Scene 2: Let's move like we got a purpose

Feb 16, 2024 12:25 pm
https://i.imgur.com/mNM1XWq.jpgMacwhirr is dragged through the door by Holroyd, and the door is slammed behind her by Sigg.

Holroyd pulls Macwhirr with him, and you all make your way to the end of the corridor, to the locked door that would open into the Command Crew Quarters (including the armoury) in Block B2.

As you move towards the locked door you hear a thud from the office you've just left, the one with Reynold's body in it.
OOC:
@SenorDeebs/Sigg - I don't think you've added any further STRESS since your COMTECH roll to unlock the door to Block B2.

In that case, would you like to:

1. roll again (5d6 base dice (COMMTECH 3 + WITS 4 - DIFFICULTY 2), 3d6 stress dice)
2. use previous roll and then I randomly remove two of the 7 dice you rolled for the base dice, if I randomly remove the single 6 you got then it's a fail, if I don't remove it, it's a success
OOC:
GM roll 4d6

Rolls

GM Roll - (4d6)

(4633) = 16

Feb 16, 2024 7:36 pm
OOC:
That is a very generous offer and I will take you up on it!
'We gotta get out of here- Like NOW.' Sonny nervously attempts to hack the terminal to open the door.
OOC:
PFFFFFTT! Awww man.
Last edited February 16, 2024 7:36 pm

Rolls

Base Die (COMMTECH 3 + WITS 4 - DIFFICULTY 2) - (5d6)

(52414) = 16

Stress Die - (3d6)

(633) = 12

Feb 16, 2024 8:33 pm
OOC:
That's one success on the COMTECH roll - which is all you need to get through this door. It also unlocks all the other doors that give access to Block B2.
Sigg focuses down on hacking his way through the Command Crew Quarters door - the security on it is decent. However, after several tries - tension and impatience growing with each failure - there is a satisfying quiet sound of the lock disengaging, and the door slides open.

The lighting in Block B2 is the same as in Block C2 that you're leaving - low, dim, red, frequent flickering. The group makes its way forward down the corridor until it comes to a T junction

Turning left at this junction, the corridor leads to an elevator and doors to several offices.

Turning right at this junction, the corridor leads directly ahead to a door to Block E2 (and the MedLab where you hope Dr Komiskey is with her shuttle key-card.) There is a door on the right side of this branch of the corridor that leads to the armoury, and a door on the left to a meeting room.

As you get to the T junction you all hear what sounds like heavy footsteps on metal echoing through the corridors. It sounds like it's coming from the right fork of the corridor i.e. from the direction leading to the MedLab.
OOC:
I assume you're all continuing to try and move stealthily as a group, and as you're now entering a new Zone (I'm calling for one of these rolls every second Zone you enter, your previous roll covered the corridor and the office you found Reynolds in) I'm doing a group stealth roll here by rolling 3d6 (AGILITY 2 + MOBILITY 1) base dice plus 3d6 (STRESS 3) for Macwhirr.

Rolls

Base Die Macwhirr Mobility (AGILITY 2 + MOBILITY 1) - (3d6)

(656) = 17

Stress Die Macwhirr (STRESS 3) - (3d6)

(433) = 10

Feb 17, 2024 12:33 am
Janice signals for everyone to stop and be quiet. She gets down on her hands and knees and slowly peers around the corner to see what might be coming down the hall.
OOC:
It doesn't look like there's any doors along the hallway leading to the T section. The closest looks like it's across the hall. Are there any places to hide?
Last edited February 17, 2024 4:52 am
Feb 17, 2024 2:41 am
Holroyd hunkers down with the others, his gun drawn. Every few moments he glances behind him to make sure the way is still clear.
Feb 17, 2024 9:06 am
Macwhirr peers around the corner, low to the ground, exposing as little of herself as possible to whatever might be making these noises.

What she sees is hard to understand. The light levels are low, red, and the lamps frequently, yet unpredictably, flash on and off, sometimes being off for as much as a second before coming back on again. So making out shapes and textures is a challenge.

What she does see is a hunched-down figure, moving maybe on all fours away from her, perhaps a metre or so high off the ground. Its shape is irregular, projections coming off it at strange angles. The red light of the corridor shines off it.

She sees the figure moving towards the room opposite the door that leads to the armooury.
OOC:
That's right, @McButterpants/Macwhirr, there's nowhere to hide between the door to this block that Sigg opened for you, and the T-junction you are peering into.

You could head back again through the door that Sigg opened.

You could move into the office directly opposite i.e. not turn to either the left or the right.

You could also try and sneak past whatever that figure is, aiming to exit this block through the door that leads to block E2.

You could prepare an ambush for the figure.

Or something else..!
Feb 17, 2024 12:31 pm
OOC:
If it hasn't seen us we could sneak back to Elevator 4 in c2 block, take that downstairs and then sneak until we see elevator 3 in block lvl1 E1. We can take that up to E2?
Hannah nerves tense as Janice pauses. She lifts her gun. All she wants to do is to cry out to Janice. Ask her what is wrong, but her instincts are too strong and she stays silent.
Last edited February 17, 2024 12:31 pm
Feb 17, 2024 3:51 pm
'Ohhh F---.' Sigg thinks to himself and redies his weapon.
OOC:
If we DO use our ammo we can stop at the armoury?
Feb 17, 2024 4:03 pm
Morgan waits with the patience of a soldier ready for battle. He checks his pulse rifle again, making sure he's ready for action when the time comes. He remains crouched with the rest, knowing that whatever did this is likely right around the corner. He says a silent prayer and kisses his cross for luck, then resumes his ready stance.
Feb 17, 2024 10:13 pm
Janice struggles to believe what she's seeing. Fear races through her body. She forces back a scream, and watches the ... creature? ohmygod, ohmygod, ohmygod. God help us! What the FUCK is that!! She thinks.

She doesn't look away, but signals back to the group to hold. She waits to see if it continues to move down the hall.
OOC:
If it turns, then she will get up and run down the hall, quietly, but quickly. If it moves into a room she will tell the group what she sees.
Feb 18, 2024 9:47 am
As the figure moves towards the room opposite the door that leads to the armoury, the door opens - this one seems to have some kind of proximity-activated opening mechanism - and the figure enters the room, the door closing behind it.
Feb 18, 2024 2:45 pm
Janice turns back to the group and sits with her back against the wall. She takes a moment to collect her thoughts, then says in a whisper There's something down there. It's like nothing I've seen before. It turned into the room on the left. I think that's across the hall from the Armory. We need to get through the door just beyond to get to the MedLab.

She runs a shaky hand through her hair. It's risky to head down there. I don't know if we'll make it without that thing noticing. Trust me, we don't want to cross paths with it.
OOC:
edit for clarity
Last edited February 18, 2024 6:35 pm
Feb 18, 2024 2:55 pm
OOC:
It's gone into the room opposite to the armoury. I'll add a map in a moment that shows specifically where it is right now. Hm. Maybe it's worth trying to learn how to use the battlemaps here on GP...
[ +- ] Your current location Block B2
Feb 18, 2024 5:18 pm
"We just passed an elevator in C block. Let's use it to go downstairs and walk through B block that way. We don't need to risk sneaky past whatever that thing is., whispers Hannah. She adjusts her grip on her gun hand.
OOC:
There's an elevator right behind us in this corridor in c2. Elevator 4.
Feb 19, 2024 2:29 am
Morgan almost says 'we're armed, we can take it,' but then remembers the scene downstairs where he found this gun.

"Good idea," he whispers in reply to Hannah. "Move out, I'll bring up the rear."
Feb 19, 2024 3:07 am
Janice breathes a heavy sigh of relief. Great idea! Jeez. I was seriously thinking of trying to get past it in that hallway. Janice gets up and prepares to head back to the elevator.
Feb 19, 2024 7:10 am
Holroyd takes in the information, nodding in agreement with Singleton's idea. He let's the others pass him and continues to hold up the rear while keeping most of his attention behind them, his gun ready.
Feb 19, 2024 7:41 am
Your party turns around, Holroyd keeping a close watch on the T-junction you are retreating from, and make your way back the way you came.

You make your way to the elevator just to your right when you pass through the door opened earlier by Sigg. There is an agonising wait of 20 seconds or so, as the elevator reaches your floor (it makes some noise, but it's relatively quiet).

Your group move into the elevator, it descends to the level below, and opens in the airlock. To leave the buildings, you would exit the lock here through the external door to your left (i.e. to the east).

No problem with the lighting down here - normal white lights switch on in the lock as you arrive there.

There's no sounds here apart from the background drone of the ventilation system, and the occasional clank of the heating.
OOC:
There are two 'obvious' paths from where you are to the MedLab from Block C1 where the elevator (Elev 04) opens. For both options you would leave the building and go outside through the door that is directly to your left when you exit the elevator.

Firstly, you could go via the South Lock. To do this, walk outside past Tannen's Casino, to the South Lock (Block E1), and then use the elevator just to the right when you go through the South Lock (Elev 03) to go up to Block E1, which is where the MedLab is.

Secondly, you could enter Tannen's Casino, go upstairs in the casino to the disused walkway in there, which leads into Block E2, just next to the MedLab. This access walkway hasn't been used for a while, and is a remnant from the early days of the colony.

The schematic of Hadley's Hope might help you to orient yourselves here - but if things are unclear I can post another map for you with a "you are here" on it again. Just let me know if you need that.
Feb 19, 2024 7:53 am
OOC:
Note - I'm not asking you for OBSERVATION rolls here. By default you see and notice, well, what I expect you'd see or notice given how you're travelling, the light levels, and so on.

I'm not asking for those OBSERVATION rolls as I feel it's an option you have, to look around a place very closely and carefully if you want to - you might then notice something additional at the risk of triggering panic as you nervously scan the area. And I don't want to be pushing you to make take the panic risk of looking closely.

Remember, also, when you roll and fail, there is the option (unless you're Holroyd) to push the roll i.e. taking an extra STRESS and then re-roll any failed dice.

This isn't a GM hint to this particular location - if you were to do an OBSERVATION roll here, you'd see nothing dangerous.

Just wanted to let you know how I'm running this aspect of the game, given that creeping around and trying to notice potentially dangerous things feels like it's a big part of what you're doing right now.
Feb 19, 2024 8:36 am
OOC:
Other than the time aspect, Holroyd can make Observation rolls for the group when it makes sense to do so with less risk from stress/panic. Happy to do that, if the group wants.
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