GM-Peanuts |
Mus'ad stomps his way through the fence, and continues on across the yard to the large building. As he approaches the hum of machinery inside grows louder,
Well Belle, 2" is 4 metres in game, or about 13 feet, so a cube that size could easily cover the lot of you if you all stuck together.
The noise of machinery grows louder, accompanied by the sound of splintering wood as the door erupts inwards at Mus'ad's mighty boot. Inside the structure is a confusing mass of pipes, pumps, and gauges filling three quarters of it's bulk, while the remaining quarter holds several smaller rooms, one larger and elevated above the rest clearly labelled as the control room, with large glass windows giving it a good view of the place.
Belledonna |
Isabelle observes the area for signs of recent activity/habitation.
Notice: 1d8 - 2 ⇒ (8) - 2 = 6, Ace: 1d10 ⇒ 6, Wild Die: 1d6 - 2 ⇒ (5) - 2 = 3
For a total of 12, two raises.
Devil's Advocate. |
"Done"
The dark clothed villain walks to the panel. Hood pulled up to block the cameras view.
The Advocate studies the control box for a moment then places a single white disc on the top before walking away. A thin line of chemical smelling smoke rises from the panel for a moment, the disc is gone.
Malfunction on panel, Interface: Smarts1d10 ⇒ 1, Wild 1d6 ⇒ 5 total 7 {5+4(interface)-2(assuming moderate complexity)}.
GM-Peanuts |
Explode: 1d4 ⇒ 2
DA realizes that disabling the security system will likely have triggered a fault; of course, being that it's in the slums of Southpoint...
A short search of the place finds a technical schematic showing the layout of the building on one wall. A tunnel labelled as maintenance access seems to be leading downwards off the map
Devil's Advocate. |
"We will need to come back another way. The water company just had some lights turn on in the main office. Shouldn't be a major issue though."
The Advocate pauses a moment to photograph the schematic before heading down the (dark? lighted?) tunnel.
Why the -2 Peanuts? Multi action? DA has the Gifted power so no -2 for unskilled. Not that it matters on this roll.
Happy-Jack |
Jack runs up to peek into the control room for anything of interest, and then zips back down to join Mus'ad and DA. "You think our Fin-ly friends will notice that light more than the other evidence of our entry?". He gives a brief hand wave toward the door. "Besides, entering and leaving via the same point is utterly boring."
Devil's Advocate. |
To Musad: "Down and out."
To Jack: "It might even help. The door tripped the security but reducing that to scrap might send a general system fault which could lead the poor water company tech to think that the system broke again rather than realizing that security has been compromised. Well we live in hope."
GM-Peanuts |
The tunnel descends down into the earth, until the relatively clean and modern paneling of the pump station gradually gives way to damp, muck-encrusted brick and stone walls that wind out from the pump station, complete with the expected odor...
Hmmm, everyone has d8 Notice except for Mus'ad... So, let me know what you guys are doing, and give me a notice roll each, at -6
Belledonna |
Dear lord, -6?! So basically, we have to Ace just to have a chance of succeeding...
Notice: 1d8 - 6 ⇒ (2) - 6 = -4, Wild Die: 1d6 - 6 ⇒ (1) - 6 = -5
Let me know if I need to begin Monologue-ing.
Mus'ad |
Notice: 1d4 ⇒ 1 and 1d6 ⇒ 2
Mus'ad squints his piggish eyes against the dark as they stumble through the sewers and his pantaloons gradually become stained with the unmentionable muck that adorns the floor. After a time he exclaims "Fegh, anyone know which way? Mus'ad punch through walls if it will help to lessen time in cesspit."
Devil's Advocate. |
Can GPS reach here? I am assuming no.
Hour one: Notice 1d8 ⇒ 7, wild 1d6 ⇒ 6, wild ace1d6 ⇒ 4 +2 (heightened senses)-6 a maze of tunnels all alike. Total 6.
Sorry Mus'ad, brute force, though a wholesome entertainment and a present friend in a time of trouble may not be the answer here.."
The Advocate stands still in the middle of the path and thinks aloud..
"....living underground..."
"...need food, power, water..."
"...under the radar....
"Follow me!"
The Advocate sets a rapid pace heading into the minor access tunnels. The smell improves somewhat though the lighting fades.
Pinhead red spots pick out details here and there as The Advocate moves swiftly through the maze of tunnels.
[d]"Hmm this pipe was repaired recently....."[/b]
Following the pipe down a stairwell.
"and this was tapped......."
Through an access door and along a long long downward sloping corridor barely lit by emergency bulbs.
Hmm wiring is rather far from code. Someone got sloppy."
Across a heavy steel gantry over a large settling pool.
......?
GM-Peanuts |
Me thinks DA overestimates the quality of the Southpoint sewers :p
Devil's Advocate seems to know where he's going or at least thinks he does. After a couple of dead ends and discarded theories however, when he's almost given up hope he spots a small, odd marking on an otherwise ordinary stretch of wall--a square with small dots and lines in an odd arrangement. Scouting around in the nearby tunnels he finds another, and after some more laborious searching he and the others discover enough to determine the rudimentary code they seem to be using, a system of coordinates.
A short time later as DA homes in on the [0,0] point, the terrain starts to change, leaving behind the crumbling brick and occasional 'clean', modern stretch of tunnels. Instead the cell finds them replaced with the rough stone walls of what seems to be an area of natural caverns, though there are occasional signs of human hands--passages having been widened, ceilings raised.
The symbols are nowhere in evidence however, and neither are lights, but before the cell can get themselves lost in these dark caves they round a corner to find a shadowy shape which resolves into a human figure dressed simply leaning against the wall. He stubs out a cigarette as he spots you, straightening up. "Evening folks..." he says, scanning the group until his gaze settles upon Belledonna. "If yall'd like ta follow me." he says, turning and starting to head deeper into the dark caves, seemingly unfazed by the lack of light. It is as he turns that it becomes apparent that he has a dark skinned, meter long tail which drags along the ground, causing a soft rustling as he walks.
Devil's Advocate. |
Walking confidently through the darkness (gotta love that awareness) The Advocate speaks to their guide.
"Nice retreat you have down here. I knew there were some natural caverns under the city but nothing this extensive."
Rebecca silently records the face, body, and movement algorithms of our guide for future duplication.
GM-Peanuts |
"and we'd like ta keep it that way if'n it's all the same to you." he replies to DA's observation as he moves unerringly through the dark, leaving what little light there was in the sewers long behind. Even with Rebecca projecting the fuzzy outline of the caves as they pass through them DA would have some difficulty finding his way out of here should their guide abandon them... The others are forced to switch on their torches lest exactly that happen, their guide not slowing when one of them whacks their shin on a rock outcropping, or smacks their head on a low ceiling.
"Ya'll can call me whatever ya'd like. While ahm sure people fall all over 'emselves to spend time with such a lot of beauties as yerselves up above, we undergrounders don't have much truck with surface folk, so ah'll skip tha introductions if ya don' mind."
After a quarter hour of inscrutable silence from your guide and many twisting and winding passages and tunnels, the passage starts to widen. Up ahead the Omegans are able to detect a faint light, which grows brighter as the cave ahead opens up into an enormous cavern, the ceiling of which seems to be glowing softly. While not as bright as their torchlight, the glowing ceiling is nevertheless sufficient to illuminate the many ledges, caves, and tunnels that rim the caverns walls at various heights, many of which currently hold distrustful, watching eyes.
The Omegans find themselves lead out onto the uneven floor of the cave, and told to wait, their guide nimbly clambering up a wall, and disappearing into another tunnel, while dozens of eyes bore down upon them from above. After less than a minute Valerie Ramirez steps out from a cave and shimmies down a rope of vines. "So... you wish to call in your favour already? Or did you have another deal in mind?"
Belledonna |
"To be honest, I was hoping more for the possibility of a mutually beneficial accord. Having been afforded a better understanding of matters here, I'm not entirely certain what you might gain from such an endeavor however..." Belledonna replies, the opportunity for ms. Ramirez to confirm or rebut her opening obvious.
GM-Peanuts |
"Well there's always things we can use that we can't easily get a hold of or make down here." she observes, turning and leading the way to a medium sized cave dug into the side of the larger cavern at ground level. Inside is a large rug and some mismatched furniture, most of which have seen repairs of some kind made to them. "If you were to provide us with some supplies--particularly medicine--then it would certainly go a long way to improving relationships if that's what you want."
Belledonna |
As Valerie Ramirez presents her peoples opening bargaining position, the rest of you feel the familiar semi-imaginary tingle you have come to recognize as Belledonna's mental contact.
Devil's Advocate. |
Happy-Jack |
Jack points his toothy visage at Ms. Ramirez. "And what sort of medicine did you have in mind? The ancients claim laughter is the best, and Jolly Jack can play the fool as well as any.". He capers about, being careful not to further damage the furniture.
GM-Peanuts |
Hmm, I guess the player's section is too busy talking about the golf club and the country club, but any native of Star City pre-invasion would know there is the Atlantic General Hospital in Prospect Point. Residents of the city post-invasion will know that non-residents of Prospect Point had better have a good reason for being there, as the V'Sori take exception to snooping in that area of the city. This is fairly true for most of the northern half of Star City (Westpoint and Eastpoint not as much).
Happy-Jack you can roll me your Knowledge (Star City) if you'd like.
"I think we'd prefer ones with a more proven track record. Antibiotics, painkillers, that sort of thing." she observes, her tone slightly sour as she watches the unfamiliar man darting around her cave.
Mus'ad |
"If one of you sewer rats get Mus'ad under where stuff you want is hiding. Mus'ad will crack open secrets with power of fist." nodding like a three year old that has just made up his mind.
[ooc]Get Mus'ad below somewhere - then he'll burrow into complex from below... no-one ever expects the Spanish Inquis.."[/b]
Belledonna |
I will open with, say $1,000; in whatever emergency supplies we can legally obtain once we have returned to the surface?'
'Or do you consider that too stingy an initial bid Advocate?'
Personal note, really should have foreseen the possibility of negotiations & made certain we had something with us...
Next time.
I'm going to hold off on making an actual opening offer until Mayhem &/or others have replied, or a day or so has passed RT.
"Of course, ms' Ramirez, I wouldn't dream of endangering potential allies so pointlessly."
Devil's Advocate. |
Belledonna |
With no rebuttal from ms. Ramirez, Belledonna continues. "$1000 in emergency goods & medicines once we have returned to the surface to retrieve them." Her expression grows a tad embarrassed, "An error in foresight & manners I'm afraid. I failed to consider how rude it would be to arrive without an appropriate gift for our hosts."
GM-Peanuts |
Valerie reclines in her dilapidated, but comfortable chair, mulling the offer over. She leans slowly forward, meeting Belle's gaze. "Either you've had the connections to be able to obtain medicine 'legally', or the fortune not to have needed it since the V'Sori showed up. If you had, you'd know how little a grand will buy you on the black market. You've seen how many of us there are." she gestures to the cave beyond and the shadowed figures. "A thousand dollars is but a drop in the bucket."
Belledonna |
Note to self: keep Mus'ad away from any negotiations in the future.
Devil's Advocate. |
The Advocate looks amused.
"The take from a convenience store for one of Terron's old hideaways? Either there is a great deal you are not telling us or your ambition truly knows no bounds. In either case I find your terms acceptable."
Assuming the cash was left at the lair. Otherwise DA will just pay the nice lady and be done with it.
"No need for us all to go my muscular menace. Simply send a guide with me to retrieve the goodies and we will all meet at philippi. Agreeable?"
GM-Peanuts |
Meet at philippi?
Valerie doesn't bother to respond to Mus'ad turning her attention to Devil's Advocate as he speaks and accepts her deal. "We have something you need, you have access to what we want. It seems a fairly standard negotiation to me." with the deal made she stands and turns to leave, gesturing out into the cave, pausing at the entrance.
A few moments later a small woman with fine golden fur running along the back of her arms scurries up to her and they converse before Valerie turns back to the group. "Rini will take you back to where you entered the caves, and wait there to show you back. The rest of you can wait here, do not wander around." she instructs before leaving. Rini looks nervously at DA to ensure he is following and then scampers away, moving quite quickly into a different tunnel to the one you entered through previously setting a brisk pace back towards the surface.
Anyone getting up to any mischief while DA is away? If not I'll skip things ahead.