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Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 12:56
by Joose
Purge em all and move on? What do the rest of you think?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 13:22
by Dog Pants
Did we not already purge them all?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 14:45
by Joose
I thought we had just purged the one. I could be wrong though. Pete?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 17:42
by HereComesPete
You purged a single cell. From where you are you can see another 4 cells, the nearest being the other side of the corridor from the one you purged. But the noise of the other beasts suggests there is a lot more around the bend ahead.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 17:47
by Dog Pants
C:\>KILLITWITHFIRE /all

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 8th, 2012, 18:34
by Joose
I shall run whatdogpantssaid.bat

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 15th, 2012, 11:39
by Joose
So....

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 15th, 2012, 18:06
by HereComesPete
So someone better plug you in to the next cell so you can get on with burning the thing inside or you'll all just be stood there for a bit longer. or I can just fast forward the time to when you've cleared this corridor.

Of course if you want to work your way one by one through an untold number of cells as you move up the corridor burning monsters at the possible expense of the life of the person paying the wages then fair enough.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 15th, 2012, 18:27
by deject
I'll take that subtle hint and scout out ahead then.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 15th, 2012, 18:32
by Pnut
Does anyone have any mines or charges so we can cover our behinds?

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 17th, 2012, 21:41
by HereComesPete
deject wrote:I'll take that subtle hint and scout out ahead then.

The corridor takes a turn up ahead and after walking for a few minutes eventually leads to a room with lots of other corridors extending from it. Each of these at first glance appears to be the same as the one you left. It has a central hub with various computers and the like. One corridor is different , it's blast doors are closed and it looks wider than all the rest. There's a rack to one side holding lots of small drones and on the other walls between the corridor entrances a series of lockers and benches.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 17th, 2012, 22:09
by Roman Totale
I hope a bigger door does not equate to bigger monsters.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 17th, 2012, 22:49
by deject
Hey Ingress5, I have something more interesting for you to hack at, get on over here.
I'll start checking the lockers to see what's in them.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 17th, 2012, 22:51
by Roman Totale
Smith will carry the cuddly toy towards the drones.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 18th, 2012, 8:48
by Joose
Ingress5 wrote:Hooray!
Right, as this seems a bit more of a thing, I'm going to be a little more cautious than before. First off, I will scan for hidden nodes for a few seconds:

E-War + Scan = 10 dice, target number is 15
roll 1: 3,4,6,1,4,4,6,6,1,4 = 3 hits
roll 2: 2,2,6,1,2,2,1,1,5,2 = 2 hits
roll 3: 6,6,1,5,6,4,1,1,5,4 = 5 hits
roll 4: 3,3,3,6,6,1,2,4,3,2 = 2 hits
roll 5: 4,3,1,4,6,2,2,3,6,2 = 2 hits
roll 6: 2,2,2,4,3,5,1,2,2,4 = 1 hit. Got there in the end.

I'm then going to Anal-Eyes any networks I find (hidden or otherwise) with the intent of finding the Matrix ID of whichever box is controlling the drones:

Computer + Analyse + 3 = 12 dice
3,3,6,2,4,4,1,1,6,3,4,2 = 2 hits. not amazing, but it might be enough.

Now I've done all the nice safe passive stuff, I will move on to the proper hax. Assuming I find the node for the computers, I'm going to do an on the fly hack on it. I'm going to go for Admin too, which is a +2 to the target for me.

Hacking + Exploit = 9 dice
roll 1: 5,5,4,5,6,5,3,5,4 = 5 hits :shock:
roll 2: 6,4,3,5,5,5,2,2,4 = 4 hits. going well!
roll 3: 1,3,2,3,3,1,3,3,4 = 0 hits. Oh.
roll 4: 3,5,1,4,4,4,2,5,6 = 3 hits.
roll 5: 1,2,3,3,6,6,3,4,5 = 3 hits. 15 hits should be enough to get me in to military grade shit, so by this point I'm either in or busted, so I'll stop rolling.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 21st, 2012, 18:05
by HereComesPete
The lockers are locked, there are 8 in total. If you roll a strength test to horse them or a lockpicking test if you have the skill I'll take that as defeating the lot.

Sorry to disappoint Joose, no hidden nodes. The central console has some simple locks in place and a few generic agents on overwatch. They check out your new account and decide it's entirely legitimate. Once again a very simple interface greets you. It reports that all 100 drones are currently in standby and working optimally.

The drones are custom made to purpose and pre-programmed. The program they carry is to fly to an assigned door and settle in to the keypad with the com that's built in to their body. Then after an allotted time set by you they carry out the action that you set. Eg 10 minute delay and purge. Of course being admin if you want you can over-ride that and take the horde of tiny single purpose drones with you.

The controls for the main blast door are in lock down, an alert flashing about a bio-containment breach. It's programmed to remain unresponsive until the breach is secured.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 21st, 2012, 18:24
by Roman Totale
No lockpicking, or strength, here. I'll have a look around with my eyes though in case the electric viewing missed anything:

4,6,5,1,4,6,4,3 = 3 hits

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 21st, 2012, 19:05
by HereComesPete
Roman Totale wrote:No lockpicking, or strength, here. I'll have a look around with my eyes though in case the electric viewing missed anything:

4,6,5,1,4,6,4,3 = 3 hits
Nothing else really, just some small holes in the concrete above each corridor entrance but not the blast door, they are like mini versions of each corridor entrance.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 21st, 2012, 19:38
by deject
Locksmith (1) + Agility (6): 1, 6, 5, 4, 1, 3, 6: 3 hits.

If that fails:

Strength (5): 6, 5, 2, 3, 2: 2 hits.

Re: Pete's third shadowrun adventure:Welcome to Fortune

Posted: March 21st, 2012, 20:03
by HereComesPete
Locksmith is good.

Amongst the spare parts and other detritus that seems to inhabit lockers there's a few items that are worth a poke. There's 6 grenades, not the normal bang ones. A couple of pistols similar to the ares predator, a couple of magazines are with each, loaded will gel rounds. And a short barrel pump-action shotgun with a box of shells, again loaded with gel rounds.