
A quiet hum underlines the silence of this building, as metal corridors stretch out as far as you can see. The faint beep of some unknown machine matches the thump of your own pump biscuit.
PARTY MEMBERS
VULPIN CADMEA███████████FORERA SERPEN
Kimbley Kitty███████████████quite uneventful
ANGUIS SERPEN███████████LUNEAR REGLOS
PeanutButterpies██████████████iStoleYurVamps
VULPIN CADMEA███████████FORERA SERPEN
Kimbley Kitty███████████████quite uneventful
ANGUIS SERPEN███████████LUNEAR REGLOS
PeanutButterpies██████████████iStoleYurVamps
PARTY STATUS
Copy and paste this into each of your posts, updating the information as necessary.
Copy and paste this into each of your posts, updating the information as necessary.
[b]GROUP STEALTH:[/b] 3
[b]GROUP INVENTORY:[/b]
[b]GROUP INVENTORY:[/b]
SEARCH RESULTS
All parties begin at security level 1.
All parties begin at security level 1.
Security Level 1
Current Dice Roll Table:
Quote:
1
You walk through an unlocked door. Huh. That sure was anticlimactic for a break-in. Maybe you’re just really good at this.
You avoid detection this turn.
2
The ground floor is home to both the main lobby and the reception desk. Deducing that, a directory is pretty easy to locate.
Advance to Security Level 2
3
You find a supply closet. It’s not a significant discovery unless you’re looking for a mop. The small space smells lemony-fresh.
You avoid detection this turn.
4
You stumble into the patrol route of a standard-issue corporate securitybot!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5
You find a meeting room. You find several meeting rooms, actually. All of the actual research must be conducted on the higher-security levels.
You avoid detection this turn.
6
Whatever you were doing, it was loud enough to attract the attention of this hallway’s securitybot!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7
You find the copy room. It would have been a waste of time if the beam of a securitybot’s flashlight didn’t sweep idly past the door behind you. Close call!
You avoid detection this turn.
8
This building even has a securitybot patrolling the stairwells! It’s a thorough security measure, but probably also something of a tripping hazard.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.

You walk through an unlocked door. Huh. That sure was anticlimactic for a break-in. Maybe you’re just really good at this.
You avoid detection this turn.
2

The ground floor is home to both the main lobby and the reception desk. Deducing that, a directory is pretty easy to locate.
Advance to Security Level 2
3

You find a supply closet. It’s not a significant discovery unless you’re looking for a mop. The small space smells lemony-fresh.
You avoid detection this turn.
4


You stumble into the patrol route of a standard-issue corporate securitybot!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5

You find a meeting room. You find several meeting rooms, actually. All of the actual research must be conducted on the higher-security levels.
You avoid detection this turn.
6


The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7

You find the copy room. It would have been a waste of time if the beam of a securitybot’s flashlight didn’t sweep idly past the door behind you. Close call!
You avoid detection this turn.
8


This building even has a securitybot patrolling the stairwells! It’s a thorough security measure, but probably also something of a tripping hazard.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
Security Level 2
Current Dice Roll Table:
Quote:
1
The flickering of the faulty fluorescent lights in this hallway are eerie. Better move on before a maintainencebot shows up to change the bulbs.
You avoid detection this turn.
2
The keycard-reader on the door makes it easy to see in the lowlight halls. You’ve been equipped with a device to bypass the lock, but it’s still a nerve-wracking few seconds to wait until the lock disengages.
Advance to Security Level 3
3
Despite all the ominous-looking equipment, the lack of securitybots in this hall seems to indicate you’re not near anything important. You should probably turn around.
You avoid detection this turn.
4
The securitybots seem to have an awful habit of blending in with the other technology on this floor. You’ve been spotted!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5
There are a lot fewer windows and a lot more technology on this floor. The faint humming and glitter of LED lights are almost calming.
You avoid detection this turn.
6
In the act of avoiding one securitybot, you end up stumbling into the path of another. Better take this one out before the other comes back around!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7
This hallway seems to be used for storage. The tightly-packed machinery makes it hard to squeeze past without pressing a few buttons… which you do. A securitybot is en route!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
8
You find someone’s personal office. Unfortunately for you, it seems to have its own personal securitybot! Whoever works there must be important, but you’re really not in any position to look around.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.

The flickering of the faulty fluorescent lights in this hallway are eerie. Better move on before a maintainencebot shows up to change the bulbs.
You avoid detection this turn.
2

The keycard-reader on the door makes it easy to see in the lowlight halls. You’ve been equipped with a device to bypass the lock, but it’s still a nerve-wracking few seconds to wait until the lock disengages.
Advance to Security Level 3
3

Despite all the ominous-looking equipment, the lack of securitybots in this hall seems to indicate you’re not near anything important. You should probably turn around.
You avoid detection this turn.
4


The securitybots seem to have an awful habit of blending in with the other technology on this floor. You’ve been spotted!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5

There are a lot fewer windows and a lot more technology on this floor. The faint humming and glitter of LED lights are almost calming.
You avoid detection this turn.
6


In the act of avoiding one securitybot, you end up stumbling into the path of another. Better take this one out before the other comes back around!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7


This hallway seems to be used for storage. The tightly-packed machinery makes it hard to squeeze past without pressing a few buttons… which you do. A securitybot is en route!
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
8


You find someone’s personal office. Unfortunately for you, it seems to have its own personal securitybot! Whoever works there must be important, but you’re really not in any position to look around.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
Security Level 3
Current Dice Roll Table:
Quote:
1
You find a room filled with lab equipment. There are a variety of tanks on counters that seem to be monitoring humidity levels on plants. Everything in here looks fragile.
You avoid detection this turn.
2
This door is huge and appears to be made of an entirely different metal than the other doors. The fact that you can such an imposing door to open for you is either a relief or a point of concern.
Advance to Security Level OMEGA
3
You find a break room! It’s probably not a high-priority area for the security patrols. There’s a coffee machine and a thermal hull in here.
You avoid detection this turn.
4
Whatever sort of weather experiment was going on in this room created such a thick mist you nearly trip over the securitybot watching the area. It’s any wonder it can function in this humidity.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5
You find some kind of archive room filled with filing cabinets. It has a slight musty smell. It must not get much foot traffic.
You avoid detection this turn.
6

You find not one, but two securitybots at the end of the hallway. They appeared to be having some kind of conflict over their respective patrol routes, but seem more than willing to cooperate upon noticing your presence.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7
You find this level’s ablutionblock—and a securitybot! Stationing a guard here seems more cruel than practical. Maybe it’s as lost as you are.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
8

You find another lab space taking up a particularly huge room—most likely to accommodate the imposing Troll Tesla Coils positioned at its center. Before you can investigate further, a securitybot enters from not one, but both ends of the room.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.

You find a room filled with lab equipment. There are a variety of tanks on counters that seem to be monitoring humidity levels on plants. Everything in here looks fragile.
You avoid detection this turn.
2

This door is huge and appears to be made of an entirely different metal than the other doors. The fact that you can such an imposing door to open for you is either a relief or a point of concern.
Advance to Security Level OMEGA
3

You find a break room! It’s probably not a high-priority area for the security patrols. There’s a coffee machine and a thermal hull in here.
You avoid detection this turn.
4


Whatever sort of weather experiment was going on in this room created such a thick mist you nearly trip over the securitybot watching the area. It’s any wonder it can function in this humidity.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5

You find some kind of archive room filled with filing cabinets. It has a slight musty smell. It must not get much foot traffic.
You avoid detection this turn.
6



You find not one, but two securitybots at the end of the hallway. They appeared to be having some kind of conflict over their respective patrol routes, but seem more than willing to cooperate upon noticing your presence.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7


You find this level’s ablutionblock—and a securitybot! Stationing a guard here seems more cruel than practical. Maybe it’s as lost as you are.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
8



You find another lab space taking up a particularly huge room—most likely to accommodate the imposing Troll Tesla Coils positioned at its center. Before you can investigate further, a securitybot enters from not one, but both ends of the room.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
Security Level Omega
Current Dice Roll Table:
Quote:
1

You manage to end up in a maintenance room lined end to end with securitybots! Thankfully only two of them seem to be operational. Phew.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
2
As it turns out, you weren’t the only ones infiltrating the research facility! The shuffling and chirping in this dimly-lit room was thankfully revealed to be a few lost gerbils, and not more robots.
Each member of the team gains a new pet!
3
Even if the securitybots on this floor don’t look any different than those of previous levels, they seem a lot more aggressive. This one came barreling down the hall the moment you turned the corner.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
4
This room is packed full of cobbled-together machinery. You might not have noticed the securitybot in the room if it hadn’t accidentally knocked some tools off of a counter.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5
There’s plenty of weird machinery in this building, hostile and otherwise, but you stumble across a unit in particular that stands out from the junk surrounding it. It looks vaguely familiar… Regardless, it’s small enough to take with you.
Each member of the group has acquired a piece of charred technology! You can only possess one of these per troll.
6

This room contains a number of what appear to be computer servers, but only a single, flickering monitor at its center. If the atmosphere wasn’t ominous enough, there are two securitybots flanking the central terminal.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7
You find a stack of floppy grubs splayed out amongst an otherwise neat workspace. The clanking of a securitybot can be heard coming down the hall, so if you want to grab one, you’d better pick fast.
You acquire a floppy grub labeled either, “Date Night Plans,” “Screenplay Third Draft,” “Base Locations,” “Photos 12.1dark.e,” or “Fresh Work Jams.” You can only possess one of these per troll.
8

There’s a machine in this room that looks like a partially disassembled jet turbine. Whatever it is, the two securitybots in the room don’t want you to get near it.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.



You manage to end up in a maintenance room lined end to end with securitybots! Thankfully only two of them seem to be operational. Phew.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
2


As it turns out, you weren’t the only ones infiltrating the research facility! The shuffling and chirping in this dimly-lit room was thankfully revealed to be a few lost gerbils, and not more robots.
Each member of the team gains a new pet!
3


Even if the securitybots on this floor don’t look any different than those of previous levels, they seem a lot more aggressive. This one came barreling down the hall the moment you turned the corner.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
4


This room is packed full of cobbled-together machinery. You might not have noticed the securitybot in the room if it hadn’t accidentally knocked some tools off of a counter.
The securitybot has 2hp and deals 1 damage to each person that attacks it. It can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
5


There’s plenty of weird machinery in this building, hostile and otherwise, but you stumble across a unit in particular that stands out from the junk surrounding it. It looks vaguely familiar… Regardless, it’s small enough to take with you.
Each member of the group has acquired a piece of charred technology! You can only possess one of these per troll.
6



This room contains a number of what appear to be computer servers, but only a single, flickering monitor at its center. If the atmosphere wasn’t ominous enough, there are two securitybots flanking the central terminal.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.
7


You find a stack of floppy grubs splayed out amongst an otherwise neat workspace. The clanking of a securitybot can be heard coming down the hall, so if you want to grab one, you’d better pick fast.
You acquire a floppy grub labeled either, “Date Night Plans,” “Screenplay Third Draft,” “Base Locations,” “Photos 12.1dark.e,” or “Fresh Work Jams.” You can only possess one of these per troll.
8



There’s a machine in this room that looks like a partially disassembled jet turbine. Whatever it is, the two securitybots in the room don’t want you to get near it.
Both securitybots have 2hp and deal 1 damage to each person that attacks them. They can be attacked with rebel-issued signal-jammers that deal 1 damage per hit.