
GM Zoomba |

For the last few weeks, each of you has been cramped aboard the Orion, one of three massive starships traveling through the Drift under the command of the host shirren Palivhar Chooser of Hues. Palivhar Chooser of Hues has collected dozens of agents for an epxloratory mission on a recently discovered planet. Or 're'-disocvered, as his second-in-command, the maraquoi Saivessa, likes to excitedly emphasize.
Finally you all woke today to see that the Orion, the Chain's Edge, and the Pickle have translated back onto the material plane and come into the orbit of a modest-sized plant below. While you take it in, the shirren commander's voice echoes across the ship-wide comms:
“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.”

GM Zoomba |

And welcome to The End Awakens!
As we begin, feel free to introduce yourselves to each other, swap mission stories, or detail how you've been spending these last several days aboard the ship. Along the way you've also had some time to research or ask around about your destination, so if you want to roll a Culture or Diplomacy check you might have picked up a few things:
Finally, now that you're actually here you can try to learn a bit more of the planet up close as you make your final descent to its surface. Each of you can also roll two of the following skills that might give you a bit of insight about Krethiskar:
Computers of Culture, Engineering, Life Science, Medicine, Mysticism, Physical Science, Perception

![]() |

A female human in a flowing, colorful dress arrives at the scene, her smile warm and friendly as she walks toward the group. Her presence feels calm and peaceful, bringing a sense of comfort to those around her. With open arms and a gentle voice, she speaks kindly.
"Greetings! I am Luzviminda, priestess of Sarenrae. May her eternal flame be with us, lighting our way and giving us hope!"

![]() |

The creature wearing a pair of highly stylized golemplating armor nods as he enters. In a deep digitized voice, through his draconic mask, he says, "Greetings. I am Blitniz. I'll be in engineering, if you need me. Just call me on comms." He makes his way toward engineering and, throughout the trip, rarely leaves there ... and when he does, it is always in his full armor.
As you near the planet, Blitniz tries to assess what he knows about the situation.
Culture: 1d20 + 4 ⇒ (8) + 4 = 12
To Luzviminda, he says, "Seems that there is a strong mystical influence in these materials. I can help with the science of what is happening, but have no training on the magic end of things."
Engineering: 1d20 + 11 ⇒ (8) + 11 = 19
Physical Science: 1d20 + 10 ⇒ (10) + 10 = 20

GM Zoomba |

Despite his modesty about mystical matters, Blitniz proves quite confident with the 'hard' sciences. The armored dragon takes in the many giant crystalline formations that seem to spread for miles along Krethiskar's surface. The formations appear to Blitniz to not only have likely contributed to tectonic events, but to have also drawn natural resources away from other nearby 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.
On the approach he also takes note of a structure on the far side of the mountain from where your own landing zone is. It appears to be a space elevator connecting from some complex on the planet's surface to a small spacedock and loading platform in low orbit. The docking slips on that orbital platform are all occupied by freighters of odd geometric designs, but as best Blitniz can tell neither the ships nor the space elevator is drawing any power or actively operating.

![]() |

A large intimidating Shobhad dressed as a professional wrestler wearing grim trophies and a large leg bone hanging from his belt enters the ship followed by a Contemplative carrying camera equipment and greets the new team in an amplified voice.
I AM GRIM*!
Intimidate amplified: 1d20 + 9 ⇒ (11) + 9 = 20
Then GRIM*! voice amplifier turns off and he speaks in a much softer all most timid voice
"Nice to meet you all, hope we can be friends. This is Xylavol Intellectual Cinema Verite Visionary."
GRIM*! gestures to his Contemplative tech hireling
"She's the brains behind my video channel, see, look at this."
GRIM*! takes out his comm unit and plays a clip from the Pact World Warriors!
That's me, I hit..." stops to read the caption in the video.
"Rafelo really hard, he took it well, I'm told. Do you think they like to wrestle on the planet we are going to?"
Culture: 1d20 + 6 ⇒ (20) + 6 = 26
"Hay look at what I found! I don't know what I'd do without the infosphere, I found the wiki on the Szandite Collective and Szandite crystals and a lot of history, and some other info on it, but nothing about wrestling."
GRIM*! shares his findings with his new friends

![]() |

Blitniz collates the information he has into a shared data file that he distributes to the rest of the team, integrating GRIM's data along with his own, once he has fact-checked these infosphere sources that GRIM references. As people provide more data, he quickly updates the file.

![]() |

culture: 1d20 + 7 ⇒ (13) + 7 = 20
A snow white skittermander enters. His face brightens as he sees that his collogues of a few days have arrived before him. "Hello, hello goodest friends! It is so very, very good good to see you again. Sneaker is here here to help." He rushes forward and gives GRIM*! an unsolicited hug while simultaneously giving Luzviminda a wave and a finger gun and two thumbs up to Blitniz. "What am I here to help help with today? I hope hope it is an investigation. Why is that you ask? Well you didn't ask but I know you want to so I shall shall answer. It is because I am a detective. For really real this time and not just pretend." He nods and smiles.

![]() |

Diplomacy: 1d20 + 5 ⇒ (3) + 5 = 8
Luz gathers information and learns that the Szandite Collective is an alliance of seven planets spread across four adjacent star systems in Near Space. In the distant past, each of these seven planets experienced meteor showers which deposited magical crystals across their surface, varying in size from a few feet to nearly a mile. These crystals were later named szandite.
To Luzviminda, he says, "Seems that there is a strong mystical influence in these materials. I can help with the science of what is happening, but have no training on the magic end of things."
"That is true!" Luz tells the mechanic. "Let's see what magical we can find!"
Mysticism: 1d20 + 11 ⇒ (10) + 11 = 21
Perception: 1d20 + 9 ⇒ (11) + 9 = 20

![]() |

GRIM*! looks down at Sneaker with a curious look as he gets hugged, and starts counting
"One, two, three, stop moving so much it's hard to count, four, five, six. Wow you have six arms that's."
GRIM*! stops to look at all of his arms
"Two more than I have, have you thought about wrestling as a career?"
"You know what, I could use some help sometime, Xylavol holds my camera when we make videos, but I don't have anyone to hold my spotlight."
GRIM*! takes out his spotlight and turns it on
"This is a really powerful light says right on the label, 100 foot cone of light! If we have to fight in the dark it's hard to get it on video without the spotlight."

GM Zoomba |

While GRIM*! does an equipment check and shares what he found on the infosphere, Sneaker confirms many of the details about the Szandite Collective. The skittermander in fact also recognizes that each of the Collective's planets has its own languages, though they also share a single 'trade tongue' in common that makes translations between the languages a bit easier.
Meanwhile Luzviminda works in concert with Blintniz, each working to complement the other's specialties. As the dragon observes the dormant spacedock, the priest scans the surface and identifies several ruined cities dotting Krethiskar's surface. Their remnants hints at a technologically advanced and fairly cosmopolitan civilization, but the cities and structures seem to lack any occupants - alive or deceased. At a glance she can't see anything biological remaining of what might have been a large and varied populace.
Magically the mystic is able to reach out towards the szandite crystals: the nature of the crystal generates a psychic resonance that should be detectable even from a distance. Strangely however Luzviminda has difficulty sensing their mental thrum. Each attempt brushes up against a strange psychic hum or chittering, and whatever it is it seems to be blocking the crystal's signals.

![]() |

The armored draconic creature nods toward the skittermander, saying in his deep digitized voice, "Excellent! Please apply your deductive skills to the data file I've shared with you."
He glances around at the rest of the crew. "Are our investigations complete, then? Or do we have any other preparations needed? My vote would be to investigate that abandoned spacedock first, before proceeding down to the planet."

![]() |

"Going to the space dock first seems good to me. If its abandoned there's a good chance the lights are not on, I'll have my spotlight ready in case it's dark."

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 Zoomba |

The landing site is already bursting with activity as most of the support staff brought along are erecting the pre-fab buildings that will make up the camp. Saivessa finishes speaking with a sextet of agents before turning and approaching you four.
Right, breathe in that new planet air! They take in a deep breath and sigh contentedly. All right, we've got a world lost so long it might as well be brand new here, and almost a clean slate as to what it's about. This is what Starfinding is all about!
Now, while we're still digging in here I need you and the other teams to do some quick surveys of the nearby areas. Don't trek out too far before we've got the infrastructure set up here to send more support your way if something comes up, but there's plenty of sectors close to camp that surveying could give us a better idea of where to focus our efforts on. Take some looks around these sectors and report back what you find!
Slide 4 on the map has a few (4) sectors you could head out to survey, Let me know which one you'd like to investigate first!

![]() |

"An unusual hill on a plain... Interesting." Luzviminda would like to investigate the unusual hill. "How about we check that one?" she tells the others.

![]() |

Sneaker nods enthusiastically. "Yes. Unusual is good good. Probably we will find find clues there."
The Skittermander picks up GRIM*!'s spotlight. "I would be more than happy happy to hold your spotlight for you GRIM*! I am good at helping." He gives the shobhad a double salute.

![]() |

GRIM*! isn't sure why Sneaker is saluting him but just goes with it and salutes back with two arms.
"Thanks Sneaker you are a good friend!"
When Luzviminda suggests going to the hill.
"Good idea Luzviminda, I think a hill is a good place to look. Anyone want to race to the top?"

GM Zoomba |

You’re heading west then, to explore the nearby plains? Saivessa responds after overhearing your discussion. Great! It’s got a few hills, but I’m pretty sure there’s something
off about the biggest one. Check it out.
A quick 10-odd minute westward trek brings you away from the camp and across a seires of rolling and uneven plains. The ground is carpeted in fragrant red-gray grass, while insects flit through the air and signs of small birds, mammals, and reptiles are scattered around the sector.
One grassy hill towers over the surrounding area, standing tall and irregularly shaped. After a quick survey around the perimeter, the you discover a small pile of long-eroded stones which obscure a cave-like entrance leading into the hill
GRIM*!: while the rest of the party can easily following the tunnel and proceed inside the hill, your Large form will require an Acrobatics or Athletics check to squeeze through yourself.
Within the hill, you find it mostly hollow, with a few other interior tunnels leading to small chambers. The walls of the hill are hard, but are made of a material that clearly is neither earth nor rock.
You could investigate further with any of the following checks: Engineering or Piloting, Life Science or Medicine, or Perception.

![]() |

Physical Science: 1d20 + 10 ⇒ (18) + 10 = 28
Physical Science: 1d20 + 10 ⇒ (8) + 10 = 18
As you travel, Blitniz points out some sections of the ground that show unnatural markings, clearly an indication of a long ago battle. As you find he entrance, he says, "The structure of these stones represent the remnants of something ... boring out from within the hill." He looks around.
Blitniz says, "I have not yet calibrated a stealth mode for this armor. Do we wish to attempt a quiet entrance, or come in fast and ready for action?"

![]() |

Perception: 1d20 + 0 ⇒ (4) + 0 = 4
Perception: 1d20 + 0 ⇒ (5) + 0 = 5
"I like the red grass, on Akiton most things are red, I think I like this place."
"Might be better if I go in last, I might have to squeeze through there. I like fast action, but a good surprise makes for a good video, people tend to comment more on things that surprised them."
Athletics: 1d20 + 7 ⇒ (14) + 7 = 21

GM Zoomba |

Your sensors don’t detect any life forms hiding within the hill. The interior appears safe. and GRIM*! Is able to make his way through with only minimal difficulty.
The hill and its interior could be investigated with any of the following checks: Engineering or Piloting, Life Science or Medicine, or Perception.

![]() |

I assume that we get only one check per character.
Making their way in, Blitniz says, "I'm going to do a quick scan for tech. Anyone who wants to just look around, though, can use this."
He pulls a broad-spectrum scanning kit out of his starfinder backpack and offers it up to anyone in the group that wants to make use of it.
Grants a +4 to Perception checks to search
Blitniz then commences looking around, using the the custom rig built into his armor to perform appropriate scans and measurements to help with the analysis.
Engineering: 1d20 + 11 ⇒ (5) + 11 = 16

![]() |

"Good time to try the spotlight, hit the switch Sneaker."
GRIM*! gives Sneaker a double salute.
"Xylavol, have the camera this could get exciting soon."
Perception: 1d20 + 0 ⇒ (18) + 0 = 18

![]() |

Any chance I can sneak Butcher into this session? He is a level 2 halfling mechanic.

GM Zoomba |

Any chance I can sneak Butcher into this session? He is a level 2 halfling mechanic.
Have him up and joined ASAP and that's fine.
One check per character yes. And even without the scanner (though definitely good to keep remembering you have it!):
Looking around the hill's interior (and recording it for good measure) GRIM*! finds multiple dried-out casings abandoned on the ground within the hill. Looking closer the shobad realizes these casings seem to have been eggs - or something like them - though whatever creatures hatched from them have long since left the hill.
Or 'hill'. Because Blitniz takes readings and measurements of the structure you're within and comes to a surprising conclusion. This 'hill' is - or was at least - an organic spacefaring vessel. The dragon doesn't recognize its make or model, but the plantlife that has completely overgrown its exterior makes it clear it must have crashed here ages ago. And based on the gaping hole in it and its dried out interior it certainly will never fly again.
Life Science or Medicine might still give a bit more insight, but to keep the surveying moving along which of the other three current sectors might you wish to explore next?

![]() |

"Good time to try the spotlight, hit the switch Sneaker."
GRIM*! gives Sneaker a double salute.
"Xylavol, have the camera this could get exciting soon."
"Like this?" Sneaker points the spotlight more or less at random.
perception: 1d20 + 5 ⇒ (20) + 5 = 25

![]() |

DC 12 Perception: 1d20 + 9 ⇒ (20) + 9 = 29
DC 12 Survival: 1d20 + 9 ⇒ (2) + 9 = 11
Luz confirms what Blitniz finds: the earth seems to have once been deeply gouged and furrowed, likely the result of a battle in the distant past.
She follows everyone inside the hill. Once inside, she checks the wall to see what it is made of.
Perception: 1d20 + 9 ⇒ (6) + 9 = 15
"We can go to tower-like mounds to see if this site is related to that one." she suggests.

![]() |

"These look like eggs, I like eggs for breakfast, but if someone had them for breakfast it was a long, long, long, time ago it looks like. What's over here, Sneakers can you point the light this way."
GRIM*! points to the sector to the left then gives Sneaker a double salute before moving to have a closer look.
"Blitniz, let me try that broad-shoulder scanning thing you got."
Perception: 1d20 + 0 + 4 ⇒ (12) + 0 + 4 = 16

![]() |

Life Science or Medicine might still give a bit more insight, but to keep the surveying moving along which of the other three current sectors might you wish to explore next?
Underground Facility?

GM Zoomba |

I see one vote for the N Beach/Mounds, and one for E Foothills/Facility. First place to get. second vote we’ll head to.

![]() |

Blitniz nods toward the east foothills. "Let's head over here to this facility. Might have something interesting."

GM Zoomba |

East Foothills it is then!
As you cross back through the camp on your way to the eastern foothills you see that Saivessa and the camp staff have already made decent progress in setting up the area. The maraquoi greets you warmly and listens to you as you report your findings.
A bioship huh? Fascinating. We'll send some xenobiologists out there to do further scans. I think there may be a xenowarden of two that came with us who might be able to to tell if the craft was one of theirs. But for now I'd like you to check out the base of that peak." They point to a massive mountain off to the east. Initial scans indicate there’s an artificial complex beneath it, but we failed to learn any more about the site or pinpoint its entrance so far. Find a way inside and give it a quick looksee.
A quick one for now and not a full delve —just find out what it is and report back. We’ll send in a few more experienced teams if further exploration is warranted
The terrain on this side of the landing site are rougher and harder to travel through than those to the west, but eventually your party is able to discover faint traces of an old road that winds through the foothills before finally ending at a massive 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. Touching the console it looks still functional, but has an antiquated alien interface.
To try and use the console to open up the door would require either a Computers, Engineering, or Mysticism check. A separate Culture check could make the above a bit easier by helping to interpret the console's strange text and symbology.

![]() |

Engineering: 1d20 + 10 ⇒ (16) + 10 = 26
Engineering: 1d20 + 10 ⇒ (10) + 10 = 20 To open the door.
Perception: 1d20 + 7 ⇒ (17) + 7 = 24
"That bloody annoying buzzing sound is still here, but I can't pinpoint where it's coming from."
Butcher is a halfling with an upper crust English accent. By day he's a college professor, but on the weekends he works for the Starfinder society as a demolitions expert.

![]() |

Blitniz looks around, then does a quick scan with his broad-spectrum scanner.
Engineering: 1d20 + 11 ⇒ (4) + 11 = 15
Perception w/ scanner: 1d20 + 6 + 4 ⇒ (15) + 6 + 4 = 25
"Some sturdy walls on this place. Hope the door works, because we cannot easily cut through that." He nods in agreement with Butcher about the buzzing, as he puts his scanner away and pulls out a set of thieves' tools to help assist in opening the door. First he glances over the symbols to see if he can make sense of them.
Culture: 1d20 + 4 ⇒ (9) + 4 = 13
Engineering (Aid): 1d20 + 11 + 4 ⇒ (13) + 11 + 4 = 28

![]() |

While all of that is going on GRIM*! returns the scanner to Blitniz and tries to get his searchlight back from Sneaker.
"Sneaker thanks for the help! I think it's best for now if I put the searchlight away to save the batteries."
Not sure if it's needed or not GRIM*! gives Snearkes one more double-arm salute.

GM Zoomba |

Blitniz makes at least some sense of the console's language. It bears a few similarities to the common trade tongue sued in the modern Szandite Collective, though many of its words and syntax don't align as if this was an extremely archaic variant. Still it does help a bit and with the help of his translation and engineering assistance Butcher is able to input the right commands to get the steel doors to *CREEEEEEEK* and slide open.
With the entrance unsealed it's clear that the complex sprawling out before you within the mountain is a military bunker. Emergency lighting still illuminating the space shows it has an independent power grid and there's a large parking area within the entryway (though its devoid of vehicles).
You were advised not to explore too deep into the bunker, but a light initial poking around could have you learn some things about the place with either:
Computers or Engineering
Engineering or Mysticism
Perception
Physical Science
Each of you can pick one skill to roll (and if Engineering, whether you're investigating the first thing or the second thing)

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.

![]() |

Engineering: 1d20 + 11 ⇒ (3) + 11 = 14
Blitniz is in the middle of investigating what he can of the facility when the orders come over the comms. The ground shakes and he looks around, as the ground explodes. "Swarm!" He immediately draws his weapon.

![]() |

Physical Science: 1d20 + 10 ⇒ (15) + 10 = 25
"Damn, the Swarm, we haven't had to deal with those blokes in years. What are they doing here?"
Butcher removes an improvised explosive device from a pouch attached to his belt. In his other hand he unholsters a static arc pistol.

![]() |

While all of that is going on GRIM*! returns the scanner to Blitniz and tries to get his searchlight back from Sneaker.
"Sneaker thanks for the help! I think it's best for now if I put the searchlight away to save the batteries."
Not sure if it's needed or not GRIM*! gives Snearkes one more double-arm salute.
Sneaker pouts for a moment, points the searchlight at a couple more interesting things then sighs and returns it.
perception: 1d20 + 5 ⇒ (20) + 5 = 25
He also returns the double salute with a double salute of his own along with an okay sign and a thumbs up. "Let me know if I can help help again. I'm a good helper."

GM Zoomba |

Indeed, SWARM!!!!
Though before the alert comes in and you scramble back to base, you did notice a few things in the complex:
---
Back at the camp Palivhar Chooser of Hues' warning rings out just as a...well swarm of insectile creatures erupt forth from the ground. As you draw your weapons you hear a cry of dismay as massive sinkhole appear underneath the three starships that carried all of you down to the surface. Many starfinders move to try and hold the line as enemy creatures pour out from the opening, but looking to the north you see a trio of crawling chittering creatures moving right towards you!
Blitniz Init: 1d20 + 1 ⇒ (12) + 1 = 13
Luzviminda Init: 1d20 + 2 ⇒ (7) + 2 = 9
Sneaker Init: 1d20 + 4 ⇒ (17) + 4 = 21
Butcher Init: 1d20 + 1 ⇒ (2) + 1 = 3
R: 1d20 + 2 ⇒ (3) + 2 = 5
Y: 1d20 + 2 ⇒ (16) + 2 = 18
B: 1d20 + 2 ⇒ (16) + 2 = 18
As the bugs mass and the audible chittering sound rises to a cacophany, each of you also feels a psychic buzzing in your head escalate painfully as well. At the start of this combat I'll need a DC 10 Will save from each of you (mind-affecting if that matters). On a failure, you'll be off-target for this combat.
Initiative
Sneaker, need Will save
something
GRIM*!, need Will save
Blitniz, need Will save
Luzviminda, need Will save
something
Butcher, need Will save
The prefabricated building pods, tents, and connected power stations around the camp provide cover. Each of the building pods is 10 feet tall and has a flat roof. If you want to climb them, it would take a DC 12 Athletics check as part of the move.

![]() |

Will Save: 1d20 + 1 ⇒ (19) + 1 = 20
The chittering of the Swarm doesn't seem to bother Butcher as he prepares to lob an improvised explosive device at them.

![]() |

"If you like to fight with guns it might be safer on the rooftops I can help lift you up there if you like."
GRIM*! will help anyone that wants help trying to get to a rooftop. Grim will use both actions to aid others if they choose.
aid Athletics: 1d20 + 7 ⇒ (6) + 7 = 13
aid Athletics: 1d20 + 7 ⇒ (10) + 7 = 17