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

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

Post by Boogiepop » Mon Sep 13, 2021 3:03 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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Roger 09
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Roger 09 » Tue Sep 14, 2021 9:17 pm

Roger's eyes took in the Valve puzzle, looking about at all the levers and switches and slides. His hands tucked into the pockets of the trenchoat, all bundled up as he was. The brute didn't bother with subtlety. Strong hands gripping the valves, he forced them open. It was a dramatic display, though it did seem to send a surge throughout the escape room, adding some difficulty for someone else...

EE2 - Side Event: The Nautilus II - Time Unit 1 - The Valve Puzzle (Brawn 4, Athletics 2, Daunting, Story Point Flip for proficiency): 3eP+1eA+4eD 1 success, 2 threat
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Outcome: Success, Valve Puzzle solved, Escape reduced by 2 Difficulty (9 dice now), next roller adds 1 Setback to their check
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Jane Doe
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Tue Sep 14, 2021 10:49 pm

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Jane looks up with a dirty look and very nearly loses her timing on the organ but with near superhuman coordination manages to finish the final verse with an elaborate flourish, the music echoing for a few moments before there's a click over at the fault as one of the many tumblers slides up.

Day 2 Early Evening The Nautilus II, Organ Puzzle, Coordination at hard with setback from previous roll. 1 strain for added success via enhanced muscles: 1eP+4eA+3eD+1eS 0 successes, 2 advantage
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((Success thanks to mods. Boost to the next to roll))
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Leo Knight
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Wed Sep 15, 2021 12:50 am

This was a strange thing to be doing.

Still, if Leo's corporate masters told him to jump of a bridge, well... he'd probably take his chances with running. But he had the strong feeling that it would probably end up with him getting tossed of a bridge anyway. At least this was just boring.

He greeted his two partners with a grunt and a nod. Yes, even the bioroid. And then he turned to the puzzles. And stared.

"So, uh, I guess we're supposed to be a submarine or something?" He watched the others do their thing a moment, and then turned to a different area with a shrug. Some sort of code... well, he'd done this sort of thing before.

He got to work, cybernetic eye flashing as it helped him to spot patterns...

-----------------------------------------------------------------------------------------

Escape Room! Go Crows! Decipher, Per easy, 1 boost: 2eP+1eA+1eD+1eB 2 successes, 2 advantage
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2 out of 4 needed for Decipher puzzle, 1 boost to next
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Roger 09
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Roger 09 » Wed Sep 15, 2021 2:02 am

Roger attended to the Radar puzzle, attempting to discern the pattern. While he was programmed to be exceptionally agile, the mechanics of the puzzle frustrated him.

Yet still, opportunities for others to shine

EE2 - Side Event: The Nautilus II - Time Unit 4 - The Radar Puzzle (Agility 4, Gunnery 0, +1eB Previous Roller, Story Point Flip, Hard Difficulty): 1eP+3eA+1eB+3eD 2 failures, 4 advantage
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No success. 2 boosts passed to next roller
Bioroid | BIG GUNS | Tough | Durable | So Many Upgrades
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Jane Doe
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Wed Sep 15, 2021 2:29 am

Jane stands next to Leo, peering equally closely until her eyes start watering in the light.

"Yes...hmm. Yes, I think you're right. The orange light is the only one that only flashes once. So that has to be where we start. But then I really don't know step 2."

The sound of sonar from Roger at the radar puzzle pings
"Of course! We need radiate out from that starting position!"

With nimble fingers and some teamwork, they'd deciphered the cipher

Day 2 Early Evening, The Nautilus II side event, decipher puzzle with boosts from roger, perception cunning, 1 success 1 setback 1 strain from night eyesd: 1eP+2eA+1eD 3 successes, 2 advantage
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Leo Knight
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Wed Sep 15, 2021 3:08 am

With Jane... Doe... that had to be a fake name. Ahem. With Jane Doe solving the pattern, that left Leo free to step away, afforded extra time with her quick solve. His path lead him to the library, where he shuffled a few books at random.

Suddenly he stopped, frowning at them.

"Oh. I think I see!" It was largely luck, but he'd stumbled onto the right pattern

------------------------------------------------------------------------

Team Crows, Library, Cunning, daunting!, 1eb last: 3eA+4eD+1eB 4 successes, 2 advantage
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success lol, 1eb next
6 time units spent
Radar and Radio remaining (and the main one, of course)
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Roger 09 » Wed Sep 15, 2021 3:22 am

Second time was the charm. The massive bioroid's programming to eliminate targets at range passed through. The odd signatures were isolated and taken out.

EE2 - Side Event: The Nautilus II - Time Unit 7 - The Radar Puzzle (Agility 4, Gunnery 0, +1eB Previous Roller, Hard Difficulty): 4eA+1eB+3eD 2 successes, 1 advantage
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Outcome: passed, difficulty of escape down by 1.

New Escape Difficulty: Hard (3 purple) Difficulty
Bioroid | BIG GUNS | Tough | Durable | So Many Upgrades
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Danger Mode: Plasteel Carapace Armor
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Wed Sep 15, 2021 3:30 am

"-Understand..."static "Continue grid 099er" static "Repeat, do not, do not" More static

Jane carefully rights down the fragments of message on the radio with one hand as she fiddles with the receiver with her other. It's hard work but with a little patience....perfect, coordinates.

Day 2 Early Evening, The Nautilus II side event, Radio at cool, opposed by myself: 3eA+3eD 1 success, 1 threat
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Leo Knight
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Wed Sep 15, 2021 3:37 am

With everything done, it was time for freedom! Leo worked the door controls...

... and cursed quietly. First under his breath, and then a bit louder.

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Team Crows. Escape! Just 1eD, Skulduggery: 1eP+2eA+1eD 0 successes, 2 advantage
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1 boost next
9 time units spent

Team Crows. Escape! Just 1eD, Skulduggery, 1eB last, AIRLOCK AIRLOCK AIRLOCK: 1eP+2eA+1eD+1eB 0 successes, 1 advantage
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10 time units spent
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Roger 09 » Wed Sep 15, 2021 4:27 am

(Time Unit 11)

Heading to the Main Airlock Puzzle, Roger deferred to those skilled in that. He would give assistance where he could.

Action: Assist next check
Bioroid | BIG GUNS | Tough | Durable | So Many Upgrades
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Wed Sep 15, 2021 4:31 am

"Yes, thank you Roger. If you could just hold your hand there for a moment."
Jane directs the androids hand to the side of the code reader as she takes a file and slides it behind the machinery and wiggles it around until there's a slight spark and she rapidly hammers in a code. With a hiss the airlock swings open and the speakers play the sounds of an enraged Captain Nemo

"Decent stuff for an escape room, last time I had to bypass one of those...well..much less fun. Nice work team!"

Day 2 Early Evening, The Nautilus II side event, the airlock at average, assisting from Roger: 2eP+1eA+1eB+2eD 2 successes, 1 advantage
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Boogiepop » Wed Sep 15, 2021 2:30 pm

Team Crows managed to make their escape with a very impressive time of 12 Time Units! The speakers let out a resounding squeak of feedback before the notorious Captain Nemo could be heard. "You fools! Don't you know what you've done? I've given you so much, a place to belong for the rest of your lives, and you slap my hospitality away with ungratefulness? Damn you all, I hope the abyss claims you!"

Leo Knight, Roger 09, and Jane Doe earn a reroll they may use at any point of the game. Congratulations and thank you for playing the game!
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Wed Sep 15, 2021 6:54 pm

"Too real." Leo said blandly as the voice finished speaking.

He looked at the other two, nodding to each.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Wed Sep 15, 2021 10:35 pm

"I think we've all worked for people like the good captain before. Getting to escape is living the dream. It was nice working with the both of you, seems we made a good team."
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Thu Sep 16, 2021 12:04 am

"Yeah..." Eyes narrowing, Leo looked at the woman. Seconds stretched on as he studied her, the pupil in his cybereye shifting strangely. "What did you say your name was again?"
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Jane Doe » Thu Sep 16, 2021 12:15 am

Leo Knight wrote:
Thu Sep 16, 2021 12:04 am
"Yeah..." Eyes narrowing, Leo looked at the woman. Seconds stretched on as he studied her, the pupil in his cybereye shifting strangely. "What did you say your name was again?"
"Jane, Jane Doe."
She extends her hand with a smile.
"Have we met?"
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Leo Knight
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Leo Knight » Thu Sep 16, 2021 2:52 am

A brief hesitation, and Leo extended his gloved hand, shaking hers. Perhaps she would be able to tell that it was not flesh beneath the glove.

"Leo Knight." He said. "And no formal introduction. But you're on the mayor's committee too, aren't you?" He looked at Roger. "And you?"

"And, of course, escaping the grasp of Captain Nemo." He added blandly.
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Re: [Day 2 - Early Evening] Side Event: The Nautilus II (Team Crows)

Post by Roger 09 » Thu Sep 16, 2021 12:50 pm

"Roger. Call me Roger." The imposing bioroid replied, keeping the fedora brim brought low over his face. He adjusted the belt on the trenchcoat, making sure it was kept tight. There was a smile on his face as he looked to the other two who had participated in the escape room. "Yes. Also trying to assist with the committee."
Bioroid | BIG GUNS | Tough | Durable | So Many Upgrades
Carries: Bullpup Carbine, Big Ass Hammer, Utility Belt, Climbing Gear
Danger Mode: Plasteel Carapace Armor
Art by: Kim Stramat

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