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Mec-01 easily bypasses the door's lock
And since I assume you'd so at some point
You guys look behind each door to see a short corridor leading to another closed door. As you do a quick investigating before meeting back up in the middle again you confirm to each other that neither door is locked and the 2 short corridors are not trapped.
Do you want to go left (N) or right(S)?

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Dethara heads down the left corridor with a mad grin.

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As you open the next door you see;
An L-shaped plastic table and accompanying chairs are haphazardly shoved in the northwest area of this circular space. Doors exit to the south and east of this otherwise empty chamber.
Randomly placed tables and chairs are pushed against walls or carelessly overturned.
In the center of the room are 2 what appears to be small droids, but something about them is just off
As soon as they notice you they each raise one of their arms in your direction and it builds up a charge.
Jack: 1d20 + 3 ⇒ (1) + 3 = 4
Dalinar: 1d20 + 1 ⇒ (3) + 1 = 4
Dethara: 1d20 + 6 ⇒ (13) + 6 = 19
Mec-01: 1d20 + 3 ⇒ (8) + 3 = 11
Zapp: 1d20 + 1 ⇒ (8) + 1 = 9
Quip: 1d20 + 2 ⇒ (19) + 2 = 21
The droids you wern't looking for: 1d20 + 1 ⇒ (1) + 1 = 2
init
You guys
Enemies

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Is it possible for me to try to connect to them to operate them from the inside?
Oh, and I've got a drone which doesn't appear on the map.

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Mysticism (trained for trouble): 1d20 + 4 ⇒ (14) + 4 = 18
"Inevitables. I suggest you take them out before they you." the half-orc mutters.
He tosses a stone at the table to distract the outsider, then attacks.
Trick attack: 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20
No effect unless Inevitables are CR 0.
Ranged v red EAC (azimuth laser pistol): 1d20 + 3 ⇒ (8) + 3 = 11
damage (f): 1d4 ⇒ 4

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"Killbots!" Zapp exclaims, not listening to Jack at all. "They have a set kill limit, but it needn't come to that. Focus your fire, comrades!" He points dramatically at the closer one, then fires his laser at it.
Laser Pistol, Get 'Em vs. Green: 1d20 + 2 ⇒ (12) + 2 = 14
Damage: 1d4 ⇒ 3

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Dalinar moves into the room drawing his blade, Stag Render, as he goes. He slashes at the nearest robot. It seems he's a bit rusty however.
Attack + Get ,em: 1d20 + 4 + 1 ⇒ (1) + 4 + 1 = 6
Damage: 1d8 + 4 ⇒ (4) + 4 = 8
+1 photon attunement, giving me +1 on damage rolls.

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Mysticism: 1d20 + 7 ⇒ (11) + 7 = 18
Dethara moves into the room and flings a nearby hunk of a broken chair at the green inevitable with her mind! Telekinetic projectile.
Ranged Attack: 1d20 + 2 ⇒ (2) + 2 = 4
Bludgeoning Damage: 1d6 ⇒ 2

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The android takes a 5-foot step to fire against the red one, as does his drone.
Azimuth laser pistol: 1d20 + 4 ⇒ (16) + 4 = 20
Damage: 1d4 ⇒ 1
Drone (azimuth laser pistol): 1d20 + 5 ⇒ (10) + 5 = 15
Damage: 1d4 ⇒ 2

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@Mec-01; no, they are not real droids..they just look like that. I've added a droid behind you on the map
Both Jack and Dethara remember that these types of metal gear type creatures regenerate damage over time..unless hit by chaotic energy
Jack tosses a stone which doesn't seem to distract them..but his laser shot hits one of them right in the center of it's eye anyway.
Zapp fires on the other one with similar results
Dalinar moves into the room drawing his blade, Stag Render, as he goes. He slashes at the nearest robot. It seems he's a bit rusty however or the creatures are much easier to hit from a distance than up close and personal
Dethara moves into the room and flings a nearby hunk of a broken chair at the green inevitable with her mind!
But her attack doesn't hit
The android takes a step forward to fire against the red one, as does his drone. Both hit one of them.
Quip delays for now.
The inevatibles return the attacks
green vs Dalinar KAC: 1d20 + 5 ⇒ (17) + 5 = 22
B Damage Dalinar: 1d6 + 3 ⇒ (5) + 3 = 8
One getting a decent hit in while the other fires an electric pulse at Dalinar
red vs Dalinar EAC: 1d20 + 2 ⇒ (5) + 2 = 7
E damage Dalinar: 1d4 ⇒ 1
init
You guys
Enemies
Damage
Red: 3
Green: 5

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"Destroy them, before they regenerate." shouts "Jack" as he moves in to get a closer shot at the inevitable that he had previously hit.
As he moves forward, he kicks up dust, blocking the outsiders. From out of the dust, comes his shot.
Trick attack: 1d20 + 13 + 4 ⇒ (3) + 13 + 4 = 20
Ranged v red EAC (azimuth laser pistol) w/ Get'Em: 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
damage (f): 1d4 ⇒ 4

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The android and his droid are taken a 5 foot forward to fire against the red one for the android and the green one for the droid.
laser azimuth pistol: 1d20 + 4 ⇒ (18) + 4 = 22
Damage: 1d4 ⇒ 1
Drone (laser azimuth pistol: 1d20 + 5 ⇒ (8) + 5 = 13
Damage: 1d4 ⇒ 2

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Zapp slides into the room for a better look, switching to a two-handed grip on his gun. Another thing to blame when his shot goes far off the mark.
Laser Pistol vs. Green: 1d20 + 2 ⇒ (5) + 2 = 7
Damage: 1d4 ⇒ 1
Get 'Em is off for the round, I had to move in.

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Dalinar resets his stance and tries once more.
Attack: 1d20 + 4 ⇒ (9) + 4 = 13
Damage: 1d8 + 4 ⇒ (5) + 4 = 9
I planned for Dalinar to always have his armor on but I don't remember if I have stated that. So I'll use my move action to be sure it's on now for +1 to each AC. 2 photon attunement now. Gack at these rolls.

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Dethara tries again, sending another hunk of furniture flying across the room! (Telekinetic projectile).
Ranged Attack: 1d20 + 2 ⇒ (7) + 2 = 9
Bludgeoning Damage: 1d6 ⇒ 1
And has no better luck. She draws a cruel looking knife from the sheath on her belt.

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Wait a second. Is there some reason I wouldn't have been able to make a aoo on the one I'm standing next to when it shot? If not:
Attack of opportunity: 1d20 + 4 ⇒ (17) + 4 = 21
Damage: 1d8 + 4 ⇒ (7) + 4 = 11

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Wait a second. Is there some reason I wouldn't have been able to make a aoo on the one I'm standing next to when it shot? If not:
[Dice=Attack of opportunity]1d20+4
[dice=Damage]1d8+4
That's not the one that shot, the other one shot..the one next to you hit you with a slam. I tend to be more specific about what attacks they make but reading back it's not obvious from the description (other then that it's 2 different type of attacks)

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Working together you quickly take care of the inevatibales..one can't stand the combined laser fire it takes as hit after hit slams into it.
The other one is slammed into the ground by Dalinar's blade and doesn't get up again.
Static crackles as an intercom pops to life. A voice reverberates
from the walls. “So, it seems I have some unwelcome guests intruding upon my solitude. Leave now, or you will regret ever venturing farther. This is my first and final warning, trespassers.”
That was just a small fraction of my forces, the rest will soon be upon you!”

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"We received no invitation." responds "Jack". "But, then I get the feeling that our 'host' has no right to the place either."
The half-orc inspects the battery charge on his pistol. "We should expect additional resistance."

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"Your solitude doesn't take precedence over crucial exploration - or the fame I gain as a result," Zapp thunders back at the walls. "Honestly, the selfishness...We'll fight through your army if we must, to liberate this outpost!"

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Before Quip can react and send his drone, everything seems over, for the moment. "I guess we should prepare ourselves...."
ooc: how to heal the acid damage?

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@Quip; if it's stamina damage then you take a 10 minute rest and regain all your stamina by spending 1 resolve point. If you went through all your stamina and you have hp damage then you need to actively heal (healing serums, mystic ability or cure spells)
If you decide to take a 10 minute break you manage to do so uninterrupted - it depends a bit on where you decide to take this break on what may or may not happen during that time though.
In response to Zapp's bold bolstering:
My magic will tear you apart!"
followed by static
What do you want to do next? Where do you want to go?

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"They say you can rest when you're dead." recites the half-orc. "If only it were true."
"Jack" moves toward the eastern door and looks it over. Perception: 1d20 + 9 ⇒ (20) + 9 = 29
Unless he spots a trap/hazard... He attempts to open it.

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Jack doesn't spot anything he thinks he should worry about on the door and finds out it's not locked.
Behind it is another corridor..uneventful and devoid of dangerous traps leading to yet another door..which also turns out to be unlocked and not trapped
I just need to know if you guys decide to take a 10 minute break to regain stamina and where you plan to take your rest if you do so before you move on to the next room

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Dethara laughs madly at the threats. Apparently she think it's funny.
I won't spend RP to recover my SP, but if you want a rest Dalinar we can rest. Take ten.

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The storm outside is down to a light drizzle at most..so it's pretty save to take a 10 minute break outside before you head back in
The laser trap you disabled is reconnected to it's power supply. The access panel is still open and you can hear it powering up

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Jack won't spend RP, but I am not opposed to accompanying the party outside for a rest while Jack and Dethara keep watch.
Perception: 1d20 + 9 ⇒ (7) + 9 = 16

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After the others rest:
Perception: 1d20 + 8 ⇒ (8) + 8 = 16
As the laser trap begins to power back up, Dethara wanders over to it, pulls out her hacking kit and shuts it back down.
Computers (deactivate trap): 1d20 + 4 ⇒ (11) + 4 = 15
Hopefully.

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Quip noticing what is going on walks over to assist Dethara
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
Computer: 1d20 + 8 ⇒ (4) + 8 = 12

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The android thought it would be asked for his services as he heard that the trap was ready again. But... no. Nevermind.
He tries to help anyway.
Computer: 1d20 + 12 ⇒ (3) + 12 = 15

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It's actually engineering and not computers to disable the trap, but I'd give you a bonus since you already disabled it once
Working together you manage to disable the trap again before it goes off. It's pretty easy the second time around now you already know which wire to pull.
I'll assume you want to pick up where you left last time
Making your way back along the route you already know about you come to a new door..it seems save enough to open so after you do so you see:
Supply lockers line the walls of this thirty-foot-wide circular room. Varied pieces of equipment are visible within some of the open lockers, while others are piled on the floor in front of hastily cleared units. Doors exit this chamber to the west and southwest.
As you do a quick search you see that the lockers here contain four incendiary grenades I and a set of squad defiance series armor
grenades I

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The android is finding the place too quiet.
Perception: 1d20 ⇒ 10
But he's going to take the incendiary grenades. At least one of them if someone else want them too.

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Not proficient with any of it. I'll leave it all to you guys.
Finding nothing that interests her, Dethara wanders over to the next door and gives it a look-see.
Perception: 1d20 + 8 ⇒ (19) + 8 = 27

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Dethara laughs madly, then claps Mec on the back. "Rain death upon them!" She backs up out of the way so someone decent with grenades can.

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The android is now ready with one of his grenades, ready to throw it inside of the room once the door opened.

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Quip brings his drone in position, and a flag grenade ready.
ooc: could he use his drone for throwing a grenade?

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Quip brings his drone in position, and a flag grenade ready.
ooc: could he use his drone for throwing a grenade?
I've had to look this up..as far as I can tell unless a drone has manipulator arms there's no way for it to throw anything. If it has a weapon arm it's weapon is fixed to it and you would have to swap it's weapon out for a grenade (which I think you technically could do..but then it would still be fixed to your arm and would explode in the drone's hand)

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After preparing you kick open the door to see:
This immense circular room is bare, except for several computer screens and databanks that line the inner walls. Chairs jut out from some of these computerized desks, while doors exit to the northeast, southeast, and southwest.
In the middle of the room is one of the natives..but he seems to be getting corrupted by what ever caused the Inevitables to show up here as he has a slightly metalic arm
Near him are another two of the Inevitables you've fought before
Jack: 1d20 + 3 ⇒ (2) + 3 = 5
Dalinar: 1d20 + 1 ⇒ (10) + 1 = 11
Dethara: 1d20 + 6 ⇒ (12) + 6 = 18
Mec-01: 1d20 + 3 ⇒ (10) + 3 = 13
Zapp: 1d20 + 1 ⇒ (12) + 1 = 13
Quip: 1d20 + 2 ⇒ (9) + 2 = 11
Exile: 1d20 + 2 ⇒ (9) + 2 = 11
Inevitables: 1d20 + 2 ⇒ (16) + 2 = 18
init
Dethara
Inevitables
Zap, Mec-01,Quip
exile
Jack (+Dethara again)