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D..D..D..D..D..D..D..D..D..D..D..D.. the rapid tapping of a console button can be heard until Carlossquox finally flashes across, digs for a seed (while sweating profusely), waters it and manages to save the game. With a 'ding', the entry in the journal changes:
----
Objective complete
Reward: Access Tortoiseshell Beach
---
The letters 'Tortoiseshell beach' briefly appear and disappear.
Outside the picturesque tortoiseshell home, an idyllic beach scene features the salt-crusted smell of the ocean, the songs of chirping birds, and the feeling of sand shifting underfoot.
Across the water, a small island holds a palm tree. To the south, sand gives way to earth and grass fields. Amid these fields is a freestanding arch, curtained with vines.
A new quest has appeared in the journal called 'Explore'.
---
Objective: Explore
[O] ??? (Objective are hidden until the players discovers them! Look around!)
[O] ???
[O] ???
Reward: 10 iron ingots
---

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Buzz spots some sparkling on the island, something glistening at the base of the palm tree. Upon a closer look, he sees a little flower.
Immediately, his journal chimes in with an additonal message.
---
Objective: Explore
[O] Collect the restobloom
[O] ???(Objective are hidden until the players discovers them! Look around!)
[O] ???
Reward: 10 iron ingots
---
Map updated. I've added the squox avatars, but happy to generate new ones if you want a different color

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Profession(Vidgamer): 1d20 + 30 ⇒ (20) + 30 = 50.
With well-practiced movements from many resource-gathering & building sims, Buzz collects the flower, then continues to look around.
Perception: 1d20 + 23 ⇒ (7) + 23 = 30.

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Gab pulls out a digitized version of his broad-spectrum scanner and begins checking the area.
Perception w/ broad-spectrum scanning kit: 1d20 + 11 + 4 ⇒ (13) + 11 + 4 = 28

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Maverick follows Gab's lead and takes a look around.
Perception: 1d20 + 23 ⇒ (18) + 23 = 41

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Buzz dashes across to the little island and gets to the purple flower, which has a box hovering over it that says 'restobloom (pick me!)'.
When Buzz collects the flower it appears in his inventory as 'Restobloom (+1 RP)'. Now that Buzz has been over there, the other players also notice the sparkling bloom. Each of you can go over and pick one, if you manage to get across to the island
Gab notices the grassy area south of the beach contains rows of wildflowers, which give off a bit of sparkle. Maverick notices a similar sparkle from the vine arch
---
Objective: Explore
[X] Collect the restobloom
[O] Inspect the grassy Area!
[O] Inspect the vine Arch!
[?] (Objective are hidden until the players discovers them! Look around!)
Reward: 10 iron ingots
---

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Gab investigates the grassy area with the wildflowers.
Perception w/ broad-spectrum scanner: 1d20 + 11 + 4 ⇒ (4) + 11 + 4 = 19

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Maverick approaches the vine arch.
Perception: 1d20 + 23 ⇒ (7) + 23 = 30

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Gabbers inspect the wildflowers, and suddenly his inventory dings with another 'mysterious seed', and the journal is updated 'Grow your first plant!, which a little helper pop-up that reads '“You can plant seeds in the ground. Watering plants help them grow!”'
Maverick inspect the vine arch, when the arch comes to life and snatches the Ace with a vine
Nasty snare; P damage: 1d20 + 27 ⇒ (11) + 27 = 3812d12 + 5 ⇒ (3, 1, 12, 8, 12, 12, 12, 10, 1, 9, 7, 3) + 5 = 95 plus entangled rounds: 1d4 ⇒ 3
Life Science or Survival to disable, or just attack it.
---
Maverick
Gabbers
Buzz
Carlos
Roquefort
---
Plant
---
---
Objective: Explore
[X] Collect the restobloom
[O] Grow you first plant!
[O] Discover the Hill Zone!
Reward: 10 iron ingots
---

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Maverick's Kaleidoscopic Icosahedron Aeon Stone activates as the vine lashes out at him.
Reroll your attack and you have to use the worse roll.

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Looks like Maverick has a good Survival, so I'll try to aid.
Survival (Aid disable): 1d20 + 7 ⇒ (3) + 7 = 10
I also have trapsmith's tools, and will offer them to Maverick if they would be useful in disabling this snare.

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Remind me plz, is our inventory with us? And Carlos would have preferred a black squox (with tentacles) - he tried to do this in the beginning .))

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Survival + Aid Another: 1d20 + 17 + 2 ⇒ (11) + 17 + 2 = 30
If that roll is too low Maverick has additional ways to boost the roll or re-roll it.

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Potentially worse roll: 1d20 + 27 ⇒ (13) + 27 = 40
Maverick gets ensnared, but his superior skill in the wild allow him to uproot the visious vines, ending the threat.
It is, by now, also clear to Maverick that this simulation is very realistic. So realistic, in fact, that any damage or conditions would directly affect the player's body...
Crashing cymbals mark a change from calming music to riotous battle music as the pink-tinted sky darkens into a deep purple. Near the Tortoiseshell house, a daisy sprouts from the ground, its center emitting a soft yellow light. Only seconds later, a second one sprout up alongside it.

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Gab frowns at the new change. He puts his mysterious seed back into the ground and waters it. "Are there another group of players or something? Who's planting those daisies?"

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Can Maverick take a 10 minute rest to regain stamina?
Maverick can be the squox wearing a helmet.

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The music starts immediately after Maverick takes the hit, maybe there's time later?
Before Gabbers gets the chance to plant his seed, the 'daisies' start moving, starting a charge towards Gabbers and Carlos
Maverick: 1d20 + 14 ⇒ (6) + 14 = 20
Gab: 1d20 + 9 ⇒ (8) + 9 = 17
Buzz: 1d20 + 13 ⇒ (4) + 13 = 17
Roquefort: 1d20 + 14 ⇒ (8) + 14 = 22
Carlos (DISADV): 1d20 + 5 ⇒ (4) + 5 = 9
Carlos (DISADV): 1d20 + 5 ⇒ (9) + 5 = 14
Mole: 1d20 + 4 ⇒ (14) + 4 = 18
---
Roquefort
Maverick
---
Mole
Mole
---
Gabbers
Buzz
Carlos
---

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Roquefort senses the danger, and starts blasting!
Called Corona Laser Pistol
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 ⇒ (15) + 16 = 31 vs FF EAC
Damage 2d4 + 5 + 5d8 ⇒ (2, 3) + 5 + (6, 8, 4, 4, 4) = 36 F
+10 points bleed damage.

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You can distract a creature with a confusing barrage of words, causing it to be surprised at the beginning of combat. You can use this ability only on a creature you are able to converse with (it must be able to see or hear you and understand your words) prior to the beginning of combat, and you must continue to converse with it until combat begins. You can’t use this ability if you are the one to instigate combat or if you are unaware at the start of combat.
When the GM declares that combat has begun, but before initiative is rolled, you can spend 1 Resolve Point to attempt a Bluff check against a single creature that this ability can affect. The DC is equal to 15 + the target’s total Perception skill bonus, or 20 + 1-1/2 × the target’s CR, whichever is higher. If your check is successful, the target creature is considered unaware at the start of combat, allowing other creatures (including yourself) to act in a surprise round. Once you have attempted to use this ability on a creature, whether or not you succeed, it is immune to this ability for 24 hours.
In other words, once the music starts and it's clear these things are going to start a fight, I'm going to attempt to talk to the nearest daisy. If it can understand me, I get a chance to confuse it. (If not, as I read it, the ability just doesn't apply.) Let me know if it applies, and I'll spend the RP to activate it.
Bluff w/ Convincing Liar: 1d20 + 21 ⇒ (14) + 21 = 35
I'll keep the 14 and roll my Expertise ... 1d6 + 2 ⇒ (4) + 2 = 6 ... for a total of 41 on the Bluff check[
Gab holds his hands up at the charging daisy. "Whoah, whoah. Hold up!" Somehow, his clothing has transformed into the vest of a police officer, with a badge that says "Flower Patrol." "Hey, what's a nice petal like you doin' around a place like this? Seriously, can't we negotiate something? I got a lead on some good fertilizer for you. Nice little compost bath for your roots? This don't gotta get ugly."

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Maverick is stunned by the sudden attack of the vine, but he is quick to react to the new threat. The visor on his armor's helmet slides into place. The large bug eyed sensors that give it enhanced visual capabilities give him a look similar to a cybernetic mantis. In a blink of an eye his highly customized semi-auto pistol is in his hand and he is firing a barrage at the same target as Roquefort.
Semi Auto Pistol vs FF KAC: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21
Piercing/Fire Damage (Explosive Rounds): 4d6 + 6 ⇒ (4, 3, 1, 6) + 6 = 20
Semi Auto Pistol vs FF KAC: 1d20 + 17 - 4 ⇒ (2) + 17 - 4 = 15
Piercing/Fire Damage (Explosive Rounds): 4d6 + 6 ⇒ (5, 5, 6, 5) + 6 = 27
Semi Auto Pistol vs FF KAC: 1d20 + 17 - 4 ⇒ (8) + 17 - 4 = 21
Piercing/Fire Damage (Explosive Rounds): 4d6 + 6 ⇒ (1, 1, 1, 5) + 6 = 14
Semi Auto Pistol vs FF KAC: 1d20 + 17 - 4 ⇒ (4) + 17 - 4 = 17
Piercing/Fire Damage (Explosive Rounds): 4d6 + 6 ⇒ (3, 1, 5, 5) + 6 = 20
Actually, Quad Attack is a full action. Does that mean Mav's gun has to be in his hand already before he fires?

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Gabbers talks to the incoming creatures, but isn't even sure they can understand him. IN any case, the fast-talking doesn't seem to be effective.
Roquefort shoot at the root of the moving daisy, burning the glowing bulb. Maverick guns away (because he is too close for missiles), but needs to adjust his aim a bit.
Yes, full action means you need to be armed before you start
The daisies surface to attack Gabbers and Carlos! Turns out, the glowing daisies are in fact moles (or, more precise, their noses), who surface with sharp claws!
Claw, Gabbers: 1d20 + 25 ⇒ (3) + 25 = 286d4 + 20 ⇒ (2, 4, 2, 4, 4, 3) + 20 = 39
Claw, Carlos: 1d20 + 25 ⇒ (19) + 25 = 446d4 + 20 ⇒ (3, 3, 3, 2, 1, 1) + 20 = 33
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Daisy - Red (36)
Daisy - Blue
---

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Gab shrieks as the daisies explode out of the ground, and the claw glances off of his armor. "Money well spent! I'll have to remember to thank my tailor."
Twirling around, he slashes at the mole with his tailblade.
Standard Action: Clever attack w/ tailblade
Clever Feint Bluff roll w/ Convincing Liar: 1d20 + 21 ⇒ (8) + 21 = 29
That's good enough ... I'll add the expertise 1d6 + 2 ⇒ (5) + 2 = 7 ... so 36 Bluff ... and if, somehow, that's a failure, then I'll spend 1 RP to make it a success
Tailblade attack vs. blue's flat-footed KAC: 1d20 + 13 ⇒ (9) + 13 = 22
Tailblade damage (slashing): 1d4 + 5 ⇒ (3) + 5 = 8
Move action: Guarded Step away from Blue

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"Be reduced to zero and ones again..."
Buzz 5' steps back, and fires a shot at Blue.
Liquidator Disintegrator Rifle: 1d20 + 18 ⇒ (9) + 18 = 27, for 1d20 + 13 ⇒ (15) + 13 = 28 Acid damage.

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Pain. Hello, old friend. The creature in the yellow hoodie says this softly, looking around and calculating the chances.. Is it very important for Carlos to know what the light is here? Normal, bright, dim?

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Roquefort tries shooting it again!
Called Corona Laser Pistol
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 ⇒ (14) + 16 = 30 vs FF EAC
Damage 2d4 + 5 + 5d8 ⇒ (1, 1) + 5 + (2, 6, 1, 2, 8) = 26 F
+10 points bleed damage.
Cruddy damage rolls :(

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(because he is too close for missiles) love it!
Maverick moves to the flank of the moles and then attempts to whack a mole.
Debilitating Trick Acrobatics (Flat Footed) Take 10 = 36
Semi-Auto Pistol vs. Red KAC: 1d20 + 17 ⇒ (15) + 17 = 32
Piercing/Fire Damage: 4d6 + 6 + 7d8 ⇒ (3, 4, 4, 4) + 6 + (2, 6, 8, 7, 8, 6, 1) = 59

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Gabbers feints the mole and tries to hit is, but the creature still evades. Buzz takes a more straightforward approach, and blasts the mole with his disintegrator rifle, leaving a gaping 8-bit hole.
Lighting is dim
Roquefort blasts, putting the mole on the wrong foot, then blasting it mercilessly, leaving a trail of blood. Maverick comes from the flank, and riddles the mole with holes.
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Daisy - Red (121, + 10 bleed)
Daisy - Blue (28)
---

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Good!
It seems to you that you just blinked, but Carlos is already standing 10 feet from where he was just attacked. It was as if he took a step into the shadow and came out of another one... Subtly fast. (Shadow Nerves)
Enervation : 1d20 + 14 ⇒ (15) + 14 = 29 - vs EAC | 2 negative levels
Your life force doesn't belong to you. It belongs to darkness and shadows... A squox with black fur directs a tentacle at a blue enemy. A ray of dead-black energy rushes into the creature.

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Carlos shroud the mole in a cover of darkness, sapping its very life force. The two creatures burrow down and away. Small lights in the ground show the location of the moles undergound, while a helpful text appears 'You can dig up this creature when it’s underground'
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Mole - Red (131, + 10 bleed, undergound)
Mole - Blue (38, 2 negative levels, undergound)
---

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"Carlos, hang in there buddy! You did good." He says it awkwardly, not sure whether the uplifting words will have a positive effect on the perpetually-depressed creature or not.
Standard action: Inspiring Boost: Carlos recovers 27 SP
Move action: Move speed and draw Electromagnetic Radshot pistol
As he backs away from the creatures, Gab yanks a datapad from his belt, which morphs to reveal itself into a snub-nosed pistol that most sane people from the Pact Worlds would never wield ... an archaic electromagnetic radshot pistol. "Can someone who digs better than me please get them back up? From my experience at holovid games, they're probably down there regenerating or somethin'."

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Thank you. The voice is muffled and distant. Reality is itself an illusion, a mist of deceit. And now, we are within an illusion within another illusion, and like all those who are deceived, we wished to be so, we came here willingly. Who knows if maybe we deserve to die? He does not say it to anyone in particular. Instead, he is simply thinking out loud. Meanwhile, the same violin case appears in his paws. Carlos opens it, and inside is a very impressive sniper rifle with a silencer, sight, and other devices, disassembled into several pieces. Carlos quickly assembles it. Ready.

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Can we shoot at them while they are underground?

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[ooc]You can after you dig it up, otherwise it has total cover.[/oo]
Gabbers inspires Carlos, who digs up a sniper rifle, while Buzz digs up a mole, exposing it.
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Mole - Red (131, + 10 bleed, undergound)
Mole - Blue (38, 2 negative levels, undergound)
---

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Roquefort shoots at the newly exposed mole!
Called Corona Laser Pistol
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 ⇒ (16) + 16 = 32 vs FF EAC
Damage 2d4 + 5 + 5d8 ⇒ (2, 3) + 5 + (3, 6, 7, 2, 3) = 31 F
+10 points bleed damage.

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"Just like the old arcade game I used to play as a kid," Maverick says as he unloads another fusillade of explosive rounds at the now exposed mole.
Semi-Auto Pistol vs. Mole Flat Footed KAC: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
Piercing/Fire Damage: 4d6 + 6 ⇒ (2, 1, 5, 4) + 6 = 18
Semi-Auto Pistol vs. Mole Flat Footed KAC: 1d20 + 17 - 4 ⇒ (16) + 17 - 4 = 29
Piercing/Fire Damage: 4d6 + 6 ⇒ (6, 5, 2, 4) + 6 = 23
Semi-Auto Pistol vs. Mole Flat Footed KAC: 1d20 + 17 - 4 ⇒ (7) + 17 - 4 = 20
Piercing/Fire Damage: 4d6 + 6 ⇒ (2, 4, 3, 1) + 6 = 16
Semi-Auto Pistol vs. Mole Flat Footed KAC: 1d20 + 17 - 4 ⇒ (4) + 17 - 4 = 17
Piercing/Fire Damage: 4d6 + 6 ⇒ (2, 4, 2, 2) + 6 = 16

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After Buzz digs up the mole, Roquefort and Maverick make short work of it, leaving it to bleed out in the exposed hole.
The other mole does a burrowed charge at Carlos, emerging from the ground with a sharp claw, and ripping through the dark tenctacled squox.
Claw, Carlos, Charge: 1d20 + 25 - 2 ⇒ (13) + 25 - 2 = 364d6 + 20 - 2 + 2d10 ⇒ (6, 6, 6, 6) + 20 - 2 + (2, 10) = 54
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Mole - Red (DEAD)
Mole - Blue (38, 2 negative levels, above ground)
---

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Gab runs up and shouts at the mole, trying to get its attention onto him.
Move actin: Move at speed. Standard Action: Clever attack
Clever Feint Bluff roll w/ Convincing Liar: 1d20 + 21 ⇒ (12) + 21 = 33
And expertise 1d6 + 2 ⇒ (6) + 2 = 8 ... so 41 Bluff ... so the mole should be flat-footed against all our attacks until the END of my next turn.
Radshot attack vs. blue's flat-footed EAC: 1d20 + 13 ⇒ (6) + 13 = 19
Radshot damage (fire): 2d4 + 5 ⇒ (4, 1) + 5 = 10
As he fires the gun, it glows in a somewhat unsettling manner. "Hold together, c'mon ..."

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"Calibrating..."
Buzz 5' steps back, activates Combat Tracking, and attempts to take the mole apart at an atomic level.
Liquidator Disintegrator Rifle: 1d20 + 21 ⇒ (14) + 21 = 35, for 1d20 + 13 ⇒ (14) + 13 = 27 Acid damage.

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Carlos steps back and shoots almost point-blank with a laser rifle.
Called Nullifying Rift Rifle: 1d20 + 14 ⇒ (18) + 14 = 323d10 + 12 ⇒ (4, 4, 8) + 12 = 28 - Slashing dmg vs EAC | Force effect

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Roquefort keeps blasting.
"This game doesn't seem very relaxing"
Called Corona Laser Pistol
Trick Attack (SM) Take 10 = CR17 Tricked.
Attack 1d20 + 16 ⇒ (8) + 16 = 24 vs FF EAC
Damage 2d4 + 5 + 5d8 ⇒ (3, 3) + 5 + (6, 5, 5, 3, 2) = 32 F
+10 points bleed damage.

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Maverick continues his bullet barrage on the remaining mole.
Semi Auto Pistol vs. KAC: 1d20 + 17 - 4 ⇒ (11) + 17 - 4 = 24
Piercing/Fire Damage: 4d6 + 6 ⇒ (1, 1, 2, 2) + 6 = 12
Semi Auto Pistol vs. KAC: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
Piercing/Fire Damage: 4d6 + 6 ⇒ (2, 1, 4, 5) + 6 = 18
Semi Auto Pistol vs. KAC: 1d20 + 17 - 4 ⇒ (5) + 17 - 4 = 18
Piercing/Fire Damage: 4d6 + 6 ⇒ (6, 5, 2, 5) + 6 = 24
Semi Auto Pistol vs. KAC: 1d20 + 17 - 4 ⇒ (10) + 17 - 4 = 23
Piercing/Fire Damage: 4d6 + 6 ⇒ (3, 2, 5, 5) + 6 = 21

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Gabbers tries to flush out the mole with radiation, but misses. Acid seems to work better, as Buzz scores a convincing hit, and Carlos cuts open the mole with a strong follow-up. Roquefort is merciless. Maverick somehow manages to miss all hit shots, despite the mole being almost immobile.
The mole digs into the ground and away again. Seems like these creature follow a very simple AI routine.
---
Gabbers
Buzz
Carlos
---
Roquefort
Maverick
---
Mole - Red (DEAD)
Mole - Blue (135, 10 bleed, 2 negative levels, above ground)
---

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Well done a helpful text box says as Buzz digs up the mole, and then another appears Now KILL IT
That's a bit vicious, isn't it?

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Maverick switches tactics and goes for a more controlled single shot on the second mole.
Debilitating Trick Acrobatics (Flat Footed) Take 10 = 36
Semi Auto Pistol vs. Mole KAC: 1d20 + 17 ⇒ (12) + 17 = 29
Piercing/Fire Damage: 4d6 + 6 + 7d8 ⇒ (4, 2, 6, 6) + 6 + (8, 4, 4, 3, 4, 3, 3) = 53