![]() |
Session Logs |
![]() |
44: Not so Random Dice |
Introduction
If you're wondering as to why I've titled this log the way I have, it is because of what appears to have been a glitch in the dice roller this week. Every time I rolled an Attack Roll for the first time for one of the Pyr Troopers, there were 4 of them, they rolled a Natural 20. The first 2, who both attacked Seven, I just thought was luck. When I pulled down the 3rd one who shot Six, and also rolled a Natural 20 I was more than a little suspicious. When the 4th one, who was the one that attacked Two, also rolled a Natural I suspected a fault, which is why I rolled several more times. The 5th roll was also a Natural 20, and the 6th a 19. Its why I rolled 4 more times and took the last roll. Something was very definately screwy with the dice roller on Tuesday.
From the perspective of the way you did things and what I had hoped was the way things would turn out, and yes this did require Five doing what she did and succeeding, then everything went pretty much according to plan.
How things go from here, at least in terms of playing out the story
for this episode, which is actually episode 12 of 13, and for episode
13, I think I'm going to have to do things using screen shots. I can't
see how maps would be of any benefit given how things need to proceed
narritively, plus they would be inordinately complex, especially
anything in relation to episode 13. Once we get through episode 13 then
I can see about a replacement character for Jon.
Not so Random Dice
We pick up, after a short delay caused by me fighting with VTT's "Tile" system with the Marauder landed in the hanger, which despsite the fact that I included the interior image in last weeks log, almost nobody had bothered to look at. Once people had their brains in gear the scene moves to gaining entry via the Airlock (although no body bothered to actually look through the viewport/window). They had dismissed attempting to gain entry via the Blast Doors on the ground they had no idea what was behind it, and wether opening it would decompress the whole base, and whist the idea of suffocating everyone inside was tempting they took the moral high ground and decided against it - the "New" Razza way as opposed to the "Old" Razza way. [GM Note: given the Blast doors are in a hanger which could be evacuated to load/unload shuttles it would be somewhat poor design if there weren't a further set of doors futher in to avoid such issues - this is not a D&D dungeon where almost nothing makes any sense.]
As the Airlock Access has to be tied into the base Security System to control authorised and unauthorised access, this does give Emily(Five) an access mechanism to siad system. The choice is does she attempt the traditional hack using her computer or attempt to take the AI on directly [GM Note: Failing to beat the AI would have alerted it making a traditional hack more difficult]? She opts to attack the AI directly. Her critical at this point meant the AI needed a critical in response to at least be able to limit her access. Unfortunately it didn't get one, meaning she gains complete control of the Security SubSystem.
Her first act is to disable the sentry guns and lock everyone else
out of the Security system. She then, following a few GM hints, unlocks
most of the doors, turns off most of the surveillance cameras, and
gives herself an entry override access, as some doors whilst unlocked
still require a coded access entry - such as the airlock doors.[GM
Note: I assume that she would have left herself a "back door" just
incase she needed one].
With access secured, she backs out of the system and opens the outer doors of the airlock. Three and Seven enter first followed by the rest with Emily and Nyx bringing up the rear. They cycle the airlock, and having peered through the "entry " doors, determining nothing visible, open them. An empty corridor awaits [GM Note: As Emily deactivated the sentries they have retreated back into their housings in the ceiling.]
As they move along the corridor they notice various places where new
sealing walls have been installed, effectively making this short
corridor the "main" entry to the base. A single door in the left hand
wall is the only apparent way forward. After Emily tells everyone what
the override code is, Three and Seven open the door. A short access
corridor leads to a grav elevator. It appears that vertical access to
any upper levels has been sealed at this floor. A new sealing wall has
also been installed in the left hand side of this corridor.
Three and Seven peer down the shaft. It goes down quite a way, but there appears to be another short access point one "floor" down. Three and Seven descend. Neither of them noticed that this access corridor appears to be new. Confronted with a door ahead, Seven decides to open it and enter. Luck does not favour him as he takes 2 critical shots from the troopers waiting for the "intruders" to come through the doors. He staggers back into the corridor. Three draws his pistols and rushes in turning right up the stairs. He fails to notice where either of the gun men are and takes a shot in the back for his trouble.
He drops his pistols, pull the stun rifle, getting shot again in the process, and then fires at maximum setting at the Pyr Trooper on the opposite side of the room. He collapses to the floor unconscoius.
Meanwhile Six and Two have descended to the corridor. Six aids Seven in treating his wounds whilst Two moves ahead. She notices the Pyr Trooper hiding under the open stairs. He can't fire at Three because the treads of the stairs prevent it. He is however not fast enough to get a shot off at Two before she stuns him. When Three lies on the floor to take up a covering fire position he fails to notice that he's actually lying on an access hatch which gives access to the space below the walkway he is on.
Two moves to her left and dispatches the Trooper at the top of the stairs, lying in front of a door, and begins to strip off his armour. Four enters the fray and moves up to where Three is and notices the access hatch. When Three moves he opens the hatch and drops down, dispatching the unconscious Pyr Trooper. He likewise begins stripping armour.
With the armour transferred to Six and Three, Two opens the door. It's difficult to tell exactly what is beyond the short access way, machinary perhaps given the flickering light. As she moves inside she catches a glimpse of another trooper on an elevated walkway at the top of the stairs. She communicates his presence to Six. Six moves to provide covering fire getting shot in the process before Two stuns the Trooper. She gets shot in turn from further down the room. Another trooper on the walkway. She advances and fires before he gets off a second shot.
With the Troopers down Two and Six realise they are in some sort of server room. Time to bring Emily into play again.

| Back | ||||
|---|---|---|---|---|
| Session Index | Dark Matter |
