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
			* 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