Research Rat |
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Research Rat looks up groggily. "Mmblml... Need coffee."
This hireling, Research Rat, is a basic hireling with absolutely abysmal skills, because he is all that Chance can afford right now. He has a +1 bonus to Computers, Engineering and Physical Science, so I'll be having him aid Norbert.
DM Kludde |
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Attention to detail benefits overarching view, for even the tiniest event can affect the grand scheme of thing. RZMR proclaims
Very helpful notes!
"Did I understand that right? None of you found any lead on who the people in this group were? Not even a name?
*cough* Arvin *cough*
But looks like that rec room is our best place to start. So let's take a look there."
The rec room forms the nexus between past and present, and it secrets must be uncovered! RZMR agrees with the Vlaka.
Mizzrym' |
Having no skill in computer, Myzrimm' lets his comrades trying to do some research.
As the group is offered a new place of investigation, the drow is relieved as he hopes to be of better help.
Let's go search this room. More clues awaits us, I'm sure.
GM Blazej |
"It has seen some trial runs already, but nothing for a field test yet. I admit I wouldn't be nearly as enthusiastic sending you off station to test this off station," admits Morning Song. "They aren't focused on combat trials. The glow shouldn't be harmful, but it might hamper it highlighting other parts of the area. Even still I rather not see you test this out on any of yourselves!"
Lulu grumbles in appreciation as they get to sorting through the documents and continuing your work as you head toward the room mentioned in the century-old report.
You have no trouble finding Rec Room 247 amid the Starfinder Quarters. It is among a wing that looks fairly outdated and seen little modern use. The furnishings here are limited and minimal as the the Society has slowly regrown over the years. This room is filled with a single long table with eight seats of varying sizes as well as a few more chairs against the wall.
Albrik Gleyan |
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sry that was an out-game misunderstanding
Albrik scratches his chin again, obviously confused and a bit ashamed.
That must have passed me by somehow...I'm not that used to this kind of research, I must admit.
On the way to the rec room he adds:
So, when we checked that room, why don't we directly go to one of the "hangers-on" of this group and confront them - before anyone finds out, we are on their tail and tries to cover his trail...you know: with another murder maybe?
At the recroom he tries his best to look for clues:
Perception: 1d20 + 5 ⇒ (15) + 5 = 20
He points to the long wall opposite the entrance:
If you ignite that little 'flash of inspiration', take care to cover that wall - plenty of too obviously 'empty' space.
RZMR |
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So, when we checked that room, why don't we directly go to one of the "hangers-on" of this group and confront them - before anyone finds out, we are on their tail and tries to cover his trail...you know: with another murder maybe?
Anyone would be foolish to try and stop a perfect immortal machine. Their fate is already sealed. Please refrain from practicing any musical instrument between 10pm and 8am.
RZMR stands back to allow Norbert to deploy the gee-gaw.
Albrik Gleyan |
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"I was trying to say, they might murder witnesses, before we can talk to them: that's why I think finding and questioning them should be a priority. But of course: we should be on our guard as well...and I have no musical instrument and don't know how to play one. But if that ever changes, I will try to remember your kind advice."
Norbert Smallfoot |
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We are investigating an incident that occurred over one hundred years ago. so I am not we will find any witnesses hanging around, but I agree we should still be cautious. There are some long lived folks that could still be watching, and mechanical traps can hang around a long time. Norbert says as he starts to position himself to use the device to cover the maximum amount of that wall.
I will refrain from playing during restricted hours. Norbert says as he puts away his ukulele.
Mizzrym' |
This time Myzzrim' is able to help his comrades with calibrating the device.
Engineering: 1d20 + 6 ⇒ (11) + 6 = 17
I agree with Albric, we need to use the device on the wall facing the entrance.
Then he adds to the conversation I don't think we will find alive witness, but this hidden place could be protected by traps or robots.
Trill the Tour Guide |
“Traps? I hope one of you knows how to disarm such things then.”
Perception: 1d20 + 5 ⇒ (1) + 5 = 6
“Which wall?”
Chance the Fortunaut |
Once her teammates point out a wall, Chance spends time looking at the table and chairs. "There's no shelf of games, like you'd expect in a rec room," she says. "Do you think they met around this table?"
What sizes are the chairs? Are any of them large? How many of them are small?
"Also, I can't just keep calling them 'them' all the time. What do you guys think of the 'Secretive Six'?"
GM Blazej |
The room seems entirely inconspicuous, no different than a dozens of other rooms within the complex.
The seating around the table range from a pair of small chairs that are stacked for a tiny creature, a seat for a large Starfinder, and six chairs that would comfortable fit Starfinders between. The chairs along the side of the room have a couple more large seating options and another set of small chairs.
Markings along the equipment show the area has gotten minor use over the years with small scratches and dings recording the passage several generations of Starfinders.
Trill the Tour Guide |
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"Also, I can't just keep calling them 'them' all the time. What do you guys think of the 'Secretive Six'?"
“Sinistar Sextuple?”
“Vexing Hexagon?”“Horrible Hexagon?”
“Hexad Butchers?”
“Assassins half-dozen?”
“Think we still need a better name than any of those. Maybe as we find out more about them, we will come up with a better name.”
“Til then, how about the six thugs?”
Chance the Fortunaut |
"The 'Heartless Half-Dozen' or the 'Slick Six'," suggests Chance. "Alright, Norbert, I'll hold the ukele, you throw the device!"
Can we assume that Norbert has hurled the device by now?
Trill the Tour Guide |
“I like the Heartless Half-Dozen.”
Trill gets out some purple tape, ready to mark any place that the device highlights.
GM Blazej |
I can assume the device was used now.
Tossing the device at the wall filled the air with a thrum as the air vibrates with power and glow around the ball envelops the majority of the wall. The purple glow highlights every ding, scuff, dent and even minor repairs that have been performed over the decades in bright violets and dark purples. One thing it makes very apparent immediately is the presence of doorway within the wall as a faint outline. There isn't a clear set of controls evident at a glance.
Trill the Tour Guide |
Perception: 1d20 + 5 ⇒ (11) + 5 = 16
“Oh look! That looks like a panel!”
Trill fixes the location of the panel in their mind as everyone else is looking. Then tape in hand, they go over there and make a purple tape outline around the panel on the wall.
As they are taping it, they say “Someone else mark where the door is!”
RZMR |
Perception: 1d20 ⇒ 3
Your taping skills are a boon to society RZMR says, not sure what is being taped off.
Albrik Gleyan |
Perception: 1d20 + 5 ⇒ (16) + 5 = 21
to RZMR:
the small rectangular tape-marking frames something that looks like a control panel. Please step up and take a closer look. Your skills with all matters digital could be of real help here.
Mizzrym' |
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Perception: 1d20 + 6 ⇒ (9) + 6 = 15
Good catch! I've barely see it myself. says the drow .
But, before we open the panel, may be it will be better to be sure that there is no trap protecting it!
@GM can we "take 20" to look for traps
If not, my roll
Perception for traps: 1d20 + 6 ⇒ (16) + 6 = 22
RZMR |
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Once Mizzrym is convinced the panel is safe, RZMR proceeds to subjugate the control panel
Computers: 1d20 + 9 ⇒ (11) + 9 = 20
Bend to my will, puny control panel!
Trill the Tour Guide |
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While Mizzrymm and RZMR are dealing with the taped off area on the wall, Trill gets out his Comm Unit and takes a picture. He then dictates some notes about the room and secret panel.
“Going to need to know this for the next time I get a job giving tours of the Lorespire Complex!”
GM Blazej |
Mizzrym is able to take 20 to search for traps on the door. I will assume searching for traps going forward unless there is any particular thing you want to focus on, like this door.
Taking a couple minutes to inspect the door, mark it and log it will safeguard the location of the passage even after the glow fades.
RZMR activate the panel and, after a few moments of usage, the door shudders and slides into the wall revealing a darkened room. The utilitarian floors and walls formed from undecorated and patched metal. There are a pair of workstations on the walls to the left and right, all coated with dust and no signs of power.
Across from the entrance is a closed steel door.
Mizzrym' catches the barest sign of activity within the room, a waning magical light retains the meagerest of power showing its activity in monitoring the room. I look across shows it is connected to a palm scanner and keypad next to the closed steel door.
Someone could attempt to disable the sensors connection with a Engineering or a Mysticism check. Otherwise entering the room to try to use the keypad and palm scanner to bypass and deactivate whatever process the sensor will start.
Trill the Tour Guide |
Looking in, Trill comments “We definitely need a cleaner to go through here before making it part of a tour.”
No engineering and bad enough mysticism that someone else should really do it.
RZMR |
You knew it was coming
RZMR proceeds to lord his will over the defenseless sensor
Bend to my will, puny sensor!
Engineering: 1d20 + 9 ⇒ (17) + 9 = 26
All inhabitants are kindly requested to keep their own quarters and common rooms tidy at all times.
GM Blazej |
The mechanisms connected to the magical sensor are deactivated. The magical indicator flares as it senses RZMR in the room, but with no system connected it stops after a few long moments before returning to a normal cycle.
With the room more secured, there is little within the room. The consoles are old, dusty, but potentially still functioning. The workstations are powered off, but they are likely just deactivated given the signs of power still going into the door controls. Some checking on their wiring might be all that is necessary to reactivate them.
The steel door is locked, secured by the adjacent terminal. Age has not been kind to the mechanisms and, in addition to vulnerable to hacking or mechanical engineering, force would likely make the door give way.
Research Rat |
Research Rat's Aid with Engineering: 1d20 + 1 ⇒ (10) + 1 = 11
"Hold on, hold on... Research Rat coming through. There's doors to open!"
Research Rat holds out pliers to whomever is actually disabling the door.
+2 to someone else's roll.
Albrik Gleyan |
I wonder what this room was for. Recreation was probably not the main purpose.
Albrik takes a closer look at the workstations, trying to figure out, what they are for.
If needed:
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
RZMR |
Engineering: 1d20 + 9 ⇒ (5) + 9 = 14
Bend to my... unauthorized access to the secure areas is reserved to those with special badge authorization. Please keep your security badge visible at all times... will, puny access pad!
RZMR briefly switches into 'calm announcer mode' before completing the attempt, which certainly doesn't help the outcome.
GM Blazej |
RZMR has difficulty triggering the activation mechanism for the door for a moment, but with a small adjustment from Research Rat's aid the door shudders open revealing a hallway of patchwork metal lined with doors ahead. Lighting tracks remain off a loose plating rattles from deeper down the hallways.
Albrik checks over the workstations, but they don't power on trivially. Checking the cables shows that the systems connections need to be restores for the consoles to be reactivated.
A Computers or Engineering check can restore power.
One thing that is evident to Albrik without powering them on is that these consoles are far out of date. The terminal screens are less advanced that most children's toys these days.
Someone can make a Computers, Engineering, or Culture check to study the computers and derive more knowledge.[/oc]
Aside from the workstations, there is a branching hallway that is opened up with doors with varying stamping and materials.
[ooc]If the party wishes to search, if someone could mark on the map a path that indicate which order rooms are search, I will describe what the party finds or encounters in the process.
If there is anything you wish to do along the way, anything you want to study more carefully or interact with, let me know.
Mizzrym' |
Intrigued by the old computers, Myzzrim' works on it to restart them.
Engineering: 1d20 + 6 ⇒ (10) + 6 = 16 +4 with Tools
Don't know if my theme knowledge could help in this case:
You have trained yourself to have few presuppositions about the foreign devices you uncover. Reduce the DC to identify rare, ancient, or alien tech by 5
As he works on them, he tries to recognize what they are.
Engineering: 1d20 + 6 ⇒ (17) + 6 = 23
These workstations are as old as Ivoreth's confirmation as Starfinder, about 100 years ago, not so long.
Albrik Gleyan |
Culture: 1d20 + 3 ⇒ (19) + 3 = 22
you are probably right! Has anyone an idea, what he could have been doing here?
Trill the Tour Guide |
“Looks to me like a secret base. I bet they had their villain meetings here! Do you think they have a shark tank or something like that hidden here?”
GM Blazej |
After some quick connections the workstations whir to life as their meager fans work circulate the long stagnant air. The old, projection monitor lights up as it boots up.
Meanwhile, looking over the connections make it clear that these workstations are in a isolated network. They are connected to one-another, but are detached from both the infosphere and the other systems in Lorespire Complex. A deliberate measure that would have ensured no one outside this area could have accessed the data within.
The computer stalls mid-startup amid a flurry of errors about missing files. The systems look to be damaged with many files damaged and others entirely absent from the system. The terminals indicate other, unnamed systems in the area, but there is little but digital debris on these systems.
1d20 ⇒ 6
1d20 ⇒ 1
1d20 ⇒ 16
1d20 ⇒ 6
1d20 ⇒ 5
Trill looks down the mishmash of plating and scrap that forms the entire corridor beyond, but notices one pieces that stands out above the others. Mounted among the ceiling, among the disjointed alloys, he sees a laser turret. The motors driving it are subtle but continue to whir as it tracks fractions of movement. It is likely to fire if you step closer unless someone were to apply engineering skill to disable the motion sensors, or otherwise destroy it.
Trill the Tour Guide |
Trill points at the ceiling and says “Well it isn’t a shark, but that laser turret looks like it is about to attack!”
He takes cover. “Does someone want to disable it somehow?”
Norbert Smallfoot |
Assuming I can get to the terminals without going into the laser turret range
Computers to Inspect workstations DC 15: 1d20 + 5 ⇒ (10) + 5 = 15
It looks like somebody didn't want to leave evidence. The system was purposefully wiped and destroyed, likely via digital fail-safe. There are some trace elements on these workstations indicate that these might have been where data was scanned and loaded into this hidden network. There is no sign of what data might have made it onto these terminals.
Research Rat |
"Hey, do you want to borrow my lucky pliers?" Research Rat spits out a set of pliers from his cheek pouch and hands it to Mizzrym.
Engineering Aid: 1d20 + 1 ⇒ (17) + 1 = 18
GM Blazej |
Mizzrym' is able to get into a position where he is able to begin to reduce the laser turrets sensors. Within a minutes they are entirely disabled and the hallway seems to be secure.
As the group pushes forward into the darkened halls, it looks as though the nearest doors are not locked allowing the party free rein of where they would explore next.
While stepping out of the room though, one of the terminals flashes to a black screen and the speakers produce a shrill, loud, and electronic beep that cuts through the air. A single word is present on the screen, "Help."
The computer doesn't respond to any commands or actions. The screen is frozen upon the one word.
After a dozen or so seconds the sound ends as abruptly as it began. With a flicker the computer reboots and returns back to the entry screen as though nothing had occurred.
RZMR |
RZMR looks puled at the cry to help Society is build upon solidarity, and it is every citizens duty to assist those in most need. Here, a call is clearly uttered, but the subject is unclear.
By his very nature, RZMR is wondering if perhaps there is some inherent part of the computer system that is crying for help. He moves up to the computer and presses F1.
GM Blazej |
The computer shows no new reaction as the keys are pressed. Error messages pop up regarding missing system files to run applications, but whatever caused that message is not evident on the system.
Albrik Gleyan |
Let's explore these rooms as quick as we can - without stumbling into the next trap, of course. If someone here actually needs our help, time might be of great importance!
RZMR |
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Like the rat hides in the darkest places, so the threat to society buries deep in the underground. To achieve harmony, dissent must be extracted at the core, which tends to be buried deep. I suggest we move to the furthest area first. RZMR says as he moves south.
Just moving my token to the southermost bend. RZMR is too squishy to take point, and will hang back - I've just moved my token to indicate direction
Trill the Tour Guide |
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“Oh! That is a good one, RZMR! May I quote that first line when giving tours through here?”
Trill follows the group, continuing to scan for more traps or computers with a faulty help system.
RZMR |
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You are a servant to the education and emancipation of the masses. I commend you. Spread the wisdom as you please.
GM Blazej |
RZMR heads around the bend to the end of the hall past a number of doors, some of which are cracked open either because they were left open or faulty door seal breaking down over time.
Heading around the corner he sees another locked door way, this seemingly scavenged from a starship airlock door. It appears to be welded into place onto the metal frames.
Mizzrym' and Norbert following behind clearing rooms as they pass. There is no apparent life or power within the rooms and little but scraps.
The first room Mizzrym' passes has a simple stock bed. The designs of these economical beds have not changed much over the decades. The metal frame holding a basic durable bed mattress that is coated in a layer of dust. The room is in a minor bit of disarray with a small set of shelves pulled opened, all the contents absent.
There are marks on the shelves and walls, where things were mounted or marred the metal from their presence. Searching through the room Mizzrym' finds a set of discarded laundry by the bed. A set of athletic shirts and a dirty red jacket with four sleeves. Within one of the pockets he finds a small brown quartz gemstone. It is easily concealable within a hand, but reflects the light from the other Starfinders.
Within the next room Norbert find the room in a similar state of abandonment. There is little left behind as furniture has been moved, scratches across the floor attest to the things being moved about. Shelving is turned stacked on another in a haphazard pile and a bed, one built for a larger species has been pulled closer to the center of the room.
Looking underneath, Norbert finds another crystal. It is a small, finely milled crystal with a flicking glow emitting from the core.