Encounters for Starfinder Society Scenario #1-25: The Hollowed Shell

A. Spire Entry

Weak Robotic Tactical War Machine Creature 3

Recall Knowledge DC 16 18 19
Construct (Arcana)
Construct (Crafting)
Perception +12 (darkvision)
Languages interstellar comms
Skills Acrobatics +12, Athletics +6, Stealth +9, Thievery +6
Str +2 Dex +4 Con +4 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 18
Fort +9
Ref +12
Will +6
HP 42
Radio Silence (aura, tech) 60 feet. Non-allied comm units and other computers don't function within the remote war machine's aura unless their operator succeeds at a Computers check against the war machine's Stealth DC as an Interact action.
Notch Position [reaction]

Speed 25 feet, fly 50 feet
Melee [one-action] claws +10 , Damage 1d6+5 slashing
Ranged [one-action] plasma blaster +12 (range increment 120 feet), Damage 1d12 fire plus 1d4 electricity damage
Attack Pattern Beta [two-actions]

Elite Weak Robotic Tactical War Machine Creature 3

Recall Knowledge DC 16 18 19
Construct (Arcana)
Construct (Crafting)
Perception +12 (darkvision)
Languages interstellar comms
Skills Acrobatics +12, Athletics +6, Stealth +9, Thievery +6
Str +2 Dex +4 Con +4 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 18
Fort +9
Ref +12
Will +6
HP 42
Radio Silence (aura, tech) 60 feet. Non-allied comm units and other computers don't function within the remote war machine's aura unless their operator succeeds at a Computers check against the war machine's Stealth DC as an Interact action.
Notch Position [reaction]

Speed 25 feet, fly 50 feet
Melee [one-action] claws +10 , Damage 1d6+5 slashing
Ranged [one-action] plasma blaster +12 (range increment 120 feet), Damage 1d12 fire plus 1d4 electricity damage
Attack Pattern Beta [two-actions]

A. Spire Entry (Easier Difficulty)

Weak Robotic Tactical War Machine (2) Creature 3

Recall Knowledge DC 16 18 19
Construct (Arcana)
Construct (Crafting)
Perception +12 (darkvision)
Languages interstellar comms
Skills Acrobatics +12, Athletics +6, Stealth +9, Thievery +6
Str +2 Dex +4 Con +4 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 18
Fort +9
Ref +12
Will +6
HP 42
Radio Silence (aura, tech) 60 feet. Non-allied comm units and other computers don't function within the remote war machine's aura unless their operator succeeds at a Computers check against the war machine's Stealth DC as an Interact action.
Notch Position [reaction]

Speed 25 feet, fly 50 feet
Melee [one-action] claws +10 , Damage 1d6+5 slashing
Ranged [one-action] plasma blaster +12 (range increment 120 feet), Damage 1d12 fire plus 1d4 electricity damage
Attack Pattern Beta [two-actions]

A. Spire Entry (Standard Difficulty)

Weak Robotic Tactical War Machine (3) Creature 3

Recall Knowledge DC 16 18 19
Construct (Arcana)
Construct (Crafting)
Perception +12 (darkvision)
Languages interstellar comms
Skills Acrobatics +12, Athletics +6, Stealth +9, Thievery +6
Str +2 Dex +4 Con +4 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 18
Fort +9
Ref +12
Will +6
HP 42
Radio Silence (aura, tech) 60 feet. Non-allied comm units and other computers don't function within the remote war machine's aura unless their operator succeeds at a Computers check against the war machine's Stealth DC as an Interact action.
Notch Position [reaction]

Speed 25 feet, fly 50 feet
Melee [one-action] claws +10 , Damage 1d6+5 slashing
Ranged [one-action] plasma blaster +12 (range increment 120 feet), Damage 1d12 fire plus 1d4 electricity damage
Attack Pattern Beta [two-actions]

A. Spire Entry (Harder Difficulty)

Elite Weak Robotic Tactical War Machine (3) Creature 3

Recall Knowledge DC 16 18 19
Construct (Arcana)
Construct (Crafting)
Perception +12 (darkvision)
Languages interstellar comms
Skills Acrobatics +12, Athletics +6, Stealth +9, Thievery +6
Str +2 Dex +4 Con +4 Int +0 Wis +0 Cha +0
Interstellar Comms A remote war machine maintains a constant data link with its pilot, using its pilot's languages and skill modifiers for any unlisted skill. In addition, the pilot can speak through the data link using the remote war machine as a mouthpiece.

AC 18
Fort +9
Ref +12
Will +6
HP 42
Radio Silence (aura, tech) 60 feet. Non-allied comm units and other computers don't function within the remote war machine's aura unless their operator succeeds at a Computers check against the war machine's Stealth DC as an Interact action.
Notch Position [reaction]

Speed 25 feet, fly 50 feet
Melee [one-action] claws +10 , Damage 1d6+5 slashing
Ranged [one-action] plasma blaster +12 (range increment 120 feet), Damage 1d12 fire plus 1d4 electricity damage
Attack Pattern Beta [two-actions]

B3. Observation Lobe

Elite Weak The Caretaker Creature 4

Recall Knowledge DC 18 (add +10 if Unique applies) 19 (add +10 if Unique applies) 20 (add +10 if Unique applies)
Humanoid (Society)
Male elf nephilim mystic
Perception +14 (darkvision)
Languages Common, Castrovelian, Elven
Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 20
Fort +10
Ref +8
Will +14
HP 48
Fiendish Retreat [reaction] Frequency once per day Trigger The Caretaker is reduced to 20 Hit Points or less; Effect The Caretaker teleports to area B4 in a burst of blazing flame and dense smoke. All creatures in a 10-foot emanation of where the Caretaker begins and ends this teleportation are dealt 4d8 fire damage (DC 21 basic Reflex save). The Caretaker regains a number of Hit Points equal to half the damage dealt this way.

Speed 30 feet
Melee [one-action] cryopike +9 (and tech] or [piercing and analog]modular [coldpoweredreach), Damage 2d10+3 modular
Melee [one-action] claws +10 (agilefinessemagicalunarmed), Damage 2d4+3 slashing
Divine Spontaneous Spells DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Mystic Focus Spells (1 Focus Point) DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd
Mystic Bond The Caretaker has forged an unnatural mystic bond between himself and his cybernetic zombies. He always knows the general distance and direction to his zombies, knows their Hit Point totals, and knows if they're conscious or destroyed.
Transfer Vitality [one-action] (concentratehealingmystic) The Caretaker transfers up to 10 Hit Points (minimum 1) from his vitality network to himself or to a creature in his mystic bond he can sense within 60 feet. This works on creatures with void healing as though this action has the void trait. When the Caretaker does, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light until the end of the Caretaker's next turn. The target becomes concealed while in this dim light and can use the concealed condition to Hide.
Vitality Network The Caretaker has a vitality network with a starting and maximum capacity of 22 Hit Points. At the start of each of his turns in combat, his vitality network regains 4 Hit Points. When he Refocuses, his vitality network regains all its Hit Points.

Elite Weak Cybernetic Zombie Creature -1

Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is slowed 1 and can't use reactions (including Self Destruct).
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire

Elite Cybernetic Zombie Creature -1

Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is slowed 1 and can't use reactions (including Self Destruct).
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire

Elite Weak The Caretaker Creature 4

Recall Knowledge DC 18 (add +10 if Unique applies) 19 (add +10 if Unique applies) 20 (add +10 if Unique applies)
Humanoid (Society)
Male elf nephilim mystic
Perception +14 (darkvision)
Languages Common, Castrovelian, Elven
Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 20
Fort +10
Ref +8
Will +14
HP 48
Fiendish Retreat [reaction] Frequency once per day Trigger The Caretaker is reduced to 20 Hit Points or less; Effect The Caretaker teleports to area B4 in a burst of blazing flame and dense smoke. All creatures in a 10-foot emanation of where the Caretaker begins and ends this teleportation are dealt 4d8 fire damage (DC 21 basic Reflex save). The Caretaker regains a number of Hit Points equal to half the damage dealt this way.

Speed 30 feet
Melee [one-action] cryopike +9 (and tech] or [piercing and analog]modular [coldpoweredreach), Damage 2d10+3 modular
Melee [one-action] claws +10 (agilefinessemagicalunarmed), Damage 2d4+3 slashing
Divine Spontaneous Spells DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Mystic Focus Spells (1 Focus Point) DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd
Mystic Bond The Caretaker has forged an unnatural mystic bond between himself and his cybernetic zombies. He always knows the general distance and direction to his zombies, knows their Hit Point totals, and knows if they're conscious or destroyed.
Transfer Vitality [one-action] (concentratehealingmystic) The Caretaker transfers up to 10 Hit Points (minimum 1) from his vitality network to himself or to a creature in his mystic bond he can sense within 60 feet. This works on creatures with void healing as though this action has the void trait. When the Caretaker does, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light until the end of the Caretaker's next turn. The target becomes concealed while in this dim light and can use the concealed condition to Hide.
Vitality Network The Caretaker has a vitality network with a starting and maximum capacity of 22 Hit Points. At the start of each of his turns in combat, his vitality network regains 4 Hit Points. When he Refocuses, his vitality network regains all its Hit Points.

B3. Observation Lobe (Easier Difficulty)

Elite Weak The Caretaker Creature 4

Recall Knowledge DC 18 (add +10 if Unique applies) 19 (add +10 if Unique applies) 20 (add +10 if Unique applies)
Humanoid (Society)
Male elf nephilim mystic
Perception +14 (darkvision)
Languages Common, Castrovelian, Elven
Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 20
Fort +10
Ref +8
Will +14
HP 48
Fiendish Retreat [reaction] Frequency once per day Trigger The Caretaker is reduced to 20 Hit Points or less; Effect The Caretaker teleports to area B4 in a burst of blazing flame and dense smoke. All creatures in a 10-foot emanation of where the Caretaker begins and ends this teleportation are dealt 4d8 fire damage (DC 21 basic Reflex save). The Caretaker regains a number of Hit Points equal to half the damage dealt this way.

Speed 30 feet
Melee [one-action] cryopike +9 (and tech] or [piercing and analog]modular [coldpoweredreach), Damage 2d10+3 modular
Melee [one-action] claws +10 (agilefinessemagicalunarmed), Damage 2d4+3 slashing
Divine Spontaneous Spells DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Mystic Focus Spells (1 Focus Point) DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd
Mystic Bond The Caretaker has forged an unnatural mystic bond between himself and his cybernetic zombies. He always knows the general distance and direction to his zombies, knows their Hit Point totals, and knows if they're conscious or destroyed.
Transfer Vitality [one-action] (concentratehealingmystic) The Caretaker transfers up to 10 Hit Points (minimum 1) from his vitality network to himself or to a creature in his mystic bond he can sense within 60 feet. This works on creatures with void healing as though this action has the void trait. When the Caretaker does, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light until the end of the Caretaker's next turn. The target becomes concealed while in this dim light and can use the concealed condition to Hide.
Vitality Network The Caretaker has a vitality network with a starting and maximum capacity of 22 Hit Points. At the start of each of his turns in combat, his vitality network regains 4 Hit Points. When he Refocuses, his vitality network regains all its Hit Points.

Elite Weak Cybernetic Zombie (4) Creature -1

Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is slowed 1 and can't use reactions (including Self Destruct).
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire

B3. Observation Lobe (Standard Difficulty)

Elite Weak The Caretaker Creature 4

Recall Knowledge DC 18 (add +10 if Unique applies) 19 (add +10 if Unique applies) 20 (add +10 if Unique applies)
Humanoid (Society)
Male elf nephilim mystic
Perception +14 (darkvision)
Languages Common, Castrovelian, Elven
Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 20
Fort +10
Ref +8
Will +14
HP 48
Fiendish Retreat [reaction] Frequency once per day Trigger The Caretaker is reduced to 20 Hit Points or less; Effect The Caretaker teleports to area B4 in a burst of blazing flame and dense smoke. All creatures in a 10-foot emanation of where the Caretaker begins and ends this teleportation are dealt 4d8 fire damage (DC 21 basic Reflex save). The Caretaker regains a number of Hit Points equal to half the damage dealt this way.

Speed 30 feet
Melee [one-action] cryopike +9 (and tech] or [piercing and analog]modular [coldpoweredreach), Damage 2d10+3 modular
Melee [one-action] claws +10 (agilefinessemagicalunarmed), Damage 2d4+3 slashing
Divine Spontaneous Spells DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Mystic Focus Spells (1 Focus Point) DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd
Mystic Bond The Caretaker has forged an unnatural mystic bond between himself and his cybernetic zombies. He always knows the general distance and direction to his zombies, knows their Hit Point totals, and knows if they're conscious or destroyed.
Transfer Vitality [one-action] (concentratehealingmystic) The Caretaker transfers up to 10 Hit Points (minimum 1) from his vitality network to himself or to a creature in his mystic bond he can sense within 60 feet. This works on creatures with void healing as though this action has the void trait. When the Caretaker does, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light until the end of the Caretaker's next turn. The target becomes concealed while in this dim light and can use the concealed condition to Hide.
Vitality Network The Caretaker has a vitality network with a starting and maximum capacity of 22 Hit Points. At the start of each of his turns in combat, his vitality network regains 4 Hit Points. When he Refocuses, his vitality network regains all its Hit Points.

Elite Cybernetic Zombie (4) Creature -1

Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is slowed 1 and can't use reactions (including Self Destruct).
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire

B3. Observation Lobe (Harder Difficulty)

Elite Weak The Caretaker (2) Creature 4

Recall Knowledge DC 18 (add +10 if Unique applies) 19 (add +10 if Unique applies) 20 (add +10 if Unique applies)
Humanoid (Society)
Male elf nephilim mystic
Perception +14 (darkvision)
Languages Common, Castrovelian, Elven
Str +1 Dex +2 Con +2 Int +1 Wis +4 Cha +1

AC 20
Fort +10
Ref +8
Will +14
HP 48
Fiendish Retreat [reaction] Frequency once per day Trigger The Caretaker is reduced to 20 Hit Points or less; Effect The Caretaker teleports to area B4 in a burst of blazing flame and dense smoke. All creatures in a 10-foot emanation of where the Caretaker begins and ends this teleportation are dealt 4d8 fire damage (DC 21 basic Reflex save). The Caretaker regains a number of Hit Points equal to half the damage dealt this way.

Speed 30 feet
Melee [one-action] cryopike +9 (and tech] or [piercing and analog]modular [coldpoweredreach), Damage 2d10+3 modular
Melee [one-action] claws +10 (agilefinessemagicalunarmed), Damage 2d4+3 slashing
Divine Spontaneous Spells DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd (3 slots) 1st (4 slots) Cantrips (2nd)
Mystic Focus Spells (1 Focus Point) DC 21, attack +13 (+2 damage to cantrips, +4 damage to other spells) (-2 damage to cantrips, -4 damage to other spells); 2nd
Mystic Bond The Caretaker has forged an unnatural mystic bond between himself and his cybernetic zombies. He always knows the general distance and direction to his zombies, knows their Hit Point totals, and knows if they're conscious or destroyed.
Transfer Vitality [one-action] (concentratehealingmystic) The Caretaker transfers up to 10 Hit Points (minimum 1) from his vitality network to himself or to a creature in his mystic bond he can sense within 60 feet. This works on creatures with void healing as though this action has the void trait. When the Caretaker does, the target's shadow darkens and swells, reducing bright light within a 10-foot emanation of the target to dim light until the end of the Caretaker's next turn. The target becomes concealed while in this dim light and can use the concealed condition to Hide.
Vitality Network The Caretaker has a vitality network with a starting and maximum capacity of 22 Hit Points. At the start of each of his turns in combat, his vitality network regains 4 Hit Points. When he Refocuses, his vitality network regains all its Hit Points.

Elite Cybernetic Zombie (5) Creature -1

Recall Knowledge DC 12 13 15
Undead (Religion)
Perception +3 (darkvision)
Skills Athletics +5
Str +2 Dex +4 Con +3 Int -5 Wis +0 Cha -2
Items integrated commercial laser pistol (commercial battery)

AC 15
Fort +5
Ref +6
Will +2
Immunities death effects, disease, mental, paralyzed, poison, unconscious
Weaknesses electricity 10, slashing 10
Cybernetics The zombie's cybernetics can be disabled for 1 hour with a successful DC 15 check to Disable a Device. The cybernetics are disabled for 1 hour if it takes any electricity damage. A cybernetic zombie with disabled cybernetics is slowed 1 and can't use reactions (including Self Destruct).
Self Destruct [reaction] Requirements A cybernetic zombie must use this reaction when the trigger is met unless its cybernetics are disabled; Trigger The cybernetic zombie is reduced to 0 Hit Points; Effect The zombie's damaged cybernetics explode, dealing 1d8 electricity damage in a 10-foot radius (DC 15 basic Reflex save). This ability destroys any technological items on the zombie.

Speed 20 feet
Melee [one-action] fist +4 , Damage 1d6+2 bludgeoning
Ranged [one-action] laser pistol +6 (expend 2mag 10range increment 40 feetreload 1tech), Damage 1d6 fire