
Game Master S - 2e |

CeeCee gets a couple of them correct, and she can tell that she knows enough to succeed... if she can get lucky with the order.
Unfortunately, Ceilidh's efforts aren't as strong this time.
The terrifying inamge flashes again, this time in front of CeeCee:
Bite: 1d20 + 15 ⇒ (7) + 15 = 22 MISS
Then back to Obozaya:
Claw: 1d20 + 15 ⇒ (9) + 15 = 24 MISS
Then back to Ceilidh:
Tail: 1d20 + 15 ⇒ (11) + 15 = 26 for DMG: 2d8 + 7 ⇒ (2, 2) + 7 = 11
ROUND 2:
Ceilidh (36/56): Fail
HAUNT (1 Success Against): ATK
Dae: Go
CeeCee: Fail
Obozaya: Go
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:Normal
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:

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"Really, we don't need to do this!"
Diplo: 1d20 + 10 ⇒ (12) + 10 = 22

Game Master S - 2e |

Going exactly by the playtest Dae pleads with the captain, but it's no good. It looks like the ghost would be receptive (she does turn to look at Dae for a moment), but entreating with ghosts is even harder than exorcising them.
ROUND 3:
Ceilidh (36/56): Go
HAUNT (1 Success Against): TBD
Dae: TBD
CeeCee: TBD
Obozaya: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions:
Gravity:Normal
Atmosphere: Normal
Lighting: Flashlights ONLY
Battlefield terrain:

Ceilidh Razkar |

Despite his wounds, Ceilidh continues to try and bring the haunt to an end.
"Captain, I feel your pain, but we can heal the ship! We are here to. put the ship at ease."
Religion: 1d20 + 11 ⇒ (12) + 11 = 23

Game Master S - 2e |

Maybe it's the pain of the wounds, but something in the delivery matters Your prose indicates Diplomacy, but your dice indicate using Religious skill to perform an exorcism. Either way, net success.
The Beast from Beyond vanishes, leaving only the captain. The captain's ghost takes a more solid, but still translucent, form. "Thank you. Thank you. I.... see that I am dead." Her face reads heartbroken but determined. "I am certain you have questions. What would you like to know?"

Ceilidh Razkar |

"I'm glad you now recognizer your position. I'm sorry that you don't have more lives left. Could you tell me what happened to this starship, Captain? How did these grubs get on board?"

Game Master S - 2e |

"During a routine survey mission to a newly discovered dwarf planet in the Vast, currently known by the temporary identifier VDP-32074-S, we collected a variety of biological and environmental samples. After these samples were secured into the Bloom’s laboratories for further study, we departed, plotting a course through the Drift to the Pact Worlds to drop off their samples at the Verdant Paradise, a Xenowarden arkship that serves as a mobile research laboratory."
"During the journey, one of these samples escaped confinement. Originally a flatworm, Sample 62 is capable of rapid bio adaptions—the creature adopts the characteristics of organic materials they consume. At the time of the creature’s escape, Sample 62 was a foot-long, six-legged insectile creature with sharp mandibles. Now, Sample 62 is what you saw.... Although the crew attempted to recapture (and later to kill) Sample 62, we failed."
"Fearing the threat webelieved Sample 62 posed to the Verdant Paradise, the last remaining crew members hatched a desperate plan. I recorded a warning that I intended to dispatch to the Verdant Paradise. Meanwhile, Thast attempted to deactivate the starship’s engines, including its Drift engine, to render the starship adrift in space. Neither succeeded. My message was recorded but failed to send, as the Bloom’s communications array had been damaged during the crisis. Thast deactivated the Drift engine and damaged the engines but was devoured before he could fully scuttle the starship."

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"Sounds like we also need to scuttle this ship. Don't want that thing to reach somewhere more inhabited."

Game Master S - 2e |

“Sample 62 knows you’re here. They psychically bonded with the Bloom after my death. I’m no longer in control.” The ghost frowns for a moment, lost in a glimmer of a memory, then refocuses on the present with a shake of her head. “Time is short. To kill Sample 62 and their brood, you must destroy the Bloom completely. Not even one of Sample 62’s hatchlings or eggs can survive to reach Bretheda or the Verdant Paradise.”[/b]
"The Bloom is a biomechanical starship and will self-repair in time. However, it’s highly vulnerable to radiation. You’ll first need to harvest the radioactive components from the Drift engine. With this material, climb onto the exterior hull and sabotage the starship’s weapons, so they explode when triggered to fire. Be sure to integrate the radioactive material. Then, you can flee back to your starship. I’ll trigger the guns myself, from the bridge—I retain enough of a connection to the Bloomfor that, at least. Once you’re away, send my final message to the Xenowardens on the Verdant Paradise. They’ll know what to do and will ensure that Sample 62’s home planet is quarantined. Can I count on you?”

Game Master S - 2e |

"Good luck, we're all counting on you."
As the captain fades away for the time being, you're faced with a choice, where to?

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"Back to engineering? We need to harvest the radioactive material, right?"

Game Master S - 2e |

Returning to the engine room, the party stares at the biomechanical drift engine... Harvesting the material is either an Engineering check or, if you've got the tools, a Thievery check.

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Retrieving her tools, CeeCee makes her way over to the engine. "Make sure that no grubs interrupt me and I should be able to get this done in short order."
Thievery w/Tools: 1d20 + 11 ⇒ (14) + 11 = 25

Game Master S - 2e |

Get ready for a Starfinder specific rule that isn't in PF2.
CeeCee successfully extracts the material, but there's no way around the radiation exposure. FORT save

Ceilidh Razkar |

"This plan sounds good to me. The universe is not ready for these nasty grubs. Let's hope this plan works. Make sure you all check your fur and skin to make sure that no grubs are attached before we leave this place."

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"We should be careful out there; don't want to go floating off into space, right? Anywone have useful things for that?"
I think we've found some gear that might help; should distribute that and make sure everyone knows who has what.

Game Master S - 2e |

This is especially true since we're playtesting the system, and gear is changing a fair bit.

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Looking back, I think we've found the following potentially useful items:
If there's anything I'm forgetting, please add it to the list. There's a section of the interior we haven't explored yet too, possible there's more useful things in there.

Ceilidh Razkar |

"I am certainly willing to help, but let's find some useful equipment to let me function out of the ship. Maybe. we should finish exploring the inside first."
I am flexible with whatever people want to do, but without enough equipment for everyone, we should probably keep searching the inside of the ship.

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"I am certainly willing to help, but let's find some useful equipment to let me function out of the ship. Maybe. we should finish exploring the inside first."
I am flexible with whatever people want to do, but without enough equipment for everyone, we should probably keep searching the inside of the ship.
Agreed

Ceilidh Razkar |

Ceilidh continues to look around for any dangerous infestations as she follows along.

Game Master S - 2e |

The starboard cargo bay contains replacement parts for the starship, as well as UPBs and assorted inedible sundries. There may be some useful gear in here if you search around.

Ceilidh Razkar |

Ceilidh definitely goes about searching the chamber for something useful to help with the upcoming space walk.
"Everyone watch your step for the alien slug things."

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Perception: 1d20 + 9 ⇒ (20) + 9 = 29
"There must be something here. I'm sure of it," Cookie-Cutter says, fervently searching the cargo.

Game Master S - 2e |

Looking around you discover an advanced tank of petrol, an advanced incendiary grenade, a hacking toolkit, an infiltrator’s toolkit, and a tactical radiation buffer.

Ceilidh Razkar |

"This all looks like it has some purpose, but I am not yet persauded that I should go outside of the ship to start repairing systems with a can of petrol on my back. Where do we go from here?"

Game Master S - 2e |

Much like the port specimen lab, this laboratory is a mess of debris and broken specimen containers. There's a weird combination of equipment on the floor here: an advanced flamethrower on the ground in the corner (fully emptied of petrol), an autograppler, 200 feet of cable line, and a commercial antigrav harness.

Ceilidh Razkar |

"This stuff looks like it will be useful. Let's stock up!"

Ceilidh Razkar |

"Let's check out this last door. Maybe we can find some more stuff."

Game Master S - 2e |

All doors have been checked. Just need to know where, who, and how, you're going outside.

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"Alright, let's do this."
Cookie-Cutter starts rifling through the various bits of gear they've found. "Magboots for Obo, jetpack for me. Ceilidh nabs the spell gem of personal gravity. And Dae can use the antigrav harness. Attach the cable to the ship, and we can use that two hundred feet to hold onto so we don't accidentally drift off into space."
She slots out the force field in her armor to attach the jetpack.
"Someone should use that flamethrower, now that we've found fuel."

Game Master S - 2e |

Playtest rulebook: "Every type of modern armor has built in environmental protections which, when activated, protect you from the vacuum of space, to ensure that you can survive for a few days if you must make repairs to the hull of a starship, explore an airless alien world, or endure exposure to an environmental breach in a space station."
The party suits up, and heads outside to the guns. I'll take: Arcana, Crafting, Computers, Nature, or Thievery check.

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Cookie-Cutter, like her father, knows a thing or two about computers. As such she is naturally inclined to see things in binary... code.
Computers: 1d20 + 12 ⇒ (10) + 12 = 22 Rolling 10 is perfect

Game Master S - 2e |

62: 1d20 + 13 ⇒ (8) + 13 = 21
Hazard: 1d20 + 10 ⇒ (9) + 10 = 19
DEFAULT EXPLORATION MODE:
Ceilidh Razkar: 1d20 + 11 ⇒ (1) + 11 = 12 (T)
Cookie-Cutter: 1d20 + 9 ⇒ (17) + 9 = 26 (T)
Dae: 1d20 + 9 ⇒ (16) + 9 = 25 (E)
Obozaya: 1d20 ⇒ 14 (T)
The task seems simple enough, but before you can make too much progress, the source of all this horror and death appears.
At the beginning of your turn, you MUST have some source of gravity/magnetism. If not, start your turn with a DC 18 REF save...
ROUND 1:
CeeCee: Go
Dae: Go
Sample 62: TBD
Obozaya: TBD
Ceilidh: TBD
******************************************
TACTICAL MAP
GM’s Tracker
Party Conditions: Inspiring Boost: Eselar, Trylara
Gravity:Normal
Atmosphere: Normal
Lighting: Normal
Battlefield terrain: Normal
Sample 62: