Bonkers123 
                
                
                
                
                  
                
                
              
              
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"Follow me, Burn.."
He heads into whatever they are using for a med ward and starts triage and care.
medicine: 1d20 + 12 ⇒ (10) + 12 = 22
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Probably don't need to aid that medicine roll, but that's what I'm doing: 1d20 + 4 ⇒ (15) + 4 = 19
Burn holds flashlights, gets hot water, and hands instruments to Bankers.
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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"Checker, stand perfectly still and hold that light."
Medicine: 1d20 + 10 ⇒ (13) + 10 = 23
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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New Paradoxes: 3d20 ⇒ (16, 5, 9) = 30
Grognard helps several of the injured onto Donkey's back and brings them to triage. He scans for any deeper malaise (Detect affliction) to help reprioritize patients, treating those in dire need on the spot with a quick incantation.
Would like to use a casting of level 1 Blessing of Youth which heals 1d8 stamina if that would grant a bonus to this check.
Mysticism: 1d20 + 9 ⇒ (1) + 9 = 10 Oof...
| GM Bret | 
Kaleb treats another member of the team while the rest of you help get them out of the rock.
Only needed 2 successes in each section, the failures were total over the whole skill challenge.
The team consisted of Reila Ensar (female human envoy), Nelinwe Vaudan (female damaya lashunta technomancer), Nips (agender ysoki solarian), Ten (male android soldier), and Otai Barisene (male kasatha operative). They are very thankful for your help.
Successful completion. Please choose your next task.
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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My vote is still for labs, hibernation, fungi in that order.
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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In that case, my vote is also for labs, hibernation, fungi in that order.
| GM Bret | 
After you return to the secure bunker with the rescued team, Palivhar is ready to give you your next mission.
“The initial survey of the bunker identified a series of secure laboratories in the north wing. I'd like you to go check it out. It's obvious that Krethiskar fell to the Swarm, but it's my hope that they've left something behind we might find useful—weapons, experimental countermeasures, or even information about our foes. Please investigate, then report back.”
Between missions, you can take a 10-minute rest, recharge batteries and purchase ammunition, batteries, healing supplies, and spellcasting services to remove conditions.
The laboratory has normal lighting and thick metal walls. The metal doors are closed.
It's ominously quiet in the laboratory, with only the whir of the ventilation system punctuating the silence. Signs written in a foreign language hang on the wall, alongside old containment suits. Every few seconds, spotlights on the wall flash bright red.
There are arrows pointing to the left and right with writing on them.
Map on slide 6.
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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Perception: 1d20 + 8 ⇒ (1) + 8 = 9
"Uh... I have no idea. Right?"
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Culture: 1d20 + 6 ⇒ (11) + 6 = 17
Perception: 1d20 + 4 ⇒ (6) + 4 = 10
Dofon ambles around. This writing system is unknown to me. But this time I am prepared for it. The embri casts comprehend languages and tries to read everything there is in sight.
| GM Bret | 
Bonkers: 1d20 + 9 ⇒ (1) + 9 = 10 Darkvision
Burnham: 1d20 + 0 ⇒ (9) + 0 = 9
Dofon: 1d20 + 4 ⇒ (17) + 4 = 21 +4 more if using scanner, Darkvision
Grognard: 1d20 + 9 ⇒ (6) + 9 = 15 Darkvision
Chip: 1d20 + 8 ⇒ (5) + 8 = 13
Kuozar: 1d20 + 6 ⇒ (2) + 6 = 8 Darkvision
You start exploring the right passageway. In the hallway Dofon detects faint weeping echoing through the vents.
I have placed yellow arrows for the path I expect you would have taken.
You come to a locked door with a keycard reader. Without the keycard, you would need to hack the lock. Dofon believes the weeping is coming from the other side of the locked door.
DC 17 Computers or Engineering check to disable the lock.
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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"That can't be good. Nothing that isn't slime mold should be alive in here."
Burn isn't the sharpest tool in the shed, but this place is old. Unless one of the Starfinders got here before us, which is doubtful, everything should be dead. He can think of a few long-lived guardians he's run into. None of them were fun fighting.
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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Weird, just this game doesn't always show there are new posts in the headers. I checked yesterday afternoon... Meh.
engineering: 1d20 + 12 ⇒ (17) + 12 = 29
"Is that weeping?"
              
                
                
                   
                
                
                   Kuozar of Steel 
                
                
                
                
                  
                
                
              
              
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My week-and-a-half trip is over, now I will be much more stable here .)
Perception: 1d20 + 6 ⇒ (15) + 6 = 21 - any danger creeping up on us
Kuozar looks around, moving the muzzle of the gun from side to side and regretting that he does not have a motion detector. (as in Aliens).
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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To Bonkers, "it is indeed the sound typical for humanoid creature experiencing distress. I am not familiar enough with it to determine the specifics of the creature responsible." Dofon carefully tries to shuffle out of Kuozar's line of fire, having seen what the cannon can do. "I am aware of creatures that can imitate such sounds to draw prey, but their presence would be unlikely. As Burn said, this facility has been abandoned for a long time, and food sources for such ambush creatures would be scarce." A couple of seconds of quiet walking. "But it could be a restless spirit, of course. No doubt one of the creatures that are difficult or unpleasant to fight."
Dofon proceeds after Bonkers has deftly opened the door. "I would advise you to make sure your suit seals are closed. Even abandoned secure laboratories can contain substances that we would not want to be exposed to." The mollusk is already tightly suited up, resembling again a blue-and-gray sausage with a huge head.
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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"Good thought." Burn activates his environmental seals. He also pulls out his pistol and then slides it back into his holster a few times before resuming his grip on his rifle and taking up position in front of the door.
"Are we going in?"
 Moved us all to slide 6.  Setup based on trying to squeeze into room from one side.  It doesn't seem like too much of a stretch that Grognard would either dismount or just see there's an intersection down the blue arrow, move there and see the second door. 
Feel free to rearrange the party. 
| GM Bret | 
Bonkers: 1d20 + 9 ⇒ (18) + 9 = 27 Darkvision
Burnham: 1d20 + 0 ⇒ (7) + 0 = 7
Dofon: 1d20 + 4 ⇒ (19) + 4 = 23 +4 more if using scanner, Darkvision
Grognard: 1d20 + 9 ⇒ (2) + 9 = 11 Darkvision
Chip: 1d20 + 8 ⇒ (1) + 8 = 9
Kuozar: 1d20 + 6 ⇒ (3) + 6 = 9 Darkvision
Bonkers easily overrides the lock.
Although they were trying to hide, Bonkers and Dofon easily find a very frightened female phentomite who is trying to hide in this old storage room. She urges you to be quiet, there are swarm nearby. You coax her out of hiding and she introduces herself as Alyolan.
You find out Alyolan believes herself to be the only survivor of her group. They were attacked by a different sort of swarm creature than the ones you have seen so far and she has been hiding here. They couldn’t call for help because comms don’t work in this complex.
She tells you about the creature. It can fire out globs of acid and has a psychic attack. They were attacked by it at the junction just north of where you are.
Life Science at -2 to try and figure out what the creature is without seeing it.
After a bit, she wipes her eyes, pulls out her laser pistol, and asks if the way back is clear. She doesn’t want to face the creature with you, but is willing to go back and report what she knows.
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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"How horrid. Yes, the way was clear as we came in. Can you describe the beasts that attacked you again..."
life sciences: 1d20 + 11 - 2 ⇒ (3) + 11 - 2 = 12
"Interesting. Not sure if i've heard of that one.."
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Dofon ponders for a while.
Life Science: 1d20 + 3 - 1 ⇒ (11) + 3 - 1 = 13
Acid and psychic attacks. That narrows it to approximately 50% of known swarm forms.
Gah, the result is only 12 because typing -2 seems to be hard >_<  (Not that it probably matters.)
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Burn tries his comm to confirm lack of function.
"All right, Alyolan. High tail it back to the bunker and let them know we're here and checking it out. Now tell me about your team. We'll keep an eye out for them."
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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"Can ye tell us whar yer friends fell? We cannae leave a Starfinder behind... live or dead."
Life Science: 1d20 + 5 - 2 ⇒ (1) + 5 - 2 = 4
              
                
                
                   
                
                
                   Kuozar of Steel 
                
                
                
                
                  
                
                
              
              
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I don't think we should leave this thing in the rear. And we also need to check that there are no passages through which even more bugs can get here. Otherwise, this bunker will become our trap. Let's go!
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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I don't think we should leave this thing in the rear. And we also need to check that there are no passages through which even more bugs can get here. Otherwise, this bunker will become our trap. Let's go!
"We've got that parallel corridor to the west. I think we split up and move north together to make sure nothing gets around us. "
 I split the party into two groups.  I propose we move north together to the intersection.  If we find nothing the west group checks the room to the northwest while the other group holds the weirdly shaped intersection in the middle of the map.  
As usual feel free to rearrange or comletely disregard Burn's plan. 
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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Grognard nods at Burnham as he hefts his cryo rifle. "Let's end this beastie and recover what we can. Lets move quick and nae keep oot of the others sight for more than a few seconds."
Grognard is good with that. Let's roll.
| GM Bret | 
Alyolan takes her laser pistol and leaves, headed back to camp.
The group approaches the area from both sides.
There is no question, a battle raged here. The walls and floor are marred by acid. There is a corpse of a Starfinder corroded into an unidentifiable organic mass.
On the remains you find a Flame Rifle, two tanks of Petrol, and an Inspiring Weapon Fusion seal.
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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"Well... this is the place."
Survival: 1d20 ⇒ 10
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Burn toes the organic heap gently. "That's not good. If you've got corrosion gear, better get it on."
If someone has a better survival skill, Burn will aid them; else, Burn rolls his own.: 1d20 + 6 ⇒ (17) + 6 = 23
I've wondered if Burn would like a flame thrower but his reaction cannon has more punch. Flame rifle's pretty good for a long arm, if you can line your enemies up.
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Dofon keeps swiveling the mask around, half expecting the swarm to fall out of ceiling or punch through walls.
Survival: 1d20 + 0 ⇒ (8) + 0 = 8
Too busy to stay close to Burn, the embri notices nothing but the grisly remains.
After evaluating the capabilities of the armor's load lifters, the embri does pick up the flame rifle, checks that the ammo reserves of the rifle are full, and stows the agitator. The second fuel tank is too heavy, though, so either we leave it or someone else carries it.
              
                
                
                   
                
                
                   Kaleb "Chip" Leafgleam 
                
                
                
                
                  
                
                
              
              
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"Checker can carry that for you. I should use this thing to carry stuff more often."
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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No one with a higher modifier rolled, so I'll assume Burn was rolling for himself and open the survival spoiler.
"Can Checker take my pack too?" If Checker can't take it. Burn drops the pack out of the acid, just south of the intersection. I want the 5' extra movement.
Burn looks over the intersection. "Here, there's acid melted scratches in the floor with traces of blood. Looks like it stepped in the body here. Muddied its leg-claw then started moving east.
"This is a good position to make sure nothing slips by us.  We can leave someone here to watch the hallways while the rest of us track down the bug. 
I'll take point. " 
Burns checks the safety on his rifle. Then, holding the rifle ready he walks carefully down the hall to the east.
Usual disclaimer.
Moved everyone into the intersection, and Burn down the hall. Another decent plan is to have evertone camp out around the intersection and have some brave bait go alone to the door.
              
                
                
                   
                
                
                   Bonkers123 
                
                
                
                
                  
                
                
              
              
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Bonkers looks at the evidence as Burn expertly presents it.
"Ah, yes. obvious now. How did the rest of us miss that? Wait. Someone stay alone or go in as bait? Sounds dangerous."
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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It is a very practical plan. "The swarm is probably used to humanoid targets at this point. I will have a slightly better statistical chance of surviving their standard attack pattern. If they are north, I will draw them out."
Dofon heads north to check the intersections to left and right, holding the flamer in readiness. If attacked by something that targets AC, Dofon expends the 4 paradox as a reaction to increase their AC by 2, assuming they have a chance to use reactions.
If the north branches are clear and I misunderstood something about directions, feel free to toss Dofon through the next hatch we want to try. In this case, please move the token where necessary, as I will be unable to do so for at least ten hours.
              
                
                
                   
                
                
                   Grognard Erraticus 
                
                
                
                
                  
                
                
              
              
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Survival: 1d20 + 9 ⇒ (15) + 9 = 24
Grognard dismounts from Donkey and hooks the second petrol barrel onto her saddlebag.. "Wait 'ere lassie... and roar if ya see something. Do nae engage!"
Turning back to Burnham he nods. "Donkey will signal if the beastie comes this way. The rest o' us should move east together. She can take yer pack to if I continue on foot."
| GM Bret | 
Bonkers: 1d20 + 9 ⇒ (19) + 9 = 28  Darkvision 
Burnham: 1d20 + 0 ⇒ (8) + 0 = 8
Dofon: 1d20 + 4 ⇒ (13) + 4 = 17  +4 more if using scanner, Darkvision 
Grognard: 1d20 + 9 ⇒ (10) + 9 = 19  Darkvision 
Chip: 1d20 + 8 ⇒ (4) + 8 = 12 
Kuozar: 1d20 + 6 ⇒ (4) + 6 = 10  Darkvision 
Line yourselves up on the map. Post when people are in place.
When Burn gets up to the door, he finds it is slightly open. He doesn’t hear anything in the room, but can’t see into it without opening the door wider.
              
                
                
                   
                
                
                   Burnham Kenyon 
                
                
                
                
                  
                
                
              
              
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Burn twists and says quietly to the others, [smaller][b]"Door's ajar. Everyone ready."[b] After he gets a nod or other sign from everyone, the exo-guardian tries to open the door, also quietly.
Stealth, untrained: 1d20 ⇒ 4
| GM Bret | 
The door is in bad need of lubrication. Although Burn opens the door slowly, that just causes an extended creaking.
With the door open, Burn can see two small cryo chambers flanking the doors, each containing a large collection of frozen biological samples, from bioacids to fungal cultures. Damaged machinery to the east spews a toxic green gas into the air, making it difficult to see.
When you move forward, you can see two secure containment units occupy the room, one in the north and one in the south. The door of the unit to the south is broken open. The unit is overrun by green, slimy growths, perhaps a type of mold or fungus.
Need to get closer, but Life Science or Medicine to examine the green stuff.
              
                
                
                   
                
                
                   Dofon 
                
                
                
                
                  
                
                
              
              
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Dofon enters the room from the north door, trying to peer into all directions at once.