Star Wars - Dawn of Defiance PbP - GM Kalderaan


Play-by-Post

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Maya considers the input from Alistair, Colvin and Stone.

"Blue Deck, even when not on high alert, is heavily patrolled by Imperials. You can expect COMPNOR agents and Stormtrooper guards there now. The Promendade there is a bustling area with shops, cantinas and diversions for the many wealthy patrons. They would recognize me but maybe not yourselves. It is very anti-alien in that area but that shouldn't be an issue for you." Maya states slowly and matter-of-factly, as if her brain is engaged in formulating a plan while she talks.

"I will make my way to the Captain O'Keefe. She is a good friend of Senator Organa and owns a fast ship. I am fairly sure she can offer us a ride to Alderaan with the precious cargo. On the way, I will create a diversion on another part of the station. That should sow enough confusion for you to make your way to the main docking bay of Blue Deck. Once there, you must open up the blast doors so that the Banshee can enter the hangar to get you out. It can only be done from inside, so we are counting on you."

She fishes through her belongings and offers you a secure comlink. "Call me when you are ready to be picked up and the doors are open. Timing will be tight so we cannot delay."

She pulls out a datapad and projects a hologram of the Blue Deck. She shows you the path to the main docking bay and then the interior of the hangar. "The controls are located in the control room on the northwest part of the area. You will have to slice in but these codes may help. I bought them from a young man short on cash and long on the gambling itch. I was hoping they would come in handy." She pulls out a datacard and offers it to you.

"Do you have any questions?"


Allerick, perhaps you should take the the commlink and the datacard? I'm guessing it will be you who'll be getting that door open for us. Or perhaps Colvin? I'm not afraid of tangling with some Imperials, but I'll be glad to have a fast way out.


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

"I can repair just about anything but slicing is not one of my skills. Based upon the read of the area perhaps Allerick and I can go together to open the blast doors so he has someone to watch his back. While you Stone take Evya and Alistar to retrieve the cargo. I am open to suggestions though if anyone else has a more solid plan".


"I can take the 'pad and codes. I'd definitely enjoy having someone watch my back. Can't pay attention and slice at the same time, it leads to bad things. Mistakes. Let's go."


You all find a turbolift that takes you to your destination. As the turbolift doors slide open and you step out onto Blue Deck, it is like entering a wholly different space station. The floors are polished and possess a metallic sheen, and the massive windows along one wall grant the most magnificent view of Brentaal available on the station.

Maintenance and service droids flit about from one place to the next, keeping everything clean and ordered.

Moving about the halls of Blue Deck are large numbers of humans, most of them wealthy by all appearances. They pay little attention to the few aliens found in the area, except, perhaps, to sneer as they pass.

Propaganda posters for Emperor Palpatine cover the walls and the insignia of the Empire is found almost everywhere the eye can see. You can even spot recruitment posters to join the Empire throughout the Promendade.

Perception rolls please


Perception 1d20 + 7 ⇒ (13) + 7 = 20


Perception 1d20 + 7 ⇒ (18) + 7 = 25


Shortly after you step foot off of the turbolift, Stone and Alistair spot a COMPNOR agent. With a mop of greasy black hair and a physique that is little more than skin hanging off bones, he looks a bit on he pathetic side. His beady eyes and oversized nose give him a more sinister edge, causing him to resemble a wild womprat eager to escape captivity.

You believe he was one of the agents that was involved in the shootout at Gundarks and he appears to be actively looking for somebody or something.


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

Perception 1d20 + 5 ⇒ (5) + 5 = 10


Colvin Dashwind wrote:
Perception 1d20 + 5

Colvin, Stone and Alistair whisper in your ear that there is a COMPNOR agent nearby.


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

Colvin leans over to Allerick, Let's find that control room. We should probably try to blend into the crowd. There is an agent looking around so blending in is probably our best bet".

When Allerick is ready Colvin will stealth blending into the crowd.

Stealth 1d20 + 8 ⇒ (12) + 8 = 20


"Alright, I can do that."

Stealth: 1d20 + 7 ⇒ (17) + 7 = 24


Perhaps the rest of us should hide for a couple minutes to let this agent pass through?


"Not a bad idea," Kess whispers. "Let's get out of sight before he can find us." With that, Kess attempts to make her way out of the agent's line of sight.

Stealth: 1d20 + 2 ⇒ (7) + 2 = 9


As Colvin and Allerick blend into the crowd and make their way forward to the blast doors to the hangar, you notice the COMPNOR agent looking back at the turbolift. He seems to be staring at the rest of your party but he does not seem to be alerted.


Stone will walk with purpose toward any cargo areas that he sees. He'll start looking for the cargo. Occassionally he'll turn as he searches, noting where the others and the agent are. If cargo configurations allow, he'll disappear behind some and come out on another row.


Folks - just a point of clarificaiton: the Blue Deck consists of a Promenade with shopping centers, restaurants, etc. It is bustling with people. At the far end are blast doors that open up to the Docking Bay where you will find the hangar and the storage. You have to make your way through the Promendade and open the blast doors before you will find the cargo.


Got it! Thanks for the clarification.Stone will look for any droids heading in the general direction of the blast doors. If he can do it without looking out of place, he'll walk along side a droid headed that way, trying to keep it between him and the agent.


Eamch Stone wrote:
Got it! Thanks for the clarification.Stone will look for any droids heading in the general direction of the blast doors. If he can do it without looking out of place, he'll walk along side a droid headed that way, trying to keep it between him and the agent.

Colvin and Allerick can make their way walking on their hands and not be noticed.

Stone does his best to "blend in" while walking towards the blast doors at the end of the promenade. Please roll me either a Stealth roll if you are trying to stay hidden or a charisma based skill roll if you are trying to "walk with purpose like you belong".

Kess mentioned that she is trying to hide but it seems out of place to hide in a bustling area. You can move towards the doors or duck into an establishment - your choice.

What is Alistair doing?


Trying to keep as many passers-by as possible between him and the COMPNOR agent, Alistair follows the rest of the group in the direction of the blast doors leading to the Docking Bay. His pace is calm and steady. He does make an effort to keep a little distance between himself and the rest of them however, reasoning that it would perhaps be better if they did not seem like an actual coherent group of people who already know each other.

Not really sure if it is required or not, but just in case:

Stealth 1d20 + 2 ⇒ (1) + 2 = 3

Edit: Seems we posted simultaneously Kalderaan. Not sure whether I should have rolled Stealth or Charisma, but since the modifier is the same (+2), I suppose you could take the above roll as whatever is more appropriate. Either way, it sucks... :-P


Stealth 1d20 + 2 ⇒ (15) + 2 = 17


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

Colvin wants to search and see if there is a door or passageway to the northwest control room though he stays close to Allerick.

Perception 1d20 + 5 ⇒ (6) + 5 = 11


Colvin Dashwind wrote:

Colvin wants to search and see if there is a door or passageway to the northwest control room though he stays close to Allerick.

Perception 1d20 + 5

Colvin catches up with Allerick. He quickly confirms by verifying the map Maya provided on his datapad - the only way in or out of the hangar is through the blast doors at the end of the Promenade.


Alistair Cray wrote:

Trying to keep as many passers-by as possible between him and the COMPNOR agent, Alistair follows the rest of the group in the direction of the blast doors leading to the Docking Bay. His pace is calm and steady. He does make an effort to keep a little distance between himself and the rest of them however, reasoning that it would perhaps be better if they did not seem like an actual coherent group of people who already know each other.

Not really sure if it is required or not, but just in case:

Stealth 1d20 + 2

Edit: Seems we posted simultaneously Kalderaan. Not sure whether I should have rolled Stealth or Charisma, but since the modifier is the same (+2), I suppose you could take the above roll as whatever is more appropriate. Either way, it sucks... :-P

Something about the way you were carrying yourself prompted the COMPNOR agent to intersect your path. Your eyes meet and he asks in a nasally voice, "Don't I know you?"


Taken slightly aback by the agent, Alistair composes himself and looks at the man as if he is trying to remember if he has seen him before. "Well... No, no... I really do not think so. Perhaps I remind you of someone else? I have been told before that I have one of those faces you know."

His tone is pleasant and respectful, even friendly, as he tries to stay calm and simply pass the incident off as nothing other than a simple misunderstanding. "Either way, is there something I can do for you officer?"

Despite his outward appearance, Alistair is already thining of an alternative if simple talk does not make this go away. Judging that he cannot afford to be recognized or arrested, he has already decided to use the Force and attempt to trick this agent's mind into having him go away, perhaps even leave the area in search of suspects elsewhere.

Deception 1d20 + 2 ⇒ (2) + 2 = 4

If simple deception does not work, he will use the Mind Trick Force power and try to make the COMPNOR agent think that he does not know him and that he should perhaps go check some other part of the Promenade, preferably away from the group. He will also use a Force point to improve the target's attitude by one step, plus one additional step for every 5 points by which Alistair's Use the Force check exceeds the agent's Will Defense.

Use the Force (Mind Trick) 1d20 + 7 ⇒ (2) + 7 = 9

The Force is a bit fickle in this one...


This could get interesting. Alistair seems to be doing all the right things, but the Force seems to want a gunfight on the Blue Deck Promenade...


The force really really wants the Jedi to whip out the lightsabers!


Inwardly, the group tenses as the COMPNOR agent and Alistair lock eyes and the agent moved to intercept their comrade. Cold sweat trickles down everyone's back and hearts race, knowing that if their position is compromised, it would be nearly impossible to win a firefight in the middle of a crowded intersection, surrounded by COMPNOR officers and Imperial Stormtroopers.

You see the agent stop Alistair and question him. Those that can see the agent's face notice the scowl of disapproval and the outward signs of suspicion. As Alistair tries to talk his way out of the situation, the COMPNOR agent's body language shifts more and more towards hostility.

As everyone begins to concede that a firefight is inevitable, the agent's body language visibly relaxes. He says something to Alistair, "My mistake. You are free to move along." He then moves off in a direction away from the party and their destination.


I assume everyone makes their way to the blast doors (or near the doors) eventually. Bump me when you are ready to enter.


Alistair allows himself a little smile after the agent has left. 'I was not sure it would work, but everything seems to have worked out well enough,' he think to himself as he continues making his way towards his destination.

Ready.


Once he reaches the blast doors, Stone will turn and casually watch the crowd, looking for any signs of trouble while our techs do their magic...


Mechanics roll to bypass the security for the blast doors or a Use Computer roll to slice the code to open the doors.


Kess tenses as she sees Alistair being stopped by the COMPNOR agent. Disbelief wars with relief as the agent, seemingly about to arrest Alistair, lets him go. Sighing inwardly, Kess moves to the blast doors. Should any available cover be found, she'll duck behind it.


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

Colvin looks to Allerick and winks, "I defer to you on this one my friend". .


"Working on it."

Mechanics: 1d20 + 13 ⇒ (3) + 13 = 16

Crud. Force Point! 1d6 ⇒ 4


Allerick quickly pops the panel and bypasses the controls quicker than most people could press a button.

Inside, the massive hangar smells of exhaust fumes and spilled coolant and appears to have seen quite a bit of activity recently. Crates stand stacked up throughout the hangar, waiting for whatever shuttle is to transport them down to the surface. Three doors lead off the left side of the room; the bottom two are close together, and the top door leads into a control room with a transparent window overlooking the hangar itself.

You see several Stormtroopers on the west wall by the 2nd door and another two Stormtroopers near some crates to the east (near the yellow markings at the top of the map).

An officer in a gray uniform is in the control room spouting orders to the Stormtroopers over the intercom. When he sees you come in he says, "This area is restricted to Imperial personnel only. Remove yourselves now!"

Here is a map of the hangar.

I will use a key with numbers on the bottom of the map going left to right starting with 1 through 24. I will use alphabet on the vertical axis with A at the bottom going up. You come in at the middle of the bottom - A 16.

P.S. Time to let it all hang out! Key the climactic mood music!!


Initiative! 1d20 + 2 ⇒ (6) + 2 = 8


Stormtroopers & Officer Initiative: 1d20 + 1 ⇒ (10) + 1 = 11

NOTE: We are not necessarily in combat at this point but let's run through actions based on initiative order.


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

Initiative - 1d20 + 8 ⇒ (12) + 8 = 20


Allerick freezes when he sees the Imperial agents and stammers out, "But the Admiral said to report here!"

Deception: 1d20 + 0 ⇒ (2) + 0 = 2


Allerick Hosh wrote:

Allerick freezes when he sees the Imperial agents and stammers out, "But the Admiral said to report here!"

Deception: 1d20+0

Okay, Han Solo. No problem here, how are you? LOL


Initiative 1d20 + 7 ⇒ (13) + 7 = 20

Discreetly to Allerick Get that door closed again. We have to block this area off until we find what we need.

Stone will wave to the officer and smile as though the officer had actually said "Welcome! Find what you need and let us know if you need any help!" He'll start walking over to the nearest pile of crates, to the right of where we entered.

How many men are in the room with us?
Perception 1d20 + 7 ⇒ (19) + 7 = 26


"This does not look particularly good, does it?" Alistair whispers to 'Eyva' as his eyes and mind attempt to assess the hangar and the Imperials in it.

Initiative 1d20 + 7 ⇒ (12) + 7 = 19

Perception 1d20 + 7 ⇒ (15) + 7 = 22
Use the Force (Sense Surroundings) 1d20 + 7 ⇒ (5) + 7 = 12


Your perception checks reveal what is readily apparent: There are a total of 5 Imperials - 4 Stormtroopers and 1 Officer. Two of the ST's are on the West Wall by a door. Two of the ST's are near the top of the map in the NE by the yellow markings. The officer can be seen behind the transparisteel window in what you know to be the control room.

Alistair - your Sense Surroundings reveal nothing more.


Here is the Initiative Order so far:

Stone
Colvin
Alistair
Stormtroopers & Officer
Allerick

Eyva/Tess has not rolled but she is at +7 on Init. I will roll for her and select an action if she doesn't respond by the time Alistair completes his first action.


Colvin and Stone are free to take their actions.

Kess is free to roll initiative.


Groaning inwardly at Allerick's horrendous attempt at deception, Kess mentally prepares herself for a firefight. Pulling just a touch at the Force, she throws her senses outward, seeking truth in the hidden places.

Initiative: 1d20 + 7 ⇒ (19) + 7 = 26
Use the Force: Sense Surroundings: 1d20 + 7 ⇒ (1) + 7 = 8

Sorry about being curt with my stuff before. I had finals here at university. All over now, though, for today I graduated!


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

Colvin will walk closer to the door that leads to the control room since that is his primary objective. He will give a small wave to the Imperial in the window above in a way that seems familiar and friendly with a smile of recognition on his face.

Not sure if body language calls for it but - Deception 1d20 + 5 ⇒ (9) + 5 = 14

Congrats on graduating :-)


Colvin Dashwind wrote:

Colvin will walk closer to the door that leads to the control room since that is his primary objective. He will give a small wave to the Imperial in the window above in a way that seems familiar and friendly with a smile of recognition on his face.

Not sure if body language calls for it but - Deception 1d20 + 5

Congrats on graduating :-)

Colvin, please use the map and indicate using Letter/Number to indicate where you end up.

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