Into the Volturnian Desert

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Re: Into the Volturnian Desert

Postby jedion357 » Wed Jun 05, 2013 11:21 am

Terl Obar wrote:"A little late," Dalmar replies to Gideon's warning. "We've already found them down here on deck three. Or is that they found us. Either way, their burrows extend into the lower level of the ship. What we really need is some light."

Dalmar will take a look at the console he's standing on and try to see if there is any way to jack one of the spare powerclips he's carrying into the system and use it to activate the lights. (Technician level 2)


Dalmar examines the consoles they're standing on and discovers two overlooked power packs. He pulls them both and checks them for power, one holds 5 SEU and the other 3 SEU.
Getting Kahn and Kriss to help lift him he wires the 3SEU pack into the light.

The light flickers on and he announces, "This light should run for 30 hours."

With some illumination they see that there is a huge opening in the hull that may have been from the pirates removing hull plating just to the "north" of the console and there is a burrow. One burrower hisses from the opening of the burrow and the other slithers back and forth on the floor between the console and the burrow.
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Re: Into the Volturnian Desert

Postby Terl Obar » Wed Jun 05, 2013 1:49 pm

"Much better," Dalmar thinks to himself as the lights come on. He pockets the 5SEU pack for use later as necessary.

Now that he can see targets, Dalmar will fire one shot at the stationary target in the entrance of the burrow. He'll take his time and use careful aim (+15% modifier) and brace the pistol against something to steady it if possible from his current position.

OOC:
The laser pistol is set to 4 SEU and Dalmar has a level 1 beam skill so with the careful aim modifier his chance to hit is 50% +/- any other modifiers.
The Laws of Physics will be enforced.
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Re: Into the Volturnian Desert

Postby Shadow Shack » Wed Jun 05, 2013 9:15 pm

Hearing Dalmar's response followed by the blast that echoes within, Gideon curses out loud. "Frag!!!" He toggles the 'com to raise Grekka once more, "I'm going down to help out if I can. I'll chime in when I know more."

He toggles the 'com again to the general hailing channel. "Gideon to Dalmar, get out of there! I've got an idea, maybe we can decompress the atmosphere on that deck...killing those vile bastards without risk to the team. I'm on my way down to assist in the evac, see you soon. "
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Re: Into the Volturnian Desert

Postby Terl Obar » Thu Jun 06, 2013 12:44 pm

Gideon wrote:"Gideon to Dalmar, get out of there! I've got an idea, maybe we can decompress the atmosphere on that deck...killing those vile bastards without risk to the team. I'm on my way down to assist in the evac, see you soon."


"Help is always welcome," Dalmar replies. "Although I doubt we'll be able to decompress the deck. There is a big gaping hole in the side of the wall that looks like hull plating has been removed and where the desert sand is spilling in. That looks to be how they are getting in."
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Re: Into the Volturnian Desert

Postby Shadow Shack » Thu Jun 06, 2013 8:02 pm

Gideon curses under his breath after hearing that last communique, "This just keeps getting better..."

Once he arrives at the entry to the third deck, he will brandish his pistol and fire at the nearest lizard.
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Re: Into the Volturnian Desert

Postby rattraveller » Sat Jun 08, 2013 5:21 am

Grekka communicates with the crew inside the vessel, "Gentlebeings how is the inside of the vessel looking? Do you think we can acquire much assistance from it?"
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Re: Into the Volturnian Desert

Postby AntGibbs » Sat Jun 08, 2013 6:06 pm

OOC: JJ will be fighting hand to hand whenever possible. I've also decided that I will pump my points between str/sta, melee, and martial arts. I am still a bit unsure about the points system.

The story so far is cool.

JJ will try to get along with Grekka the Vrusk better, try to prove he's part of the team.
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Re: Into the Volturnian Desert

Postby jedion357 » Sat Jun 08, 2013 7:42 pm

[While Dalmar was wiring a new power source into the overhead light fixture.]
Grekka communicates with the crew inside the vessel, "Gentlebeings how is the inside of the vessel looking? Do you think we can acquire much assistance from it?"

Rigel answers, "Not sure, I'm in the tool crib or parts storage room on deck 3 right now and its been stripped except for one item," picking up a cast aside engineer's laser welder before continuing, "a busted laser welder, other than that the room is stripped. Ooops wait a minute, they missed the SEU clip in the laser welder, it has 18 SEU! Sweet!"

With the lights on in deck 3 Dalmar draws a careful bead on the burrower in the burrow and fires killing it. Kriss also attempts to shoot the second burrower but it slithers around hissing seeking cover and its movement makes it a difficult target so he checks fire and opts to simply track it with his weapon looking for a good opportunity to shoot.

When Gideon came down the ladder the burrower made a be-line for him giving Kriss the shot he was looking for. He fires twice not wanting his team mate to experience the bite of the burrower like he did and kills it as well. Gideon brings up his weapon as the carcass of the burrower skids to a halt within half a meter of him and nods to Kriss.

Dalmar grabs a piece of material from the console and tosses it at the burrow but nothing else issues from the burrow.

Nothing appears top side from the burrows and Rigel is called from the tool/parts crib when it appears that there was only two of the creatures. Gideons does due diligence with his bio-scanner and does a preliminary necropsy on the creatures then detects something deeper in the sand beyond the bulkhead of the ship: life signs that read similar to the dead creatures his limited experience as an environmentalist leads him to judge the life signs as eggs, most likely from the burrowers just killed.

Gideon announces, "I think that we just killed a mated pair, I'm picking up life signs that look similar to that for eggs in lizard like species. The life signs come from about a meter beyond the hull of the ship. Likely these burrower creatures are territorial in nature and this may have stemmed from the presence of their nest. Hard to be sure about that without more data but I believe its safe to enter the ship without using the robot as a ferry."

Dalmar examines the deck, looking carefully at the consoles cannibalized by the pirates, inspecting the alcove for the missing parabattery that would normally have powered the deck when the engine wasn't on, and then locating the hatch for accessing the atomic drive during overhauls and discovers something significant: the atomic drive was removed by the pirates.
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Re: Into the Volturnian Desert

Postby Shadow Shack » Sun Jun 09, 2013 2:26 am

"Well that explains the complete lack of a reading on the ToxyRad gauge..."
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Re: Into the Volturnian Desert

Postby corkman » Sun Jun 09, 2013 9:10 am

Kriss returns the nod to Gideon and puts the weapon on safe, looking once again to make sure the floor is clear before stepping down.
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Re: Into the Volturnian Desert

Postby Shadow Shack » Sun Jun 09, 2013 11:22 am

Gideon holsters the pistol and hails Grekka outside. "Team to ground watch, critters appear to be neutralized. All clear, I'm returning to the watch tower."

Gideon nods to the team, "Call me if you need me."
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Re: Into the Volturnian Desert

Postby Once Far Off » Mon Jun 10, 2013 9:46 am

On hearing the snakes are dispatched, Rigel pockets the power clip and heads back out. At Grekka's message about the snakes being dispatched, Rigel replies to all on his chronocom, "Alright kids...Don't get cocky." and resumes his search for salvage.
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Re: Into the Volturnian Desert

Postby corkman » Mon Jun 10, 2013 2:54 pm

Kriss turns to RIgel, "Ready to finish this up?"
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Re: Into the Volturnian Desert

Postby jedion357 » Mon Jun 10, 2013 6:55 pm

Gonna need you guys to tell me what specifically you are trying to salvage or learn, somethings like an over looked SEU clip in a broke tool is a "give-me" from the referee other things are I might have an idea that they are possible but wont play Santa Clause and other things I don't even know about but with the right statement or question to make me think about it you could get something that I never planned on.

Anything else being looked at on deck 3?
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Re: Into the Volturnian Desert

Postby Shadow Shack » Mon Jun 10, 2013 7:12 pm

Gideon will look for any environmental goods as he makes his way from deck to deck, such as atmoprobes or other planetary scanning equipment that might shed some light on the mission (be it ours or the pirates).
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Re: Into the Volturnian Desert

Postby Once Far Off » Tue Jun 11, 2013 7:54 am

OOC: Well since this is a resource management kind of scenario, I'd say anything that would aid in food, water, shelter, medicine or ammo. Pretty much anything else is kind of useless to us now.

Although I would make room in my inventory for a couple of Vrusk bobble heads if there's any lying around. :)
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Re: Into the Volturnian Desert

Postby corkman » Tue Jun 11, 2013 3:27 pm

OOC: Any kind of communication devices or maps would be helpful too.
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Re: Into the Volturnian Desert

Postby rattraveller » Wed Jun 12, 2013 1:55 am

Grekka responds to Gideon, "That is good to hear, by the way is there enough left of the creatures and are they edible?"
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Re: Into the Volturnian Desert

Postby jedion357 » Fri Jun 14, 2013 3:03 pm

[OOC: ok I got to this sooner than I thought]

Gideon wanders over to the enviro- plant on the engineering deck after holstering his weapon. The enviro plant doesn't appear to be scavenged to bad but something about it is itching his brain, it looks antiquated. At the very least its pre Sathar War which may be a clue as to why its not been dismantled for parts.

"I wonder?" he says to himself and begins opening a few access plates. To himself he thinks: enviro plants filter air and waste as well as maintain temperature and few crews neglect basic maintenance in light of the consequences so this unit despite its age might just have some materials that are still in good shape. "Ah Ha! Dalmar can I borrow your tools to pull these water filters and some of the tubing? I think I might be able to cobble together a water filter for us."

Kahn scoops up the bodies of the burrowers and brings them to Gekka since she was interested in them. Keeno examines the bodies of the burrowers and provides a kurabunga name for them and shares that if they are gutted and beheaded (to remove the poison sacs) that the do make good eating but that there is no wood to cook them with.He also comments that if he was a hunter he would know how to remove the poison sacs so that the poison could be used to tip arrows but sadly he's not undergone the kurabunga version of "man hood rites" nor learned what the way of the hunter since his own parents died orphaning him.

Kahn sets himself to removing the mostly mummified corpse from the vessel and the locker he was locked in since the locker will effectively double as a coffin and his religious training taught him that a popular human death ritual was burial of the dead. He's not sure of the religious preferences of the mummy but figures he can modify a yazirian prayer and provide the dead some dignity in a burial.

Kriss and Rigel carefully climb the ladder well past the airlock foyer (the airlock foyer is technically deck 2.5 or a sub deck between deck 2 and 3 its just not on the mpa) to the 2nd
deck. The hatches at each deck in the ladder well are all chained open, most likely to allow the pirates to move about the wreck unhindered while scavenging it. The ladder well opens to the ships galley on deck 2 they pause and use due caution against more critters but don't hear anything at each door they reach.

The Galley shows signs of being stripped, the galley appliances are gone and the galley table with attached chairs was unbolted from the wall but apparently didn't fit through the door to be lowered down the elevator shaft so it was left along with open food wrappers. On the table's surface was graffiti scratched with a knife point, "Skragg sucks Vacuum". They check the head and discover that even with the power and enviro plant off line the pirates continued to use the head and they quickly shut the door luckily the in the dry air of the desert the smell from the head is muted.

They check the next room (crew quarters) and find one bunk stripped and gone and the other covered in dried crusty material they suspect is blood.

The next room is the officer's quarters and it has been stripped of furnishings but an old plasti-paper copy of an astrogator's manual was left.

The next room is the captain's quarters and it was stripped and a wall safe sits empty. There is also a personal escape pod hatch in the captain's cabin.

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Re: Into the Volturnian Desert

Postby rattraveller » Sat Jun 15, 2013 4:47 am

OOC Actually I wanted the enviro guys to determine the edibleness of the burrowers for the EP but the little guy will work. Mainly Vrusk are supposed to be more carnivorous so fresh meat sounded good.

Grekka asks Keeno, "Have you ever tried to jerk the meat by the hot desert sun?"
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