Chapter 2 (GreyWolfVT, sulldawga)
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke says Hey, relax! Let me look at that other map first!
Zeke pulls out the old map, finds the numbers, and punches them into the keypad.
22-1-21-12-20-0-9
Zeke pulls out the old map, finds the numbers, and punches them into the keypad.
22-1-21-12-20-0-9
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven calms down and relaxes his hand on the pistol in the holster still "Alright, hope them numbers help open the door, else I shoulda brought the baby with me." calming down feeling a little too much like dirty harry. "Shotgun might work as well." he jokes to Zeke as the numbers are punched in.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
A bulb above the door lights up green as the password is successfully inputted. It slides open in a cool sleek way, just like in the sci-fi movies of old. The corridor behind the door extends for some time, poorly lit, but when you get to the end of it, your journey is then rewarded. Standing in the back of a large cavernous room full of catwalks is a vault door. The holographic line emanating from your pip-boy leads you to a control console for the vault door.
Upon closer inspection, you notice some power tools laying nearby, scorch marks scattered across the vault's door, and the usual assortment of raider litter. The group who found this tried to break in, but failed.
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke walks up to the control console and looks for a way to attach his Pip-Boy.
Re: Chapter 2 (GreyWolfVT, sulldawga)
The console has a plug slot for the Pip-Boy. After connecting it with a cable that came from the back of your device, the console hums to life and a few lights turn green. The lights near the vault door start to strobe in typical fashion (back away from the platform fashion). You can hear some heavy machinery behind the door and after a brief moment of loud noise and sparks, the entrances rolls to the side, revealing vault 09.
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke holds position and pulls out his shotgun, to make sure there are no violent surprises emerging from the Vault.
Once he's confident that things are quiet, he looks at his Pip-Boy and the map and tries to determine where the Vault entrance is on the map so they can orient themselves.
Once he's confident that things are quiet, he looks at his Pip-Boy and the map and tries to determine where the Vault entrance is on the map so they can orient themselves.
Re: Chapter 2 (GreyWolfVT, sulldawga)
The star is where you are, you accessed this portion of the sewers through an entrance to your left (marked on the map). The vault door is facing your right, leading to an unmapped section.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven "Great into the stink we go."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
You find that as you enter the vault, the air is not as foul as the sewers to your back, a bit stagnant but clean enough.
The room you enter appears to be the main lobby area, standard for most vaults. Up ahead you see a small walkway with scanning equipment straddling both sides. The machinery looks active and the hum of computers and electrical equipment adds to that feeling. Lockers can be found towards the back of the room as well as a few benches and tables full of ancient old world clutter. Everything seems to have a distinct layer of dust.
The room you enter appears to be the main lobby area, standard for most vaults. Up ahead you see a small walkway with scanning equipment straddling both sides. The machinery looks active and the hum of computers and electrical equipment adds to that feeling. Lockers can be found towards the back of the room as well as a few benches and tables full of ancient old world clutter. Everything seems to have a distinct layer of dust.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven takes out one of the two pistols "Careful Zeke could be a ghoul breeding ground in here."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke replies, At least they have power. Which means somewhere in here is a Fusion Core with our name on it! Anyway, I'll cover you with the shotty while you search those lockers.
Zeke keeps watch, shotgun at the ready, while Seven snoops around.
Zeke keeps watch, shotgun at the ready, while Seven snoops around.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven searches the lockers [1d20] = 20
"Ah I see how it is, yer letting me have all the fun for a bit then eh? Well looky here what have I found!"
"Ah I see how it is, yer letting me have all the fun for a bit then eh? Well looky here what have I found!"
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke says, Wow, what is that anyway?
It's your natural 20, you should decide.
It's your natural 20, you should decide.
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven pulls out of the locker a combat shotgun with a box of ammo for it. "I got a new boom stick Zeke." a big smile appears on his face.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke smiles broadly.
Nice! Now you can cover me while I take a look around.
Zeke examines the items on the tables but finds nothing of interest.
what's on the tables [1d20] = 7
Nice! Now you can cover me while I take a look around.
Zeke examines the items on the tables but finds nothing of interest.
what's on the tables [1d20] = 7
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke says, Should we walk down the hallway with this equipment on, or try to turn it off first?
- GreyWolfVT
- Wants a special title like Scott
- Posts: 33050
- Joined: Wed Oct 30, 2013 10:02 pm
- Location: Vermont
- Contact:
Re: Chapter 2 (GreyWolfVT, sulldawga)
Seven thinks for a moment "turn it off I'd guess."
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
DM - GreyWolf's Mystara Adventures - AD&D 2e
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke shuts it down and then proceeds down the hallway.
shutting down the machinery in the Vault hallway [1d20] = 15
shutting down the machinery in the Vault hallway [1d20] = 15
Re: Chapter 2 (GreyWolfVT, sulldawga)
The machinery looks easy enough to shut down, buttons on the panels with a clearly written description of what each one does (Off, On, Rad-Detox, Unleash the ghouls... wait, what?).
With the majority of the machinery turned off, the hums that once filled the vault gives way to a deep silence. You can now hear your footsteps echo in the room. There was no button to turn off the automatic doors, nor the emergency lights. Those controls are usually found in a separate security room. As you proceed down the hallway, you find an elevator and a single door to your right. The windowed walls reveal that the room has lots of monitors and computers inside. When you try the door, it remains shut, perhaps locked. The elevator, too, is unresponsive, mentioning something about being in quarantine mode.
With the majority of the machinery turned off, the hums that once filled the vault gives way to a deep silence. You can now hear your footsteps echo in the room. There was no button to turn off the automatic doors, nor the emergency lights. Those controls are usually found in a separate security room. As you proceed down the hallway, you find an elevator and a single door to your right. The windowed walls reveal that the room has lots of monitors and computers inside. When you try the door, it remains shut, perhaps locked. The elevator, too, is unresponsive, mentioning something about being in quarantine mode.
Re: Chapter 2 (GreyWolfVT, sulldawga)
Zeke says, I don't like the sound of that. Let's see if this room has any hazmat equipment.
Zeke attempts to open the door next to the elevator.
opening door #1 in Vault [1d20] = 8
Zeke attempts to open the door next to the elevator.
opening door #1 in Vault [1d20] = 8