Episode 1: A New Hutt

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Jun 22, 2018 3:32 pm
OOC:
I'm enjoying it! I agree with Andy, the maps are great. I didn't expect anything like them for a post by post.
"Something has clearly gone wrong here and I don't think we should split apart with our already small numbers."
OOC:
If everyone agrees, Erek would then suggest the door on the right, or the Eastern door assuming the top of the image is North.
"Can anyone get that door open?"
Jun 22, 2018 3:59 pm
OOC:

- Love the maps
- Thoroughly enjoying the adventure
- Would prefer to stay together as I think it'll see us all posting towards the same tasks/actions, and thus keep the adventure progressing. Might make for an easier job for our GM also.
Nalfein says:
"Can anyone get that door open?"
"How hard can it be? Let me see what I can do"

Dud strides toward the door eager to impress his new colleagues and...

Rolls

(Hopefully) unlocking/opening the eastern door

1 Success, 2 Advantage, 3 Threat

Total: 1 Success, 1 Threat

Jun 23, 2018 4:04 am
Dud gets to work on the eastern door, which is locked with a basic computerised door locking mechanism. Dud can see this has been locked from the other side of the door. Though its also possible that the mechanism is faulty (or sabotaged) somehow on the other end because the door is jammed and glitching like crazy. After a few minutes Dud finally bypasses the locking system but the mechanism gives him one almighty big shock as a goodbye / parting gift :)
OOC:
Dud takes 1 strain from being shocked. I have marked this on your character sheet
The door opens to a long corridor that ends in darkness. Along the corridor to the left you can see 3 rooms that indicate 3 refreshers (bathrooms) most likely used by the miners, 2 of the refreshers are open but the middle one is closed. On the opposite side along the right of the corridor you see a single door that is closed but not locked. The air in this corridor is damp and smells like old sweat mixed with something you can't quite place. The only sound you hear is a constant drip, drip, drip, dripping from one of the refreshers.

What do you do?

Map for reference:
https://i.imgur.com/Twkv2ld.png
Jun 23, 2018 4:05 am
OOC:
Side note: Dud, you pulled that off like a pro (mostly)! Compared to a stereotypical smuggler (who shoots locks, asks questions later). How did Dud learn to do this?
Jun 25, 2018 6:20 pm
Ian_PC says:
OOC:
Side note: Dud, you pulled that off like a pro (mostly)! Compared to a stereotypical smuggler (who shoots locks, asks questions later). How did Dud learn to do this?
OOC:
Honestly, I forgot that this is Star Wars and lock/control panel shooting is always an option!

Concerning Dud's lockpicking ability - He found that it would be useful to get to know basic lockpicking skills as he was occaisonally detained by those opposing his business practices. From there, turning that to knowledge to a computerized lock and succeeding was a lot of luck (although he'd not want his knew friends to know!)
Jun 27, 2018 5:33 am
I nod to the others and move to the side of the door on the middle refresher. With the others in place to provide cover, I reach around and push firmly on the refresher door to open it.
Jun 27, 2018 3:20 pm
Ian_PC says:
Dud gets to work on the eastern door, which is locked with a basic computerised door locking mechanism. Dud can see this has been locked from the other side of the door. Though its also possible that the mechanism is faulty (or sabotaged) somehow on the other end because the door is jammed and glitching like crazy. After a few minutes Dud finally bypasses the locking system but the mechanism gives him one almighty big shock as a goodbye / parting gift :)
OOC:
Dud takes 1 strain from being shocked. I have marked this on your character sheet
The door opens to a long corridor that ends in darkness. Along the corridor to the left you can see 3 rooms that indicate 3 refreshers (bathrooms) most likely used by the miners, 2 of the refreshers are open but the middle one is closed. On the opposite side along the right of the corridor you see a single door that is closed but not locked. The air in this corridor is damp and smells like old sweat mixed with something you can't quite place. The only sound you hear is a constant drip, drip, drip, dripping from one of the refreshers.

What do you do?

Map for reference:
https://i.imgur.com/Twkv2ld.png
Gwekk slightly pales at the sight of a long dark hallway ending in darkness. He stops himself from blurting out another movie name and decides to look for some sort of light switch or glow rod.
OOC:
Nalfein: No worries about Erek being terse with Gwekk. It's exactly how I'd expect him to act.
Fortunately for Gwekk, near the bulkhead separating the reception area from the rest of the facility, he finds a light switch controlling the lighting system in the hallway. Flipping it, Gwekk frowns as the hallway light do not turn on after repeatedly trying to activate the hallway lights. He sighs about to give up and wander into the darkness with his new friends when he notices a small emergency supply station. Inside he finds an emergency glow rod in working condition.
OOC:
Ian_PC: If it's alright with you, I think this an appropriate use of threat and allows you to keep the rooms a mystery.
Last edited June 27, 2018 5:55 pm

Rolls

Looking for a light source

5 Success, 2 Threat

Total: 5 Success, 2 Threat

Jun 28, 2018 2:24 am
will.colona30 says:
he notices a small emergency supply station. Inside he finds an emergency glow rod in working condition.
OOC:
Ian_PC: If it's alright with you, I think this an appropriate use of threat and allows you to keep the rooms a mystery.
OOC:
Love it! And please add the glow rod to your inventory.
Gwekk lights up the hallway in a pale sickly yellow glow, the light isn't very strong but its strong enough to know that the corridor you're on ends just up ahead and then snakes off in a right turn.
Jun 28, 2018 2:36 am
Jack reaches around and pushes firmly on the refresher door to open it.

As he does that a body of a Trandoshan male falls out of the room, he lands face first onto the ground beside Jack, limp and stone. cold. dead.

What do you do now?

Jun 28, 2018 7:31 am
Jack recoils back in shock as Trandosian falls at my feet and backs away involuntarily. He composes himself, remembering the company he is keeping and nervously prods at the Trandosian before turning him over and looking for any form of id or clear reasons for the cause of death.
OOC:
Would you like a roll for this or is it something obvious like a large blaster burn?
Jun 28, 2018 7:36 pm
OOC:
I knew I should have selected the crime scene investigator class!! Would have come in handy right about now
Jun 29, 2018 3:56 pm
LewisMarty says:
OOC:
I knew I should have selected the crime scene investigator class!! Would have come in handy right about now
OOC:
Hehe
You can see without much effort that this is one of the miners, by the fact they they are wearing a dull and dirty mining uniform. If you roll the body over you can also see they've been taken out by a blaster, a clear shot in the chest.

As you each stand there contemplating what to do next you hear a booming automated voice over the mine's PA system:

"WARNING! WARNING! Storm Barrier Generator Four compromised. Functioning units compensating effectively. Send maintenance as soon as possible. Warning! Warning!"
Jun 29, 2018 8:48 pm
"We better find that generator or this is going to be a remarkably bad day for all of us. Let's go see if we can find some sort of a map or schematic to this place, there must be a functioning terminal around here somewhere." I indicate down the passageway we haven't been down. but don't move to lead.
Last edited June 29, 2018 8:49 pm
Jul 3, 2018 1:32 pm
Gwekk is briefly unnerved at the alarm announcement. "I can't die on my first mission! That's bad for business!"

The moment of panic dissipates and Gwekk quiclky runs through his options. He fidgets with the glow rod, eventually turning it on. Gwekk sighs with some relief. Looking down the darkened hallway Jack indicated, "Let's find you a terminal to fix all of this! You know, before the whole dying thing."

Gwekk stares uneasily down the darkened hallway, takes a large breathe, and begins slowly moving deeper into the mining facility.
Last edited July 3, 2018 1:34 pm
Jul 6, 2018 12:29 pm
Gwekk leads the Hood's crew down the hallway illuminating the space with his glow rod. Turning the corner you come across the miner's quarters with rows of small rooms each with two bunks inside. The air is quiet again. As you pass some rooms you see things scattered around as if the people left their rooms in a rather large hurry.

There is a door about halfway down the new hallway and at the end of the hallway and of course you can go back the way you came.

What do you do!?

The map:

https://i.imgur.com/J8uoxF6.png
Jul 10, 2018 8:29 am
Jack nods towards the door halfway down the new hallway.
Jul 10, 2018 3:36 pm
OOC:
Sorry lads. I was at the Lake of the Ozarks celebrating American Treason Day (I'm British lol!)
"Looks like people didn't pack before they left. Think they were running away from something or to something? Either way, let's keep our wits about us."

Noticing Jack's nod and responding with a similar non-audible head gesture, "Let's see what we can find behind door number 1".

Dud makes his way down the hallway, attempting to stay alert, before opening the 'halfway door'. (provided it's unlocked!)

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