Henga |
Henga peers at the bushy tail. "Seems unlikely to be someone breaking in under the noses of the guards. Let's ask!" She trots over and looks up the pylon. "Hellooooo up there. Whatcha doing?"
AbadarCorp Entertainment |
The break in the fence is just an entry point, and the security guard are making sure that only those with the right papers get in.
The squox at first ignores Henga, but after a moment, they emerge with a wide grin and wipe their paws on their purple scarf. “Another triumph! Ha! Do you feel better adjusted now?” they ask, apparently addressing the device directly. “Lucky I was here, I say!” they exclaim as they descend from the large machine.
It’s only once their paws are back on the ground that they notice their audience. “Oh, hello! Don’t worry, you can rest easy knowing the new alarm system is up and running! I’ve integrated a sonic defense component—just in case! I’ve learned that when the pressure’s on, everything that can go bad, does go bad! Best to be prepared, I say!” They scratch behind their ear, thinking for a moment. “Say, are you headed out into Eternity? I’ve got a lexicon analysis program that could use another test run. Want to give it a try?”
Hey Twilight! How have you been? Are these your new teammates? Thanks a lot for testing my analyzer last time around. Boy, did I manage to make some improvements since then, that data was invaluable!
What are you guys up to?
Brother GRIM*! |
"Where getting ready to explore and make things safe for others, I guess that makes us those that look first and those that will stop those that call if those that call aren't nice."
Henga |
"More information is always good, especially since there aren't a lot of experts in First Ones writing. We're heading for a data repository, so someone should be able to give a thorough test." Henga still looks a little dubious about the tech, but is willing to give it a shot.
She grins at GRIM*! "Those Who Stop doesn't sound quite right. Maybe Those Who Defend? Those Who Investigate? Those Who Find? Hmmm..." She begins running through possible names for the team.
AbadarCorp Entertainment |
Are you sure it isn't Those Who Brutally Foul Those Who Oppose Them? Kinpopo says with a wink. Anyway, this masterpiece they say is the Lexi-Kin!. Kinpopo is holding up a small hybrid device cobbled together from scavenged electronics, wire and Abaductape. Twilight already knows this, but it's portable lexicon analyzer designed by me, Kinpopo, special for the expedition in Eternity! It’s designed to capture and analyze any linguistic artifact you encounter in the field.
I update it constantly with data gathered by our field teams. It can event attempt to reconstruct meaning from context! Although, with such little data, it’s not very accurate. That’s where you come in! Take the Lexi-Kin into the field and scan any text you encounter! It may prove helpful, and even if it doesn’t, everything you scan is helpful to me! Pretty clever, I say!
If, at some point, you want to decipher something wiht the Lexi-kin, you can do so with a culture check, which can be performed untrained
There's a perimeter alarm and a pair of sonic cannons. While the alarm can be automated or controlled remotely, for safety reasons, the sonic cannons must be operated manually.
AbadarCorp Entertainment |
The camp exit is on the north end. The security guards check identification and log all departure times. The outside of the camp is swift to remind the group of the intense heat on the planet. It's a one-hour hike to eternity, and the metal gleaming structures make the heat even more intense.
The data archive is unremarkable from the outside—a squat building of rusting metal amid gleaming spires and time broken roadways. Much of the building is damaged or collapsed, but after a roughly ten minutes search, the group spot a suitable entrance half-buried in the rubble.
This entrance was covered by rubble until approximately a few months ago, when something purposefully excavated it.
The cold light of a console illuminates a metal elevator sitting comfortably in a wide shaft descending deep into the darkness beneath the rusted building. The elevator hovers silently, held up by magnetic rails. Strange text glows on the console.
AbadarCorp Entertainment |
The lexi-kin beeps and formulates a translation of the text "“Eternity Cortex, Data Pod 3.". That looks quite hopeful.
The lift is easily activated with a touch of the console, and descends calmly. The lift opens into a spartan entry room whose ceiling is riddled with cracks that rain dust and dirt down into the room every few minutes.
The room is hazy from the dust in the air, and the ground is coated in a thick layer of dirt. The doors in the north wall are ajar.
There's enough dirt here to preserve some tracks
Looking closely, there are three different types of tracks here, all of them from some sort of construct, and traversing through each of the doors.
Henga |
Henga peers around curiously.
Perception: 1d20 + 5 ⇒ (8) + 5 = 13
Engineering: 1d20 + 4 ⇒ (12) + 4 = 16
She covers her head with a feathered arm as dust continues to rain down. "It looks like no one has been here in forever. Should we check out the door that's ajar?"
Brother GRIM*! |
Perception: 1d20 + 0 ⇒ (14) + 0 = 14
"Look see I found dirt, looks like someone stepped in it too."
GRIM*! points to what could be tracks, then looks at his own feet.
"See I'm making tracks too."
Henga |
"Do they all go to the same place? What size are they?" Henga asks, stepping back behind GRIM*! in case of attack.
Armstrong Nelly |
Actually you could calculate the mass by seeing how deep the imprint is
That works to a point. Something that runs implants their feet harder than something that walks.
AbadarCorp Entertainment |
Which door has the treasure, and which doors have goats robots behind them? I have one vote for the door that is ajar, any other takers?
AbadarCorp Entertainment |
Whatever purpose this shadowy room once served is hard to discern, as it’s been stripped nearly bare. Disturbed dust and discolored walls and flooring indicate much of this room’s contents were removed entirely in the recent past, leaving only two ransacked storage lockers, a table surrounded by broken chairs, and a damaged mining robot behind. The floor is littered with a jumble of dirt and discarded junk.
Henga |
Henga peers past GRIM*!'s legs into the room. "Ooh, I wonder if anyone missed something." She scuttles past a few folks and looks through the discards. "It amazing what people will throw away."
Perception: 1d20 + 5 ⇒ (10) + 5 = 15
AbadarCorp Entertainment |
The mining robot is, in fact, doing perfectly fine. Irres keeps her gun trained on the mining construct as the latter springs to life, and - uncharacteristically for a mining robot - starts extracting resources from the starfinders.
Irress: 1d20 + 6 ⇒ (15) + 6 = 21
Armstrong: 1d20 + 11 ⇒ (3) + 11 = 14
Henga: 1d20 + 5 ⇒ (7) + 5 = 12
Grim: 1d20 + 0 ⇒ (20) + 0 = 20
Twilight: 1d20 ⇒ 3
Monster: 1d20 + 2 ⇒ (12) + 2 = 14
@Twilight: I couldn't figure out your init, could you add it to the slides in case something else wants to attack you? I don't think it mattered in this case, unless your mod was +11 or more.
--- Readied Action
Irres
--- R1
Irres
Grim
Armstrong
---
Robot
---
Henga
Twilight
---
Brother GRIM*! |
gains and spends 1 MP to activate adaptive strike
"Trying to mine us is not nice, I will have to try to find your off button."
GRIM*! steps into the room and tries to hit the stop button
ADAPTIVE STRIKE: 1d20 + 5 ⇒ (10) + 5 = 15
Damage B: 1d6 + 4 ⇒ (1) + 4 = 5
AbadarCorp Entertainment |
GRIM tries to punch the off button, but only manages to cause a reverberating sound in an armor plate. Armstrong even misses...
--- Readied Action
Irres
--- R1
Irres
Grim
Armstrong
---
Robot
---
Henga
Twilight
---
AbadarCorp Entertainment |
Irres finally scores the first hit on the robot, causing a puff of smoke
The robot, very efficiency, starts drilling at GRIM and hammering at Armstrong, in a coordinated effort to maximise resource extractions
Drill, GRIM: 1d20 + 12 - 2 ⇒ (9) + 12 - 2 = 191d6 + 7 ⇒ (2) + 7 = 9
Hammer, Armstrong: 1d20 + 12 - 2 ⇒ (20) + 12 - 2 = 301d4 + 7 ⇒ (2) + 7 = 9
Crit damage: 1d4 + 7 ⇒ (2) + 7 = 9
---R1
Henga
Twilight
--- R2
Irres
Grim
Armstrong
---
Robot (7)
---
Brother GRIM*! |
gains 1 MP total MP 1 speed +5 Instinct: once per round damage +1
"That was not nice!"
ADAPTIVE STRIKE: 1d20 + 5 ⇒ (15) + 5 = 20
Damage B: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
"Take that two can play not nice!"
Henga |
Henga hides behind GRIM*!, rather easily since he's more than twice her size, and fires at the robot from around one of his legs.
"Mr. Robot, sir, would you please stop attacking us. We really are on your side and would prefer not to injure you."
Diplomacy to trick: 1d20 + 11 + 5 + 1d6 ⇒ (9) + 11 + 5 + (2) = 27 for Trick Damage: 1d3 ⇒ 1
Pew pew (thunderstrike sonic pistol): 1d20 + 3 ⇒ (4) + 3 = 7 for Sonic Damage: 1d8 ⇒ 3
trick bonus decrease: 1d4 ⇒ 2
Armstrong Nelly |
Armstrong just took 18 damage but is still standing, but that hurt, it took out all of his stamina swing longsword: 1d20 + 5 ⇒ (11) + 5 = 16 vs KAC dmg: 1d8 + 3 ⇒ (5) + 3 = 8 slashing
AbadarCorp Entertainment |
Twilight fries a few servos, damaging the chip with a blast of electricity, and GRIM bends metal with his bare hands.
Henga's elaborate plot to trick the robot ends with a shot missing, but Armstrong's more straightforward approach almost severes the mining drill.
Ires shoots once more, cutting a few wires, but otherwise not doing too much damage.
The robot still sees the shobhad and the elf as promising resources to be mined, and continues the extraction process.
Drill, GRIM: 1d20 + 12 - 2 ⇒ (18) + 12 - 2 = 281d6 + 7 ⇒ (3) + 7 = 10
Hammer, Armstrong: 1d20 + 12 - 2 ⇒ (10) + 12 - 2 = 201d4 + 7 ⇒ (2) + 7 = 9
---R2
Henga
Twilight
--- R3
Irres
Grim
Armstrong
---
Robot (29)
---
Brother GRIM*! |
The drill reduces GRIM*! to SP 0/7 HP 0/12
but keeps fighting for 1 round due to Shobhad Ferocity.
Round 3 gains 1 MP total MP 2 speed +5 Instinct: once per round damage +1 crit effect knockdown, Drawback attack the dead.
Covered in his own blood GRIM*! yells as he ferociously full attacks the robot
"I AM GRIM*!"
ADAPTIVE STRIKE: 1d20 + 5 - 4 ⇒ (20) + 5 - 4 = 21
Damage B: 1d6 + 4 ⇒ (4) + 4 = 8
crit effect knockdown
Crit Damage B: 1d6 + 4 ⇒ (2) + 4 = 6
ADAPTIVE STRIKE: 1d20 + 5 - 4 ⇒ (11) + 5 - 4 = 12
Damage B: 1d6 + 4 ⇒ (5) + 4 = 9