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06:44, 21st May 2024 (GMT+0)

Locked In.

Posted by GMFor group 0
GM
GM, 910 posts
Wed 2 Apr 2014
at 21:30
  • msg #37

Re: Locked In

Both Rynn and Lyla didn't have the correct skills or right tools to make any real impression on either airlock. A thermal detonator would probably only leave a little carbon scoring.

None of the trapped Rebels can remember see any special numbers. From what Tera can deduce the Imperial locking mechanism is placed on the lock and can be programmed with any number.
Lyla Rahn
player, 628 posts
Twi'lek Scout, 35/37 hp
Thu 3 Apr 2014
at 02:51
  • msg #38

Re: Locked In

Lyla swore, cursing the universe for their situation. They were trapped in this airlock, to starve or suffocate, or to wait for the ISC commandos to realise they were here, arrest them as Rebels or flush them into space. Was this how it was all going to end? 'Why would they even choose a guessable number? They could have just mashed in something random. They're not coming back this way after all.' She supposed they could take a cutter to the lock itself, but if it broke and stayed locked, then they would have no chance of getting out. She began pacing the airlock like a caged beast, hating feeling so confined, wanting desperately to be free.
Tera Inkari
player, 354 posts
Thu 3 Apr 2014
at 03:32
  • msg #39

Re: Locked In

Tera shook her head. "Look, I need you two here helping me with this. The way this works. We try a combination. I can only see one part of it. I need you two to help. When we get a part of it right....we can lock in that number, but if we want out of here any time soon, it needs to be all of us."

Tera started her reassembly of the lock mechanism

124365


22:30, Today: Tera Inkari rolled 15 using 1d20+4. Knowledge(tech).
 

GM
GM, 914 posts
Thu 3 Apr 2014
at 06:20
  • msg #40

Re: Locked In

Trying a different solution Tera eliminates another code as she can identify that none of the numbers are in the correct slots.

OOC Have another go.
Lyla Rahn
player, 631 posts
Twi'lek Scout, 35/37 hp
Thu 3 Apr 2014
at 08:16
  • msg #41

Re: Locked In

Lyla joined Tera at the door, doubtful she could do much to help. A life on the streets and in the desert didn't give her much experience with electronics and mathematics. She watched Tera work for a time, finding something naggingly familiar, then exclaimed 'Goddess, I think I know this game. We used to play something this like in the caravan, with rocks. What have you tried so far? Okay try this,' Getting involved, Lyla entered a new sequence: 653421, mostly the reverse of Tera's.


OOC: Is this the current sequence?
124365
653421
This message was last edited by the player at 09:18, Thu 03 Apr 2014.
GM
GM, 916 posts
Thu 3 Apr 2014
at 09:13
  • msg #42

Re: Locked In

After a moment of thought Lyla grasped how the Imperial code worked. Enthusiastically the Twi’lek encouraged Tera to have another go. Tera programmed in the new code and was satisfied with a soft binging sound which meant that one part of the code was correct. They had now been in the airlock nearly ten minutes.

OOC Everyone Knowledge – Technology checks DC15 to identify which number is in the correct place.

Also a second Knowledge – Technology check for something completely different.

Lyla Rahn
player, 632 posts
Twi'lek Scout, 35/37 hp
Thu 3 Apr 2014
at 09:29
  • msg #43

Re: Locked In

OOC: I'm untrained, so I don't if this counts: Knowledge (technology) 16 to ID number, and 19 for the other one.
17:26, Today: Lyla Rahn rolled 16 using 1d20+4. know: tech.
17:26, Today: Lyla Rahn rolled 19 using 1d20+4.
Rynn Culmar
player, 81 posts
Thu 3 Apr 2014
at 11:36
  • msg #44

Re: Locked In

07:35, Today: Rynn Culmar rolled 19 using 1d20+2. Knowledge tech.

07:34, Today: Rynn Culmar rolled 20 using 1d20+2. Knowledge tech.
Tera Inkari
player, 355 posts
Thu 3 Apr 2014
at 11:47
  • msg #45

Re: Locked In

With the correct number locked in place it was simply a matter of time until they got all the others correct.

06:46, Today: Tera Inkari rolled 19 using 1d20+4. Knowledge:Tech.

06:46, Today: Tera Inkari rolled 22 using 1d20+4. Knowledge:Tech.

GM
GM, 917 posts
Thu 3 Apr 2014
at 15:54
  • msg #46

Re: Locked In

Everyone managed to identify that the 5 was in the correct place and locked that digit in place. They only have to find the correct location of the other five numbers now. It was as Tera began to programme a new code that the three of them were suddenly thrown to the floor or against the back wall of the airlock. The airlock was claustrophobic and had no viewports to see outside with but they all knew what it felt like when a frigate went into hyperspace.
Tera Inkari
player, 357 posts
Thu 3 Apr 2014
at 15:59
  • msg #47

Re: Locked In

Tera looked at the others with alarm. "We need to stop this ship before we get to anywhere with Imperial influence."

Next combination

361245

11:06, Today: Tera Inkari rolled 9 using 1d20+4. knowledge:Tech. Edit...I had to fail sometime.
This message was last edited by the player at 16:06, Thu 03 Apr 2014.
GM
GM, 919 posts
Thu 3 Apr 2014
at 16:03
  • msg #48

Re: Locked In

OOC Another one correct. Technology check to confirm which one. The Technology check is open to everyone in the airlock.
This message was last edited by the GM at 16:16, Thu 03 Apr 2014.
Rynn Culmar
player, 82 posts
Thu 3 Apr 2014
at 20:01
  • msg #49

Re: Locked In

"If they leave get above the crystals they can off a message." Rynn said, a bit worried.



16:00, Today: Rynn Culmar rolled 21 using 1d20+2. tech.
GM
GM, 920 posts
Thu 3 Apr 2014
at 20:13
  • msg #50

Re: Locked In

Whilst they were in hyperspace communication was impossible but when they came out of hyperspace the Imperials would be able to reveal the location of the hidden Rebel base.

Looking at the lock Rynn was that the 4 was in the right place. So the code so far was -5--4- only four numbers to go.
Tera Inkari
player, 358 posts
Thu 3 Apr 2014
at 20:17
  • msg #51

Re: Locked In

Tera breathed a sigh of relief as she set for another series of combinations. "I would say third times the charm, but we're already well past that."

651342


15:17, Today: Tera Inkari rolled 13 using 1d20+4. Knowledge:Tech.
GM
GM, 925 posts
Thu 3 Apr 2014
at 21:32
  • msg #52

Re: Locked In

Certain of success Tera programmed in the final combination. With a satisfying clunk and then a whoosh the door lock released and it slid open. Through the airlock was the Handree's Belly Hold.
Lyla Rahn
player, 633 posts
Twi'lek Scout, 35/37 hp
Fri 4 Apr 2014
at 00:45
  • msg #53

Re: Locked In

Lyla watched on anxiously as Tera and Rynn worked through the remaining combinations, helping where she could but finding they already had a good idea of how to work the puzzle lock. As the door finally opened, she breathed an immense sigh of relief, snatching up the laser welder and her cable-gun, then dashed through the door with others. 'Ha ha! Good work, Tera.'

She tapped her comlink, telling Klyn, T3-M8 and Oglo the good news. 'Hey, we finally got out. Looks like we're in the Belly Hold.'

She rolled up her cable and grappling hook and stuffed it back in her pack, and passed the two FastFlesh MedPacs to Tera. 'Oh, here, you should have these.'

Next, Lyla turned her attention to the floor, looking for any sign of the ISC team. Tracking aboard a ship was difficult and different from on land, but not impossible. Someone could leave dirty footprints, or clean footprints in dust. They could move things and drop some litter. Unfortunately, the Imperial Scouts knew better than that.


OOC: Giving Tera my the two FastFlesh MedPacs found in the Wanderer, Threats of the Galaxy p54, "As Medpac except +5 Treat Injury on First Aid"

Perception (tracking) 18, rerolled to 12 (Why did I do that?!)
Rynn Culmar
player, 83 posts
Fri 4 Apr 2014
at 10:41
  • msg #54

Re: Locked In

Rynn smiled when the door took the code and they heard the whoosh as the door open. Rynn took his wielder from Lyla and replaced it and the prybar back on his belt pouch. "Nice now we got to stop this ship early. There is no telling where we are heading but I'm pretty sure it's not a rebel friendly port. " he said quietly. He drew his heavy blaster from the holster went through the door. He looked around at the ship, looking for what would be the path that would logically lead to the bridge.

When he found what he thought to be the path, he began moving down it, trying to stay quiet.


15:13, Today: Rynn Culmar rolled 17 using 1d20+2. stealth.
This message was last edited by the player at 10:43, Fri 04 Apr 2014.
Tera Inkari
player, 361 posts
Fri 4 Apr 2014
at 11:30
  • msg #55

Re: Locked In

Tera nodded "Yes, we need to stop this ship from making an Imperial port." She paused for a moment "A ship like this has to have a lot of crew right? T3 are there any areas of the ship that are using much more life support than normal?"
Klyn Cors
player, 136 posts
Starship Mechanic
"Machines speak to me,"
Fri 4 Apr 2014
at 14:54
  • msg #56

Re: Locked In

Answering Lyla's call, Klyn's voice can be heard on the communicator

"Good to know. We were afraid we lost you.  We had some time to do a little digging, ship's plan and other data.  T3 is currently courting the ship's computer.

There is my suggestion:

I think we should approach things by two angles. We are already on deck 3 where the communication control are. You are Deck 5. The hyperdrive controls are on deck 4. You should try to make your way there.  I suppose Rynn has some skills with those, as a pilot.

We will go and destroy their communication center, in case we can't stop them soon enough.
What do you think?"

He finished, both for 'his' team and the others.
Lyla Rahn
player, 636 posts
Twi'lek Scout, 35/37 hp
Sat 5 Apr 2014
at 00:56
  • msg #57

Re: Locked In

Lyla agreed with Klyn, responding 'Yeah, disabling communications is good. That'll stop them getting a message out. And if we run into an Imperial ship, maybe they'll attack us instead. That should keep the ISC off the main space routes and away from Imperial bases, slow them down a little.'

'If you can cut the engines too, that'd also help.'

'And yeah, taking the controls is good. We should find at least one of them there.'

'There's four of them: Pilia Tonth, captain; Ishale Meahonon, astronavigator; and two gunners, Rengor Talke and Sona Lerenga. You've seen the descriptions. They'll probably hang by the bridge. The engineer and pilot died on the Wanderer, so we've got that over them. But be careful. We're starting to suspect there's some kind of commando on the team, or else a traitor among the Rebels. They've been very clever and well equipped so far.'

'Lyla out.'


Her message complete, Lyla followed Rynn, moving as quietly as one used to hunting in the wilderness.


OOC:
08:54, Today: Lyla Rahn rolled 19 using 1d20+10. stealth.
Tera Inkari
player, 362 posts
Sat 5 Apr 2014
at 12:24
  • msg #58

Re: Locked In

Tera followed behind the others, trying to be as quiet as was possible, but not doing a great job of it. "Where are we going?" she asked, not having any idea where the group was heading.


07:22, Today: Tera Inkari rolled 11 using 1d20+2. stealth.

Lyla Rahn
player, 638 posts
Twi'lek Scout, 35/37 hp
Sat 5 Apr 2014
at 12:35
  • msg #59

Re: Locked In

'Deck 4, hyperdrive controls. Right, Rynn?' Lyla answered.
GM
GM, 930 posts
Sat 5 Apr 2014
at 16:03
  • msg #60

Re: Locked In

From the Belly Hold the three of them jumped into a turbolift and went up to Deck 4. From the Belly Hold they were in the centre of the gunship. On Deck 4 they found themselves in the Droid Storage & Maintenance workshop. The corridors were quiet and unoccupied. On Isis the starship's crew had not been onboard whilst its precious cargo of medical supplies were being loaded.
Lyla Rahn
player, 639 posts
Twi'lek Scout, 35/37 hp
Sun 6 Apr 2014
at 03:53
  • msg #61

Re: Locked In

Lyla glanced around the workshop, wondering if there were any droids that could be reactivated and made to help them. Well, that was a problem for Klyn and T3-M8 to sort out when they had time. She kept more of an eye out for any useful tools or weapons, anything to give them an edge against the ISC team.


OOC: Searching the workshop for goodies: 23
11:51, Today: Lyla Rahn rolled 23 using 1d20+8. perception.
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