Excursion License Checkout

In order to leave Pyra Station, you're supposed to get an Excursion License from Zydel Corp. In order to get one of these, you have to do a checkout run where they take everybody to the same tower, let them climb up a few floors without falling, then leave.

Octopus Encounter

 * When the guide opens the door, you see a reddish-brown ball of furr fly over her shoulder, land on the floor behind her, and skitter under a chair
 * "Oh no, not again!!!"
 * She reaches for the door close button but she's too slow, and retreats before an onslaught of dozens and dozens of the small creatures...
 * They are Puffs
 * They seem to be crawling up the outer wall, and about half went into the transport door, the other half entered the building and are hiding
 * They don't want to leave because a predator is outside
 * Arboreal Octopus
 * they are climbing the wall, one below one above
 * puffs saw the ship as another "tree branch" and jumped to it to hide inside the "trunk"
 * Triumph Ideas:
 * Octopus falls into the forest and crawls away
 * Puffs adore you and are super friendly. They follow you indefinitely (unless you attack them)
 * Threat:
 * The puffs decide that you are a safe "tree" that protects them (like the vine bridge) and love you forever. A few cling on to your clothing but the rest just stay close. This lasts indefinitely unless they are gotten rid of. Mirre won't like it.
 * 1 black dice to next physical check
 * Despair Ideas:
 * The player falls into the forest below (piercing deeply into the covering)
 * 1d10 damage to both strain and wounds
 * they pierce the surface 4d20 feet
 * The puffs decide that you are a safe "tree" and latch on to the PC, covering them and hindering their movements until individually removed
 * two black dice to all physical checks for the rest of the encounter


 * After dealing with this situation, the guide ushers everyone into the building and instructs them to meet her at the highest doorway
 * Describe interior here
 * Glass shards on the floor
 * Mural at this level
 * Shattered container at the feet of a Dharma looking stern and important
 * (other wall) around a dozen dharma warriors with reddish metal weapons (some with blades, others with some kind of complex crossbow)
 * First to arrive gets 50 Zydel Bucks
 * They actually get a voucher, which sends them to multiple locations, and eventually they get the money from someone that they've spoken to before, but in a different location
 * The race has multiple paths:
 * Vines:
 * 2 rounds to the top, but it's a average check with an upgrade and any despair or 4 (?) threat mean the vine snaps and they fall
 * if they fall they land back on the starting platform, despair sends them really far down
 * Platforms and wooden sticks
 * 2 rounds to the top, but they lose a tie to the vine people, flat average check
 * After 1st check, platform people see a Dharma corpse to the side and can stop and look at it

Murals:

Predatory by nature, but also dedicated to small tribal units, their murals contained many images of ancient hunting parties skewering or ripping their kills.

THE LIST


 * Keep it long
 * Versatile success
 * Cover
 * Elevation
 * Creative terrain
 * Skillful action
 * Triumph and despair ideas