| GM Bret |
“Welcome to Krethiskar, Starfinders!” declares Palivhar Chooser of Hues. Their voice rings out over the ship comms as the starships emerge from the Drift. “Krethiskar was once a member of the Szandite Collective, an alliance of planets that have communicated with one another via psychic szandite crystals since before the advent of modern space travel. The Collective lost contact with Krethiskar during the Gap, and many suspected the planet had been destroyed. And yet… here it is.”
Below the vessels, a planet looms large, red seas battering rocky gray earth beneath swirling green cloud cover. An enormous mountain crests the clouds along the equator, not far from a modest space elevator and a few other orbital structures. Cities and crystalline structures dot the planet's surface, though they lack any obvious signs of life.
“Our mission is to perform initial explorations, make peaceful contact with any inhabitants we meet, and discover what happened to Krethiskar. I've selected a landing site in the lowlands, near the equatorial mountain, not far from the ocean and one of the local metropolitan centers. When we land, support staff will be asked to establish base camp, while field agents will conduct initial survey missions. Thank you for joining me in this moment of discovery, my friends. ”
“Learn what you can on approach and prepare yourselves for arrival. I'll see you at the landing site.”
Know before you go!
Culture (Recall Knowledge) OR Diplomacy (Gather Information)
Burnham Kenyon
|
Although he's worn a light second skin for most of the journey, Burn's already in his heavy armor for the approach to the planet. Predictably enough, throughout the entire duration in the Drift, Burn has been continually disassembling, cleaning and re-assembling his gear. When he wasn't doing that he was working out. And when he wasn't doing that he was talking, in a friendly enthusiastic manner, about gear, tactics, and talents. "... A good team knows all about each other. That way they can cover each other's weaknesses and fill in if someone goes down. Not that anyone's going down...."
He knows he isn't much use til the team is planet-side so he finds a corner where he can stay out of the way, but follow the ship's progress.
Culture, untrained: 1d20 + 0 ⇒ (4) + 0 = 4
Dofon
|
During initial mission briefing, Dofon’s introduction sounded like a rote speech that had been given numerous times. ”Greetings to my fellow Starfinder agents. My name is Dofon. I was once a citizen of Embroi, tasked to study the pollution levels of the oceans of my homeworld. At the decision of our leaders and due to my unseemly though statistical interest in the oceans of other planets, I was sent to evaluate and advise the inhabitants of Tabrid Minor, who were in the process of disrupting their planet’s ecosystem. When returning from this mission, I was denied the right to return to Embroi because I could not be Dofon, who had already been intercepted by the customs check and processed. Surmising that a bureaucratic fault had interrupted by return, I managed to delay my own interrogation and processing by the same officials, and learned that instead of a fault, someone with my biological identifications had indeed arrived and was intercepted and processed. Therefore, I had no citizenship, rights, or purpose.”
For a while, the slug was quiet, though unmoving. ”I found this vexing on multiple levels, and had no intention to subject myself to the procedures reserved for unsanctioned arrivals, so I repurposed a souvenir given to me by the copaxi and used it to pay a free-lance freighter crew for transporting me anywhere else. I found myself on Absalom station. Asking around for work, I was told that the Starfinder Society accepts anyone, even an oceanologist of low worth and no station such as myself. And so, after a brief interview, I joined the Society.” Keener listeners can pick up that the monologue is heating up from levels of cold passionlessness to lukewarm. For an embri, this is a sign of severe emotional stress.
The speech continued, now back to cooler levels, but somehow more determined despite the wording. ”My skills are few and unimpressive. Without the power of the state to protect me, I have invested in learning the use of weapons. My scientific skills are also at your disposal, though they generally are of little use for field agents. Unexpectedly, my investigations into the nature of my double’s appearance and the related events have revealed to me unnatural occurences in the nature of reality, and through intensive study, I have learned to exploit these flaws. In vulgar parliance, I can use magic to influence probability and causality. For a scientist, this is very stressful. I shall endeavor to make my meager talents useful for the collective good of the Society and our own lives.” The slug bowed its bulbous head and lifted all four limbs, then fell quiet.
Excuse me, could you share your information about Krethiskar with me
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21
"It seems like this planet was very tightly linked to the other seven worlds of the Collective, but for some reason processed by the universe during the Gap. I find this worrisome, as it has some similarities to my own situation, though I would never compare my own plight to that of an entire world. Nevertheless, the way this revelation was eventually handed to Palivhar is also troubling." Dofon shares the information with others if asked. "Also, how does an space elevator qualify as a modest one?"
Grognard Erraticus
|
A grumpy looking dwarf sits, cuddled up against a large 4 eyed furry sharp-toothed beast. "Ya here that Donkey? Peaceful contact... nay be eaten unless ah say. Ya ken?"
Culture (Untrained): 1d20 + 1 ⇒ (9) + 1 = 10
"Well... if they still got any o them szandite crystals we may be able to learn some aboot their past."
Paradox: 3d20 ⇒ (8, 1, 18) = 27 Today's paradoxen.
Bonkers123
|
Bonkers, the disheveled looking Ysoki glances up from a scanner he was taking readings on, "The biodiversity on this planet is amazing. I can't wait to get my hands on it!"
He wears light armor and has brown fur with spots of grey. He wears a hooded cloak and has a laser rifle across his back and a needler pistol in a holster. He also has what looks like some sort of medical equipment in various places about his person. Does that one case have a poison warning?
He also approached all of you the first time you were all in one place, likely the mess hall and asked if e could scan you into his custom microlab so he can more easily help boost and possibly heal you should any violence occur.
Does anyone say no?
culture: 1d20 + 8 ⇒ (5) + 8 = 13
He will share what he knows from the spoilers, what little it is...
Dofon
|
Dofon submits to Bonkers' scanning without prodding or delay. "The presence of a medical practicioner is encouraging. My understanding of the humanoid form is woefully limited, and I am reduced to administering serums in case a physical calamity occurs to any of you."
Burnham Kenyon
|
Burnham also submits to the scan, enthusiastically. The team is shaping up with a technical expert, combat medic, and two guardians.
Kaleb "Chip" Leafgleam
|
Chip is a nervous-looking halfling who spends the time maintaining his gear and doing a last-minute check up of his combat drone, a block little robot with a doshko in its clamps.
"Hi, I'm Chip. I guess I'm--I'm considered an experienced agent now? Heh." He indicates the robot. "This is Checker. It's a drone that follows its programming and orders, so don't worry that it's my particularly shy SRO sidekick or anything. Checker is essentially mobile equipment--and while I'd prefer it to stay in one piece, if it takes hits and gets smashed up instead of us, it'll have served its most important purpose."
While he's a little uncomfortable about the scan, Chip doesn't argue.
Burnham Kenyon
|
"I appreciate that, Chip," Burnham rumbles. A fellow gear enthusiast, but one with real technical skills, and a disposable combatant? This is turning into his dream team.
| GM Bret |
Initial Assessments
Each of you may make one of the following checks to assess the planet you are preparing to survey.
Computers or Culture
Engineering
Life Science
Medicine
Mysticism
Life Science
Perception
The group may want to try to vary what checks are made. Only the computers and culture checks give the same information.
| GM Bret |
Life Sciences analysis:
Initial readings show huge swaths of land affected by a massive die-off. From the scale of the lifeless husks and inter-biome proliferation, Krethiskar shows signs of having undergone a planetwide extinction event—but not one that killed off all species of fauna and flora on the planet.
Burnham Kenyon
|
Curiosity overcomes technical timidity. Burn scrolls through some readouts to see if he can find something to contribute.
Engineering: 1d20 + 4 ⇒ (12) + 4 = 16
| GM Bret |
Engineering analysis:
A space elevator located on the distant side of the mountain from the landing zone connects a station complex on Krethiskar's surface to a small spacedock and loading platform in low orbit. Each of the docking slips is occupied by a freighter of geometric design. Neither the docked vessels nor the space elevator is drawing any power or operating in any mechanical capacity.
| GM Bret |
Sorry, there was a mistake on the original list. I am correcting it here. The second Life Science should have been Physical Sciences:
Initial Assessments
Each of you may make one of the following checks to assess the planet you are preparing to survey.
Computers or Culture
Engineering Completed by Bonkers
Life Science Completed by Burn
Medicine
Mysticism
Physical Sciences
Perception
The group may want to try to vary what checks are made. Only the computers and culture checks give the same information.
Dofon
|
Dofon ambles to a workstation and reconfigures it, then presses the mask to the readouts to figure out what the sensors are revealing.
Computers: 1d20 + 9 ⇒ (4) + 9 = 13
Kaleb "Chip" Leafgleam
|
While computers and technology are his usual areas of expertise, studying unusual planets has been a particular hobby for Chip as well. And the others seem to have the tech research covered. Mostly.
Physical Science: 1d20 + 11 ⇒ (9) + 11 = 20
This might fall within theme knowledge for Chip: "Reduce the DC of Physical Science checks to recall knowledge about strange new worlds or features of space by 5."
Even if it doesn't, the theme bonus makes his Physical Science bonus just as high as Computers or Engineering anyway.
Kuozar of Steel
|
A large nuar, with a cigar in his mouth, enters the bridge. He telepathically greets you, and you already know that his hoarse and rough voice of ordinary speech differs from the soft and slightly hypnotizing telepathic voice sounding in your heads.
In his hands he holds a huge cannon, most similar to a ship's laser, but cut and modified for manual firing.
During the flight, you managed to get to know each other. His name is Kuozar, and he is an "experimental weapons engineer," as he calls himself. I think that most of all during the flight he communicated with Burnham and Kaleb - they have a lot in common, it seems to me.
Let's see what we have there. This time he says it out loud hoarsely, blowing a ring of thick cigar smoke into the air.
Perception: 1d20 + 7 ⇒ (9) + 7 = 16
| posthuman |
Despite the swaths of ruined wasteland the starships flew over on their descent, the trio of Starfinder Society vessels touch down in a small grassy lowland, bordered to the north and west by the red, roiling ocean. The nearby hills and plains are covered in a sparse reddish grey grass that lazily blows in the breeze. Several miles to the south, a large cityscape sprawls in silence, overgrown and long devoid of any life that could have constructed it. East of the landing site, a titanic mountain dominates the horizon. Behind it, the shimmering metallic cylinder of the space elevator stretches up into the sky.
The voice of Palivhar Chooser of Hues emits from every comm unit and loudspeaker in the expedition. “Welcome to Krethiskar, my friends! I can’t believe we’re here at last! This has been a lifelong journey for me. I thank you for me joining me in this momentous next step.
“From what we know, we are the first beings from the Pact Worlds or Szandite Collective to set foot on this lost planet since the Gap ended. It is our mission to rediscover this lost world, learn what became of its people, and find out how—or if—Krethiskar can be returned to the Collective. Remember, we are on a mission of discovery. Everything you find will bring us closer to uncovering Krethiskar’s mysteries, so be diligent and report whatever you find.”
After a moment’s pause, Palivhar’s voice is replaced by a new one—Saivessa of the Wayfinders faction. “After we land, Palivhar will oversee the set-up of base camp, alongside all support staff. Meanwhile, I’ll be assigning all field agents sectors of the surrounding region to explore. Remember, these are just initial surveys, so keep it short and report back swiftly. If you have any questions, Palivhar and I will be available to answer them.”
“Quite right,” Palivhar replies with excitement. “This is what we do, Starfinders! Now, let’s unload these ships and get to work!”
Table GMs, Part 1 has begun.
| GM Bret |
Physical Science analysis:
Giant crystalline formations spread for miles along the surface of Krethiskar and seem to have not only contributed to tectonic events, but drawn natural resources away from other geological formations, leaving mountains and plains devoid of vegetation, with only small patches of life remaining here and there far from the veins of crystal found planetwide.
Perception results:
Powerless, ruined cities dot the surface of Krethiskar, hinting at a technologically advanced and cosmopolitan population. However, these cities seem to lack any occupants—alive or deceased. Nothing biological remains of what might have been a large and varied populace.
Grognard, if you want to try one of the remaining checks from here, you can.
We will be moving on.
| GM Bret |
Starfinder Society agents are split into two groups, with support staff setting up base camp and field agents performing an initial survey of the immediate area. Your team is part of the initial surveying team.
Your group may survey the following sectors in any order. The listings indicate direction and terrain, significant landmark, and some of the skills that are notably important in that sector. Perception is useful in all sectors.
You may explore these in any order.
There are four areas to survey:
Dofon
|
Dofon is naturally drawn towards the underground facility, and tries to pull the others along.
Skill checks are listed in the botting instructions now, with preferences bolded here.
East Foothills, engineering +9, life science +3, mysticism +5
North Beach, life science +3, survival +0
West Plains, physical science +7, survival +0
South City Fringes, engineering +9, mysticism +5
Grognard Erraticus
|
Earlier Mysticism: 1d20 + 9 ⇒ (17) + 9 = 26
Grognard feels quite at home in a mine and is naturally drawn toward it as well. He hops onto Donkey, unfolds a pair of lights from the side of her riding harness, then give a gruff "Hyaa!" As he rides, he hums mining tunes of an age long past...
Mysticism for the Underground facility: 1d20 + 9 ⇒ (2) + 9 = 11
Burnham Kenyon
|
Prelude: Kuozar! Though his engineering skills be but small, Burn would definitely be down to talk about other gear and that killer cannon of yours.
East is the space elevator, clearly the most interesting thing in sight. Burn is well satisfied with his companions' choice and will even lead the way with his reaction cannon cradled in his arms.
Aiding Engineering, cause someone's way better at this than Burn: 1d20 + 4 ⇒ (5) + 4 = 9
See what I mean.
| GM Bret |
Completed analysis from before you landed:
Engineering:
A space elevator located on the distant side of the mountain from the landing zone connects a station complex on Krethiskar's surface to a small spacedock and loading platform in low orbit. Each of the docking slips is occupied by a freighter of geometric design. Neither the docked vessels nor the space elevator is drawing any power or operating in any mechanical capacity.
Life Sciences:
Initial readings show huge swaths of land affected by a massive die-off. From the scale of the lifeless husks and inter-biome proliferation, Krethiskar shows signs of having undergone a planetwide extinction event—but not one that killed off all species of fauna and flora on the planet.
Mysticism:
There should be a detectable psychic resonance coming from the szandite crystals on the planet's surface. However, something's blocking their signal, almost like a psychic hum or chittering.
Perception:
Powerless, ruined cities dot the surface of Krethiskar, hinting at a technologically advanced and cosmopolitan population. However, these cities seem to lack any occupants—alive or deceased. Nothing biological remains of what might have been a large and varied populace.
Physical Science:
Giant crystalline formations spread for miles along the surface of Krethiskar and seem to have not only contributed to tectonic events, but drawn natural resources away from other geological formations, leaving mountains and plains devoid of vegetation, with only small patches of life remaining here and there far from the veins of crystal found planetwide.
| GM Bret |
Saivessa is the second in command of this mission. They are a maraquoi with the Wayfinders faction. Picture on slide 3.
“You're heading east, to the foothills at the base of that massive mountain,” Saivessa explains, pointing out the peak in question. “Initial scans indicate there's an artificial complex beneath the mountain, but we failed to learn any more about the site or pinpoint its entrance. Find a way inside and give it a quick look-see. You're not cleared for a full exploration of the complex—just find out what it is and report back. We'll send in a few more experienced teams if further exploration is warranted.”
Though it takes some time, the your group discovers faint traces of an old road that winds through the foothills, ending at a steel door set into the mountainside. The doors are twenty feet tall, thirty feet wide, and constructed of an unidentified metal. They're closed and have no handles or obvious means of operation, save for an old console jutting from the nearby rock.
Engineering or Physical Science to study the doors:
[spoiler=DC 14]The doors are several feet thick and at least as sturdy as a starship hull.[/ooc]
Culture check to examine the console's text and symbology.
Computers, Engineering or Mysticism check to attempt to open the doors.
Grognard was not able to open the doors with his attempt.
You may want to wait until I give the text introducing a mission before rolling. The summary gives what skills would be most useful but does not mean those are the only skills.
Burnham Kenyon
|
At the doorway, Burnham observes. "We should call in this location. Just in case we need help, -- or buy the farm."
And he radios back to Starfinder command with the coordinates. He hefts his rifle. "Now who's going to crack this open?"
Burn could try but his engineering score is low.
Dofon
|
If Dofon is disappointed about not getting under cover yet, it's impossible to tell.
Engineering to study the doors: 1d20 + 9 ⇒ (8) + 9 = 17
Culture to examine the console: 1d20 + 6 ⇒ (8) + 6 = 14
Engineering to open the doors: 1d20 + 9 ⇒ (12) + 9 = 21
| GM Bret |
Dofon studies the doors and determines that they are several feet thick and at least as sturdy as a starship hull.
Although they are not able to decode the symbols, they are able to open the doors.
Inside, it's clear the complex is a military bunker, with an independent power grid and a large parking area (devoid of vehicles) all within the large entry room. From here, the group can turn on the lights and briefly explore the complex.
To examine the bunker, the following checks may be made. Each character may attempt one check for each spoiler section.
In addition to what they learn from these skill checks, the PCs discover a sealed enviro-chamber with a transparent aluminum viewing wall. The enviro-chamber is overrun by green, slimy growths, perhaps a type of mold or fungus. The enviro-chamber is sealed with a high-level counter intrusion protocol and is currently beyond the group’s ability to open.
Dofon
|
"If the vehicles stationed in this military installation were mobilized, whatever happened required the direct intervention of the defense forces. Their inability or unwillingness to return here is troubling. Is anyone capable of decoding the console? It might give us a clue about the number or specific nature of bunkers like this."
Dofon ambles in to investigate, but keeps an agitator at readiness.
Computers for first: 1d20 + 9 ⇒ (9) + 9 = 18
Engineering for second: 1d20 + 9 ⇒ (18) + 9 = 27
Perception: 1d20 + 4 ⇒ (10) + 4 = 14
Physical Science: 1d20 + 7 ⇒ (13) + 7 = 20
"The nature of that room suggests the growth was not by design. I would avoid accessing the chamber without gathering more information about what might be inside."
Life Science: 1d20 + 3 ⇒ (11) + 3 = 14
Bonkers123
|
"An unlockable door. Fascinating."
roll 1 Computers: 1d20 + 10 ⇒ (4) + 10 = 14
roll 2 Engineering: 1d20 + 12 ⇒ (9) + 12 = 21
roll 3 Perception: 1d20 + 9 ⇒ (1) + 9 = 10
roll 4 Physical science: 1d20 + 11 ⇒ (11) + 11 = 22
Road trip done, back at home!
Kaleb "Chip" Leafgleam
|
"As a starship hull? Someone wanted to keep something out. Or in."
Computers or Engineering: 1d20 + 11 ⇒ (19) + 11 = 30
"Oh hey, cameras. This place has research labs and a medical facility, but also an armory."
Engineering or Mysticism: 1d20 + 11 ⇒ (12) + 11 = 23
"So this place is definitely a secure site. The walls are shielded to block magical and electronic signal. Guess all internal communications were hard-wired. Well, people used to get by like that, centuries ago. Though it means none of us will be able to call out."
Perception: 1d20 + 8 ⇒ (7) + 8 = 15
"Hey, the buzzing stopped! Or maybe we just can't hear it in here, because of the thick walls and the shielding. Ew, someone didn't take out their trash. And nobody picked up that chair that fell over? This place was evacuated in a hurry."
Physical Science: 1d20 + 11 ⇒ (17) + 11 = 28
"Oh, here's a good clue! They were surveying a natural cavern complex. This facility was built up to it, and there's a door that seals it off. What they heck did they find down there to want to build this? Something scary, or just something secret?"
"Oh, here's the serious security. So it's something they wanted to keep contained, then... but to be covered in that slime, there might have been a breach. Probably just a crack, given all the time that's passed..."
Medicine: 1d20 + 10 ⇒ (14) + 10 = 24
"Oh... no, that's a chrysalis. Big breach, though maybe long-dead? Maybe we should... avoid that."
Burnham Kenyon
|
Burnham nods appreciatively when the technical teammates suss out the installations secrets. He's last out of the bunker, with many glances behind him looking for green slime covered creatures.
He waits to see what the next assignment is.
But I'll vote for south.
Dofon
|
"You were kind enough to come with me to what I had hoped to be a place of safety, so I will follow and aid you to the best of my ability. Perhaps in the city we will find out more about the nature of the emergency.
Chip's revelation about the sealed lab makes Dofon stop for a moment. "A chrysalis. Disturbing." A brief moment of silence. "I am most bothered by the psychic shielding installed in the bunker. It is unlikely it was built to ward against the crystal network which was a major part of the local society. So what it the reason it was built? And is the static we are experiencing now the reason the bunker was shielded? If so, whatever collapsed this world is still likely present in some form."
Grognard Erraticus
|
Grognard gives a confused grunt. "Psychic shielding? And security cameras? I dinnae ken if we should be more worried aboot what was inside tryin tae break oot, or what was ootside tryin tae break in."
He scratches Donkey on the neck, then pats her head. "Ach lassie... nae gonna let anyone lock you in one o' those cells."
Donkey moves forward, keeping up alongside Dofon as Grognard keeps an eye out for signs of life.
"Well... ah s'pose we'll find more hints in th' city.
Voting as well for the South City Fringes.
Burnham Kenyon
|
Dofon's short discourse gets Burnham thinking. A hand brushes his helmet as if he was going to scratch his head. "So are the big crystals the szandite? And are they so overgrown on the other Collective worlds?"
Burnham is happy to take point on the southward excursion, or any other position on the party's perimeter if someone else prefers to lead.
Bonkers123
|
Whiskers twitching, "Hmm. Yes, the possibility that this was designed to keep something in seems worse than the other option for me. While I am curious, I am also currrently pleased we are not tasked to go inside."
| GM Bret |
You return to base and report. Saivessa givens you a briefing on your next task.
“You're heading south, to the outskirts of the nearby city,” Saivessa explains. “It doesn't look like anyone lives out there, but we'd rather have you explore the fringes before we send some teams into the city proper. If you can, find out what happened to the people who used to live there, then come on back.”
The city outskirts are clearly old farmland, with furrowed fields, modest homes, and large barns and garages, all forsaken and left to rot. The fields are barren of life and the buildings are dilapidated or collapsed entirely.
Also please give a Perception check for how thoroughly you searched the area.
Grognard Erraticus
|
"Weel... soounds like naybody lives there now... but somebody may 've lived there tomorrow... err... a while ago. Sorry... ah get me times mucked about sometimes."
Life Science: 1d20 + 5 ⇒ (7) + 5 = 12
Mysticism: 1d20 + 9 ⇒ (4) + 9 = 13
Survival: 1d20 + 9 ⇒ (9) + 9 = 18
Grognard has Donkey proceed at a slow pace as he keeps his eyes open for signs of previous inhabitants. "Hrm... thar was fightin' here. Those are bullet casings ... older type, nay like the carbines we carry now. Ann looks like they used tactics. Intelligent folk. Humanoids from th' footfalls. But whatever was attackin' were beasties."
Perception: 1d20 + 9 ⇒ (9) + 9 = 18
Grognard has Stonecunning and automatically gets a check to notice things out of the ordinary in stonework if that comes up.
Bonkers123
|
engineering: 1d20 + 12 ⇒ (4) + 12 = 16
life sciences: 1d20 + 11 ⇒ (2) + 11 = 13
No Mysticism
perception: 1d20 + 9 ⇒ (12) + 9 = 21
perception, general: 1d20 + 9 ⇒ (18) + 9 = 27
Agreed. Something more beastly tried hard to get into these buildings. They were successful. Whoever was defending fought hard but lost. Now, what happened to the attackers..."
He takes a good look around..
| GM Bret |
Bonkers finds some equipment that can be salvaged. It includes two mk 1 serums of healing, an infrared sensors armor upgrade, a tactical handaxe, a tactical rotating pistol with 12 small arm rounds and two mk 2 stickybomb grenades.
Let me know if someone is having the armor upgrade installed in their armor. You have multiple people in the group who can do the installation without problems.
Dofon
|
"The societal collapse is evident. If this place was lost during the gap, lack of bodies is to be expected." As the group walks around, Dofon turns the mask toward Grognard, asking "Could you please elucidate me about the nature of your companion, Donkey? She is not an actual donkey, but my knowledge of terrestrial planet surface creatures is not strong enough to recognize her species. How did you end up traveling with her?"
Engineering: 1d20 + 9 ⇒ (8) + 9 = 17
Physical Science: 1d20 + 7 ⇒ (20) + 7 = 27
Mysticism: 1d20 + 5 ⇒ (16) + 5 = 21
Perception: 1d20 + 4 ⇒ (9) + 4 = 13
Perception for area search: 1d20 + 4 ⇒ (13) + 4 = 17 plus 4 from broad-spectrum scanning kit if applicable
"High-velocity acid is a terrible weapon. Its use in this kind of scale is atypical, and might be one reason we have discovered so few biological remains. I am afraid there will be little hope of discovering living citizens of the Collective after all this time."
Dofon does not need any of the discovered gear, and is already near the encumbrance limit.
Kaleb "Chip" Leafgleam
|
Engineering: 1d20 + 11 ⇒ (19) + 11 = 30
Physical Science: 1d20 + 11 ⇒ (17) + 11 = 28
Perception: 1d20 + 8 ⇒ (12) + 8 = 20
"Hm. Concur."
Perception to explore: 1d20 + 8 ⇒ (1) + 8 = 9
Chip is too focused on analyzing the details already spotted to notice anything else.
"Hm? Oh, thanks, but I don't think it's compatible with my armor."
No upgrade slots.
Burnham Kenyon
|
Can't add to the other rolls. So just general perception.
Perception: 1d20 + 0 ⇒ (1) + 0 = 1
Someone just tell him where to shoot.
Burn listens while the others describe their observations and conclusions. Tough situation, bad ending. He checks his rifle and looks around.
| posthuman |
Palivhar:“Starfinders, can you hear me?” Palivhar calls over the comms, struggling to be heard over the persistent psychic buzzing. “Something strange is going on around here. Return to base immediately. I repeat, all Starfinders return to base camp immediately!”
By the time the Starfinders have gathered, the irritating psychic pressure has increased, becoming a persistent and painful audible buzz. Before Palivhar can issue further orders, the ground begins to shake. With a sudden explosion of earth and rock, the ground splits open beneath the starships, dumping them into a sinkhole. Hundreds of insectile monsters pour from the ground. As they surge over base camp, the gathered Starfinders scream.
Palivhar:“It’s the Swarm!” Palivhar shouts in shock. “Hylax have mercy, there’s hundreds of them! Weapons up and spells cast, Starfinders! Regroup east of camp!”
Table GMs, Event 1 has begun.