finest will rise from the ashes to be the world’s
final power!

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Just before Zynn presses play, Twila-5 whips out her datapad to record the recording, just in case it gets damaged in some way.
As she listens to the ancient words, Twila-5 searches her mind for what she's learned about Elytrio.
Culture: 1d20 + 7 ⇒ (5) + 7 = 12
Does she recognize any of the names here?
"Uh..." That sounds like a dangerous fanatic. She keeps that opinion to herself. "Klarima, do you recognize any of the names in that recording?"

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Zoey, having watched too many spy movies, fully expects the tablet to blow up when Zynn presses the play button. Instead, she listens to the audio...
... and then remarks Well... That's not very nice... This person sounds a couple of wires short of a coil gun... Zoey thinks aloud.
Culture: 1d20 + 9 ⇒ (19) + 9 = 28That's probably enough to figure out that nuclear bombs are radioactive...
Yeah, Deedee is like that as well. She always thinks the worst of me. Zoey, where did you hide my eyeliner! Zoey, why don't you sing better! Zoey, you're trying to sabotage me! Shhh. Why can't people just be nicer? She rants, You know, I know you are frustrated, but that's really no reason to start throwing around Atomics.

Game Master S |

No one knows the names, not Twila-5, not Klarima. Zoey is well aware that there's some HEAVY stuff here. The party opts to mark this cache, but there's a lot more to explore...

Game Master S |

There is another door 40 feet down the walkway from the previous level. It is marked “Armory” in Ghibran... We're now on the Tactical Map.

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As a player, I like this discovery a lot, it gives a lot of backstory to what happened here.
Oh... The full impact of what happened slowly dawns on Zoey. There is are a lot of things she can see the bright side of, but paranoia-induced thermonuclear extinction doesn't rank among them.
She does remain curious, and when she sees the Ghibrani sign (I assume Klarima translated?), she says to Klarima You can read this language? Do you actually know who built this place? There are recording here from... she pauses for a moment to find a phrasing that isn't offensive ...long ago, but the signs are in your language.
Perception, door: 1d20 + 4 ⇒ (1) + 4 = 5 What door?

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"Let's check for traps first, this time. Anyone else want to help?"
Perception: 1d20 + 9 ⇒ (18) + 9 = 27

Game Master S |

It's there, you have to slide all the way left. Sorry, I sized the map on a 36" screen.
This door looks safe, so the party opens it. This simple area is divided in half by a wall featuring a window of mesh wire and a solid door. In the eastern half of the room are several desks with a computer consoles and three accompanying chairs.

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Twila-5's first priority is looking for more of those nasty traps.
Take 10 on Perception for 19
@Game Master S: It's not obvious on the map what the thing is in the middle of the west side of the room, but would the PCs recognize it? If not, is there a check for that?
ID the contraption in the west room: 1d20 ⇒ 19
Engineering and Computers are +9; Culture +7; Physical Science +4

Game Master S |

It's velvet rope for forming a queue. This looks like a customer service area.
Twila-5 doesn't see anything she thinks might be trapped.

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Eh? Zoey looks surprised. It's supposed to be an armory, but it is set up as a concert venue... Look at the ticket offices!
Zoey casually lets her hands flow over the rope while she remains on the lookout for anything dangerous.
Perception: 1d20 + 4 ⇒ (10) + 4 = 14

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Burn looks at the velvet ropes. "Last time I saw ropes like those a talking walrus told me I had to snake my way through it instead of going around."
He walks directly to the door way. "Let's see what's back there."
And try to open the door.