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Benoit checks the lockbox for traps.
Perception: 1d20 + 17 ⇒ (8) + 17 = 25

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Strange, but very interesting!
Neroo looks around and tries to know more about the non giant species that seems to live there.

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Medicine or Life Science will indeed tell you more about these beings, which appear to be a shorter species of giant.
Opening the box requires a successful Engineering or Computers check. There are no traps to be found.
Also in this room is debris that would take four hours to search through.
Thee entrance shaft area would take another four hours to search properly.

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While Benoit checks the locbox, Eki tries to determine how long they have been dead and what could have killed them.
Medicine: 1d20 + 10 ⇒ (9) + 10 = 19

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Giants come in different sizes. Apparently, the larger species kept those inferior to them in strength and size in slavery. As it happens. Carlos shrugs his shoulders and suggests moving on, not staying anywhere for a long time (for hours).

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Medicine: 1d20 + 23 ⇒ (6) + 23 = 29
Computer: 1d20 + 28 ⇒ (18) + 28 = 46 +4 with tools
Neroo tries to recognize the corpses and skeletons while opening from afar the box Remote Hack 40ft.

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Probably gonna need to clear this place eventually anyway Krara notes glumly to Carlos. To do a thorough enough job the giants'll sign off on it. But I'm with you: better to make sure there's nothing bigger around here before we spend all our time doing the boring grunt work of cleaning.
She too thinks better to continue to get a sense of other nearby rooms before spending hours fully excavating just one of them
While the vesk lets the lashunta and the dwarf take a look at popping open the box, her own dwarf asset can be seen trundling over to the bones to give them a good look over.
Hireling Life Science: 1d20 + 16 ⇒ (19) + 16 = 35

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Seeing the team has everything under control Benoit and TEC-9 will check out the next room. TEC-9's spotlight illuminates any areas of darkness in front of the pair and Benoit has his nova lance at the ready in both his hands.

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You soon determine that the giant skeletons were primarily hill, stone, slag, and fire giants who died during the crash.
The lockbox is opened and inside is a datapad in need of a new battery and password protected.
Benoit finds himself in some sort of control room. This control room is completely flooded with dark water. The water is highly corrosive and thick with slimy, blue-black gunk. Visibility is reduced to 5 feet. It would not be a good idea to linger long here. Engineering, Physical Science, or Perception check please.

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Benoit reports his findings back to the rest of the team by comm unit.
Benoit Perception: 1d20 + 17 ⇒ (9) + 17 = 26
TEC=9 Perception: 1d20 + 14 ⇒ (5) + 14 = 19

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Neither he or TEC-9 can pick up the source of the corrosion but they do see two other exits besides the one they came in, a flooded hall that goes onwards and a locked blast door labelled “CAUTION: POWER CORE, Restricted Access”
They also take acid damage: 1d6 ⇒ 6 while they look and report.

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Hearing Benoit's report from flooded room, Eki follows him there to investigate. Acid resistance 7
Engineering: 1d20 + 21 ⇒ (13) + 21 = 34

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All right, guess we're splitting up again. Krara says as the mechanics head below.
Looking to Neroo, the vesk asks Will one of my spare batts fit into that device?
Krara has some spare batteries that could be plugged into the datapad. Neroo want to try hacking through the password?

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Benoit and TEC-9 will move away from the acid and allow Eki to deal with it. They head for the power core and will wait for the rest of the team to join up with them. Benoit has a radiation badge that will warn him if their are dangerous levels of radiation near him.
Benoit Perception: 1d20 + 17 ⇒ (13) + 17 = 30
TEC=9 Perception: 1d20 + 14 ⇒ (4) + 14 = 18

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The battery does fit into the device. Now the password needs hacking.
Meanwhile Eki determines that the corrosive gunk is an artificial chemical leaking into the water from something located in the chamber. Finding the source quickly requires a Engineering or Perception check. Fixing it requires another engineering check.
He's okay with the acid but Benoit and TEC-9 discover the water burns here too. 1d6 ⇒ 6 more acid damage. It may be wise to wait outside as this may take a while.

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Benoit and TEC-9 have had enough of acid for the day. They head back to the rest of the team and Benoit hacks the datapad.
Computers: 1d20 + 23 ⇒ (19) + 23 = 42

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... which is easy for him.
Although the contents are unremarkable at first, containing images of a female stone giant named Terei posing at various places throughout Talgradur, Benoit discovers something odd and needs to do another Computers check to ascertain what it is.

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Benoit delves deeper into the mysteries held within the datapad.
Computers: 1d20 + 23 ⇒ (4) + 23 = 27

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Eki sets to work repairing the leak.
Engineering to find source: 1d20 + 21 ⇒ (12) + 21 = 33
Engineering to fix it: 1d20 + 21 ⇒ (4) + 21 = 25

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It doesn't take Eki long to find the leak but it does take him five rounds to fix it. It will then take another five minutes for the acid to drain out of the ruins and disperse into the ocean which will improve visibility and negate the hazard.
Meanwhile Benoit is having trouble with the datapad and is getting nowhere. Does anyone else want to have a go?

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"Blasted machine!"
He hands the datapad to Neroo.

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Carlos with a sniper rifle is hanging somewhere on the ceiling.
Perception: 1d20 + 24 ⇒ (20) + 24 = 44 - any dangers that we didn't notice earlier or that will approach us while we're messing around here | UPD. Wow. Carlos sees everything.

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Carlos doesn't see anything hostile in here.

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Benoit and TEC-9 rejoin Eki and now approach the blast door leading to the power core.
Engineering: 1d20 + 22 ⇒ (8) + 22 = 30
Benoit Perception: 1d20 + 17 ⇒ (14) + 17 = 31
TEC-9 Perception: 1d20 + 14 ⇒ (7) + 14 = 21

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All right Benoit. Don't get too far ahead! Krara calls out to the dwarf, descending and swimming after him.

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Down in B3... which you can now identify as a control room, Benoit believes that these panels operates a storm engine, which produced and controlled powerful storms used to protect Talgradur. He also believes that the machinery controlled by the control panel is down a flooded hall that leads to area B4, and the power is drawn from beyond the locked blast door he is looking at trying to open.

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Neroo tries to hack the datapad
Computer: 1d20 + 28 ⇒ (16) + 28 = 44 +4 with tools
Once in the new room, Neroo is quite interested by what seems to be what’s left of a Storm Engine!
Computer: 1d20 + 28 ⇒ (10) + 28 = 38
Seeing an external hard drive that seems quite different from the other, she tries to hack it from afar.
Computer: 1d20 + 28 ⇒ (15) + 28 = 43 +4 with tools

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Neroo discovers a hidden messaging app that contains a series of encrypted messages sent to an unknown recipient. ((see slides))
All she can determine from the submerged hard drive was that it was carrying a harmful virus and was installed purposefully as a form of sabotage. Determining more requires specialized facilities to dry, repair, and access the drive (the Cloud Imperium and Celita have appropriate facilities).
It will take two hours to unearth all the cultural relics here. You also discover a mk 2 diffraction cloak (Armory 112) a flash shield generator (Armory 103) and a mk 2 kinetic converter.

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Krars' eyeridges narrow as she reads over the decoded notes Neroo uncovered.
So...this city seems to have been downed by traitors and schemers. And some sort of concern about missing storm giants? The vesk looks to her companions. It seems the Imperium may not have given our group all of the background on this city. Shocking, absolutely shocking.
She then looks to Benoit. Do you think this door could be opened? Or is the Power Core still leaking radiation?

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"Well lass if I start glowing in the dark that means there's radiation present, Ha Ha Ha Ha Ha."
Benoit will approach the power core door and see if he can open it.
Engineering: 1d20 + 22 ⇒ (15) + 22 = 37

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Benoit is able to bypass the security code and unlock the door. It still needs to be opened with an Athletics check.

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"Hmm, these messages you found give very interesting leads what happened here. So they had traitors and we may possibly have found remains of 'missing'. Only way solve this mystery is to open door to power core." says Eki while trying pull open the door
Athletics: 1d20 + 7 ⇒ (9) + 7 = 16

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It would be strange if such an ominous event went without an evil deed, Carlos says from the ceiling.

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Come on Eki. Gotta put your back into it! Krara says as she plods over to help the ysoki.
Athletics: 1d20 + 15 ⇒ (17) + 15 = 32

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Benoit throws his squat body against the door in an attempt to help Krara and Eki.
Athletics (Aid Another): 1d20 + 5 ⇒ (8) + 5 = 13

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These doors slide apart and they're stiff. But you do get them open.
Despite being labeled a power core, this chamber is more akin to a laboratory or prison. Six glass spheres, each containing a giant emaciated corpse curled in the fetal position, line the chamber’s perimeter. Each sphere is filled with a glowing blue fluid and connected to numerous machines via tubes and cables. Steel stairs lead up to a further two levels of glass spheres, and down to a mangled wreck of steel, glass, and rock that was clearly destroyed in the crash. Signs of storm giant corpses amid this rubble indicates there were once additional spheres below. Near the blast door lies another corpse, this one a smaller giant still dressed in laborer’s clothes.
Two storm giant corpses rise from the rubble and attack the party, moaning piteously as they do so.
Initiatives:
Benoit: 1d20 + 5 ⇒ (1) + 5 = 6
Carlos: 1d20 + 5 ⇒ (6) + 5 = 11 1d20 + 5 ⇒ (11) + 5 = 16
Eki: 1d20 + 4 ⇒ (19) + 4 = 23
Krara: 1d20 + 6 ⇒ (12) + 6 = 18
Neroo: 1d20 + 4 ⇒ (20) + 4 = 24
red: 1d20 + 6 ⇒ (12) + 6 = 18
green: 1d20 + 6 ⇒ (4) + 6 = 10
Neroo, Eki and Krara are up before Red.
Carlos is up before Green
Benoit is last in the order.

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The Hells was going on in here? Krara barely has time to yell before the of the figures rise and moan.
Moving closer, the vesk unslings her stormcaller as she moves, barking out: Well they don't seem alive or chatty, so take em down and secure the perimeter!
She then fires a carefully-aligned lightning arc to strike the pair.
Improved Get' Em! on Red for +2 to hit for everyone
Attack v EAC: 1d20 + 15 ⇒ (9) + 15 = 24 +2 v red for Electric: 2d8 + 10 ⇒ (1, 4) + 10 = 15

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Instantly pulling his laser rifle and designating the red as target, Eki fires laser on it.
shift action to quick draw
aphelion laser rifle, tracking, imp. get em: 1d20 + 14 + 2 ⇒ (11) + 14 + 2 = 27
fire: 3d6 + 10 ⇒ (4, 3, 3) + 10 = 20

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Neroo tries to recognize the creatures before doing anything.
Recall Knowledge: 1d20 ⇒ 9 +17 Mysticism, +27 culture, +4 with Library Chip

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Neroo recognises them as undead husks that home in on a creatures neural pathways and eats their life force. Krara discovers they're immune to electricity. Fortunately fire does work.
(Red: -20/0. Green: 0/0)
Red moves up to Krara and strikes
slam: 1d20 + 26 ⇒ (5) + 26 = 31 bludgeoning: 3d12 + 21 ⇒ (12, 9, 1) + 21 = 43 plus Grab
Carlos is up.

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Krara takes a hard hit from the giant. Her armor flares up to shock the creature as it grabs her, but unfortunately her electrostatic feild seems useless against this foe.
50/104 SP and grabbed

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You're mine, Carlos says in an ominous whisper standing on the ceiling and points his finger at one of the dead.
VS GREEN Command Undead, DC 21 Will (an unintelligent undead creature gets no saving throw against this spell)
Freeze! Don't attack anyone. We'll satisfy your hunger later.
Opposed Charisma Check: 1d20 + 2 ⇒ (17) + 2 = 19 (if needed)

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Neroo draws her sonic pistol while commanding her drone to shoot at the creature grabbing Krara removing the merciful effect on its weapon.
Drone
Staccato Rifle, Surge (deadly aim) vs EAC: 1d20 + 14 - 2 ⇒ (12) + 14 - 2 = 24
Damages, So: 2d10 + 11 + 4 ⇒ (9, 8) + 11 + 4 = 32

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will(green): 1d20 + 14 ⇒ (8) + 14 = 22 ((it does have an int bonus))
Neroo misses.
Green moves to just behind Red.
Benoit, Neroo, Eki and Krara are up

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Benoit grunts when he sees the undead abominations heading for the team. "Electricity doesn't affect them, I'll just do it the old fashioned way."
He leaves his nova lance lying on the ground where he left it when he helped to open the room's door and instead draws a finely crafted dwarven hand axe from the weapons rack on his back. Quick Draw With his other hand he opens a panel on TEC-9's disintegrator cannon and presses a few custom switches. Miracle Worker, +2 attack and damage bonus.
"Keep the firing lane between TEC-9 and our new friends clear. Its disintegrator cannon doesn't discriminate between friend and foe."
The dwarf's axe goes whizzing through the air as he flings it at the first undead. His attack is quickly followed by a wide beam of disruptive energy that washes over both the approaching creatures from TEC-9
Hand Axe + Improved Get 'Em vs. Red KAC: 1d20 + 13 + 2 ⇒ (19) + 13 + 2 = 34
Slashing Damage: 1d4 + 16 ⇒ (2) + 16 = 18
Disintegrator Cannon + Miracle Worker + Coordinated Assault - Deadly Aim vs. Red/Green EAC: 1d20 + 12 + 2 + 1 - 2 ⇒ (13) + 12 + 2 + 1 - 2 = 26 The cannon is a line weapon so it could possibly damage both undead.
Acid Damage: 1d20 + 11 + 2 + 4 ⇒ (10) + 11 + 2 + 4 = 27

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The ysoki squeaks distressedly as Kara is grabbed. He shoots red twice.
laser rifle, tracking, heavy bipod, imp. get em: 1d20 + 14 + 2 - 2 ⇒ (6) + 14 + 2 - 2 = 20
laser rifle, tracking, heavy bipod, imp. get em: 1d20 + 14 + 2 - 2 ⇒ (5) + 14 + 2 - 2 = 19

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Red takes damage from the hand axe but everything else misses. That acid line was close though.
(Red: -38/0. Green: 0/0)
((Krara and Neroo still to go))

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Seeing that the creature is difficult to hit, Neroo works on her drone to enhance its accuracy Move action: Miracle Worker, +2 attack and damage bonus then shoots at the creature while her drone continue to attack by itself.
Sonic Pistol, Thunderstrike (Improved Get'Em): 1d20 + 10 + 2 ⇒ (13) + 10 + 2 = 25
Damages, So: 1d8 + 6 + 2 ⇒ (3) + 6 + 2 = 11
Drone
Staccato Rifle, Surge (deadly aim) vs EAC: 1d20 + 14 + 2 - 2 ⇒ (3) + 14 + 2 - 2 = 17
Damages, So: 2d10 + 11 + 4 + 2 ⇒ (7, 4) + 11 + 4 + 2 = 28

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All of that misses.

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In the corpse’s clutches, Krara quickly barks out a Gods you’re even uglier up close! before inspiringly headbutting it.
Quick Dispiriting Taunt
Intimidate: 1d20 + 21 + 1d6 + 1 ⇒ (9) + 21 + (2) + 1 = 33
Improved GetEm on Red
Headbutt v KAC: 1d20 + 11 + 2 ⇒ (10) + 11 + 2 = 23 for Bludgeoning: 2d6 + 17 ⇒ (1, 4) + 17 = 22