Star Wars - Dawn of Defiance PbP - GM Kalderaan


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Then I think we are off again. We'll trust our guide to lead us, even as we reluctantly mount the beasts again.

Did anyone else other than Stone take any trooper gear? Just curious.


Your Felucian scout leads you around obstacles and potential threats and takes you directly the prison facility. Your scouting guide doesn’t say much on the journey — not that you would understand him anyway — and simply leads you to your target with solemn determination.

When you arrive, you discover that the prison facility is a
relatively squat, two-story building in characteristic Imperial style: gray walls with a slight outward slant, no visible windows, and a plain visage that leaves no room for accoutrements. The second story of the building is visibly smaller than the ground floor, and blinking lights line the top floor’s edges. A large set of blast doors denotes the ground floor entry to the building, while a single gun turret (which appears to be an E-Web blaster built into the wall) juts out a few meters to the door’s left. Otherwise, there are no other visible entrances or exits to the facility.

Stormtroopers stand guard at the facility’s blast doors, while the low
hum of speeder engines indicates that there might be scout troopers on
patrol nearby. Additionally, you hear heavy thudding sounds in the distance, along with the noises of plants being crushed, indicating the presence of a walker of some kind.

Fortunately for you, the Felucian scout is aware of a secret entrance. He leads you to the northwest corner of the building, where a ventilation grate barely hangs on its bolts. With the right application of force, it can be pried free, giving you a way into the prison facility.


Kneeling down next to the grate, Kess says in a whisper, "Let me handle this." Feeling out the Force, Kess teases at the grate, attempting to pull it off gently.

UtF for Move Object: 1d20 + 8 ⇒ (16) + 8 = 24


Tamara Kess wrote:

Kneeling down next to the grate, Kess says in a whisper, "Let me handle this." Feeling out the Force, Kess teases at the grate, attempting to pull it off gently.

UtF for Move Object: 1d20+8

With barely a whisper of noise, Kess maneuvers the heavy grate enough to allow entry. A large, dark tunnel awaits you.

Your scout gathers up the kybuck and leads them off, gibbering something in his language. He is obviously going no further.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

Eyes wide, Colvin is obviously impressed with Kess' display. Whispering to the others, "I will go in first".

Blaster in holster Colvin moves down the shaft as silently as possible.

Stealth - 1d20 + 9 ⇒ (4) + 9 = 13

Perception - 1d20 + 6 ⇒ (3) + 6 = 9

No armor for me Stone :-)


Colvin moves as quietly as he can through the metal duct into a space where the conditioned air is filtered and then exhausted into the Felucian jungle. You can feel the difference in humidity the further you travel up the exhaust.

As you come through the intricate maze of duct, filters and machines, you come to a filtered grating. Peering through, you see an empty hallway that goes on for over 50' in the west and another empty hallway that goes on for over 50' to the south.

You see no doors or windows in either hallway.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

Colvin head back out and describes the initial layout. "It may be best if we use the same trick to remove the filtered grate as well", Colvin whipers to Kess.

"The good news is that there is no one there so at least initially we will be in without a fight".


Colvin Dashwind wrote:

Colvin head back out and describes the initial layout. "It may be best if we use the same trick to remove the filtered grate as well", Colvin whipers to Kess.

"The good news is that there is no one there so at least initially we will be in without a fight".

Upon investigation, you find the filter panel in the facility to be better maintained and easier to handle and move. It is designed for ease of access so the filters can be accessed and changed frequently.


Stone will go last, standing at the entrance with his carbine and looking around until everyone else is in.


"What of the Force disturbance the Felucian chief mentioned?" Alistair softly asks Kess after moving closer to her. "Perhaps now that we are closer we might be able to feel something."

The Jedi has his right hand on his lightsaber's hilt, keeping the weapon holstered but close at hand. 'In these tight quarters it should be a better choice than my blaster,' he thinks to himself. Trying to be as quiet as possible, he keeps his eyes open, taking care to look around for anything unusual as he follows the rest of his companions.

Stealth 1d20 + 3 ⇒ (8) + 3 = 11
Perception 1d20 + 8 ⇒ (9) + 8 = 17


Allerick will move in, looking more like a cartoon character being stealthy with exaggerated movements and jerky motions. "Don't worry, I've seen this done before."


Alistair Cray wrote:

"What of the Force disturbance the Felucian chief mentioned?" Alistair softly asks Kess after moving closer to her. "Perhaps now that we are closer we might be able to feel something."

The Jedi has his right hand on his lightsaber's hilt, keeping the weapon holstered but close at hand. 'In these tight quarters it should be a better choice than my blaster,' he thinks to himself. Trying to be as quiet as possible, he keeps his eyes open, taking care to look around for anything unusual as he follows the rest of his companions.

Stealth 1d20 + 3
Perception 1d20 + 8

Alistair - you see nothing more than what was described by Colvin. Please give me a Sense Force check (Use the Force skill) for more details on what the Felucian chief described.


When you are ready to move out of the duct, give me a bump. Last I saw, Colvin asked Kess to do something there.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

If the filtered grate can be removed easily and quietly then Colvin will not need Kess to use the force to remove it. I am ready to in otherwise if everyone else is.


Use the Force (Sense Force) 1d20 + 8 ⇒ (18) + 8 = 26


Allerick will move up to the grate as well, pulling out a mechanic's kit. He'll study the grate, select the appropriate tools and get to work. When it's almost off, he'll have Colvin help him to lower it gently to the ground.


Alistair Cray wrote:
Use the Force (Sense Force) 1d20 + 8

As you open yourself to the Force so well, you are assaulted by PAIN! ANGUISH! HORRIBLE PAIN!

You sever your connection but black out for a second before you can wipe away the feelings of the Dark side. Your entire skin seems coated in it.

It has to be close - perhaps less than 10 squares as the mynock flies.

As you come to, everyone is staring at you. At least you didn't scream! Beads of sweat have formed on your forehead.


Allerick Hosh wrote:
Allerick will move up to the grate as well, pulling out a mechanic's kit. He'll study the grate, select the appropriate tools and get to work. When it's almost off, he'll have Colvin help him to lower it gently to the ground.

After ensuring Alistair is okay to continue after his episode, Allerick and Colvin work quickly and quietly to remove the grate so that you can enter the main areas of the facility.

You all manage to get out and replace the grate so that nobody knows how you entered.

There are no doors or windows in either the direction to the west or the south. Which way do you want to go?


If he can do it without a lot of banging, Eamch will close the outside hatch behind them, giving or scout a quick wave before he does.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

"I say we go whatever way is the opposite of whatever caused Alistair to collapse", Colvin whispers.


Colvin Dashwind wrote:
"I say we go whatever way is the opposite of whatever caused Alistair to collapse", Colvin whispers.

You are at an "L" intersection. You think the Dark-side room is on the other side of both walls of the "L".


Taking a deep breath to steady himself, Alistair relaxes a little and describes what he felt to the others, Kess especially.

"What I felt was... pain. Such great pain and suffering," the Jedi says as he calms down with each passing second. "Whatever it is, it feels strongly of the Dark Side and it is very close. Perhaps even on the other side of thoese walls over here."


Toby gives Alistair a concerned look, though he doesn't quite know what to say, the mysticism of the force is so different then the logic he tries to live in. Still, he understands that heartfelt sensation of overwhelming pain he saw on the man's face. He puts a hand to his shoulder for a moment before he continues on through the grate.

Stepping out, he looks around for any signs of opposition before considering Colvin's words. "I know little about the ways of the Jedi. Would such a sensation more likely come from an adversary, or from those in pain? If it is pain, it may be from prisoners. This is a prison after all. Freeing them, particularly if we are going to destroy the base, is something we need to be concerned about."


West or South?


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

"Right Doc, I am so used to avoiding pain for myself I forgot for a moment why we were actually doing this. How about we head south, though at this point we know nothing about this complex so either way works".

My players always say the West is the best so I say we go South, my players get beat up pretty good in game :-)


"South works. As long as I can get to a terminal, I can download a map of this place. Then we can blow it up and run."


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

"Can we run and then blow it up remotely? Sounds safer to me".


As you make your way down the southern passage (2 squares wide), you stop after 10 squares when you notice movement. The passage opens up in another 5 squares to a wide (4 squares) opening
into a larger room that flares out.

NOTE: Total distance from the point position to the transparisteel is approximately 15 squares.

At the end of the larger room, a narrow band of tinted transparisteel stretches from one side of the outer wall to the other, giving you a dimmed view of the Felucian jungle outside. Built into the wall, facing outward, is a large E-Web blaster cannon, powered and ready to fire upon anyone approaching the front of the base. The remainder of the room is filled with support equipment for the E-Web, including a large power generator and a large bank of computers, apparently to regulate and monitor power.

The station manned by an Imperial Turret Gunner wearing a dark grey uniiform and a jet-black helmet with a closed faceplate. He carries a large blast cannon and wears a utility belt that holds extra equipment as well.

Supporting him are several Stormtroopers in full armor. You can't quite make out how many due to the obstructions and your lack of clear view. You know it is at least two though.

NOTE: You have not been spotted yet.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

Whispering to his companions Colvin asks, "Should we take them or follow the hall the other way and see what we discover?"


"Back, back back!" Allerick hisses through gritted teeth. "I don't have a desire to die yet."


Backing up the way you came, you come back to your original position. You then move west about 12 squares and the passage turns south. The hallways are wide here as well - 2 squares width.

Peeking into the large area south of the end of the western hall you traveled, you see a big open space.

See the map below for the things that you see. You don't see any movement of personnel in this large area at this time.

Alistair - you suspect the Dark power you felt to be between where you are now (X3) and where you were (X2).

X-----------------------------------------------------]
[xxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxxx]
[xxx-------------------------------------------[xxxx]
[xxx]oooooooooooooooooooooooooo[xX3x]----D--------D-----[
[xxx]oooooooooooooooooooooooooo[xxxxxxxxxxxxxxxxxxxxx[
[xxx]ooooooooooooooooooooooooooDxxxxxxxxxxxxx[---------[
[xxx]ooooooooooooooooooooooooooDxxxxxxxxxxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxTTTTxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxTTTTxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxTTTTxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxTTTTxxxxD
[xxx]oooooooooooooooooooooooooo[xxxxxxxxxxxxxD
[xX2]ooooooooooooooooooooooooooDxxxxxxxxxxxxx[
[xxx]ooooooooooooooooooooooooooDxxxxxxxxxxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxxxxxxxxx[
[xxx]oooooooooooooooooooooooooo[xxxxxxxxxxxxx[

X marks your original position
X2 marks the spot where you traveled south and spotted the guards 15 squares further south.
X3 marks your current position.

x= Open space/walkways
o= Unknown
D = DOOR
T = Turbolift (four tubes)


I will be away from my computer for the next four days. I will try to post, but I cannot promise I will be succeeding. Kalderaan, you may DMPC Alistair as you see fit. Being a Jedi, he will definitely want to investigate what is going on regarding the Dark Side feeling, but will not be getting himself in any heated arguments with the rest of the group over it. Ok, maybe calm controlled Jedi-like arguments... ;-)


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

"Doors or lifts I guess is the question. I would imagine if this is a prison facility the prisoners are below us".


There are certain to be cameras in the elevators, if not in every blasted corridor. We need a way to move around without drawing attention to Security. Allerick, what would you need to hack into security systems and make us invisible to cameras, or find us a route that doesn't have cameras on it?


"All I need is a security terminal and about 5 minutes. Also, a bag of Glu-Fu chips and a Slurm Cola. It helps me be even more awesome."


Allerick Hosh wrote:
"All I need is a security terminal and about 5 minutes. Also, a bag of Glu-Fu chips and a Slurm Cola. It helps me be even more awesome."

Allerick - you don't see any terminals in the hallways. You feel your best bet would be in one of the rooms through a doorway.


"Look, there's no terminals in sight. We're gonna have to go in a room. Best to get an idea of what's there anyway."


So, do we all go in together? Does one of our stealthier team members try to sneak in? Should I try a door in this armor by myself?


"Might I suggest a ruse? Stone, take Allerick with you, perhaps as a technician. Shouldn't be too hard to get access that way. You would need to be quick, though. I imagine it won't be too long before that patrol was supposed to report in. Then we'll have lots of problems."


"Umm, I'm bait?!? I'm no good as bait. I'm not made for it. I'm more of a sit back and wait for the firefight to stop kind of guy."

After a moment, though, he sighs. "ALright, fine, I'll do it. I want this noted as a case of extreme bravery on my behalf."


Allerick Hosh wrote:

"Umm, I'm bait?!? I'm no good as bait. I'm not made for it. I'm more of a sit back and wait for the firefight to stop kind of guy."

After a moment, though, he sighs. "ALright, fine, I'll do it. I want this noted as a case of extreme bravery on my behalf."

Let me know which set of doors you want to enter as there are several choices.


I vote the doors to the North.


Male Human, Scoundrel 2/Soldier 1, HP 41/41 (Thresh 21), Init. +9, Per +8, Force Points 3

Northern doors mae sense to me as well. Is there anywhere to actually hide while we wait for Stone and Allerick to slice a terminal?


Colvin Dashwind wrote:
Northern doors mae sense to me as well. Is there anywhere to actually hide while we wait for Stone and Allerick to slice a terminal?

There are two doors to the north. Will you take the first or the second door? As far as hiding goes, there is nothing short of going back to the way you came in, otherwise, you can stay in the hallway where you are now and hope there are no patrols in the next few minutes.


First door to start with.


Allerick Hosh wrote:
First door to start with.

Allerick and Stone quickly open the first door on the Northern wall and it opens to a simple storage room (3 squares up and 5 squares across). It is filled with foodstuffs and other basic supplies - nothing really combat related.

There is no terminal to use in here.


Imperial facilities tend to be pretty similar in their layouts. Any sort of knowledge that might play to giving an idea of where prisoners might be held in such a facility as well as where their comm room would be, even its something basic like 'prisoners would probably be on the bottom floor' or 'the comm room is probably close to the center(or top) of the facility'

Toby pats Allerick on the shoulder "Don't worry, my friend. We'll have your back and with luck avoid shooting it when you are diving out of the way."


Imperial facilities tend to be pretty similar in their layouts. Any sort of knowledge that might play to giving an idea of where prisoners might be held in such a facility as well as where their comm room would be, even its something basic like 'prisoners would probably be on the bottom floor' or 'the comm room is probably close to the center(or top) of the facility'

Toby pats Allerick on the shoulder "Don't worry, my friend. We'll have your back and with luck avoid shooting it when you are diving out of the way."


"Doc, you fill me with hope with your words. Would it help if I painted 'Don't Shoot Me' on my back?"

We'll try the next North door.


Stone shadows Allerick closely, making sure he has a strong posture and carbine resting comfortably in his arms.

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