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Bridge Entry

Room

DCC 72 · p.25

Open source p.25

Area 1 – Bridge Entry

The ship has plowed a trench into the ground, and its bow is torn open. Ten feet up, a chamber is exposed, with protruding bent metal and loose sparking wires. Redand-gold metallic humanoids patrol the wreckage, and see your approach. One shoots a ray of light from its chest, and scorches the ground ahead of you. It shouts in a strange mechanical voice, “FLEE!”

The “humanoids” are robots from the ship guarding this entrance to the wreckage. They allow PCs one round (10 seconds) to flee, and attack those that do not comply. They lack diplomacy programming, so attempts to parley are difficult (DC 15 Personality check). During melee, PCs may notice a switch on the backs of the robots’ necks (one Luck check per melee combatant). Flipping a switch disables its robot (mighty deed of arms, DC 15 pick pocket, or AC 18 for those without the previous two options). For larger parties, have one robot for each PC.

Guardian Robots (5 or more): Init ; Atk bash melee () or chest ray missile fire (, range 60’) or rocket fists missile fire ( special, range 30’); AC 13; HD ; hp 17, 14, 13, 11, 10; MV 30’; Act ; SP rocket fists (once per encounter may shoot fists as single projectile, but may not bash attack for rest of encounter), immune to mental effects, vulnerability (switch on back of neck); SV Fort , Ref , Will ; AL N.

Climbing to the bridge is easy (DC 7) because of the wreckage. However, climbers must make a DC 10 Reflex save or suffer 1 hp of damage from sharp metal.