For Barrayar mods (
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forbarrayar_ooc2017-01-17 07:10 pm
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[ january ii event results ]
ARE YOU READY FOR THIS!! HERE WE GO
But first: many thanks to Carolyn (
Perimeter Scouting Team Alpha & Eavesdropping Team Eta will take place on the night of January 22nd. Perimeter Scouting Team Bravo & Eavesdropping Team Sigma will take place on the following night, January 23rd. The Power Supply Scouting and Intercept Teams will all take place on the night of January 28th.
N.B.: The Barrayarans have a rough map of the inside of the Cetagandan base from previous reconnaissance, so they have a general idea where the main and backup generators are.
Perimeter Scout Team Alpha: Leader: Lieutenant Sasha Vorloupulous (NPC) Byerly Vorrutyer Arthur Pendragon (Plus 3 other Barrayarans.) Perimeter Scout Team Bravo: Leader: Lieutenant Erik Grey (NPC) Adrien Arbuckal Beth Greene (Plus 3 other Barrayarans.) Power Supply Scout Team Alpha: Leader: Lieutenant Dmitri Vorhalas (NPC) Miles Vorkosigan Agent Carolina Lieutenant Sasha Vorloupulous (NPC; plus 2 other Barrayarans) Power Supply Scout Team Bravo: Leader: Lieutenant Boris Vortala (NPC) Lakshmi Bai – taken prisoner Agent Maine Lieutenant Erik Grey (NPC; plus 2 other Barrayarans) |
Eavesdropping Team Eta: Kaidan Alenko Ratchet Eavesdropping Team Sigma: Darkstalker Lapis Lazuli Interception Team Eta Daryl Dixon Duv Galeni – taken prisoner Interception Team Sigma Agent York Agent Washington |
perimeter scouting
TEAM ALPHA: Byerly Vorrutyer & Arthur Pendragon
Roll 1: Complete the mission undetected – SUCCEED
Roll 2: Gain extra intel – FAIL
+1 LP to Byerly and Arthur
You're placed on a squad with four soldiers, led by Lieutenant Sasha Vorloupulous, to scout out the south gate security measures, as the the Barrayarans' old intel is out of date.
You're able to discern the following about gate security: the gate is comprised of two checkpoints, with a guard patrol on the ground outside; the two guards at the gate have primary control over the entrance; and any soldier can request access through the gate via a palm-lock.
Before you can get any closer, however, a lone Cetagandan soldier descends from the foothills, headed toward the south gate. In his hand is a folded piece of paper -- real paper, not the plastic flimsies that galactics tend to use. He requests entry via palm-lock, and after a brief conversation with the guards, is quickly admitted. Their conversation is mostly indistinct, but you do hear the words Barrayaran contact. Lieutenant Vorloupulous ushers in a retreat shortly after.
TEAM BRAVO: Adrien Arbuckal & Beth Greene
Roll 1: Complete the mission undetected – SUCCEED
Roll 2: Gain extra intel – SUCCEED
+1 LP to Adrien and Beth
You're placed on a squad with four soldiers, led by Lieutenant Erik Grey, to scout out the west gate security measures, as the Barrayarans' old intel is out of date.
You're able to discern the following about gate security: there is both a patrol on the ground and on top of the wall, moving in opposite directions; and patrol shifts last at least eight hours; shifts are staggered across the gates.
During your mission, you see at a distance what appears to be some kind of scientific field team from the Cetagandan base with an assortment of instruments. The most you can make out from what they're saying is something about wormhole activity, and talk of a device. They mention something called the exotics that have just arrived, and you hear just enough to be able to deduce that what that means: that there are outsiders on the other side.
eavesdropping
TEAM ETA: Kaidan Alenko & Ratchet
Roll 1: Get back to barracks without being caught – SUCCEED
Roll 2: Gain extra intel – FAIL
+1 LP to Kaidan and Ratchet
Trying to get into the medbay past the front reception area will be fruitless, but there is a curiously late-night meeting happening in the nearest R&D building, judging by the lights. On the first level, about halfway down the corridor, a conversation is being had between Zahal and his highest-ranking R&D officer:
"...preliminary findings from the first field team, sir." The soft rustling of a folder full of plastic flimsies. "Dr. ghem-Miko had some of his suspicions confirmed – we found traces of what would ordinarily point to wormhole activity." The voice muffles for a moment, going indistinct. "...scanners picked up particles similar to those surrounding an active wormhole entrance."
"So you think this is somehow linked to wormhole between here and Komarr?" Ghem-General Zahal's voice is attentive, alert.
"I don't think so. The readouts we picked were similar, but -- " More rustling, the scraping of a chair across the floor. "These spectrometer readings don't line up perfectly. The signature is all wrong for that wormhole. I'd like to send another field team tomorrow to collect more data."
That's all you get before it gets too dodgy to stick around, but you do, at least, make it back to the barracks with the Cetagandans none the wiser.
TEAM SIGMA: Darkstalker & Lapis Lazuli
Roll 1: Get back to barracks without being caught – SUCCEED
Roll 2: Gain extra intel – SUCCEED
+1 LP to Darkstalker and Lapis
The night patrol around the base isn't too hard to sneak through if you can memorize their routes, although getting into buildings is another matter. If you sneak past the mess hall, you'll see that there's a light on in one of the war rooms. Not only are you able to sneak into the building undetected, but you're also able to get close enough to hear a conversation between Zahal and one of his intelligence officers:
"...made contact since our last attack on their camp. It took him some time to arrange for a new dead drop location."
"And you believe him still to be reliable?"
"For the time being, yes." There's a faint rustle of paper – real paper, not the plastic flimsies so ubiquitous to the base. The intelligence officer's voice is slightly dry. "Vorbataille's cautious, and he has at least two co-conspirators underneath him, though he hasn't given us their names thus far. Doesn't want to risk naming names in a dead drop, especially one in one of those hill villages."
"A reasonable concern."
"Perhaps." There's a shrug in the intelligence officer's voice. "He passed along details of an upcoming op of Vorkosigan's – they're planning to infiltrate the base soon to reconnoiter our power supply. Sometime in the next week.No date, but Vorbataille assures me he'll sabotage the operations. Still, I'd advise reinforcing our physical security along the gates."
"Naturally. Thank you, Captain."
A slight pause. "There's something else, sir. Something...considerably more interesting. Vorbataille spoke of 'outsiders' among them – strange people who suddenly appeared in their area out of nowhere a few weeks ago..."
An indrawn breath, almost amused. "Is he aware of the other exotics?"
"Doubtful, sir. But he did imply that the exotics with them may be participating in the infiltration group. This may be an opportunity for us."
That's all you get before it gets too dodgy to stick around, but you do, at least, make it back to the barracks with the Cetagandans none the wiser.
power supply/intercept
TEAM ALPHA: Miles Vorkosigan & Agent Carolina Roll 1: Overall mission success – SUCCEED Roll 2: Gain extra intel – FAIL +1 LP to Miles and Carolina |
TEAM ETA: Duv Galeni & Daryl Dixon Roll 1: Overall mission success – FAIL Roll 2: Capture Lieutenant Vorhalas – FAIL +1 LP to Duv and Daryl |
PVP ROLL: Team Alpha wins Honestly, this night has not gone especially well for anyone. Let's break down what happens. | |
TEAM ALPHA Led by Lieutenant Dmitri Vorhalas, Power Supply Scout Team Alpha infiltrates the base through the south gate, leaving Sasha and another squad member behind to maintain their exit route. As coordinated with Team Bravo infiltrating the west gate, the squads have bought themselves about two hours until the next shift change. Team Alpha's target, the main generator, isn't far off from the south gate. The generator room requires a palm-lock identification as well as a key code. You ultimately don't have much trouble getting inside. Vorhalas keeps watch at the exit. The generator room is home to a massive plasma generator, very sleek and state-of-the-art -- most definitely Cetagandan by design. On the door is a warning sign (in English, among others) that the generator room's electromagnetic shielding may interfere with comms. The generator, like most galactic tech, is hard-lined, with lines out leading to the rest of the base. The lines themselves are, of course, reinforced, but a little plasma scalpel (or some application of thermite) could do the trick – but of course, that's an easy fix. The generator dashboard has not two, but three status indicators: the main generator, the backup generator, and the heretofore unknown secondary backup generator. The fact that you know neither the secondary backup's exact purpose (other than additional redundancy) nor its location throws a bit of a wrench in things. Supposedly the backup generator is supposed to engage automatically at the first sign of power failure, but the protocol for a manual engage is printed on the dashboard. Unfortunately, you don't have time to pore over it, because the security alarm goes off way ahead of schedule, and you wind up cut off from your team. Your only hope is to try and escape on your own and hope your exit is still open. |
TEAM ETA Whether you heard about the incoming intruders or just felt like taking a nighttime sneak, you're about to get more than you bargained for. Although no one has been caught sneaking out yet, you'll still have to be careful to dodge the night patrols. When you're in the vicinity of the main generator building, alarms suddenly go off – that weren't set off by you. Ghem troops start to emerge from the barracks and patrol posts...you might not want to get caught. It isn't hard to tell what the alarms are for, given where the soldiers are headed – but you might notice that some soldiers break off to head in the direction of the medical/science complex instead... You will run into Lieutenant Vorhalas as well as the rest of Team Alpha, albeit separately – whatever altercation ensues, it ends in Vorhalas escaping and taking Duv prisoner with him. Whether your party encounters Lieutenant Vorhalas before or after the two teams converge and then part ways again is up to you; as soon as Vorhalas has hold of Duv, he'll make for the exit route on his own. Daryl, unfortunately, will not make it back to the exotics barracks without being noticed by Cetagandan soldiers. |
TEAM BRAVO: Agent Maine & Lakshmi Bai Roll 1: Overall mission success – FAIL Roll 2: Gain extra intel – SUCCEED +1 LP to Maine and Lakshmi |
TEAM SIGMA: Agent Washington & Agent York Roll 1: Overall mission success – SUCCEED Roll 2: Capture Lieutenant Vortala – SUCCEED +1 LP to Wash and York |
PVP ROLL: Team Sigma wins This is just awkward all around. Let's break down what happens. | |
TEAM BRAVO Led by Lieutenant Boris Vortala, Power Supply Scout Team Bravo infiltrates the base through the west gate, leaving Erik and another squad member behind to maintain their exit route. As coordinated with Team Alpha infiltrating the south gate, the squads have bought themselves about two hours until the next shift change. Team Bravo's target, the backup generator, isn't far off from the west gate. The generator room requires a palm-lock identification as well as a key code. Getting in is…not the most fun time ever. Vortala keeps watch by the exit. Once you're inside, though, you see the massive plasma generator housed inside. By the look of the other technology on the base, it looks to be by Cetagandan design. The generator, like most galactic tech, is hard-lined, with lines out leading to the rest of the base. Supposedly the backup generator Is supposed to engage automatically at the first sign of power failure, but there's a protocol for manual engage printed on the dashboard. And the dashboard also has not two, but three status indicators: the main generator, the backup generator, and the heretofore unknown secondary backup generator. After some digging, you discover a map that places the secondary backup generator in the science/medical complex, but you aren't able to find any information pertaining to its purpose, other than additional redundancy. You also notice a few distinct parts of the generator. If you're tech savvy enough, even if from another universe, you'll be able to identify what looks like the major component to the power converter, and it doesn't look like the kind of thing they've got a spare for. That's all you have a chance to learn, though, because the security alarm goes off way ahead of schedule, and you wind up cut off from your team. Your only hope is to try and escape on your own and hope your exit is still open. Maine and Lakshmi will encounter Cetagandan soldiers who will take Lakshmi prisoner, while Maine is able to escpae. Whether your party encounters these soldiers before or after the two teams converge and then part ways again is up to you. |
TEAM SIGMA Whether you heard about the incoming intruders or just felt like taking a nighttime sneak, you're about to get more you bargained for. Although no one has been caught sneaking out yet, you'll still have to be careful to dodge the night patrols. When you're in the vicinity of the mess building, alarms suddenly go off -- that weren't set off by you. Ghem troops start to emerge from the barracks and patrol posts…you might not want to get caught. It isn't hard to tell what the alarms are for, given where the soldiers are headed – but you might notice that some soldiers break off to head in the direction of the medical/science complex instead… You will run into Lieutenant Vortala as well as the rest of Team Bravo, albeit separately -- whatever altercation ensues, it ends in Vortala being taken prisoner by Wash and York, in whatever fashion. You have artistic license. Whether your party encounters Lieutenant Vortala before or after (and what you do with him if it's before) the two teams converge and then part ways again is up to you. Regardless, the capture of an enemy soldier during an intrusion will earn Wash and York some points with the ghem soldiers, whether or not they like it. |
Please comment if you have any questions! As noted before, NPC starters will go up for each mission top-level (and I'll link them here when the log goes up). I may drop an NPC tag or two here and there for exposition etc, but feel free to puppet the mission NPCs as best serves your threads. If you would specifically like NPC tags just hit me up and I'm happy to throw some in!
AND NOW, FOR THOSE WHO ASKED FOR IT: HERE ARE THE NUMBERS.
All rolls are d20 except for the capture rolls, which are d6. The skill ratings of 1-4 are converted into modifiers of -1 to 2. The number of people in each group is also added to the total modifier.
For PVP rolls, each team rolls a d20 against one another, using the margin of success/failure of their team's "overall mission success" roll as a modifier. Whoever rolls the highest ultimately comes out on top in the end.
And here is a fancifully color-coded spreadsheet with all of the difficulty numbers, modifiers, and rolls. Feel free to ask if you have any questions about these as well!
QUESTIONS
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he's like, the grandson of a second son of a count, or something, so not high Vor...but he's close enough ;D
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Also likely: speculation on whether Boris Vortala is descended from THE Lord Midnight
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Well like Lord Vorventa the Twice Hung actually
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what kinds of things are there at lapis' disposal to leave her disgusting meepmorps all over the hallways
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also would they be terribly offended if she grabbed handfuls of mud from outside
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Yes, they would, also, the mud is all frozen.