Rick will retreat back into the building and let the others know. He will continue to scout around the building looking for exits and possible escape routes.Harpoonrgm84a wrote: ↑Wed Jan 26, 2022 1:44 amAs you move toward the outside of the building, you see armed Sathar setting up a perimeter in the area from your position at the doorway.
Adventure 2.0
Re: Adventure 2.0
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Re: Adventure 2.0
Rick finds 3 other exits, but either there are armed Sathar outside of it or the exit is security locked.
Re: Adventure 2.0
Daz will observe what happens to our scientists once they start drinking the beverages. How many scientists do we have with us right now? Daz will converse with Professor J'Lan to see what he thinks of all this and if we should be concerned.
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Re: Adventure 2.0
Daz, all of the scientists are with you at this time. Professor J'Lan looks about before speaking, "My dear lady, I am very concerned about our situation. These Sathar act like they don't know who and what we are, yet, that is a contradiction to what we know to be true. Something does not add up. They should have blasted us the moment they saw us. I am not sure what is happening here. Are they playing mind games with us for some reason?"
Daz, there is no immediate effects when the scientists drink the beverages.
Re: Adventure 2.0
Rick will start examining the perimeter with a more careful eye towards finding a way to escape. He will be subtle, simply making mental notes at this time but his goal is to find an escape route for everyone on the team.
Re: Adventure 2.0
keep in mind, T'prin can glide sclose enough to jump to i can possibly leave from the roof, cant really carry anyone though. Maybe if there is another building close enough to jump to the non gliders can jump across and use that building tp make their way down to ground level . or I could glide down and get a vehicle and move it close to one of the exits and everyone could pile in and we gun it for the hills.
Re: Adventure 2.0
Daz nods to J'Lan's comments. "This is incredibly bizarre. I really have no idea but I think staying here longer puts us at greater risk. But I really have no sense of what we should do once we break out. Are we in some other dimension or alternative timeline? What good will it do us to break out simply to be at a loss as to where to go. Do you have a preference on what we do next?"Harpoonrgm84a wrote: ↑Sun Jan 30, 2022 4:36 pm Daz, all of the scientists are with you at this time. Professor J'Lan looks about before speaking, "My dear lady, I am very concerned about our situation. These Sathar act like they don't know who and what we are, yet, that is a contradiction to what we know to be true. Something does not add up. They should have blasted us the moment they saw us. I am not sure what is happening here. Are they playing mind games with us for some reason?"
Re: Adventure 2.0
OOC/ sorry I had some unexpected travel.
Lloyd will take a look into any lower levels present. Is it possible to evaluate the locks fir their complexity without damaging or setting them off?
Lloyd will take a look into any lower levels present. Is it possible to evaluate the locks fir their complexity without damaging or setting them off?
Re: Adventure 2.0
Input: To detect alarms: [_1d100], against skill 1
Output: To detect alarms: [_1d100]=(26)=26, against skill 1 70%-alarm level
Input: To deactivate alarms: [_1d100], against skill 1
Output: To deactivate alarms: [_1d100]=(18)=18, against skill 1 50-alarm level
Input: To pick the lock: [_1d100], against skill 1
Output: To pick the lock: [_1d100]=(29)=29 against skill 1 Technician Technician skill - 60 - alarm level
(I’ve got to figure out how to get the die rolls to paste like yours. As a side note I’m thinking that alarm level should probably be lock level but that’s how it’s listed in my quick reference guide. Does this mean Lloyd can open this lock again in the future if he was successful?)
Output: To detect alarms: [_1d100]=(26)=26, against skill 1 70%-alarm level
Input: To deactivate alarms: [_1d100], against skill 1
Output: To deactivate alarms: [_1d100]=(18)=18, against skill 1 50-alarm level
Input: To pick the lock: [_1d100], against skill 1
Output: To pick the lock: [_1d100]=(29)=29 against skill 1 Technician Technician skill - 60 - alarm level
(I’ve got to figure out how to get the die rolls to paste like yours. As a side note I’m thinking that alarm level should probably be lock level but that’s how it’s listed in my quick reference guide. Does this mean Lloyd can open this lock again in the future if he was successful?)
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Re: Adventure 2.0
Okay, your first roll showed no presence of alarms. Did you want to proceed with the next roll (Picking the lock)?Jaakari wrote: ↑Mon Jan 31, 2022 2:33 am Input: To detect alarms: [_1d100], against skill 1
Output: To detect alarms: [_1d100]=(26)=26, against skill 1 70%-alarm level
Input: To deactivate alarms: [_1d100], against skill 1
Output: To deactivate alarms: [_1d100]=(18)=18, against skill 1 50-alarm level
Input: To pick the lock: [_1d100], against skill 1
Output: To pick the lock: [_1d100]=(29)=29 against skill 1 Technician Technician skill - 60 - alarm level
(I’ve got to figure out how to get the die rolls to paste like yours. As a side note I’m thinking that alarm level should probably be lock level but that’s how it’s listed in my quick reference guide. Does this mean Lloyd can open this lock again in the future if he was successful?)
Re: Adventure 2.0
(Yes, thanks. I haven’t done that a bunch. I rolled for detecting, deactivating security and for opening the lock all in the same post - if Lloyd detects that he’s made an error, he’ll pause and regroup)
Re: Adventure 2.0
did we happen to see as we were being brought in, where they took our vehicles?
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Re: Adventure 2.0
Okay, your attempt at deactivating any alarms failed. A very loud screeching alarm starts going of as you failed to notice a trip wire in the back part of the lock.
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Re: Adventure 2.0
Everyone hears a loud alarm going off in the hospital. You also hear shouts of alarm nearby and running headed that way. Also, at this point, we are going to shift to initiative for the next rounds.
Sathar initiative [1d10+3]=6+3=9
Sathar initiative [1d10+3]=6+3=9
Re: Adventure 2.0
Out Initiative (I believe we are +6): [1d10+6]=2+6=8
Re: Adventure 2.0
Rick will grab up all of his equipment be try to regroup with the others.
Re: Adventure 2.0
Did Lloyd’s roll on opening a lock work?
Re: Adventure 2.0
In the confusion T'prin will attempt to grab one of the medical scanners and then slip away to try to get to the roof.
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