[Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

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Boogiepop
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[Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Boogiepop » Mon Sep 13, 2021 3:02 pm

Several vouchers have been provided to the members of the mayor's committee to take part in an escape room experience, courtesy of the Games ESC Cafe. They have been given the special opportunity to try one of these rooms before its general release to the public. This will also provide a team-building experience as players will be working cooperatively to beat the clock and make their escape.

The escape room is set on the Nautilus II, a large submarine that is miraculously constructed with parts of different seafaring crafts put together. The interior of the deep-sea submarine is a patchwork of metal with different decor where the only thing they share in common is its metal walls, claustrophobic corridors and the scent of seawater and oil. The pressure of the deep depths could almost be felt weighing down on their shoulders thanks to the environment and the manufactured mood. Occasionally, there is the ping from the radar that breaks the ambience or the ominous creaking of the metal hull.

Captain Nemo had rescued the passengers from their sinking ship, which they are immensely grateful for. However, the welcome with the captain was worn thin quickly, and it soon became apparent that he had no intention of allowing them to leave. The passengers had become his prisoners. After several weeks on the Nautilus II, the passengers found their opportunity to escape as the submarine neared close to the surface. They will only get one chance at this until the Nautilus II returns to the depths of the sea, likely forever.

For every two Advantages, the next player's roll gains 1 Boost die. For every two Threats, the next player's roll gains 1 Setback die. Each Triumph upgrades the skill used on the next check and each Despair upgrades the difficulty on the next check.

Time Units
Each group will get a total of 20 Time Units to work with when it comes to escaping the rooms. Each Time Unit utilized acts like a round in combat. The same character cannot use a Time Unit until all characters in their group had a chance to utilize their Time Unit for the group. This essentially provides 5 rounds for a group of four and over 6 rounds for a group of three. Each puzzle takes an action, as does assisting in those puzzles.

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The Airlock
The only way off the Nautilus II is the airlock, which is a reinforced metal door able to withstand the crushing depths of the sea. Captain Nemo keeps no guards but the door itself is locked with a keypad with an 8-digit code that is constantly changed every day due to the captain's paranoia and his distrust of his involuntary guests. However, the passengers have come to realize that parts of the code are derived by activities throughout the ship and are puzzles in themselves.

Players may roll Computer (SysOp) (Intelligence), Mechanics (Intelligence) or Skulduggery (Cunning) to open the door as Crushing Difficulty (◆◆◆◆◆◆◆◆◆◆◆, 11 difficulty dice in total), the difficult is reduced by each puzzle to reduce it to a minimum of Average Difficulty (◆◆).

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The Valve Puzzle
The Nautilus has been able to get by all of these years by a series of jury-rigging, retrofitting and cannibalizing parts from others vessels. The submersible probably shouldn't be in working order but it has managed to defy circumstance thanks to the mad brilliance of Captain Nemo. In the engine room, there are multiple valves painted red to indicate their part in managing the pressure around the ship for both the ballast and its freshwater supply. One wrong move and the Nautilus II could implode on itself. By turning the valves, the passengers are able to manipulate the submarine subtly and reveal a clue to their estimate. Turning these values will require a lot of physical work or coordinated ingenuity.

Players can solve this puzzle with a Mechanics (Intelligence) or Athletics (Brawn) skill check at Daunting Difficulty (◆◆◆◆). The difficult dice can be divided among several players doing the same check with either combination of the two skills. For example, this can be split into four Easy Difficulty checks if four people are involved. However, all participants involved in the attempt must pass the check in order for this to be successful and this will have to be attempted again on any one failed roll.

Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

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The Decipher Puzzle
The cramped control centre of the Nautilus II are several black and green screens salvaged from an old nuclear submarine. There are several codes laid out on the screen that looks like babble script at first. However, when crossed reference with the other screens in the room, they seem to decode the combination of letters into something more legible. The participants will have to decipher the codes on the screen to find their clue.

To solve this puzzle, players will have to make a Cool (Presence) or Perception (Cunning) skill check at Easy Difficulty () and achieve a total of 4 Successes in one or more cumulative attempts.

Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

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The Radio Puzzle
In the depths of the ship, there appears to be one radio which had been dormant until recently. Unfortunately, either by design or due to the considerable depths of the submarine, the voice on the other side is broken and static. The message repeats itself after several intervals and it appears to be instructions for the passengers on how to steer the ship toward their intended destination. Unfortunately, understanding the message is up to interpretation and patience must be exercised.

Players may attempt to understand and follow the given instructions from the radio with a Cool (Presence) or Discipline (Willpower) skill check. The Difficulty is based on the skill of the player taking part in this skill check as if it was opposed by an opponent of the same skill. If assistance is given in this part, Boost Dice gained does not translate into Setback Dice.

Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

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The Library Puzzle
Captain Nemo maintains a personal library onboard the Nautilus II, likely built from his salvages over the years. The library is seemingly disorganized with the title of the books on each spine. The passengers have come to learn that there is a secret compartment found behind these books but will require the books to be arranged accordingly. Most of these books are about aquatic flora and fauna but it's unclear that sort of pattern the Captain may be looking to have these sorted by.

Sorting the library can be done with a Survival (Cunning) or Science (Intelligence) skill checking starting at Daunting Difficulty (◆◆◆◆). Each subsequent check by any player reduces the difficulty by one rank to a minimum of Easy ().

Solving this puzzle reduces the Difficulty of the Airlock by 2 (-◆◆).

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The Organ Puzzle
Captain Nemo's keeps a personal organ in his bed chambers and often the submarine is filled with the haunting melody. Some interpret it as his means of expression to voice his inner anguish with music or perhaps a clue to his mysterious past. A music sheet is left at the music rack atop the keys which must be played to find their next clue. Keen eyes might be able to spot the worn prints left atop of the keys and decipher the order of their use.

Players must pass a Coordination (Agility) or Perception (Cunning) skill check at Hard Difficulty (◆◆◆) to solve this puzzle.

Solving this puzzle reduces the Difficulty of the Airlock by 1 (-).

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The Radar Puzzle
The radar typically has picked up all sorts of fantastic creatures of the depths, including gargantuan breeds of fish and other strange creatures that haven't even been catalogued yet. There are several blips and readings that have appeared on the radar that might not have much correlation at first. However, on second inspection it seems clear that there is a clear pattern to be found here that might be a clue vital to escape the submarine.

Players may make an Operating (Intelligence) or Gunnery (Agility) skill check at Hard Difficulty (◆◆◆) to solve this puzzle.

Solving this puzzle reduces the Difficulty of the Airlock by 1 (-).

Result
Any members of a group who have successfully escaped the Nautilus II have proven that they are able to work as a team. Once per game, they may choose to reroll any number of dice in an event of their choice.
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Evangeline Lux
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Evangeline Lux » Mon Sep 13, 2021 11:09 pm

"Well, let's all work together and have a good time, yes?" Eva said meekly before the exercise began. She'd never done these Escape Rooms, but she knew about them in practice.

Though now she wondered what would happen if they didn't manage to escape in time...?

With the airlock impossible to crack, the group set to work with the various puzzles. "Miss Avaline," she said politely, "follow my lead and I think we'll get this one open easy, hm?"

-----

D2 Side Event. Valve Puzzle. Mechanics/Intellect. 2 out of 4 Difficulty dice: 2eP+2eA+2eD 2 successes, 4 advantage
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Nadia have 2 Boosts on her roll with the Valve Puzzle.
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Nadia Avaline
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Nadia Avaline » Tue Sep 14, 2021 12:00 am

It was a strange position, but perhaps no stranger than the last twenty four hours have been already. Different for sure. Brushing down her brown suit ensemble for the day the mention of her address returned her focus on the moment. Looking to Evangeline with srmi-vacant eyes for a moment before she nods.

"Of course," she nods, "I will follow your lead."

Nadia's knowledge of the understanding of mechanics was limited, but she was intelligent and her mind quickly started picking up the concepts. On her own she would have simply learned much but not quite had the spark that would help push her toward completion of the task. However, she was not alone and, with the guidance offered to her by Evangeline, Nadia helped ensure things clicked into place.

Day 2, EE | The Valve: Mechanics, Evangeline Boosts, vs Average: 4eA+2eB+2eD 1 success, 4 advantage
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Success, Valve succeeded. Two Boosts to Lenore (next roller)

Final difficulty down to 9.
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Lenore Gauvreau
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Lenore Gauvreau » Tue Sep 14, 2021 12:07 am

Lenore, wearing her streetwear ensemble, walked away from their task and looked at some sort of puzzle. She peered at it, glanced back at the other two, and then back to her task.
Perception wrote:There's a clear pattern to this, as one would expect from an Escape Room. Perhaps the answer is connected to the one here... or the one over there?
She shifted around, doing her best to fill the others in on her progress.

---

D2 EE Decipher Puzzle w/ Perception at Easy, Boosts from Heightened Awareness/Nadia's Prior Roll: 3eA+3eB+1eD 3 successes, 3 advantage

1 Boost to Next Roller
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Lenore Gauvreau » Tue Sep 14, 2021 12:09 am

Perception wrote:Look at us... we don't need any help at all.
"Hold on, I got it," she said with a slight smirk. "It's just like this, see? They match up really easily."

---

D2 EE Decipher Puzzle w/ Perception at Easy, Boosts from Heightened Awareness/Lenore's Prior Roll (3/4 Successes Thus Far): 3eA+2eB+1eD 1 success, 3 advantage
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1 Boost to Next Roller
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Nadia Avaline » Tue Sep 14, 2021 2:11 am

Having parted from Evangeline as she went off to another task, Nadia found herself sat before the radio and patiently trying to listen in. Luckily, not that it was entirely apparent to the others present yet, but as a clone patiently listening is essentially a 101. While the others worked out the puzzles Nadia simply dutifully listened for a while and copied down what instructions were given.

Day 2, EE | The Valve: Cool, Clone, Boost vs Mirror: 1eP+1eA+1eB+1eC+1eD 3 successes
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Success! 1 Advantage from Clone on opposed check.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Evangeline Lux » Tue Sep 14, 2021 2:29 am

Eva felt they had gotten a pretty good grasp of the situation here, and that the airlock wasn't quite so intimidating now with the combined efforts of clues and skulduggery.

She gave the security measures a good look over. Sysops wasn't her specialty, being more concerned with the defensive brain-patterns of bioroids than about hacking... but her expertise did give some insight.


-----

OOC: End of turn 2, Eva's action is to give a Boost to Nadia's attempt to the Airlock by assisting.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Nadia Avaline » Tue Sep 14, 2021 3:32 am

Unfortunately, the door was taking some time and resisting Nadia's effort at the current moment. Though the woman was dutifully continuing to attempt and do the best that she could to see what she might be able to figure out. Offering what insights she gained from the attempt freely with those of her momentary companions.

Day 2, EE | The Airlock: Computers (Sysops), Evangeline Assist vs Formidable: 4eP+1eB+5eD 3 failures, 3 advantage
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Boost to next roller.

[Nadia is top of Round 3.]
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Evangeline Lux » Tue Sep 14, 2021 11:08 pm

"Hmmmm... that didn't seem to work. Hang on, let me try this thing here."

It wasn't quite the same as analyzing brainwave patterns, but Eva's experience with reading monitors and data proved to be quite the perk, allowing her to understand more of the mechanism for their escape.


------

D2 Side Event. Radar Puzzle. Applied Research to use Knowledge: Science/Intellect. 1 Boost from Nadia.: 2eP+2eA+1eB+3eD 3 successes, 2 advantage
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-1 Difficulty (4 Difficulty dice) to Airlock and 1 Boost to next roller.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Nadia Avaline » Tue Sep 14, 2021 11:54 pm

With some assistance from Lenore, Nadia continues working on the vault exit. Though they make siginificant progress together there's a slight unease which distracts Nadia a little. Feeling the looming presence of it the click they're waiting for doesn't quite happen the way she was expecting it would and the door remains shut.

Day 2, EE | The Airlock: Computers (Sysops), Evangeline Boost, Lenore Assist vs Daunting: 4eP+2eB+4eD 0 successes, 6 advantage
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3 Boost to Next!
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Evangeline Lux » Wed Sep 15, 2021 1:07 am

"Hmmm... I'm pretty sure it should open." Eva joined in at the airlock, providing her insight.


----

OOC: Eva uses her action to assist Nadia.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Nadia Avaline » Wed Sep 15, 2021 3:56 am

With the two of them coming over to assist as much as they can, and the previous work they'd done prior. Nadia was easily able to finish out the rest of the puzzle with their insights and assistance. In just a few more moments the airlock was released, and they were free.

Day 2, EE | The Airlock: Computers (Sysops), Previous Roll Boost, Evangeline Assist, Lenore Assist vs Daunting: 4eP+5eB+4eD 7 successes, 2 advantage, 1 Triumph
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[Total Time Units: 12, with a flourish crazy roll finish]
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Sharks)

Post by Boogiepop » Wed Sep 15, 2021 2:48 pm

With support from her team and the full momentum of adrenaline from the counting minutes, Team Sharks managed to make their escape with only 12 Time Units! After Captain Nemo's cursing, the room would dim down to only a hew of faint blue lights visible and they were greeted by the sound of rushing water. The story will be that they had made their escape to the surface but the ultimate fate of their 'characters' will be ultimately unknown and up to the interpretation of the participants.

Nadia Avaline, Evangeline Lux, and Lenore Gauvreau earn a reroll they may use at any point of the game. Congratulations and thank you for playing the game!
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