Re: Floor B26 - District of Water, Control Floor
Danae keys in a string of input similar to the one the Water Aspect below had attempted to initiate. When she is done with it, the elevator doors remain open, the panel flashing red symbols she cannot understand, but knows means she has succeeded. The contraption is effectively jammed in place, though without any physical reinforcement, someone below might still be able to override it, given time.
Time, of course, is something neither the Celestials nor the Dragon-blooded below believe they have. Dena's suggestion, while a good one, would still take minutes to execute (natural crafting tends to be that way...) so it might be a better idea to hope that Danae's efforts hold off the Peace Officers long enough that pursuit becomes secondary to clearing the lower levels for the purge.
Meanwhile, Dashu and Xurizu employ their superior senses towards determining the right direction to move. Dashu is certain they must generally head due east, which to his perceptions would mean taking a right turn down the corridor, and continuing roughly that way. Xurizu seconds that course of action easily; he can also sense, beneath the metal plating on the walls and ceilings, the hum of security sensors at regular intervals down the corridor.
Xurizu can generally give the group direction as to how to avoid the sensors, though his impression is that it would be difficult to avoid them all. They are not alarms, but rather some integral part of the 'sense organs' of the Gatekeeper -- if one considered its core the central nervous system, and the corridors its blood vessels and nerves.
OOC: At this point there is a choice...
- Down the first right turn, both Dashu and Xurizu notice an odd but subtly placed pressure plate on the floor. Likely a trigger for some trap.
- Down the second right turn, there is a automaton sentry shaped like a floating, spiny sea urchin. Danae would know they are called 'whistlers', generally benign in design, but triggering their proximity sensors may lead to unknown results.
- The third right turn is the least dangerous one but would be more of a detour and add time to the group's progress.
Once you're on the move, avoiding the sensors one can do with a Dex+Stealth OR Athletics with a +2 circumstantial bonus, since in this case you can actually depend on Xurizu to tell you where to go.
This message was last edited by the GM at 05:17, Sat 13 Dec 2008.