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Suggestion: pick a side, start at the "top" (A7e or A7j), work our way down, through the room we started in, then back up the other side?
sounds like a good plan to me

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'all-digit' is a weird translation indeed, but it just seems to refer to the word 'ten'. The cortex contains documents that refer to the “ten cities” of the First Ones: Boundless, Constant, Continuum, Enduring, Eternity, Infinity, Myriad, Recondite, Timeless, and Ubiquity. Curiously, there are only nine known cities of the First Ones today; Recondite either doesn’t exist or has yet to be discovered.
The 'marination' better translates as 'preparation'. Reference to the “successful preparation” of Aballon for “resource extraction,” with an addendum that suggests Aballon was inhabited before the arrival of the First Ones. If this isn’t a mistranslation, it implies the “preparation” of Aballon included the eradication of occupants and destruction of infrastructure on a planetary scale.
'also-real' shows up multiple times, and seems to refer to different or alternate realities, carefully catalogued by reference number. Many are noted as “lost,” “degraded,” “readied,” or “scouted.”
With that, the rippling walls swirl wildly, and spit out the Starfinder back to the entrance portal. For now, the room is inaccessible, but a follow-up team could probably extract a lot more information.
---
7a to 7e
There are five doors in total with marking that the Lexi-kin's garbled output state are "Keep counting", "No halting" "Any time" "Any side" "No stoppping" Each of the doors leads to a small archive.
Actually, these would be the names of five of the First One's cities: Infinity, Continuum, Eternity, Ubiquity and Enduring
7f to 7j
The on the eastern flank here are also labeled with hard to translate words: 'unfiltered', 'more than one', 'broken clock', 'blind', 'flatliner'. Two of the room have completely collapsed, while to more rooms are in such a poor state that no information can be extracted.
These would correspond to Boundless, Myriad, Timeless, Recondite, and Constant, four more know First One city names, and curiously, a tenth name: 'Recondite', which either doesn’t exist or has yet to be discovered.
Researching any of the rooms takes a DC 15 Computers, Culture, Engineering, or Mysticism check

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"So 'also-real' is kind of like having multiple channels of reality video shows? So my video channel is an alternate reality, I don't know that, that's really cool! Maybe I should rename my channel to GRIM*! alternate reality."
GRIM*! tries to understand 7a to 7e
Culture: 1d20 + 6 ⇒ (18) + 6 = 24
"Theses are names of cities of those First One's, infinity, Continuum, Eternity, Ubiquity, Enduring, says so right here."
GRIM*! points to each of the first 4 names with different hands at the same time, then moves over to point to the last name separately pointing with all 4 hands.

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Twilight casts Comprehend Languages then makes a lot of notes about the translations so that the Lexi-kin's programming can be enhanced.
culture: 1d20 + 10 ⇒ (18) + 10 = 28
culture: 1d20 + 10 ⇒ (2) + 10 = 12
If that's the case, I'm not sure we can call them the First Ones any more.
engineering: 1d20 + 11 ⇒ (20) + 11 = 31 7a
engineering: 1d20 + 11 ⇒ (11) + 11 = 22 7b
engineering: 1d20 + 11 ⇒ (6) + 11 = 17 7c
engineering: 1d20 + 11 ⇒ (12) + 11 = 23 7d
engineering: 1d20 + 11 ⇒ (9) + 11 = 20 7e
engineering: 1d20 + 11 ⇒ (18) + 11 = 29 7f
engineering: 1d20 + 11 ⇒ (1) + 11 = 12 7g
engineering: 1d20 + 11 ⇒ (12) + 11 = 23 7h
engineering: 1d20 + 11 ⇒ (1) + 11 = 12 7i
engineering: 1d20 + 11 ⇒ (6) + 11 = 17 7j
And if they were researching alternate realities ... could they be in one?

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Henga helps with the translations.
Culture: 1d20 + 6 ⇒ (4) + 6 = 10
Culture: 1d20 + 6 ⇒ (14) + 6 = 20
Mysticism: 1d20 + 7 ⇒ (5) + 7 = 12 7a
Mysticism: 1d20 + 7 ⇒ (12) + 7 = 19 7b
Mysticism: 1d20 + 7 ⇒ (19) + 7 = 26 7c
Mysticism: 1d20 + 7 ⇒ (19) + 7 = 26 7d
Mysticism: 1d20 + 7 ⇒ (2) + 7 = 9 7e
Mysticism: 1d20 + 7 ⇒ (8) + 7 = 15 7f
Mysticism: 1d20 + 7 ⇒ (1) + 7 = 8 7g
Mysticism: 1d20 + 7 ⇒ (19) + 7 = 26 7h
Mysticism: 1d20 + 7 ⇒ (12) + 7 = 19 7i
Mysticism: 1d20 + 7 ⇒ (15) + 7 = 22 7j
"Veeeery interesting. They are very obsessed with longevity."

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Twilight and Henga learn a lot from these archive rooms. The archives lists Infinity as the center of magitech research and development, including research into other dimensions and realities.
Continuum is possibly a founding city or administrative hub of the First Ones, Eternity a center of resource extraction and weapon manufacture, including weaponized robots and weapons of mass destruction, and Boundless a production center for massive machinery, starships, mechs, and robots.
The rooms for Ubiquity and Enduring, Myriad and Timeless are too damaged to yield any info at this point, and the rooms for Recondite and Constant have been completely destroyed.

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"If that's what we can divine on this side, let's complete this side and continue onwards." She lines up behind someone else (probably GRIM*!). Heading into A2

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GRIM*! leads the way to A2 ready to throw half a robot into the room if needed.
"Let's see what's in here."
GRIM*! knocks on the door saying as he opens it.
"Knock, knock, who's there? We want to be nice, but don't have to be."

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The room contains four large tables with integrated holographic
consoles. A fifth table against the south wall is a display case containing a variety of ancient computer chips and mechanical components—a small collection of component samples. The display case is covered in a thick layer of dust and only two of the consoles are operational.
Computers to interact with the consoles, but be careful, they look a bit unstable!

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"It's just computers."
GRIM*! drops the half robot on the floor, telling the robot.
"You weren't useful, this is where we part ways, I hope you have a nice day."

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Irres gently accesses the console, which gently explodes in her face, turning the elf into a sooth-colored, slightly messed up version of herself.
That leaves one more operational console.

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Twilight has a go at the other console. At least the worst that could happen, she hopes, is that the holographic projection would be disrupted and the core would need to be rebooted.
computers: 1d20 + 11 ⇒ (13) + 11 = 24

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The computer offers access to a folder containing schematics. Browsing through them, it's quite quickly apparent that this is a database of robot blueprints which were built in Eternity.
A few schematics stand out: they're robots which are clearly the direct predecessors of today’s anacite laborers. There's a schematic of a centipede-like mining robot with a large drill, hammer, and a face-mounted ice ray, a robot designed for ground warfare with customizable weapon arrays, including a trio of laser cannons, and finally a series of massive magitech robots.
There's some annotations that the Lexi-kin initially shows as "ready", "squeeze", and "polish".
The mining robot was utilized to harvest a variety of local minerals in and around Eternity, the war robot was created in large batches and shipped elsewhere, and each of the massive, magitech robots was unique, designed to cause widespread destruction in specific environments. Most of the robots are sorted into three categories: “preparation,” “extraction,” and “maintenance.” Both the magitech robots and the war robots are categorized
as “preparation.”

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Culture: 1d20 + 6 ⇒ (3) + 6 = 9
"ready", "squeeze", and "polish".
GRIM*! looks down at the half-robot he dropped on the floor.
"To bad you made us have to break you now you can't do any of that anymore."

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Culture: 1d20 + 6 ⇒ (8) + 6 = 14 -5 on religions
"'Preparation'? Why would the war robots be a preparation robot?" Henga tells folks what's in the culture check.

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A3
The room east of the entrance room contains five large tables with integrated holographic consoles. A display case in the east wall contains a few tools, from drill bits and plasma lasers to pieces of solar panels. Today, only three of the holographic consoles remain operational, and the display case has been smashed open and some of its contents are clearly missing.
Computer to interact with the consoles, Perception or Survival for other observations

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The computer console zaps and crackles ominously, but this time around Twilight manages to clock down the processor before the cooler blows off. The console provides some answers as to why the power tools (and the mining robot) were here: the console gives access to a database of sort containing resources which were harvested from Eternity and the surrounding region, primarily minerals.

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With that, you've explored the full complex. Return to base to report?

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GRIM*! looks over Twilight's shoulder at the computer
Culture: 1d20 + 6 ⇒ (18) + 6 = 24
"Why would anyone exterminate water and organic matter? I like to say "YOU WILL BE EXTERMINATED!" Intimidate amplified: 1d20 + 9 ⇒ (4) + 9 = 13 to someone I'm about to wrestle, but who wants to intimidate water?
GRIM*! scratches his head then looks at his hand getting a worried look on his face.
"We're, made of the organic stuff matter right?"
GRIM*! looks at Twilight
"Sorry, I mean most of us are. This is bad, exterminating water and organic stuff, I don't think they want to just wrestle, at least not with any rules to play nice by. We need to report this!"

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Culture: 1d20 + 6 ⇒ (5) + 6 = 11
"Definitely not what we've heard about the First Ones in the past."
Yes, return to base, unless there's something else to investigate here.

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Confident that they've fully explored the data cortex, the group heads back to base camp.
Smoke and flame rise from the Starfinder base camp, obscuring the area in a smoky haze. The security checkpoint is a mess of broken earth and twisted metal. Nearby, a trio of Starfinders led by a red squox—Kinpopo—are pinned down, taking shelter behind the blasted remains of a metal spire as a group of androids unleash a barrage of gunfire while closing in for the kill.
Irress: 1d20 + 6 ⇒ (2) + 6 = 8
Armstrong: 1d20 + 11 ⇒ (3) + 11 = 14
Henga: 1d20 + 5 ⇒ (17) + 5 = 22
Grim: 1d20 + 0 ⇒ (19) + 0 = 19
Twilight: 1d20 + 1 ⇒ (8) + 1 = 9
Enemy: 1d20 + 8 ⇒ (4) + 8 = 12
The ground is covered in a thick slick of oil, which doesn't hinder movement, but which is quite flammable. That sonic cannon on the other end of the valley is fully operational, though nobody is operating it at the moment.
---
Henga
Grim
Armstrong
---
Soldier
Soldier
---
Twilight
Irress
---

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"Hello, friends. I don't believe we've had the pleasure of meeting somewhere less fiery." Henga moves closer, aiming at red.
Diplomacy to Trick: 1d20 + 11 + 5 + 1d6 ⇒ (3) + 11 + 5 + (2) = 21 for Trick Damage: 1d3 ⇒ 2 and Trick bonus decrease: 1d4 ⇒ 3
Pew pew (skipshot pistol): 1d20 + 3 ⇒ (6) + 3 = 9 for Piercing Damage: 1d4 ⇒ 4 with 2 bleed and ominous

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GRIM*! gains 1MP total MP1 +5 speed
GRIM*! takes 2 move actions to get between the other Starfinders and the attacking soldiers, then yells at the soldiers.
"Stop shooting my friends or I will not be nice!"

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Henga smooth-talks the soldier, but the hanakan misses the shot. GRIM threatens not being nice, and neither are the soldiers. They don't hesitate closing in on Armstrong
Vs EAC, E damage
Shock pad, Armstrong: 1d20 + 5 ⇒ (13) + 5 = 181d4 + 4 ⇒ (2) + 4 = 6
Shock pad, Armstrong: 1d20 + 5 ⇒ (12) + 5 = 171d4 + 4 ⇒ (3) + 4 = 7
---R1
Twilight
Irress
---R2
Henga
Grim
Armstrong
---R2
Soldier
Soldier
---

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Twilight tsks as she realises they are out of magic missile range. So she moves up, while casting Hardlight Spheres causing four lights to orbit the tip of her horn.
One of them jitters in orbit as if to launch but ...
Aw no. The flash will get Armstrong too. Abort launch

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GRIM*! gains 1MP and spends 1 to activate his adaptive strike total MP1 +5 speed, +1 damage once per round
GRIM*! moves to flank with Armstrong then strikes
ADAPTIVE STRIKE: 1d20 + 5 + 2 ⇒ (7) + 5 + 2 = 14
Damage B: 1d6 + 4 + 1 ⇒ (6) + 4 + 1 = 11

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Armstrong stand his ground, hitting the soldier, while GRIM punches the same target and hits the armor hard - but not hard enough to cause any health concerns to the android.
Twilight aborts launch, while Irres wildly fires from behind cover. Aiming would help.
---R1
Twilight
Irress
---R2
Henga
Grim
Armstrong
---R2
Soldier (Red 4)
Soldier
---

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Henga scampers across the battlefield, swapping to her thunderstrike pistol and continuing her engaging banter.
"I really think we should talk things through without resorting to raining death upon the nonbelievers."
Diplomacy to Trick red: 1d20 + 11 + 5 + 1d6 - 3 ⇒ (18) + 11 + 5 + (6) - 3 = 37 for Trick Damage: 1d3 ⇒ 1 and Trick bonus decrease: 1d4 ⇒ 1
Pew pew (thunderstrike sonic pistol): 1d20 + 3 ⇒ (3) + 3 = 6 for Sonic Damage: 1d8 ⇒ 1
The woes of the low level operative...
@Twlight, the range of magic missile is medium (100 ft. + 10 ft./level). @GM, does red have any spells on them

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Henga's talk of raining death fails to actually rain death, and the soldiers respond with You're unfit to walk these hallowed streets!
Shock Pad, Armstrong: 1d20 + 5 ⇒ (15) + 5 = 201d4 + 4 ⇒ (2) + 4 = 6
Shock Pad, Armstrong: 1d20 + 5 ⇒ (17) + 5 = 221d4 + 4 ⇒ (1) + 4 = 5
---R2
Twilight
Irress
---R3
Henga
Grim
Armstrong
---R3
Soldier (Red 4)
Soldier
---

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GRIM*! gains 1MP total MP 2 +5 sped, e+1 damage once per round, critical effect knockdown.
Frustrated he missed GRIM*! dose a full attack against red soldier
"Stand still I will smash you now!"
Full attack with flanking
ADAPTIVE STRIKE: 1d20 + 5 + 2 - 4 ⇒ (14) + 5 + 2 - 4 = 17
Damage B: 1d6 + 4 + 1 ⇒ (5) + 4 + 1 = 10
ADAPTIVE STRIKE: 1d20 + 5 + 2 - 4 ⇒ (13) + 5 + 2 - 4 = 16
Damage B: 1d6 + 4 ⇒ (2) + 4 = 6

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Irres takes another shot, but misses, while GRIM gets truly up to speed, pounding his opponent into the ground without holding back.
Twilight hits the other soldier with a volley of missiles...
---R2
Twilight
Irress
---R3
Henga
Grim
Armstrong
---R3
Soldier (Red DEAD)
Soldier (Orange 13)
---

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GRIM*! taking down the soldier triggers a will save
Will save DC12: 1d20 + 0 ⇒ (6) + 0 = 6
and reduce a living creature to 0 HP with your adaptive
strike, you must attempt a Will save with a DC = 10 + half
your character level + your MP total. If you fail, you must
take your first action of your next turn to either make another
attack with your adaptive strike that includes the defeated
creature as a target or take a move action to spend at least 1
MP with no effect.

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"Are you sure we can't come to terms?" Henga continues to back towards the Starfinders. Maybe she can do some more good there, since attacking sure isn't helping right now.
Diplomacy to Trick: 1d20 + 11 + 5 + 1d6 - 4 ⇒ (18) + 11 + 5 + (6) - 4 = 36 for Trick Damage: 1d3 ⇒ 3 and Trick bonus decrease: 1d4 ⇒ 4
Pew pew (thunderstrike sonic pistol): 1d20 + 3 ⇒ (6) + 3 = 9 for Sonic Damage: 1d8 ⇒ 7
"Are you folks ok back here?" she asks, glancing back at Kinpopo, though including the others in her gaze.