Before the Dawn ~ Act Three (It's Always Darkest...)

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Sir Alain Fisk
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Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 26 Oct 2013, 13:23

GameMaster Note
Before the Dawn
Act Three: It's Always Darkest...
Scene One: The Dead Sea

Dramatic
Date/Time: 4 July 2013 (mid-morning), 2 Months 27 Days into the Invasion, 8 Days into the Still World
Place: The Indian Ocean, East-Northeast of Borneo
The Situation: You made a clean getaway, having dropped Shul, the massive German aircraft mechanic, in the Red Sea, after binding his single wound as tightly as possible with available materials, then stringing together three life preservers found in the abundance of life saving equipment aboard the PBY Catalina Seaplane, enough to keep his upper body more or less above the waves. As Captain Jacques Lefleur, your new less-than-Mobius-sympathetic companion, pushes the engines to their full capacity and turns the seaplane toward the ships, so he might use the waves to assist his takeoff, rather than hinder him, you might look back to see that Shul has his head up and out of the water, and is being pushed back along the waves, himself.

"I will not simply leave him to the waves," Jacques speaks rather loudly as the entire cage of the Seaplane rattles nastily along the waves. Lifting the massive body out of the water, he at once begins to circle to the right so he can make sure his friend will be alright. As he closes with the boats incoming, more like fishing trawlers now that you have the opportunity to see them more closely, you can hear rounds spak! off the fuselage, one or two actually puncturing it before Jacques is clear of them. With any concerned looks he sees sent in his direction, he will explain, "We have the fuel, mon amie, do not worry," and he smiles. "Besides, if we do not," he continues ominously, "there are always paddles." At this, he laughs loudly for several long seconds, turning back to the lower window to ensure Shul is still upright and the boats still en route to him, before turning for the dark skies beyond the horizon.

Soon enough, it turns dark and very, very cold - outside of the range of Dr. Mobius's artificial sun, it is about 15 degrees colder than it should be. Below you, you see the lights of a few cities and towns bravely attempting to carry on in the face of the unending night, but you know that, if the Earth does not soon begin moving, they will all die in the cold darkness.

Several uncomfortable hours pass. You cross the Indian Ocean, flying south to avoid Indian airspace — a good thing to do, flying a Nile airplane. Up ahead you see lightning and dark black clouds. It is the border to Orrorsh, the dark realm. Beyond, in what used to be the Indonesian Sea, is your destination. You tighten your seat belts and prepare to brave the storm.
_____________________________
Within eight hours, with the fuel indicators from both wings signifying that you're beginning to become low on fuel, Jacques begins his descent through the clouds, and toward the location on the map where the refueler Tanis is supposed to be. Like clockwork, the massive fuel tender is there, along with its own tender ship. Captain Lefleur signals, again in near perfect English, with the slightest French accent, that he is their early morning appointment, and that he will be paying in American Dollars. He is welcomed, called down to certain coordinates, where he can pull in between the vessels and be topped off.

Jacques tells all of you to stay low, that only he should be seen, if at all possible, and he takes care of business. After nearly forty-five minutes in the ocean, and grabbing quite a bundle of American money from a hidden compartment, with a combination lock, in order to pay the Indian-registered tanker crew, the fueling is completed and the Seaplane is off the surface, again.

The plane approaches the area marked on the flight plans, but you would recognize it anyway. A great vortex of energy spirals out of the sky and plunges into the sea, piercing the darkness with unearthly light. According to the charts, you are just north of Christmas Island in the Indian Ocean. The water around the vortex is surprisingly calm. As there is no land near enough the vortex, you might now realize why a great deal of this equipment is on-board...
  • 10 full diving suits with air tanks, more like the old canvas suits with diving bells rather than what you would find in a modern S.C.U.B.A. suit,
  • 10 spear guns, the standard shark-scaring fish catching type,
  • 10 strange-looking grenades, with what appear to be six small opaque glass squares, each,
  • 10 very strange looking tubes, their length equal to about the width of the palm of your hand plus a couple of inches, with a single black button set inside some sort of safety collar,
  • and 10 large bore pistols, almost like flare guns, but much longer.
As you're trying to figure out what you're doing here, and what to do next, anyone looking out the windows, especially toward the vortex, see a massive white fin pop up from the water, standing roughly four-feet out of it...
_____________________________
Out-of-Character I would recommend you guys do a self-inventory to see what you do and don't have, please, and be mindful of the plot of the adventure?

Anyone with Weird Science or Science skill might be able to further identify the pieces of equipment listed above; however, since we're not in rounds, each will be a separate roll.

I have already handed out Possibilities for the previous act but, unlike with Warhammer Fantasy, I'm not listing them for you. Don't forget, if you want to spend Possibilities, take a look here! Scroll down in the chart a bit to see "Improve A Skill Add, Arcane Knowledge, etc." and "Improve An Attribute". I will always recommend that you maintain as many as 7 to 10 Possibilities, as these are used to improve dice rolls, mitigate damage, etc., but if you've been heretofore lucky, then feel free to spend what you think is best. :twisted:

Once these things are done, and you guys have told me what you're doing, I'll move the story along...
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Alexander Pepper » 27 Oct 2013, 14:22

Alex looks out the window, and seeing the large fin in the water turns to the rest of the group saying, "I think those harpoons are going to come in handy very soon."
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Jack_Jones » 28 Oct 2013, 02:40

Jack looked out the window he saw the vortex but he didnt see anything else on the horizon which seemed like there likely destination.

"Jaques you sure these are the right coordinates?". Jack asked already knowing the answer.

Looking through the collection of strange equipment Jack guessed that they would be going for a swim. Alex had already pointed out the shark, so Jack grabbed a speargun.

"Jacques what's this equipment for. What were they looking for here?".
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 28 Oct 2013, 09:51

Jack_Jones wrote:"Jaques you sure these are the right coordinates?". Jack asked already knowing the answer.
"Oui, monsieur. We are in the right place."
"Jacques what's this equipment for. What were they looking for here?".
"Mobius' divers, and the Doctor, himself, were to dive to the wreck, beneath, and the equipment was for such an endeavor." Seeing anyone who might have an incredulous look on their face, wondering if Jacques has too much information, he adds,

"My friends, one does not reside near, and be at the right hand of Colonel Manotep, the Airbase commander, without hearing many things unintentionally spoken." Then, addressing the remainder of Jack's original question, "Manotep was always going on about Possibility energy, and that Mobius was set to steal it from the Gaunt Man, to become the Torg. That much I remember. What Possibilities are, who the Gaunt Man is, and what a Torg is, I do not know, but none of it sounds good.

"Before you took this plane, I was working to drink up the courage to leave Mobius and return to France, where I could convince the Prime Minister to go to war with the Nile Empire, to stop Mobius. Then, the day before you came along, I heard that France had been taken over, and was unrecognizable, now." He turns to look at you, Matthias, and asks,

"Est-ce vrai, que notre patrie est différent?" Jacques face turns sour as he asks this question, already feeling like the answer is evident, just by looking at you, Matthias.

Code: Select all

"Is this true, that our homeland is different?"
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Alexander Pepper » 28 Oct 2013, 11:18

At the mention of the Gaunt Man, Alexander bristles. He looks out the window again and tries to figure out if he recognizes the area.

(OOC: I'm going to assume that my tracking skill is not useful here, so....
Perception: 12
Roll: 2d10.extra(10) → [7,1] = (8) Bonus: -2
Total: 10)
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 28 Oct 2013, 17:51

Out-of-Character Though your roll was good, you have no better reference for where you might be other than what is on Captain Lefleur's map. You're just south of Christmas Island (105-deg 30' East Longitude, 12-deg South Latitude of the Western tip of Java, Indonesia), so, although you're relatively close to the Southern storm wall of Orrorsh, you're actually still in Pure Core Earth. Folks, keep in mind your World Laws and Axioms, because if any are above those of Core Earth, you could be in trouble if you make an attack/action or use a tool. It sounds strange, I know, but your realities may not work the way you want them to, here.

For those of you who are not map readers, I had to designate degrees as -deg and minutes as ' , the latter of which is actually used on the map. Think about it that Longitude is North-South and Latitude is East-West on the map, that there are 360 degrees in a circle, and 60 minutes to a degree.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Matthias » 28 Oct 2013, 21:20

Out-of-Character Gentlemen. I have been silent these last few days due to an injury to my shoulder. While the pain is reduced at the moment, I am having it examined tomorrow.

With that said, i have aNew position at work so there is some good news for a change. I will catch up with the posts tomorrow I hope.
Last edited by Matthias on 30 Oct 2013, 07:10, edited 1 time in total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 28 Oct 2013, 23:39

Out-of-Character I'm happy for the new position, but sad for the shoulder. What in the world did you do to it?

I hope the new position is much better for you, Jason; good luck with it, my friend.
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Jack_Jones » 29 Oct 2013, 03:12

Jack looked over the diving equipment and pulled out a suit. Checking to make sure it would fit before gathering it under his arm. Looking at the other equipment Jack tried to work out what it might be used for.

Jack will specifically look at the small tubes, the genades and the bore pistols.
Out-of-Character Does jack have any idea what the grenades are loaded with ? Do they look explosive?

The tubes strike me as some sort of explosive due to the saftey switch on them, but is there anything written on them?

What do the bore pistols look loaded with?

Would a perception or evidence analysis check help here?
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 29 Oct 2013, 09:56

Jack_Jones wrote:Jack looked over the diving equipment and pulled out a suit. Checking to make sure it would fit before gathering it under his arm. Looking at the other equipment Jack tried to work out what it might be used for.
GameMaster Note Alright, let me start out with the diving suit. As I said, it's a heavy canvas, the suit weighing around fifty pounds -I couldn't find statistics on any of this stuff, though that may just be morning brain-, though each has some manner of hose attached to a valve strapped to the left wrist. This valve is an old style crank valve and is large enough for you to grab with gloved hands. The hose runs along the left arm, being attached by a hemp strap every six inches, to the back of the suit, and hangs there, some manner of attachment fitting at the end.

You might look around for a helmet, but see nothing that would be lightweight, to be sure, until you spot several of these on the bottom of the stack...
Diving Helmet.jpg
Again, I was unable to find any statistics on these, but I know they were extremely heavy, probably as heavy as the suit, itself. Again, with this helmet, there are two lines coming from the back of it, one is marked in-flow, and the other out-flow.

All three of these lines would meet in the middle of your back, but you're missing another piece, perhaps some manner of regulator, to connect it all into. Looking about, moving some boxes, you come across a pretty large and heavy wood and steel-bound crate stenciled "Regulators". Opening it up, you see a massive rectangular block measuring 12" wide by 18" tall by 8" thick, and weighing about forty pounds. There are three attachment points that, on comparison with the hoses coming from the suit and helmet, seem to match perfectly, plus another double-line leading to what are marked as "Depth" and "Oxygen Pressure" gauges. Finally, there is a crank handle the same size and daisy-flower shape as the one on the left sleeve of the diving suit and, if you turn it, you hear the hissing of escaping air and all of the hands in the gauges jiggle to life.
Jack will specifically look at the small tubes, the genades and the bore pistols.
Out-of-Character Does jack have any idea what the grenades are loaded with ? Do they look explosive?

The tubes strike me as some sort of explosive due to the saftey switch on them, but is there anything written on them?

What do the bore pistols look loaded with?

Would a perception or evidence analysis check help here?
GameMaster Note You could try to roll a Perception, but unless you roll something extraordinary, and it would have to be done for each item, you can't really tell anything more than what I've already told you. Unfortunately, not being from the New Empire of the Nile is something of a hindrance at this point, as it's pretty obvious these are not standard Core Earth fare.

GEE, I WISH THERE WERE SOMEONE ELSE IN THE GROUP WITH WEIRD SCIENCE SKILL TO MAKE ROLLS TO DETERMINE WHAT THESE ARE!? :lol:

Jack cannot tell, straight-away, what the grenades are loaded with, but as each of them seem to have six little windows, three along each side of the grenade, they don't appear to be a standard explosive type of grenade. They do, however, still appear to be a pull-pin-throw device, and so may still be deadly for you anyone trying to hold one after pulling the pin and releasing the spoon.

The tubes do have some manner of Egyptian inscribed on them.

Again, the large-bore pistols with really long barrels appear to be flare guns, but they're too long. These also have Egyptian etched on them.

Just to be mean, and because I feel, sometimes, like the group listening to their Bard companion admit to not knowing, when the character does, take a look at this video, starting at about 8:15... http://www.youtube.com/watch?v=90wFS7cD ... 09310F11CF . Using your skills is a really GREAT idea!
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Jack_Jones » 29 Oct 2013, 11:37

Jack looked at the strange collection of kit with a complexed look on his face. Then he looked round at Eltee the parties new arrival and remembered the suit her wore back in Egypt.

"What do you make of this equipment? "
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 29 Oct 2013, 17:56

GameMaster Note Tomorrow morning, I'm going to be moving our story on... if anyone has anything to do between now and then, please make them happen?
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Eltee » 29 Oct 2013, 21:28

Standing out of the way taking everything, Eltee will look up at the question posed andrespond, "let me take a quick once over."


Using wierd science here to attempt ot discern what the questioned items are.

If needed I will spend a possibility on this.
Rolled on: Oct. 29, 2013, 7:38 p.m.

2d10.extra(10) → [7,4] = (11)
Wierd Science of +1 = 10.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 30 Oct 2013, 00:24

Out-of-Character I give up.

For the single roll you made, you are not able to give a specific name to the grenade you're holding, but the small opaque glass squares give you the idea that these do damage by light and sound rather than explosives. However, they remain one-time use, like standard grenades.

I am going to start the next part tomorrow morning.
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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Re: Before the Dawn ~ Act Three (It's Always Darkest...)

Unread post by Sir Alain Fisk » 30 Oct 2013, 11:57

Just as each of you are either looking over the equipment, marveling at the wall of storm North of the aircraft, or marveling at the massive vortex South that seems to be emitting directly from the ocean, or trying to find sight, again, of the massive fin that was poking out of the water, the floor leaves your feet for a bare second as the plane bucks wildly and shrieks toward the tail section. Some of you find purchase, again, on your knees, but are able to scramble up, immediately. A moment later, after perhaps frantically looking, again, for sign of the massive fin, the aircraft bucks, again, this time a little more than before, knocking things from hooks they're attached to on the inside of the fuselage.

Then you hear from outside the plane -as I presume no one has yet opened the side door, or at least no one stated such-,

"Leave now, and your lives will be spared. Stay, and you will die!" The voice is relatively deep, sounding like it may have actually come from someone gargling water, though a bit more clear, and there is a dark English accent behind the words.
NOTE: Use the following for your rolls on invisiblecastle.com/roller; Number of Rolls: 1, Dice: 2d10.extra(10), then copy the line of text inside the box on the results page, not any of the links. Next, find your bonus number from the Bonus Number chart on your character sheet, then add that bonus to the appropriate skill or attribute value -do NOT add the dice roll itself-, along with any other modifiers from abilities or technology to generate your total.
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