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Funtron is a Lego board game where you take command of a crew of brave (or not so brave) space adventurers and explore an abandoned outpost on an alien planet.

You, the reader, post commands for the characters. In turn, I will execute your commands and post images and descriptions of what happens.

To begin, let's choose some characters to play as.
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These are the crew of the spaceship the Non Apparens. They cruise the galaxy in search of salvageable treasure, and have recently detected what seems to be an abandoned research station on Planet FSA-89. What treasure might lie in wait?

The crew of the Non Apparens have decided to send down three of their own aboard the shuttle the Capsula Cinerea. Who will go?

Please select three crew members. When a few people have posted their preferences, we will begin the game using the three most requested.
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For reference, these are the rules we will be using for this adventure.
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>>1551981
>Bosun Joy
>Intern Whitworth
>Officer Klocki
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>>1551976
Are you the Lego Quest QM or the Tinder Quest QM?
>>
>Agent Deathrage
>Engineer Lang
>Intern Whitworth
>>
>>1551997
Neither; I'm new around these parts.
>>
>>1551981
>>1551986
>Bosun Joy
>Inventor Penkala
>Scientist Carol

>>1552005
Ah. Nice to see another QM around here. Were you inspired by Lego Quest?
>>
>>1552010
Lego Quest was definitely an inspiration, but I also used to GM on the Brikwars forums. I wanted to try a forum battle of a similar sort here, and so this is what I came up with.
>>
I'll bite, was interested back in /lg/

>Voyager ???
>Inventor Penkala
>Doctor Quiche
>>
I'll take one more set of suggestions; otherwise, it's Penkala, Whitworth, and Joy with 2 votes each.
>>
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Without further ado, let's begin.

A vote was held aboard the Non Apparens to determine who would brave Carpos Station first. Whitworth, who was in his bunk surfing the space-web, was immediately volunteered for service by all present. Bosun Joy offered to accompany him, and perhaps sneak an extra share of the loot for herself. After her, Captain Van Greebs uttered something broadly unintelligible, but which all understood to be her offer to go as the third member, out of her sense of responsibility as captain. Her selfless heroism deeply moved all who witnessed it, and none more than S.E. Penkala, who promised to convert the Non Apparens into the galaxy's greatest Space-Norse funeral if the captain should perish.

Penkala was immediately transferred to the ground crew.
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The Capsula Cinerea began its descent to FSA-89 with Whitworth, Joy, and Penkala aboard. Whitworth's Space Google Premium Membership proved invaluable, for without the aid of Street View they would never have found Carpos Station.

The old research center was truly deserted, and even a little overgrown in places. It looked to have been untouched for a decade or longer—all the better odds to find something worth looting.

However, as they began to approach the northern landing pad, something in the Capsula Cinerea's circuits shorted with a tremendous snap of electricity. Back in the cargo bay, Whitworth shrieked and jumped five feet back and at least one or two feet vertically; Penkala merely chuckled. Up in the cockpit, Joy did her best to keep the shuttle from crashing.

She was not very successful.
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The crew evacuated safely, for the most part, and inspected the damages. Penkala determined that the Capsula Cinerea's radial charge incapacitator must have blown out. It would be impossible to repair theirs, but perhaps another could be scavenged from the station. Joy had noticed as they were descending that Carpos Station had a second landing pad. If they were going to find a new radial charge incapacitator, that would be the best place to look.

Off in the corner, Whitworth was googling "stuck in horror movie+how to not die".

The rest is in your hands. What will this intrepid crew do first?
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>>1552126
Whitworth jerks off
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>>1552126
whitworth stay back to bust a nut
the others move to pad 2
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>>1552126
Land and search for cool parts to upgrade the ship!
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As Joy and Penkala prepare to explore the abandoned research station, Whitworth surreptitiously opens up a new window in his browser.

"hot twilleck on ran—"

J: "Whitworth!"

He hits the little red X harder than the Capsula Cinerea hit the landing pad.

Joy asks him if he can pull up a map of their surroundings. After a few minutes on Space Google Maps, Whitworth pulls up this file. He points to the big room at the north end of the map.

W: "So, we're in this room up here...I think. And down here..."

He points to the bottom-right room.

W: "...that's the only other room large enough for a landing pad. It looks kind of far..."

P: "Best get walking then, boy. Oh, and if you bite it on the way, I'll clear your search history for you."

>All doors will be visible on the game board. Most are marked with yellow/black. Walls are not pictured, but exist at the border of each room.
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>>1552224
You search the landing pad. There are tons of cool spaceship parts scattered all over the place! All of them are from the Capsula Cinerea, though. You make a mental note to reattach them later.

What will you do?
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>>1552261
W: Search space google for a guide of how to reassemble a space ship.
>>
>>1552307
"how to reasemble spaceship+very broken"

You get the feeling that you're in over your head here.
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>>1552317
Show the guide to Penkala, see if she can make sense out of it
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>>1552325
You give the instructions to Penkala. After hald an hour, she gives you this.

You're not entirely sure this is what the instructions said to do, but she seems pretty positive about it. However, without a radial charge incapacitator, it still won't fly.
>>
>>1552361
What's in the box?
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>>1552368
A stuffed animal! Wonder what this lil' fella's doing here.

Whitworth says this particular model runs for upwards of 50 credits on mc^2Bay. Tempting.
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>>1552379
Penkala: Turn the teddy bear and some spare parts into a teddy droid to scout the hallways
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>>1552404
You rip off one of the headlights from the Capsula Cinerea and some circuitry from the onboard entertainment system and whip up a teddy droid.
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>>1552426
You decide to send him out into the next room.
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>>1552430
You're not entirely pleased with what you find.

The security bot rattles to life as the red light on its chest turns on. It raises its gun and takes aim at Teddy Robovelt.
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>>1552436
P: provide covering fire with a flamethrower
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>>1552560
This may be taking "cover fire" a little too literally.
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>>1552583
Nonetheless, you win this combat. The security bot is reduced to a heap of ash. Penkala grins ear to ear, but she's the only one satisfied with this turn of events. If the station's security systems are still active, you may be in for a bit of trouble. Or a lot of it. For a more specific answer, Whitworth turns to google: "how to tell if robbot wants to kill u".

space_cowboysfan32: s-lol i think you would kno

xmtrongirlx: red lights mean they're in attack mode

neptune_prince: Hello, I am contacing you with a fantabous proporsition regarding the contents of my bank account which I cannot acceize...


Sounds like you should take caution as you continue exploring. What will you do next?
>>
>>1552604
go left

ask whitworth to look up if there's any treasure on this station
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>>1552604
Bosun: search those crates under Whitworth's ass
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>>1552664
google: "carpos stetion"

Did you mean Carpos Station

It got terrible reviews on Space Yelp. The cafeteria salads suck, apparently. Google says Carpos Station was once used to research plants for terraforming purposes. Maybe some of that science tech is salvageable?

Your curiosity piqued, you open the next door and step into another corridor.
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>>1552704
This corridor looks decidedly unfriendly. Lots of doors, though. You wonder where they might lead.

Not Pictured: Joy probes the crates, but they yield nothing aside from moldy old plant samples. However, she does find the gun the security bot was carrying, and takes it for herself.

Also, two notices: First, I will have soon have to start disassembling old rooms to get parts for new ones. Don't be surprised if rooms no one is in (like the landing pad) disappear. You can still revisit them; just consider them as outside the draw distance.

Second, I need to head out for a couple hours. I'll make a post when I return.
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>>1552727
>Second, I need to head out for a couple hours. I'll make a post when I return.
Really enjoying this!
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>>1552727
>>1552942
ye', good shit m8.
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>>1552942
>>1553149
Thanks! I'm enjoying doing this as well.

Now, picking up where we left off, what will our heroes do next?
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>>1553483
lure the guard droids away using the teddy-bot
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>>1553498
If red lights mean they're in attack mode, does that mean the lighting system could be hacked to turn it to green mode?

Whitworth!
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>>1553601
Meant to link to >>1553498
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>>1553601
>>1553498
You dispatch Teddy into the hallway. It flashes its headlight to distract the robots, to great success. All the robots in the hallway begin converging on Teddy, guns/laser-swords at the ready. You may want to find somewhere to hide.

Meanwhile, Whitworth begins loading the free preview of How to Hack Robots For Dummies.

W: "Right, so it says here that guard robots won't attack people they're not programmed to attack...which wouldn't be us...and that there's usually a security terminal that controls them, somewhere...which wouldn't be here, probably. And their weakness is..."

THIS PAGE NOT INCLUDED IN FREE PREVIEW
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>>1553635
Save Teddy Robovelt and run!
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>>1553635
>THIS PAGE NOT INCLUDED IN FREE PREVIEW
Get that page downloaded, we need those secrets!
>>1553652
This.
What're those red buttons over there, could we set up some traps while we escape?
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>>1553635
split up to find the control terminal while teddy keeps the bots distracted!
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>>1553669
>>1553659

I had an idea that if we can escape these security bots, we could set a bomb a bit back up the hallway and use Teddy to lure them toward it. We could tie a rope to Teddy so we could yank him to safety.

Just an idea.
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>>1553669
>>1553652
>>1553688
Which direction would you like to flee?

You currently do not have enough supplies to set up a complex trap, such as a bomb, but you could certainly stage an ambush around that corner.

The red buttons are just decoration on the doors.
>>
If possible, have Teddy run into the room directly to the south, and have the rest of the party hide and shoot the robots in the back when they attempt to follow.

This is all assuming that Teddy can independently open doors. If it can't, just retreat north/east and shoot around the corner.
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>>1553758
Teddy is able to open the lightweight glass door easily, and enters into some sort of meeting room. Strange voices come from the door to the right.

(continued)
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>>1553810
Meanwhile, the robots advance unwittingly into a trap. You hold steady, and...

(continued)
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>>1553814
Fire!

(continued)
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>>1553817
The unarmored robot is incinerated in the flames. However, the armored robot's shields take the hit before deactivating. The enemy returns fire, wounding Joy and Penkala for 1 HP each!

Whitworth submits a desperate google: "how to defed self against killer robots w/ laptop"

What will you do?
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>>1553826
Flee to the northeast! Also have Teddy go to the south and circle around to the west, see if we can lure the guards into chasing it and turning their backs on the party.

I'm assuming the party can close and lock doors to impede the guard bots?

(Also, does surprise/shooting-in-the-back provide any combat bonuses?)
>>
>>1553826
>>1553850
Support. Can Teddy fight at all?
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>>1553857
Considering he's got a makeshift camera and is all of 3' tall, I'm assuming he'll get completely slaughtered if he tries.
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>>1553850
>>1553857
>>1553861
You beat a hasty retreat back into the lobby, and slam the door behind you. It's a sturdy sheet of metal, but one of those robots has a knockoff lightsaber and you've watched enough of Episode 1 to know where this is headed.

Surprising the enemy/shooting them in the back does give you an advantage in combat. Teddy is not combat-enabled...yet.
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>>1553871
Speaking of Teddy, he begins his lonely journey around the block. His legs aren't very long; it could be a while.
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>>1553871
>>1553872
All hands on deck to fortify the place as much as they can while Teddy goes around the place. They can retreat once the door's broken to flank from both sides.
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>>1553872
Hmm. We're standing on a pile of scrap, with some boxes nearby. Can we tinker anything up?

If not, when the lightsaber guard cuts a hole in the door, mass our fire through the hole and beat a hasty retreat back to the landing bay, closing the door behind us.

Are the ship's guns still functional?

(Can we space-google up some instructions to make a minfig-portable starship cannon in the round or so before the bots break through the next door, or is that too ludicrous?)
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>>1552255
>>1553872
>>1553880
>>1553882
>mass our fire through the hole and beat a hasty retreat back to the landing bay, closing the door behind us.
There's two doors to retreat to, so we could have one person bait them on one side and have the others in hiding to ambush them from behind once the robots break through.
>>1553882
>(Can we space-google up some instructions to make a minfig-portable starship cannon in the round or so before the bots break through the next door, or is that too ludicrous?)
The ship can't be moved, but I don't know about the cannon's rotations.
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>>1553892
> Flanking
Maybe I've played too much Duskers, but I really don't want to open a new door until the current threat is dealt with. Going from three robots to seven is not my idea of fun. 'S up to you, though.

>Cannon's Rotations
My (ludicrous) idea was actually taking the cannon of the ship, and having a minifig wield it.

The more serious one was have a minifig in the ship shoot the robots with the ship's guns.
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>>1553880
>>1553882
You fortify your position with the crates on hand. There's not much to improvise with, though. Two crates are only full of plant mush, as you discovered earlier, and the third was where you found Teddy. The robo-ash is not particularly useful for tinkering either.

The lightsaber blade begins slicing and you begin experiencing prequel flashbacks. God you hope they don't have droidekas, or worse—George Lucas.

Whitworth, who is cowering in the landing bay, notes that one of the Capsula Cinerea's guns (not visible) is conveniently aimed at the landing pad door. It should still fire, as long as Penkala didn't muck around with it too much. Too heavy to carry, though.

Meanwhile, Teddy (bearly visible) comes up with a quicker route to the bots' rear, and doubles back.

What's your course of action?
>>
>>1553924
>Duskers
Well both the real-time and station map is certainly reminiscent of that.
>>1553929
Are the security droids on standby until they spot us, patrolling around, or are nearby ones going to converge too?
>>
>>1553929
Meh, why not. Have Whit get in the ship, and the other two hide in the southern room. Teddy should stay where he is, no sense in getting him scrapped when we have starship-grade weaponry and (hopefully) surprise on our side.

If we don't end up with a ringer on our hands, have the ship shoot first, then the ambushers jump out of cover and shoot them in the back when they're (presumably) shaken.
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>>1553941
We may need Whit to lure the robots into the landing area if the guards are particularly dumb.
>>
>>1553929
>>1553946
This works.
>>1553951
Could be.
>>1553924
>My (ludicrous) idea was actually taking the cannon of the ship, and having a minifig wield it.
If we ever get the means to after the fight, we should totally do that, or one of the smaller guns.
>>
>>1553929
>>1553961
Say, OP, can we tinker up/find some power armor at some point? Teddy in power armor with a ship cannon would be pretty badass.
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>>1553941
You don't see any security bots nearby, with the exception of the ones chasing you on the other side of the door. When you first encountered them, they didn't seem on alert due to your skirmish with the first bot, so it seems reasonable to assume that these robots only work by line of sight.

>>1553946
You open the door to the southern room and close it behind you, though you leave it slightly ajar so you can see what's happening.

The robots finish slicing open the door and burst into the lobby, but are confused when they find no one waiting for them.

Whitworth is safely hidden in the cockpit of the Capsula Cinerea, one hand on the guns and the other frantically googling.

The robots pause, uncertain of which route to take.

Meanwhile, in the southern corridor, a bot with a nasty-looking gun awakens to your presence and starts lumbering towards you.

And in the distance, Teddy decides to stay back and out of trouble.

>>1553972
I think this is quite plausible.
>>
>>1553975
>The robots finish slicing open the door and burst into the lobby, but are confused when they find no one waiting for them.
lol
Have Teddy draw them from the other side, then have all 3 quickly dispatch the bots from behind so they can deal with the southern bot.
>>
>>1553975
>>1553982
Have them look in Teddy's direction in the same room they are now, ideally. So they can get some clear shots from all sides.
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>>1553982
Teddy's on the wrong side for this.

>>1553975
Have Whit make a distraction to lure the bots into the landing bay, then attack+ambush.

If the attack is successful, move the ambushing party into the landing bay. If not, move north+west around the corner to where Teddy is.
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>>1554012
By successful, I mean the robots are wiped out.
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>>1553975
>>1554012
>>1554016
This works.
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>>1554023
Sorry, I saw >>1553982 first and went with it. it worked out, though.

>>1553982
Teddy advances to the robots' rear once more. With a flash of his lights, the robots are distracted, leaving them vulnerable to a flamethrower and blaster from behind!
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>>1554030
The offending robots are burnt to a crisp, though not before a stray shot from the elite bot in the crowd drops Joy to 1 HP. In turn, she loots its rifle from its smoldering cremains.

Whitworth, having been spared the stress of actually contributing to a fight for once, wipes the sweat from his brow and exits the cockpit. Meanwhile, the bot in the southern corridor continues its advance.

What next?
>>
>>1554043
Close ze door. Give any spare weapons to Whitworth and Teddy. Heal Joy so she isn't at 1 HP.
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>>1554043
Can we find more medicine in crates? Either way, spend 4 MP and heal the party back to full.

Close and barricade the southern door for now, and head to the long corridor. Loot all the things.
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>>1554048
>>1554056
You redistribute armaments. Joy keeps the nice gun for herself while Whitworth gets his first blaster.

google: "how do i shot laser"

You also break out the ol' Space Medicine for a round of first aid, dropping the medicine supply to 8. You're 1/3rd out, but you suspect there must be some more medicine lying around somewhere.

However, as you start to barricade the southern door...
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>>1554072
...a terrifying blast of energy rips it open! You barely manage to avoid the vaporizing beam.

Orders?
>>
>>1554072
> However, as you start to barricade the southern door...
...What? I'm on the edge of my seat here!

On a more serious note, it is way too late here and I need sleep, so I'll be dropping out after about one more round.

I'll probably be back at some point tomorrow (today? meh, timezones) if you're still running.
>>
>>1554082
Fall back, kill the doombot with the ship gun.
>>
>>1554082
Uh-oh, space laser-rocket-zooka!
>>1554084
Seconding.
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>>1554072
>>1554084
3rd. Teddy's really tiny so he should be able to run to the other side while the killbot's reloading to bait it later.
>>
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>>1554084
>>1554086
You retreat onto the landing pad. Joy takes the wheel of the Capsula Cinerea this time. Even with his new weapon in hand, Whitworth is still Whitworth.

The bot advances, its laser whirring menacingly as it heats up...
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>>1554090
Joy pulls the trigger just as the bot shoots! Two lasers, both alike in mediocre rendering, cross paths and explode.
>>
>>1554095
(If you have them, you could use clear 1x2 flat pieces to join the laser beams, or use the ever-ubiquitous black round connectors[robot ash] in an end-to-end configuration. Don't have any nearby to test.)
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>>1554099
I'll give it a shot! I have another option in mind as well.

>>1554095
The smoke (not pictured) clears.

On the one hand, the robot is definitely gone.

On the other, so's your wing.

Getting out of here might be harder than you anticipated...

google: "does space uber pick up from plantet fsa-89"

———

And that's all for tonight! It's getting late over here too, but I'll be back in about 11 hours to pick things up from here. Thanks to all who participated, and I look forward to continuing the adventure!
>>
>>1554119
On the plus side, probably getting the power armor from that. On the minus side, no wing.

'Night y'all.
>>
>>1554119
thanks, not-LQ!
>>
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We last left our gaggle of misfits standing on the north landing pad of Carpos Station with their de-winged ship. Here's the situation as it stands.

What will you do?
>>
>>1555518
P: See what cool shit you can make out of the wing wreckage. Mech suit + gun for Teddy Robovelt?
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>>1555760
You manage to salvage the cannon from the destroyed wing and reconfigure it for manual firing. However, it's much too heavy to lug around the place.

As for a mech suit, you reckon you'd need less plates and more hinges, clips, and joints to make something like that. You stick a ball joint onto the gun though, just in case an opportunity arises later.

What next?
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>>1555926
Joy (and others): Check the first closed door in the NW. Might as well start going room by room to look for loot, I mean gear.
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>>1555946
You leave the landing pad and make your way back into the western corridor. Your first destination is the northernmost door.

Along the way, you pass by a pile of robo-ash from your earlier ambush in the hallway, and you pick up a blaster that you didn't have a chance to grab earlier. Joy stows it in her hyperspace backpack, ostensibly for safekeeping.

On the other side of the door is a small room with a couple computer terminals, some crates, and what looks to be part of the station's life support systems. No enemies in sight for the moment.

What will you do?
>>
>>1555994
Joy: Check the crates for anything useful
Whitworth and Penkala: Inspect the terminals. See if you can hack the robots.
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>>1556018
You sift through the crates in search of precious loot. Instead, you find a bunch of expired rations and...whatever the hell this thing is supposed to be. You really haven't got a clue. A weird artifact from Planet Belville? Is it even system-compatible?

Meanwhile, Penkala and Witworth begin hacking the terminals. The concept of a computer without a mouse or trackpad or clicky desktop icons stops Whitworth dead in his tracks, but eventually you make it in.

The terminal attached to the cylinder monitors water usage in the facility. Apparently the farm and "CS-000" are using greater than average amounts of water, offset by the fact that nothing else is. The station is due to run dry in seven months' time.

The terminal on the left can be used to contact the robot ice-mining team out on one of FSA-89's poles. The logs report that their regular shipments of ice were vital to the station's water supply, but the most recent contact was a full decade ago. The ice-mining team is listed as offline.

What now?
>>
>>1556149
>The terminal on the left can be used to contact the robot ice-mining team out on one of FSA-89's poles.
Attempt to contact ice-mining team again.
>A weird artifact from Planet Belville? Is it even system-compatible?
Look up the artifact online.
>you find a bunch of expired rations and
Take the non-food items from the expired rations, we could use them later.

Do we have any comms with command? Do we plan on inhabiting the station later or stripping it dry?
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>>1556207
wwhitworth@space.net: "yo ice miners this is crapos station are you there??"

The message could not be delivered.

wwhitworth@space.net: "hey kloky, it's whitworth, just thougt you should kno we're stuck on this shitty planet with a buncha kiler robots and also we may of kinda crashed the shuttle, can you give use a lift"

Seen by cpl_klocki@sp3.org at 2:44 PM

wwhitworth@space.net: "klockey i know you saw my message, i need an ansrew here"

Seen by cpl_klocki@sp3.org at 2:47 PM

wwhitworth@space.net: "for fcuk's sake clocky"

Seen by cpl_klocki@sp3.org at 2:49 PM

google: "weirdass lego commode or something+magenta"

Did you mean Part 33050, Dark Pink?

You follow the search to Space Bricklink, where you find this. You wish you hadn't.

Meanwhile, Joy pilfers a knife and fork from the space rations. You don't plan on sticking around the station any longer than necessary, and you definitely don't plan on eating anything here, but some extra melee weapons never hurt.

Where to?
>>
>>1556267
Next room down. Peek through the glass door before you open it first to make sure there aren't any baddies!
>>
>>1556267
>You follow the search to Space Bricklink, where you find this. You wish you hadn't.
I feel your pain bro.
Can we salvage from the robot wrecks to upgrade Teddy? See if we can get a closer look at the kill bots to find out their weaknesses.
>>1556283
Support once we upgrade our Teddy.
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>>1556289
Unfortunately, judicious use of the flamethrower and ship cannons have ensured there are no robowrecks to salvage. Your current inventory consists of: 2 small blasters, 1 large blaster, 1 flamethrower, 1 knife, 1 fork, 1 laptop, 1 teddy, 1 potty.

>>1556283
You peek through the next door and find some sort of infirmary room, with someone inside it! They're certainly looking a little infirm...

—————

And I'll have to leave it at a cliffhanger for the moment. I should be back in a few hours though. Feel free to post instructions for next turn in the meantime, and thanks again for playing!
>>
>>1556323
have witwhorth google how to medicine
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>>1556323
Scavenge for more space drive medicine. Also check for space prescription drugs you could sell on the space black market.
>>
>>1556323
Also maybe make sure the guy isn't a space zombie. If not, recruit him to the team!
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>>1556149
Aaahh! Belville potty!
>>
>>1554133
And I'm back, for a little while at least.

>>1556323
Loot the corridor we're in before we open the door. Then enter the medbay. If the (dead) guy turns out to be a zombie, kill it with fire.
>>
>>1556323
Also, OP, could you post a making-of kinda image? I'd like to see the guts of your modular station-building system.
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And we're back!

Before entering the infirmary to check on the ailing spaceman, you decide to amble through the hallway and check out all the crates. The chap can't be in too bad of condition; he made it to the infirmary, after all. This search yields an electric mixer and a bottle of very aged wine. This also fills up all your inventory slots (1 per hand, plus 3 from Joy's backpack).

Once your kleptomaniacal tendencies have been sufficiently satisfied, you finally enter the infirmary. Joy and Penkala hoist the rather compliant spaceman onto the med-bed while Whitworth does what Whitworth must do.

google: "princess laiea+chainmail bik—"

J: "Whitworth!"

google: "how to medicene+not a doctor"

W: "Alright, so...I guess you should...try to find their pulse...if they've got one, I guess. Might be hard to find if they've got a suit on. Oh, or you can use a mirror to see if they're breathing...or—"
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>>1557410
J: "You know, something tells me that won't be necessary."

This unfortunate soul is very, very dead.

On the bright side, you manage to scavenge 2 medicine from the infirmary, and found four bottles of unknown substances which you will need to make room for in your inventory if you wish to keep them.
>>
>>1557425
On the less bright side... inventory management. The bane of my life.

Can we stick the bottles in a crate and lug it back to the ship? How much can our ship hold?

If possible, scrap the infirmary bed for the necessary hinges and clips for the armor. Give Teddy the spare blaster for now (if he can hold it). Check the cabinets for loot if we haven't already, and attempt to google the identity of the bottle's contents.

I'm tempted, only tempted mind you, to combine the chemicals in the toilet and blend well with the mixer (adding wine to taste). Anon, how do you feel?

(OP, if you can divulge this, what's the average importance of the items we find? (on the scale of barely-saleable junk to plot-important macguyver parts, perhaps))
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>>1557063
A much too detailed explanation:

The system is based on a grid where 1 square is 4x4 studs. Much of the gameboard is made out of about 120 of the brown 4x4 rounds with technic pin holes pictured here; I simply put a 4x4 plate on top and string them together with pins into the necessary configuration. I made some 8x8 and larger pieces as well, using long technic beams. If you're familiar with Brick Quest, it's the same principle.

There are also decorative tiles (like the 4x8 with the tank and the computer console here >>1555994, or the columns in this pic), some of which are repurposed in more than one room, and others which are used only once (the infirmary, for instance).

There are a dozen or so doors in 4- and 8-wide variants, and furniture such as lamps, crates, chairs, and terminals that I keep loose and add where needed. This way I can create a variety of rooms using a common pool of modular pieces. When I need to, I can take apart rooms no one is in to make new ones (which I imagine will happen shortly, as I have run out of dark gray floor tiles).

I use an Excel grid map for reference (see >>1552255, but less green and more detailed), along with a reference picture of each room I took in advance for consistency.

The system is working better than anticipated so far; however, if there were five or so characters and they all chose to explore in a different direction, I don't think I'd have the resources to build all the rooms at once.
>>
>>1557517
I wouldn't worry about losing plot-critical items (you'll know those when you see them), and you can definitely haul anything unused back to the Capsula Cinerea. It can hold one full crate in addition to your crew and Teddy.
>>
>>1557521
Very cool. How did you set up your grid map, if you don't mind my asking?

>>1557560
In that case, haul the substances back to the landing bay, but don't put it in the ship just yet.

(How much can a crate hold?)
>>
>>1557517
>Check the cabinets for loot if we haven't already, and attempt to google the identity of the bottle's contents.
In favor of this.
Next, check the closet in the conference room. Small bananas, but it's a low hanging fruit right now.
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>>1557581
This is the map I used to plan the campaign. It's just a spreadsheet set for square cells, and then I draw using cell colors. I also pasted in a clipping from the list of rooms, which is just a reference picture of each room and a short description.

As for crates, they can hold as much Lego as will physically fit. You have, in addition to 4 bottles of unknown substances, a knife, a fork, an electric mixer, and bottle of wine. Would you like to throw any of those in the crate as well? They can all fit.
>>
>>1557645
Also very cool. I assume you're just using (some Mac-compatible image editor) for the image list?

Have you considered something like Tiled for maps? I figure what you have now is perfectly sufficient for what you need to do, but I might as well ask.

> Throw items in crate
Stick them all in there.

Is it possible for Inventor P. to get drunk and tinker up a railgun from the mixer and the utensils?
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>>1557517
>>1557642
You do a quick search of the cabinets in the infirmary. You find a sack full of "tissue samples", all rotting away now. You then turn to your good friend google and try to identify the liquid from the three brown bottles and the one teal bottle.

google: "what does a docter keep in their office"

Hydrogen peroxide, apparently, but after ten years, those brown bottles probably have nothing but water and oxygen. Assuming you're correct, anyway.

The teal bottle (Did you mean Aqua?) is more easily identified. It's baby formula, though this raises more questions than answers.

Meanwhile, Penkala starts going to town on the hospital bed. After an intense half an hour or so, she successfully produces what could be described as power armor for Teddy, with a gun mount and everything. It's not big enough to lug around the ship's cannon, but it's a start!

You then pack everything else up into the crate and haul it off to the Capsula Cinerea.

>>1557741
You'd love to try, but unfortunately the knife and fork can't attach directly to the mixer. Got to follow those system connections.

(It's just the default Mac word processor for the image list. I haven't tried Tiled, but it looks like something I'd be interested in; thanks!)
>>
>>1557642
By the closet, do you mean the eastern door?
>>
>>1557801
Yeah, the small room to the east of the conference room.
>>
>>1557791
Oh look, I'm halping! And Teddy's got a gun now, good.

>>1557801
As far as I know, yes. Check the table in the conference room first (and have we looted the crate visible at the bottom of >>1553872 ?).
>>
>>1557820
And look, my IP changed again. Grr.
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>>1557820
Pretty sure we looted everything in that hallway, in >>1557410. Checking the table, and then that room, seems like a good plan.

OP, could you possibly give us a version of the map in >>1552255 with numbered/lettered rooms, so we can easily voice where to go next?
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>>1557842
Seconded. Duskers-style r[X] notation would be thematically appropriate, but I'll settle for the first four characters of the room's UUID.
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>>1557863
>>1557842
Whoops, went with just #1, #2, etc. before I saw your post. Hope this will do, though.

As for the crate (>>1557820), it was looted earlier; I'll try to take crates off the map once you've searched them now.

You don't find anything worthwhile on the table of Room 11, unless you have a great interest in moldy Chinese space takeout.

You are about to enter Room 12. You hear voices coming from the darkness...
>>
>>1557920
We should look into rigging up a camera for Teddy Robovelt so we can send him ahead as a scout.

Can we get the folks in the ship working on this, or are they all busy with offscreen NPC business?
>>
>>1557920
> UUID / r[X] notation
Was (mostly) a joke, will be fine.

> Removing Crates
Just taking the lids off should be fine.

>>1557937
Teddy has a camera. And power armor.
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>>1557920
Yet another technical question, OP - how did you make the image? I'm assuming you exported something from the map, and lots of filters, but I'm curious.
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>>1557920
This is what you find.

The bots turn from their no-doubt-enthralling television to face you. You glance nervously between them and the screen; they're watching something about green-skinned aliens and dinosaurs.

Penkala stares at the glory of the two couches stuck on top of each other. A single tear pools at the bottom of her safety goggles.

What will you do?

(It also figures I'd miss a room; let's just call bottom left "#36". As for the crew on the Non Apparens, they are all busy being NPCs.)

>>1557962
It's a recolor of the main map, with increased cell margin width to emphasize the grid. Then I threw on scanlines and Perlin noise in Clip Paint Studio to make it look spacey.
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>>1557943
>Teddy has a camera. And power armor.
I mean, is there a way to broadcast the camera feed onto Whitworth's laptop?
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>>1557988
> Wat do?
...Nothing to see here, move along?

Have the party try to extricate themselves without alerting the bots.

> Scanlines
Cool. Thanks for letting me pick your brain on all of this.

>>1557992
I'm assuming so.
OP, can we get WOG on this?
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>>1557988
Leave them alone, investigate hallway 14
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>>1558068
Which reminds me, did the party ever loot hallway #7?
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>>1558068
>>1558053
You quickly hide your guns behind your backs.

P: "Nice couch."

R: [THANK YOU. IT'S FROM SPACE IKEA.]

W: "I see...you, uh, like television...yeah?"

R: [IT'S PRETTY GOOD.]

W: "If, uh, you like that, you guys should watch Nise no Namae sometime."

R: [NEVER HEARD OF IT.]

W: "Well, it's an anime..."

Joy grabs Whitworth by the back of his shirt and starts inching back towards the door.

J: "Well, it's been a pleasure, but we should probably let you get back to your show."

P: "Pardon the intrusion."

And with that, you make your bold exit. You resolve never to open that door again.
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>>1558179
> Never open the door again.
Until we get power armor. And/or a mini tacnuke.

Loot hall 7 if unlooted, and open door 7-14.
>>
>>1558179
DAMMIT WHITWORTH

We need to remember to keep an eye out for that robot guard control console. It would be nice to loot some murderous roboguards on the way out if possible. Or at least have them act as a first wave if we bump into something really bad.
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>>1557992
>>1558053
You can broadcast Teddy's PoV to Whitworth's laptop. Teddy can also open any unlocked door now, thanks to the power suit. However, he is more fragile than the other party members, having only 1 HP, and you are uncertain about repairing him.

>>1558068
You proceed to Hall #7 and dig through the crates. Inside, you find a deluxe cannon!

...wait, sorry, you find a deluxe Canon...camera.

You then attempt to open the imposing black door to Hall #14, the one with all the red doodads on it. It does not budge. Disheartened, you try the other, identical black door in Hall #4, but to the same results. It is securely locked.

P: "It seems to me these doors were designed to keep intruders out of the inner sectors of this facility. Whitworth, see what they say on the web."

google: "big locked dore+black and red+lots of lites"

Your research indicates that these doors automatically lock down should any part of the station's infrastructure take serious damage. Once the damage is repaired, they will unlock.

You're not certain what part of the station might have been damaged (aside from one medical bed), but it may be something to keep an eye out for.

Where to now?
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>>1558237
> open d4-25. navigate J P W T d4-25.
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>>1558249
If I interpret correctly, you all go over to the door from #4 to #25, open it, and enter.

This hallway's sort of long, and very quiet. Too quiet?

The lights flicker, then stabilize.

Orders?
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>>1558237
>However, he is more fragile than the other party members, having only 1 HP, and you are uncertain about repairing him.
Is there a way to improve Teddy's HP? Does being a smaller target make him harder to hit?
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>>1558275
Yup, you got it correctly. It's late, I'm tired, and I slipped into Duskers syntax. Again. Sorry.

> Wat do?
Not got a good feeling about this hall; back out, close the door, and go through d4-10.

>>1558279
I'm assuming completing the power armor will provide additional protection (read: + HP).
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>>1558295
EDIT: Disregard the again part.

It's pretty late here, so I'll be signing off in another turn or two. Will you be running again tomorrow, OP?
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>>1558295
Agreeing. This looks like a good spot for an ambush. The bad kind, where we get ambushed.
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>>1558302
Say, OP, can enemies 'spawn' dynamically(after a room has been opened)? AKA, drop from the ceiling, teleport in, etc?

Or would that fall under spoilers?
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>>1558295
>>1558302
Sensing a threat from room #23, you decide to head back and take the much safer door into room #10 instead. Yep, sure is safe in here!
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>>1558342
What's that security droid next to the spider droid under repairs holding?
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>>1558342
Wait a second.

————

And that's it for tonight! Sorry for the cliffhanger. I will be back hopefully on Sunday to continue, and will post in the /lg/ thread when I start up again.

>>1558322
I'd say that's spoilers, but even that is a confirmation of sorts. It won't happen anywhere off-screen, anyway.

>>1558295
A fully enclosed suit of armor would give Teddy much better protection, and some temporary HP.

>>1558349
A familiar-looking laser (>>1554082). And the spider isn't under repairs.

Thanks again, and have a good night everyone!
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>>1558362
Aaahhh!

Thanks OP, this was fun and VERY well-organized!
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>>1558362
> There-goes-the-planet.jpg.
G'night, OP. I'll see if I can tune in on Sunday.
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>>1558362
Thanks for the session, QM.
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When we last left our brave (?) space heroes, they were staring once more into the robomaw of robodeath. How will they escape this time?

The crew awaits your orders.
>>
>>1563612
That yellow engine looking thing looks explode-able.
Any way to use it against the big scary robot dude?
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>>1563665
Agreed. Lure the thing towards the door, burst the light thing when the spider and thing are next to it, and go hide in the conference room.
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>>1563665
The object in question is a lamp. You're not certain it would explode, but it and the other lamp in the room seem slightly damaged and are giving off sparks.
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>>1563692
Joy gives the order for the others to retreat to the conference room, which Whitworth accepts with enthusiasm. She remains behind and levels her aim at the malfunctioning lamp.

The spider advances with surprising agility over the crates and towards Joy, accompanied by the too-familiar sound of the security bot's laser charging up...
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>>1563694
I haven't played at all so far, so what's our inventory looking like?
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>>1563737
Joy fires!

A snaking arc of electricity erupts from the broken lamp and coils its way around and through the two robots. They seem momentarily incapacitated, giving you an opening to either attack or escape. What will you do?

>>1563740
Joy is carrying a Canon camera and a rifle, and can carry 3 more things.

Whitworth is carrying his laptop and a blaster.

Penkala is carrying her flamethrower, and can carry 1 more thing.

Teddy is carrying a blaster, and wearing a suit of makeshift power armor.

Back at the Capsula Cinerea, you have a crate containing: 3 bottles of finely aged hydrogen peroxide, 1 bottle of equally aged wine, 1 bottle of baby formula, and a knife, fork, and electric mixer. One of the ship's guns has also been converted into a cannon that is too heavy to carry around. The rest of the ship is heavily damaged.
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>>1563756
Does the spider seem too big to make it through the door? If so, shoot the drone. If not, spider in the eye!
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>>1563938
Joy takes advantage of the situation and pops a shot into the spider's eye—well, one of them, at least. The mechanical beast recoils from the massive damage, but it seems far from finished. It stares down at you with its two remaining eyes, while the laser bot shakes off the electrical damage and resumes charging its laser. What will Joy do?
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>>1563962
Meanwhile, the other three make it to the conference room. From the rec. room door, you can still hear the sounds of the security bots' television revelries. They don't seem to have noticed the disturbance.

Penkala makes ready to torch any enemy that comes through the doors, though the spider may be too large to fit through a 4-stud-wide space. Whitworth, on the other hand, follows his training in the classical art of Duck and Cover.
>>
>>1563962
Shoot the drone with the rifle. In the next couple of turns, lure the spider away, grab the heavy ordinance from the drone's corpse, and kill it with fire.
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>>1563962
Also, OP, any tips on your camera/lighting setup? And where did you get all those brown 4x4 rounds, if you don't mind my asking?
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>>1563975
Outnumbered, Joy prepares for another round of combat with the two bots.
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>>1564057
It does not go according to plan.

Joy lands outside the door to the conference room and drops to 1 HP.

What will you do?
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>>1564062
Joy retreats to r25, leaving the door open. When the spider reaches the doors, have the rest of the crew shoot it in the back. If it can be done concurrently, spend 2 MP to heal Joy.

(Did the plan fail because there wasn't enough time, or because Joy was outnumbered? I thought we had enough time to get a shot off.)
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>>1564062
Run down 25, wait for assailants to get between the two doors and attack from both sides of the hall
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>>1563998
Here's my setup. For lighting, I use the ceiling light in this room together with the lamp, though the lamp honestly does more work. The pictures are taken with my phone's camera, mostly because it sends the photos over to my computer more quickly than my actual camera, but it also seems to handle close-ups better.

I used BrickLink to order 100 of the 4x4 brown rounds, and had about 20 of my own lying around ahead of time. There are other parts that I think would be better (32324, for instance), and probably better colors than brown, but this one was the cheapest option by far (under 10¢).

The 4x4 plates are from Pick-a-Brick. My plan is to switch out the plates for 2x2 jumper tiles, but I don't have enough to test that out yet.

>>1564073
That attack failed because Joy was outnumbered and outmatched. >>1563962 was the free round of combat from the electricity stun, which was successful.
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>>1564073
>>1564075
Gravely injured, Joy retreats to #25, and leaves the door propped open. She braces herself and begins lining up her shot.

Across the hall, Penkala, Whitworth, and Teddy prepare for an attack of their own.

Slowly, the robots advance down the corridor. The sound of eight metal feet scraping across the ground echoes through the station. Somewhere in the distance plays a TV jingle for a space-burger joint...
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>>1564125
Talk about flame-broiling.
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>>1564132
The lesser of the two bots disintegrates into a heap of technic pins and flames, which the spider quickly stomps out. It scuttles down the corridor and begins swinging its head to face Joy.

What will you do?
>>
>>1564135
Have Joy close the door. Mass fire into the robot.
>>
>>1564152
The spider has a foot in the door, literally speaking.
>>
>>1564157
Then have Joy take cover around the corner. (If she can lean around cover and shoot with a combat bonus for being in cover, do so.)
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>>1564163
Seconded. Aim for the eye again if possible, and have the others shoot the rear.
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>>1564163
>>1564175
Joy races down the hallway and just barely dodges the spider's attack. At the same time, the others pour everything they've got into the spider's exposed flank.
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>>1564190
One of the spider's legs is incinerated, but it seems otherwise undeterred. With another of its legs, it smashes in the door to the conference room and begins trying to line up a shot. Our heroes scramble to get out of range.
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>>1564196
Back in #25, Joy finally has her cover and takes aim down the hallway at the spider's side.

Orders?
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>>1564196
Joy: Fire.
If Joy has any medicine on her, heal up to 2 hp after firing.
Whitworth, since he has the most time before the spider is on him, shoot the end of the cannon. If it's damaged, it might malfunction when firing.
Somebody else, run out of that room and try to flank the spider on it's rear from the southwest end of r4. Teddy I guess?
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>>1564215
With a well-aimed blast, Joy knocks off another of the spider's legs. She'll have to wait till her next turn to heal, though.

Over in the conference room, Penkala manages to avoid the spider's laser. Instead it knocks over one of the lamps, which topples into the rec. room door. A red light begins flashing on the other side. Meanwhile, Whitwort makes an attempt to knock out the spider's cannon, but is unable to do damage.

Teddy begins his journey to flank the spider in the south end of #4.

Orders?
>>
>>1564253
I forgot we were in turn based mode (even tho it always is, non-combat lets us do more per QM-post)

Penkala and Whitty, get out the north end, those robots ain't gonna mess around now that they're angry.
Teddy keep going.
Joy, glance down the hallway to the West. If you're confident that you're not gonna get ambushed from that direction, shoot again, this time at the head. You can take cover instead of healing, for the time being.
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>>1564283
Joy glances to her left. The hallway is empty, the door is shut, and an ambush seems unlikely.

She can't quite see the spider's head, but she can certainly see the rest of it. She fires and drops the spider to 3/6 legs. It'll have a much harder time moving now.
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>>1564314
Up north, Whitworth and Penkala bail. Not a moment too soon either, as the spider's laser misses them by a hair's breadth. The security drones also begin their march off the couch and into combat. Teddy continues his southward voyage.

What is thy bidding?

>>1564283
I only mind the turns in combat; outside of that, you can generally take as many turns per post as you like.
>>
>>1564336
P & W: Stand and wait to ambush the drones.
J: keep firing!
T: fire once you're in position.
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>>1564336
If we can bait the spider into shooting through (and into) the robots, use Whitworth as bait.
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>>1564375
>>1564422
The situation is dire. Penkala and Whitworth regroup in the north end of hallway #4 as the robots advance on them, with the spider waiting at the other end of the hall. Our heroes are outnumbered and severely outgunned, but Penkala's not ready to throw in the towel yet. At least not without setting the towel on fire.

P: "Young man, I've got a plan to get us out of this pickle, but you may not like it."

W: "Does it involve me? Me, dying?"

P: "Yes, and not explicitly, respectively."

W: "Then you can go shove your plan down the Belville potty."

P: "Listen, boy. There comes a time when we have to square with ourselves and decide whether we're going to snuff out like a candle or go down in a blazing bonfire of glory. Are you going to spend the last minutes of your life cowering in a corner, or are you going to step up and take action? Are you with me?"

Whitworth shakes his head.

P: "And I'll wipe your search history for you if you whiff it."

W: "...fine."

Thus began the execution of a plan 169 posts in the making:
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>>1552197
>>1552210
Whitworth: Master bait.
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As Whitworth places himself directly in the spider's line of fire, meanwhile Joy catches wind of the plan from Penkala over her headset. She agrees and begins advancing towards the spider.

The spider begins charging its laser to wipe Whitworth off the game board. Just as it's about to fire, Teddy and Joy blast it in the side of the head!
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>>1564612
>>
>>1564616
Yeess... Go on...
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>>1564616
SUSPENSE
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The plan is a success!

The ensuing explosion annihilates the security bots. Their robo-souls ascend to the great couch in the sky. The spider is on its last legs as well (literally). Our heroes have turned the tide, and now hold the upper hand.

———

Aaand I'm going to have to leave it here for a bit while I catch dinner and run some errands. I'll be back later tonight, as well as tomorrow! Hope you're all having a good evening (or whatever time of day it may be for you).
>>
>>1564632
YYUUSS!

Also, have Teddy beat the robot to death with its own leg, then loot all the things.

Did the heavy laser from the drone get annihilated? Hopefully we can pick that up.
>>
Congratulations, team! Time to reap the rewards.

Joy, heal up to full, you deserve it. Everybody else, start looting. The crates in r10, the robo-corpses, the couch and TV (those double decker couches have storage in them, don't they?). Penkala, start tinkering and upgrading Teddy, Whitworth.... see what's worth money on space-eBay?
>>
>>1564656
mc^2Bay, specifically.
>>
Quick update: I won't be able to continue tonight as planned, but I'll pick up from here in the morning. Sorry for the delay!
>>
>>1565744
I eagerly await your return
>>
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The final round of combat with the spider is brief.
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>>1566227
With the mechanical menace finally vanquished, our heroes have a chance to catch their breath. Joy spends 3 medicine to heal back to full health. The party's medicine count droops to 7.

Meanwhile, Whitworth starts going through all the crates and storage units he can find. Among the spoils are a guitar, two guns, a buzzsaw. Oh, and a guitar that was stuck in the couch cushions.

You pack it all together into another crate and haul it off to the Capsula Cinerea. Perhaps it will be of use to you. That or you can dump it on mc^2Bay for a quick credit.

google: "25975pb01"

The guitar seems to run for around 129¢, a pretty good price. You could buy almost 26 pizzas with that much money!

The rest of the loot seems comparable in value. You'll really have struck it rich, once you get all this out of Carpos Station. And pay off the repair bills on the Capsula Cinerea.

Meanwhile, Penkala takes a swig of the wine and starts working on her most ambitious project yet...
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>>1566244
Behold, Teddy Robovelt's Rough Rider.

It comes equipped with the spider's gun, Teddy's blaster, and the cannon from the Capsula Cinerea, in addition to some armor plating and four legs for mobility. It's a bit piecemeal, and you're not sure how it would fare in melee, but it should be a force to be reckoned with at range. It's also much too large to fit through any space narrower than 8 studs, so mind where you take it.
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>>1566248
The crew is ready for whatever the next step of their adventure brings.

What will you do?
>>
>>1566248
I mean, with that kind of weaponry, if a door isn't 8 studs wide, we can make it 8 studs wide.
>>
>>1566252
Let's go ahead and finish clearing this wing of the station. r10->r23, everybody ready for a fight just in case.
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>>1566322
You barge into r23 and find yourself faced with a pair of advanced security drones hunkered down in a maze of machinery.

Orders?
>>
>>1566897
Fire away, Teddy!

Can everybody else hold their actions until after we get aftermath of Teddy's?

How many hp does the rough rider have?
>>
>>1566897

>Teddy: Terminate.
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Sorry for the delay! Let's pick up where we left off...

>>1566978
>>1572051
Teddy slowly angles the Rough Rider (HP: 2) into r23. It's a tight squeeze, but you just make it. Teddy fusses over the controls in order to line up the three guns (harder than it looks when you don't have any fingers).

The security drones stare up into the disfigured, reanimated corpse of their comrade. In this moment, the pair of robots develop a rudimentary sentience and human emotions—namely, fear.
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>>1573598
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>>1573601
The threat is eradicated; the room, clear. You begin backing the Rough Rider out the doorway, with all the grace of a man trying to finagle his sleeper sofa up the steps and through the front door.

Where to next?
>>
>>1573626
The next time we run into a robot, we should try to disable it so we can figure out where the master robot green-red control is.
>>
Also OP, since this thread is more than three days old it's autosaging.
>>
>>1573626
Worth noting that that door wasn't open, the last time we saw. (also was closed when we barged in)

Everybody be on the lookout for rogue droids.
>>
>>1573702
Meant to say that it was NOT closed when we barged in.

Examine the loot and equipment in this room. Check 36, and then 24, in that order.
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>>1573804
You begin picking through room 23 in search of loot. There are two computer terminals present, and inside the crates, Whitworth discovers some sort of weird head. You're not totally certain what it is. Some kind of weird space-British robot? Whatever it is, it runs for over 250¢ on the market. Now that's a lucky find!

Meanwhile, Joy opens up the door to room [this space unintentionally left blank], aka 36...
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>>1573854
Inside is a large, unmarked white capsule. A simple button set into its surface seems to serve as the lock, if you're brave enough to open it.
>>
>>1573860
Can we go get a long pole from the rubble and poke it from afar?
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>>1573872
There's an old saying which goes, "I wouldn't touch that with a Bar 6L with Stop Ring." But in this case, a Bar 6L with Stop Ring will have to suffice.

Joy hits the button...
>>
>>1573909
>dat face
>>
>>1573872
Have Whitworth start hacking the terminals, and see if either of those is the robot red/green control, or an override for those doors we had trouble with before.
>>
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>>1573909
With a hiss of compressed air the capsule pops open! Inside is an unsavory sight: a decomposing corpse engulfed in plant matter. It's hard to tell whether the plants are merely devouring the body, or if something even fouler is afoot. If you squint, the vines almost seem to twitch.

Orders?
>>
>>1573927
Shut that door behind you, Bosun! Don't want any nasty space weeds putting a damper on our plans.
>>
>>1573927
BURN THAT SHIT
>>
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>>1573924
Whitworth, ever the computer expert, begins hacking the terminals.

The left terminal seems to control the lights in the spider's hanger; you slide the brightness over to 11 and a massive arc of electricity cascades between the two faulty lamps in r10. Might be a useful trick in a fight.

The other terminal monitors the station's oxygen supply, which is considerably elevated, particularly around rooms 15 and 29. You suppose that's good news; wouldn't want to suffocate, after all. It also explains a bit of how Penkala's flamethrower has been so devastating in combat.
>>
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>>1573935
>>1573936
Something about this whole situation gives you a serious case of the jibblies. You grab Penkala's flamethrower, light the whole mess up, slam the door behind you, and weld it shut. From the other side, you hear the satisfying crackle of things burning to cinders. You know Weird Space Shit when you see it, and you've no intention of getting eaten by it today.

What will you do now?
>>
r24, anyone?
>>
>>1574002
Let's do it
>>
>>1573962
OP I gotta say I love your builds for all this equipment
>>
>>1574018
Also, can we check that big brown canister in r23?

>>1574026
I was actually just thinking the same thing. The plant capsule and the computer terminals are are cute af. Even the medbay was cute in its own right.
>>
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>>1574002
>>1574018
Room 24 is small and dimly lit. Electrical cables sprawl across the floor, all leading to what appears to be a generator. However, this device seems inoperational. Its screen indicates that due to the damage this main generator has sustained, Carpos Station is currently operating on its emergency energy reserves.

P: "I'd reckon this machine is missing its power core, though I can't reason why it'd have been removed in the first place."

W: "Pretty cheap on mc^2Bay...found one for 32¢. Ooh, and free international shipping!"

J: "I'm going to guess that Carpos Station is a little more than international."

If you can find the missing power core, you should be able to restore Carpos Station to full functionality, and maybe even open those black doors. Of course, finding it may be another matter entirely...

Where will you go?

>>1574026
>>1574034
Thanks! I like doing scenery and furniture, so it's been fun making all the props.
>>
>>1574034
Oh, and regarding the canister in r23: the terminal says its full of compressed oxygen. Good thing it didn't explode when Teddy attacked or you might all be dead!
>>
Alright, we've officially exhausted this portion of the map. We've tried both doors into r14, correct? Both are locked down? If so, the next place to head to would be r8. Drop anything valuable off on the way through.
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>>1574141
You have tried both doors and they're both locked. Having thoroughly explored the west wing of Carpos Station, you begin making your way to the east wing. On the way, you drop off the robot head at the Capsula Cinerea. Current on-hand supplies are your respective weapons, the laptop, and 7 medicine. If you'd like to pick up any supplies from the ship (>>1566244), you may.
>>
Alright, I have to call it a night for now, but Funtron will return tomorrow morning!
>>
>>1574554
Thanks OP!
>>
>>1574179
Are either of the guns in >>1566244 better than what anybody has now? Or are all guns in this game basically the same except for appearance?
>>
>>1574945
For this game, there are large and small guns. A large gun is better than a small gun if you're not carrying anything else, and weaker if your off-hand is occupied. The two guns in >>1566244 are large guns. They wouldn't be great for Whitworth, who has his laptop, nor for Joy, who already has a large gun, nor Penkala, whose flamethrower is a different sort of weapon, but you could always mount them all on the Rough Rider.
>>
>>1575379
I am always in favor of giving more firepower to a teddy bear.
>>
>>1576114
I'll begin with this tomorrow morning when the session resumes. I assume after that, it's off to r8?
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>>1576759
We begin this round by taking every remaining gun and affixing them to the front of the Rough Rider. With five weapons of varying calibers at his disposal, this Ursa Minor has become an Ursa Major.

Where to now? If room 8, in what order will you enter?
>>
>>1578063
teddy mech first, penske second
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>>1578207
Teddy pushes open the doors to r8. They part to reveal a less-than-optimal sight.
>>
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>>1578251
It's getting a bit crowded, isn't it? Seven bots occupy the main hall of Carpos Station, and one of them in power armor. Their red lights flash on; they raise their weapons.
>>
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>>1578256
What will you do?
>>
Main cannons at the power suit and the armored guy to the right. Other three at random mooks, and see what happens from there, since nobody else can get past Teddy right now.
>>
>>1578257
fire the main cannon at the mech, have whitworth attempt to hack the lesser bots
>>
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>>1578297
>>1578906
Fire in the hole! Teddy unleashes a barrage against the enemy power armor and its supporting drones.
>>
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>>1579456
The attack takes out two drones, and knocks a bit of plating off the power armor. It also damages the armor's right arm, but it seems it still has the strength to stand...
>>
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>>1579477
...and maybe a little more.
>>
>>1579456
>>1579477

Woo!

>page 10
Boo!

>>1579485
Aaa!
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>>1579485
That's going to leave a dent.
>>
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Whoops! Forgot an image; this goes between >>1579485 and >>1579495.
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>>1579495
Two dents?
>>
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>>1579513
Too many dents! The front of the Rough Rider has been blown away, though it still has the ship cannon mounted to the rear.
>>
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>>1579519
This is where the situation stands. The Rough Rider is down to 1 gun and 1 HP; the enemy power armor has sustained some damage as well. 2 basic drones, 1 armored drone, and 1 heavy drone remain.

———

I have to head out for the evening, and this thread has hit page 10, so I'll pick up from here tomorrow in a new thread! Thanks for playing!
>>
>>1579533
AAAAA!

Thanks OP!
>>
>>1578251
Wait. What's that crown thing on the security bot?
>>
bnump




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