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Sorry, I had shown it on the map, I should have said so in the attack roll the new mist covers both swarms
"Sorry Ears. I'm getting too weak to move faster."
fort DC18 (poison/radiation effect);
Fortitude: 1d20 + 1 + 1 - 4 ⇒ (13) + 1 + 1 - 4 = 11

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Jekcedo has come down with radiation sickness. (Latent radiation sickness)
Status: Round 3, bold to post
Dirk 9 stam damage; fort DC13 (poison/radiation effect); Fort DC12(vs nauseated)
Ears 6 damage; 3hp damage; weakened.
Twila-5 8sp damage; 3hp damage
Swarm red 36 damage; (fort save DC 13 vs 8 AOE damage)
Swarm blue 18 damage; (2xfort saves DC 15/13 vs 4/8 AOE damage)
Jekcedo 25 sp damage; 6hp damage; Impaired; Radiation sickness (latent)
Dhomer 8sp damage; 1hp damage;
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.
Radiation sickness - (disease, latent)
No other effects at the moment. But you might set off a geiger counter...

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Unable to do anything else useful, Twila-5 steps up, grabs Jek, and hauls him back. "You need to stay alive, buddy."
I moved Jek's token with her. Jek: if you don't want to move that far, you can move it back and say you twisted out of her grasp.

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"Thanks Twila-5, we're running out of options!"Jek sounds panicked when saying out of options, there is nothing worse for a shirren.

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"I am not gonna like this..."
Ears snatches the frag grenade(s) from Jekcedo's weakened body. Then he casts supercharge weapon on the grenade.
"Keep pulling him up the tunnel. I'm not sure where these will go off," the ysoki tells Twila.
Can't get the attack in this round. Hopefully I can get both grenades though.
Source Starfinder Core Rulebook pg. 178
Level 4; Price 310
Hands 1; Proficiency Grenade
Damage 2d6 P; Range 20 ft.; Critical —
Capacity drawn
Bulk L; Special explode (2d6 P; 15 ft.)

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Acidic Mist damage for the beginning of the swarms turns
old mist blue only, this ends the old mist.
Acidic Mist damage: 2d6 ⇒ (2, 2) = 4
new mist blue and red round 2 of 4
Acidic Mist damage: 2d6 ⇒ (5, 3) = 8

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Fort: 1d20 + 6 ⇒ (4) + 6 = 10
Fort=: 1d20 + 6 ⇒ (12) + 6 = 18
sorry was coming back from out of down yesterday
I'll use my campaign coin for a reroll
Fort: 1d20 + 6 ⇒ (5) + 6 = 11
"Grenades?"

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The team continues to pull back, leaving the acidic mists to burn the swarms of craggolk hatchlings.
blue fort DC 15: 1d20 ⇒ 19
blue fort DC 13: 1d20 ⇒ 17
red fortDC 13: 1d20 ⇒ 1
The red swarm breaks apart, badly burned maggots being quickly consumed by their less badly injured hatchling companions.
The blue set of them however continues forward, keen to feast on more Starfinder flesh! Which Dhomer seems to be willing to provide.
Dhomer damage: 1d4 + 5 ⇒ (4) + 5 = 9 Plus poison/radation save and nausea save
Status: Round 4, bold to post
Dirk 3hp damage; 9 stam damage; weakened
Ears 6 damage; 3hp damage; weakened.
Twila-5 8sp damage; 3hp damage
Jekcedo 25 sp damage; 6hp damage; Impaired; Radiation sickness (latent)
Dhomer 17sp damage; 1hp damage; fort DC13 (poison/radiation effect); Fort DC12(vs nauseated) - NB Poisoned adapted.
Option-8 6 damage; 3 hp damage; nauseated. Weakened.
Swarm blue 27 damage; Fort DC 13 vs 8 damage next round from acid mist.
Conditions
Nauseated
You are experiencing stomach distress. You can’t attack, cast Spells, concentrate on Spells, or do anything else requiring attention. The only action you can take is a single move action per turn.
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.
Radiation sickness - (disease, latent)
No other effects at the moment. But you might set off a geiger counter...

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Maybe a one way trip.
"Dirk, you'll need this." Ears drops the uncharged hand grenade. He moves forward, brushes past Dirk, and steps into Jek's acid mist. On the way he pulls the safety on his grenade. He reaches his his chosen spot and stares intently at Jek.
"Your stupid example. Everyone stay back." He triggers the grenade.
A couple things. Ears passes within 5' of the swarm on his way. It might get an AoO. And he's got to eat acid. He pulled the safety in case he goes down before he gets where he wants to be. Hopefully the grenade still goes off even if Ears is incapacitated.

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Fortitude: 1d20 + 1 + 1 - 4 ⇒ (1) + 1 + 1 - 4 = -1
not sure how may saves I need per turn rolling 2 more just in case
Fortitude: 1d20 + 1 + 1 - 4 ⇒ (8) + 1 + 1 - 4 = 6
Fortitude: 1d20 + 1 + 1 - 4 ⇒ (17) + 1 + 1 - 4 = 15
Jek's antenna droops as Jek sees what Ears is doing, fearing other might some something similar, Jek waits until everyone has acted then uses Healing Channel as a full action to heal everyone.
Healing Channel: 4d8 ⇒ (6, 3, 8, 5) = 22
I have the medic archetype, HP is healed first then stamina
rolling ahead of time in case it's still needed this happens beginning of the swarm's next trun, turn 3 of 4 for the mist
Acidic Mist damage: 2d6 ⇒ (4, 1) = 5

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ref : 1d20 ⇒ 16
"BOOM"
The grenade explodes with... a very, very big explosion. No sure what Ears did to it, but the AbdarCorp arms division would *really* like to have an interview with him.
Bits of craggolk hatchling go e
v
ery
wh
e
re
What a mess.
With the immediate threads apparently dealt with, the team can press on with their exploration. But not until Jekcedo heals the worst of your wounds.
A little ahead of the Croggolkicle you find a complete, well preserved obelist with more markings on it. It appears that baby craggolk's have been munching on the radioactive ice around it, freeing the obelisk and allowing you to cart it back to base if you wish.
It is heavy 10 bulk. While returning to base camp you can try and make out the markings if you wish. That would be a culture or mysticism check. Everyone can have a go if you are trained in either skill.
Still need the radiation save from Dhomer.
Back at the Starfinder base, you are checked over by medics, who administer anti-radiation treatment to Jek Curing your radiation sickness
I'll let you stock up on extra equipment/healing/etc while you await your next mission. Speaking of which...
Once your worst injuries are handled you meet up with Betsy Blast, a demolitions expert.
“So, you’ve been assigned to the detonation teams?” asks Betsy as she fiddles with one of the colorful patches on her vest. “You look capable. Excellent! I can keep this quick."
“We’ve determined that the shroud protecting Sangoro’s Bulwark is being produced by a series of hybrid generators. The invaders placed the generators in caverns, deep underground, in a perimeter around the Bulwark. The network contains built-in redundancies. If we hope to bring down that shroud, we’ve got to take down multiple generators in close succession."
“Starfinder teams are being deployed to tunnels around the crater in advance of a coordinated assault. Each team is being issued explosives and the coordinates to a generator."
“Four charges are needed to bring down a generator and all four charges must be detonated simultaneously. The combined shockwave is needed to overcome the generator’s defensive shielding.”
Betsy picks up a device off the table and adds it to a satchel containing three others. She then hands over the satchel along with a datapad. “Here’s a set of four charges. If you’ve had some demolitions training, the process should be relatively quick."
“If not, it may take more time to set a charge, but I’ve modified the charges so that even a squox could set one. Just set the charge, initiate the detonator, get clear, sit back, and enjoy the fireworks like a fire beetle celebrating New Spark~ The invaders behind the shroud likely know we’re coming, so expect resistance of some kind. Be careful.”
Status: out of combat.
Dhomer fort DC13 (poison/radiation effect);
Dirk weakened
Ears weakened.
Twila-5
Jekcedo 9 sp damage; Impaired;
Option-8 6Weakened.
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.

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Jek checks over the obelisk trying to keep from thinking about how close that last encounter was, but as hard as Jek tries he keeps going over the encounter trying to find a better way to have dealt with it.
Mysticism: 1d20 + 11 ⇒ (13) + 11 = 24

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The inscriptions on the obelisk describe an ancient ritual with ties to the plane of water. You may be able to draw on this knowledge later on...

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Dhomer gets his hand on his knees and tries to fight off the poison.
Fort Save: 1d20 + 6 + 2 ⇒ (9) + 6 + 2 = 17
"Woohoo!"

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For a long time after the swarms are dead, all Ears can do is mutter, "Stupid, stupid, stupid. What kind of rational being behaves that way?" And glare at Jekcedo's back, although when the shirren turns around the ysoki redirects his gaze and forces a neutral expression.
Do spells recharge? Must I use any of my healing serums to get back the HP I lost or do the Starfinder medics handle all that?
At mention of the new mission, a now quietly grumbly Ears perks up.
"Demolition? I can get behind that!"
He's less excited to hear that they'll be going back down in the tunnels. He draws two frag grenades mk1 from stores as a hedge against more swarms.
Nothing like fighting the last war.
2 serums and 2 grenades : I've spent 170 so far in this module.

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The only thing the back at base Starfinder medics do for free is cure radiation sickness. But you can take a ten minute rest and happy to have you buy any replacement equipment you need. I will assume you can recharge batteries and armour as well.
You are given a satchel of explosive charges, and a datapad that contains coordinates for the generator and a map of the tunnels that have been explored so far... including the one you went down.
A shuttle picks you up and drops you down at another cave complex.
Following the coordinates and map, its another hours hiking through the lightly radioactive caves, to the underground entrance where you are expected to wait for a signal before proceeding.
From your vantage point you can see the generator (some techno/magic hybrid) at the far end of an expansive underground cave. The chamber is largely open ground, save for just over a half dozen stone columns rising from floor to ceiling. The hybrid generator is of harsh, angular design and composed of a dark, sinister looking metal. A quintet of embedded voidglass orbs are set within the top and sides of the device.
A massive, black barrier—the shroud—which stretches above and behind the generator before disappearing from sight into the rock. There is some movement you can see, but can't make out details. It would seem the generator is not alone.
You have four charges and one remote detonator's. Who is carrying each of these? You suspect you have about ten minutes before the coordinated attack if you want to make any specific preparations.
Setting the charges: See the map. It is a full round action to set a charge (although if you make a good enough computers or engineering check, it is only a standard action) - and they must be set in the squares indicated with the skull and crossbones. Feel free to move yourself within the start box before we begin.
Status: Preparing
Dhomer
Dirk weakened
Ears weakened.
Twila-5
Jekcedo 9 sp damage; Impaired;
Option-8 6Weakened.
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.

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I'll carry one
can we get a tool kit at the Starfinder base?
"That was close guys!" says Dirk. He looks at his wounds. He hands Ears back the grenade.
----
He gathers his gear for the mission. "Anyone mind if I carry one of the charges?'

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Despite not knowing how to use them, Twila-5 picks up a couple of grenades.
Mk 2 Holo grenade (300 credits), Mk 2 Frag grenade (310 credits)
As they hike through the tunnels, Twila-5 tries to make sure she stays ahead of Jek and Ears--those foolish, heroic martyrs. And most of her team is still weakened or impaired in some way from those blighted little larvae. We gotta keep us all alive. Somehow. She takes a moment here and there to check in with each of them periodically. "Hey. You good? If you need a rest, say so."
Once they arrive at their destination and she spots the movement beyond the generator, she offers up her frag grenade: "Anybody know how to use this better than me?" (Not trained, so someone else can carry/use it for the rest of this game.)
"Ok, team. I can set the charges, but having two people on each one while the rest watch our backs will increase the chances of success. Who wants to set charges with me?"
+10 for both Computers and Engineering. What does everyone else have?

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Dhomer bites his lip nervously. "I'll try to guard you guys. I'm a bit slow moving around so..."
Slow move speed due to armor, and not trained in either skill.

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"I am still able to function but do not feel well. This is a feeling I have not encountered before. Even though I am not trained in explosives, I have an Engineering Kit and can take a set and Supercharge it as Ears did with the grenades."
Looks like we all keep the Weakened Condition. Jek will not be able to remove anyones. Option-8 has +11 Computers & +10 Engineering
Option-8 6Weakened.
What type of damage does Option-8 have? Is it SP or HP? I'm guessing HP but want to confirm.

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Option-8s damage was all healed by the channel. I'll fix the status tracker. And yes, feel free to buy a tool kit if you wish. I'll leave it up to each of you to track your purchases, rather than putting stuff onto the chronicles, unless you really want them there.
With a Beep the team is off! As you dash forward To the starting positions on the map a sinister, heart-pounding vibration fills the air as a shadowy beam passes through the stone ceiling and settles on the rocky cave floor.
Black dot on map!
A figure emerges from behind the generator as well...
init: 1d20 + 5 ⇒ (3) + 5 = 8
Status: init, if you beat an 8 you may act.
Dhomer
Dirk weakened
Ears weakened.
Twila-5
Jekcedo 9 sp damage; Impaired;
Option-8 Weakened.
Baddie(red)
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.

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Initiative: 1d20 + 5 ⇒ (2) + 5 = 7
Welp. There it is.
Twila-5 stands there, trying to puzzle out what that black beam is.
Does the sinister, heart-pounding vibration linger, or is it gone now?

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It is there and seems to be moving... vaguely toward your location, although perhaps not exactly toward you.

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before we leave for the mission Jek asks how far away do we need to be when we detonate the explosives.
not trained in either skill
"I could take the remote detonator, and use my limited telepathy to keep track of who got their charge set."

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Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Taking one of the packages, (Unless someone else has a package, Option-8 could hold onto 2.) Option-8 in his weakened condition, dashes off in a straight line as far as he can run toward the generator. He calls out as he goes, "Someone best run interference."
Run 30ft X4 = 120 ft.

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You need to be well away when you detonate... near the starting area or there abouts should be safe

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Init: 1d20 + 6 ⇒ (2) + 6 = 8 What about ties?
"Twila, you've got some speed. Set the charges to the north and west. If you see a black light, don't walk into it.
Detonator/combat support: Jekcedo .
Demo east, south: Option-8 ,
Demo north, west 3 : Twila
"Dhomer, Dirk, Jek, we're gonna tie up that creature. We've got to kill it or drive it away from the south demo point."

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Init: 1d20 + 6 ⇒ (18) + 6 = 24
Dhomer also runs forward, though he runs at the creature.
"Its got wings!"
Surprisingly, I don't get a EP for running as opposed to double moving or charging

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With +6 Ears win the init tie
Dhomer runs forward to try and attract the creature. Option runs for the closest spot to place a charge.
Status:
Dirk weakened
Ears weakened.
Twila-5
Jekcedo 9 sp damage; Impaired; (still to roll init vs 8)
Baddie(red)
Dhomer
Option-8 Weakened.
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.
Second Seekers (Luwazi Elsebo) Twila-5

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Second Seekers (Luwazi Elsebo) Twila-5
??
I like Jek's idea of coordinating/tracking which charges are set with telepathy.
"Got it!" Twila-5 grabs two packages and runs straight for the north generator, casting an uneasy glance at that disconcerting, vibrating black light of doom.
Full round action: run

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Int: 1d20 ⇒ 16
Dirk draws his rifle moves and shoots the creature.
"I got it"
attack: 1d20 + 4 ⇒ (20) + 4 = 24
damage: 1d8 ⇒ 6
crit: 1d9 ⇒ 1

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Jek runs next to Dhomer hoping to draw the creature away from the target. Jek has the remote detonator stored in Jek's backpack to keep it safe.
Full round action run, Init roll was 10
"Over here whatever you are."
Jek yells at the creature trying to draw it toward them.

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The creature/person takes a blast to its head, but that doesn't stop it directing a very nasty look at Jek and Dhomer.
mental damage, will DC 14 for half: 2d6 ⇒ (3, 2) = 5
And if you fail the save you are shaken for 1d4 ⇒ 1 rounds
Even as it directs its horrid red eyes at you, the black pillar starts to cross the cavern...It catches Dirk as it goes past him..
damage: 3d6 ⇒ (1, 3, 4) = 8 and confused. Will DC 15 for half and avoid the confusion
Another of the creatures appears, this one looking a little different. It immediately shimmers as many more appear around it.
copies: 1d4 ⇒ 2
Status: Bold may post.
Ears weakened. (may act twice)
Dhomer Will DC 14 save vs 2/5 damage and shaken for one round
Option-8 Weakened.
Dirk weakened; will DC 14 vs 8/4 damage and other nasties.
Twila-5
Jekcedo 9 sp damage; Impaired; Will DC 14 save vs 2/5 damage and shaken for one round
Baddie(red) 12 damage
Baddie (blue) 2 images;
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.
As an aside you should be on top of the demolition spots to lay them down. Don't worry about the two you are at currently, as I was obviously not clear about that, but for the next two..

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Ears pauses to let the pillar pass by, then dashes on all fours after Dirk.
Run as shown.
"Dirk, I'm going to sync the electron spin of the atoms in your next missile. Wait til I slap you on the shoulder before you fire."
Ears squints in concentration and touches, nearly caresses the gun. Then he taps Dirk's shoulder. "Go!"
Supercharge weapon. Add 4d6 to your next damage roll with the rifle.

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Option-8 retrieves a charge, sets it and begins to arm it. (Move action to retrieve & Standard to set & start to arm.)
Engineering: 1d20 + 10 ⇒ (16) + 10 = 26

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@Option-8 You could easily have the charge in hand if you wanted. With that roll, you could make an additional move if you wanted to.

GM Numbat |

House GM post
With a burst of flame and jagged metal, the hybrid generators explode! The resulting shock wave causes a substantial portion of the ceiling of the subterranean cavern to collapse.
The enshrouded Bulwark now stands in view as its shadowy covering coalesces and collapses in a sudden downpour like black rain. A massive, alien fortress composed of imposing stone and sturdy metal stands revealed.
Piercing the center of Sangoro's Bulwark is a sinister black spire, composed of a jagged, glimmering crystal. This spire stretches toward the sky. From its apex emanates a trio of now familiar shadowy beams, sweeping across the surrounding crater like grasping arms.
"Starfinders," lxthia's voice broadcasts. "The shroud has fallen and Sangoro's Bulwark is revealed! We've located multiple entry points. All teams, standby for transmission of rendezvous coordinates."
Table GMs, Part 2 has begun.

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@Option-8 You could easily have the charge in hand if you wanted. With that roll, you could make an additional move if you wanted to.
Thought it was a full round action to arm but if not then he would move to the southern one.

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Overloaded by other generators being destroyed, the black shroud behind the generator fades away, as does the pillar of blackness and the newly arrived creature.
The initial creature, caught in a feedback spike by the now over-taxed generator is splattered all around the room.
"Good job team.." the voice crackles through your coms units. "Time to head in."
You have new missions available. You must pick one of the first two initially, after that they are all fair game. First to two votes.
@Dirk, still need the save from you for damage purposes.

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Jek votes to do the missions in order, that might be our best chance to get clues along the way for later missions
I vote we start with the Forward observation mission, that may give us the best idea what we are up aginst."
Will: 1d20 + 5 ⇒ (15) + 5 = 20

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Will: 1d20 + 5 ⇒ (13) + 5 = 18
Dirk slaps his head. "Ouch that hurt...a bit!"
- - - -
Dirk grabs his gear again. "Jek that works for me!"

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Thirding Jek's suggestion.
Ears' tail droops and his ears flare to the sides and down a little.
"Before we go, can we blow up the generator anyway? ... Just to be safe."

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“The enemy is making us work for every inch of ground. Their gun emplacements and sniper units are in well entrenched positions,” Radaszam calls over the comm. “We’ve got the firepower to answer their shots in the form of air support and artillery units. The problem is, I need eyes in place—a team of forward observers to transmit targeting coordinates and, if necessary, corrections to any shots that veer off target.”
“Your team is capable and already on the ground. Together, we should be able to batter their defensive positions. Head for the main entrance of Sangoro’s Bulwark. Its massive doors are visible from just about anywhere in the crater. Approach from the southwest, scan for enemy units and gun nests, and keep my Obsidian Spiders and I apprised of everything you see. I’m counting on you, Starfinders!”
Phase one... the approach.
Firstly, you have to find a good spot to observe from. Everyone can make a survival or (harder) perception check.
Then... well, you need to get there. Undetected. Everyone makes a stealth or (harder) bluff check.
Finally you need to start observing the enemgy. Everyone gets to make a profession (architect, mercenary or solider) check, a (harder) engineering or sense motive or (harder still) culture check.
In addition to all these, can you each give me a forth check, a perception roll.
Status: The Approach... Bold may post.
Ears weakened.
Dhomer 2sp damage;
Option-8 Weakened.
Dirk weakened; 4sp damage;
Twila-5
Jekcedo 11 sp damage; Impaired;
Conditions
Weakened - Con track poison damage;
The victim takes a –2 penalty to Fortitude saves, Constitution checks, and Constitution-based DCs. Every time the victim attempts a Fortitude save against the poison—whether he succeeds or fails—he loses Hit Points as per on initial exposure.
Impaired - Con track poison damage, as weakened, plus..:
The victim takes an additional –2 penalty to the affected checks and the affected DCs decrease by an additional 2. If she has 1 or more levels in a spellcasting class whose key ability score is Intelligence, she can’t cast her 2 highest levels of spells from that class.

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Option-8 follows the group and moves forward as directed.
Perception: 1d20 + 3 ⇒ (17) + 3 = 20
Stealth: 1d20 + 2 ⇒ (18) + 2 = 20
Engineering: 1d20 + 10 ⇒ (7) + 10 = 17
Perception: 1d20 + 3 ⇒ (6) + 3 = 9

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"Sure, Ears. Can't have them coming back online." Twila-5 sets her charges. "Once we're well away, maybe Jek'll let you push the button.
-------------
[b]"Approach from the southwest, scan for enemy units and gun nests, and keep my Obsidian Spiders and I apprised of everything you see. I’m counting on you, Starfinders!”
"Roger that." Glancing around, Twila-5 looks for a good vantage point.
Perception: 1d20 + 10 ⇒ (13) + 10 = 23
Once the group agrees on a destination, she slips silently toward it.
Stealth: 1d20 + 13 ⇒ (5) + 13 = 18
Upon arrival, she begins scoping out the situation.
Engineering: 1d20 + 10 ⇒ (2) + 10 = 12
Perception (mysterious reason): 1d20 + 10 ⇒ (13) + 10 = 23