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Reflex: 1d20 + 6 ⇒ (8) + 6 = 14 Fail, I think? Qimok subtracts 5 from whatever damage you roll.
Qimok fails to avoid the second explosion, but the blast is mitigated somewhat by the thermal capacitor in his armor. "We'll look for shelter if it gets too bad, but I'm sure we'll be just fine," Qimok says bravely, and keeps marching onward, following Borq's guidance.

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Reflex: 1d20 + 7 ⇒ (7) + 7 = 14
So... cold... Momo shivers can't we find a safer way?

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Qimok, Momo and Ears fail taking cold: 4d6 ⇒ (2, 3, 5, 1) = 11 damage.
It is Jekcedo who, during the next ten minutes, suffers from equipment failure when elementally charged ice particles in Aratrosim’s atmosphere causes damage to exposed equipment, which leaves them exposed to the severe cold. They will suffer from the severe cold until they or another character succeeds at an Engineering check to repair their protective gear.

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Does Jek need two checks to repair both their armor's environmental protection and Thermal Regulator or just one?
"Not good all my environmental protection seems to be malfunctioning and my cold weather clothing got wet. I thought I was prepared with triple protection, but guess I need more options."
Jek doesn't have engineering, if Profession maintenance worker won't work someone else will have to try
Profession maintenance worker with tool kit: 1d20 + 16 ⇒ (11) + 16 = 27
+2 for cold weather environmental clothing
Fortitude: 1d20 + 2 + 2 ⇒ (2) + 2 + 2 = 6

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Qimok doesn't have much in the way of technical skills, but knows just enough to lend a helping hand (or three). (Trained, but barely!)
Engineering, to aid: 1d20 + 4 ⇒ (14) + 4 = 18 (+2 for armorsmith tools, if this counts as repairing armor?)

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"Engineering isn't my specialty, but I can try."
Borq rummages around in a pocket for some tools, then after bashing the ice forming on the armor, dives in with all six arms.
Engineering: 1d20 + 10 ⇒ (2) + 10 = 12 *sigh* seriously??
"Hrm...Ears, can you give me a hand? I don't think Jek wants to lose any more of their antennae."

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Just one check

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Ears scampers on all fours to his shirren friend. "I've got you, Jek. Now just hold still a minute!" The ysoki draws out a tool kit and goes to work.
Engineering: 1d20 + 15 ⇒ (17) + 15 = 32

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Jek agrees with Borq
"I definitely don't want to lose my antennae that would be a really bad option!
Jek tries to hold still for a minute for Ears to work, but thinking of all the options of what could go wrong and shivering in the cold makes it hard.
assuming Ears succeeded
"Thanks Ears I owe you one."

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"Assuming Ears succeeded!???"
"De nada."

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With that crisis averted by Ears, you trek on. The next ten munutes are rather peaceful, giving you a brief moment to admire the frozen alien landscape and the panoramic view of the gas giant above.
Just as you get close to your destination, the fog closes in again completely obscuring your vision for minutes: 1d4 ⇒ 3

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Momo was ready to pass on her own thermal capacitor, but ears already succeeds in fixing it. What happened? Did the battery run out? Do you need an extra charge?
When the vista with the gas giant comes into view, she takes a moment to take in the view and ponders the vastness of space It looks enormous, but still there's so much hiding behind it...
♫ Have you seen that girl
With the blank look on her face
She's a cute little thing
But she's lost - yeah
She's lost in space ♫
Then, the fog rolls in and she notes with disappointment ...and with all those light-years above us, we can't even see ten feet.
Mister Thrym, do you think it's going to clear up?

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Qimok confers in Vesk with his cousin Ozmig, who is dressed in a thick, puffy parka that makes him look like a snowball with mittens. After a moment, the hireling taps some notes into their comm unit. "Sir, I've made a note to remind you to buy clearsight goggles after you've been paid for this mission."

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Ay the end of your journey you find the largely intact wreckage of a ship. You can even make out it's name Bliss of Pursuit
An immense red and dark gold starship lies motionless and lodged between two sets of jutting ice mounds. The name Bliss of Pursuit is visible in stylized Common above a set of identification numbers. External damage to the hull, including laser burns and missile impacts, demonstrate that the ship took damage in some intense combat, but the fact that the ship is in one piece indicates that the pilot managed to bring the vessel down in a controlled manner. Ice and snow have collected on the starboard side of the ship, leaving it partially buried and inaccessible on that side. The port airlock shows signs of forced entry, but has been re-sealed.
The port airlock has been slightly damaged on the outside by elementally charged ice and snow particles, and requires a Engineering or Strength check to open.

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Thrym waits patiently, although he cannot help but cast worried glances at the iron cloud, wondering what sort of demons might be contained within...

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Engineering: 1d20 + 4 ⇒ (2) + 4 = 6 to learn stuff
Strength: 1d20 + 4 ⇒ (6) + 4 = 10 to open stuff
"Whoever flew this ship was a good pilot. They landed in one piece after taking significant fire," Qimok muses as the team of Stsrfinderd approach the ship.
Once at the door, Qimok tries to force it open, but can't seem to get sufficient purchase on the icy hull.

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Culture for knowledge: 1d20 + 11 ⇒ (3) + 11 = 14
Borq nods in agreement. "Color me impressed with the landing. Looks like she took a beating on the way down, though."
Engineering to aid opening the door: 1d20 + 10 ⇒ (4) + 10 = 14
Perception for traps or anything else on the door: 1d20 + 18 ⇒ (10) + 18 = 28

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"We found the ship!"
Jek puts on his adventurer's hat and examines the ship for clues.
Culture: 1d20 + 12 ⇒ (8) + 12 = 20
"Looks like an AbadarCorp Explorer frame."
Jek kicks the hull testing it.
"Likely someone with some credits traveling on this one, these are built for comfort."
Jek walks to the other side
"Over here looks like the airlock is damaged, will need some help getting in."
Jek takes out his trusty wrench and tries to loosen up the airlock.
Profession maintenance worker with tool kit Aid to Engineering: 1d20 + 16 ⇒ (19) + 16 = 35

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"We found a ship. This doesn't seem like an explorer's ship, more like a fat plutocrat's. Let me see about that door. "
Engineering, 2 aids? : 1d20 + 15 + 4 ⇒ (13) + 15 + 4 = 32

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The door pops open. The ship’s interior hallways bear blast damage on the walls. Scorch marks of small fires long extinguished stain the floors. A thin layer of frost covers every surface. The air is somewhat warmer than outside and curiously dry. Dull red emergency lighting provides the only illumination (dim light). Life support is barely functional, leaving the internal temperature just above freezing.
Also inside, ice and snow have been tracked in; several sets of boot prints are visible on the floor.
Jekcedo also recognizes that this type of vessel wasn’t in service when Jelev Rasheen was known to travel, meaning that this vessel came sometime after the explorer visited the system.

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Not a good planet to get stuck on. Such a harsh environment... she looks at Bzzt Are you doing ok, buddy? Must be really freezing for you...
At least life support is functioning. And I don't think we're alone here.
Perception: 1d20 + 5 ⇒ (14) + 5 = 19
Shall we maybe follow the bootprints? We don't want to startle anyone who is here...
Are we in A1? A3, A4, A6 seem the most likely places to find inhabitants.

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Perception: 1d20 + 18 ⇒ (10) + 18 = 28.
Already believing that the ship is an outpost of cocytus, complete with ice and flashing red lights, Thrym is entirely unsurprised by the sudden small gusts of chilled air, and the intermittent tiny flashes of blue light that he sees, assuming that they are the souls of the damned, wailing in torment...

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Ears nods. "Incredible that life support is still functioning without active maintenance. Following the bootprints seems like a good plan. Lead on."

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"This ship looks too new for Jelev Rasheen to have used it, and with the blast damage on the walls, I'm thinking that switching to my pirate hat is a good option."
Jek switches hats and then looks around more.
Perception: 1d20 + 12 ⇒ (5) + 12 = 17
"If we find the life support I can do the maintenance on it, or help with repairs if it needs more than just a tune-up."

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You start in A1. Place your tokens on the map to indicate where you want to go. The boot prints are no help as it looks like the owners split up to go everywhere.

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Careful, Jek. I don't think we're alone here. Momo says as she follows suit.

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Ever-practical, Thrym decides to start at one end of the iron cloud, and work his way forward.
Moving to what looks like a cargo bay.

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Qimok moves into the hallway, and says, "We don't now what's in here with us. We should stick together."

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Thrym does find a cargo hold. It is in disarray; it once contained emergency supplies and repair equipment and it looks like someone had already been here and looted the place.
you can also find a set of clearsight goggles in the partly hidden box. Wasn't someone thinking of buying some?

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Perception: 1d20 + 18 ⇒ (5) + 18 = 23.
Thrym almost trips over the small statues, and immediately assumes that they are some sort of religious icons. The goggles, on the other hand, barely attract his attention.
After boxing them up (and giving the goggles to whomever wants them), Thrym moves on to ?Engineering.

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Strange icons Momo remarks, not sure if she ever seen a creature with a body plan like that Dirindi have three eyes, but they all face forward.. and our Borq has six thumbs, but they're all on different hands...
Mysticism to get religious significance: 1d20 + 10 ⇒ (3) + 10 = 13 Yea, not with that roll

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Jek puts on their Arcanascopic lenses then joins in Mono's mystic investigation, also checking if any of the found items are magical
if it applies Arcanascopic lenses While worn, the lenses grant a +1 circumstance bonus to Mysticism checks made to identify magical items.
Mysticism: 1d20 + 14 ⇒ (16) + 14 = 30

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Qimok gladly takes the clearsight goggles, and takes a moment to fiddle with the environmental controls of his powered armor and the light armor he wears underneath as a backup so that he can insert them beneath his infrared sensors without exposing himself to the cold.
The skittermander then follows Thrym to the door of the next room.

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Nothing of interest in there but the next room, as you head towards the bow of the ship, is the Port crew quarters (A3)
These crew quarters are currently in a state of complete disorder, with items strewn across the room as though the artificial gravity was disrupted and no one cleaned up afterwards. The rods that supported curtains dividing the bunks from each other have collapsed, leaving lengths of green fabric on the floor. All the chests lie open.

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Perception: 1d20 + 18 ⇒ (16) + 18 = 34.
Easily noting the boot-tracks in the frost, Thrym attempts to follow them.
Survival: 1d20 + 20 ⇒ (4) + 20 = 24.

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Perception: 1d20 + 0 ⇒ (3) + 0 = 3
Yeah, no. (I'm seriously considering making his next personal upgrade Int, just so he can finally afford to put some ranks in this skill...)

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Thrym realises that the boot pattern was a tactical search of the room, as though sweeping the ship for threats.

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"The ship's in pretty good shape for a wreck. The pilot must have been a deft hand."
Ears follows behind the others.

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Momo is on edge. The group is not the first to be on the ship, and also not the first to search it. Maybe the place is empty after all?
Let's get to engineering (A7)

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I think we're near the bridge now? The map doesn't have us all or in the correct place I think.
Bzzt bleats from inside her carrier and Borq absentmindedly scritches an ear as he keeps an eye out for trouble.
Perception: 1d20 + 16 ⇒ (3) + 16 = 19
Or maybe that should have been 'scritches an ear as he absentminded keeps an eye out for trouble'?

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@GM: Was the "nothing of interest" room the unlabeled one between A3 and A4? I thought Thrym wanted to investigate A7 a couple posts back, which is why Qimok is standing next to that door, next to Thrym's token.
ETA: Momo still needs to add a token to the map page, and Eyes' needs to be copied to the map.

AbadarCorp Entertainment |

Momo is on the map, and a ghost(?) as well. Did the GM's post get eaten?

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Was phaeton interrupted?

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Find out in the next episode of...

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It did get eaten darn it
Any unlabelled room has 'nothing of interest'
In Engineering (A7), spare parts lie scattered across every available surface and parts of the floor. What appears to be a transmitter dish has been partially disassembled on one of the desks here along with a blinking computer terminal. Wrinkled printouts with frantic notes written in the margins cover another, with cups of long‑frozen tea holding a set of blueprints flat. There are several dents in wall at human shoulder height, as though someone punched the wall in frustration.
As you take this in, a ghost manifests in this chamber as a shadowy figure at the end of the room, The shape takes on more detail as it turns and demands to know why you are “interrupting important plans”. It looks extremely hostile.