You stand at the edge of the ravine with the complex and its various buildings anchored a few meters below you. You have to admit, if you hadn't nearly walked into the ravine, you doubt you would have found it. the valley wall behind it is in the direction of the nearest city, and thick forest would keep people from seeing it unless they did a flyby of this one piece of ground in a nearly 400 Klick wide forest. From the embedded shapes in the ravine below you, you count 6 buildings and several durasteel catwalks that span the abyss between them. You can also see there's a rusted and vine-covered pair of defense turrets mounted at the far end of the complex facing out at the only clear flight path into the area. Judging by the way there seems to be no power on in the base you can see, they're likely turned off.
The only real place you could safely drop the distance down to the buildings from the edge of the ravine on this side is the lip of a recessed building below and near the center of the ravine, with a bridge beneath it stretching out to the buildings across the ravine. But, if you do drop-in, you can't really take Kaz with you unless you want to risk the hound jumping down to a narrow metal ledge and not falling several dozen meters to the ground below. From what you can see where you're perched, the bridge would drop you halfway through the complex, about the middle between the outer areas of the ravine base, and the landing pad tucked away in the far end, Recessed out of reach in the cliff face.
A moment of investigation [Passive score of +40 (Scavenger, Navigation, Perception), auto pass success, 1 of 2] and you can see what looks like a vine-covered section near the open ravine end of the cliff is a bit too cleared of larger plants. As you investigate, you find a cargo lift that's covered in dirt and debris, but you might be able to activate it. You doubt that the entrance would be unprotected or secured, and that means you probably have to splice your way past the system.
[GM Note: During mini-rounds, you get to choose what tactics you can use for your attempts. Generally, I'll offer a Martial Path, a Diplomacy path, and an Intrigue path, and will accept custom plans as long as you can convince people to follow them (stealth path where you kill your enemies one by one, or a diplomacy path where you come loaded for bear, would be two good examples) as this event does not have a Diplomacy option yet, I can only offer two 'Paths' for this event. Note, you aren't *committed* to a path after choosing it, but it can make changing tactics harder depending on what you do.]
Choose your path:
[](Intrigue)Just Dropping In:
-Go in Solo
-Increases chance for Intrigue options
-Keeps Kaz out of danger
-Lessens combat ability
-Increased chance of being surprised
[](Martial)Excuse me, is this the right floor?
-Go in the Cargo lift with Kaz
-Requires Roll for bypassing Lift Security
-entrance is not gonna be very stealthy
-Increases chance for Martial Actions
[]Investigate further
-Roll to see if you find further options for entry, or if you can get a read on anything that's still around inside the complex.
Kaz Passive Perception Rolls:
81 +5[Intrigue] +15[Hunter] = 101
As you investigate, Kaz gives a soft whine and begins to paw in the dirt some distance away from the lift, before ducking through some sparse brush near the back wall of another cliff face further up the valley. You stand and follow, rifle up, and blink as you see another clone trooper… but this one was never buried. The armor is cracked and torn apart, clearly beset by scavengers. Its helmet is nearly intact, and at its side a combat blaster lays in a skeletal grip, rusted and beyond use.
A moment of investigation reveals that its helmet still has an intact memory chip. You could investigate that, see whats going on. It's not like you don't have time.
-[]Crack the Chip?
1d00 +11(Intrigue) +15[Slicing] +10[Scavenger]
[Note! You can choose to crack the chip with your current gear regardless of what path you choose.]
Rough Area map