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Party To Treason 2: Valdragon's Coup
#76
"I'm a better speaker than I am a sneaker, I think. Wow, that didn't go as well as I'd hoped..."
Stupid doomed timeline...
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#77
Up with plutarchy. Plus, you know I can keep you looking sharp. ...Not that you don't have a good dress sense already, mind. You do. That's how I know it's important to you... Yeah, Victoria's rambling here.

Anyway, that's my pitch. Take it or leave it.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
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#78
Beck folds its body into its chair.
We're gonna need to ration
You know where you are? You're in the jungle baby.
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#79
Hmm... GWC ponders at the possible options. Your pitch is compelling, Ms. Frankenstein. However, your investigation has made me want to test some loyalties out. So the spider says he's on our side, huh? Let's test that out, shall we? From here, let's see how Blixbo's loyalties play out. Even if you didn't trust me during my first pitch, I'm willing to play ball with you. I'm going to nominate Blixbo as the Liaison. Let's see if your ties remain true.
I like bananas. They're yellow.
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#80
Ah, good thinking, actually. Rather. It should hopefully give us information on both of us. Excellent.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
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#81
The Nominee is Captain Blixbo, so let's see how that plays out. A safer choice than most, perhaps.

Candidate: Cpt. Blixbo (VC) Nominated by Aide Cpt. G. Columbo (SH)
Votes: 6 to determine. Maj. Harrier's Vote counts as two. You may begin voting Aye or Nay.


Aye:
  • Cpt. Columbo (SH)
  • Cpt. Frankenstein (NI)
  • Cpt. Sony & Cpt. Microsoft (AQ)
  • Cpt. Mac Cumhaill (NW)
  • Cat. Lucky (AL)
  • Cpt. Beck (XC)

Nay:
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#82
I agree with Mr. Columbo's reasoning. Aye.
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
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#83
"Well, best wishes to the spider guy."

"That means we vote him too!"
Hiiii!
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#84
Aye,” Fionn rasps.
noodle doodle do

and here's my character list!
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#85
Lucky washes his face imperiously. This might be plausibly interpreted as assent.
nya
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#86
I say sí
You know where you are? You're in the jungle baby.
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#87
Hm. That's six. No way to overcome that. Captain Blixbo is the Liason. You should be sent the operations shortly, Aide, and then they'll be passed forward, and then hopefully we can get some high-priority tasks done this time. Else, you may have a problem.
I am the They who says it!
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#88
There, I've done my part. I've made sure the Coup will pull through.
I like bananas. They're yellow.
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#89
Thank you everyone for having faith in me, we shall see some Coup progress soon.
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#90
Let's see what you're doing... Oh, that one. I know it seems like a lower priority mission, but don't question my wisdom, I just need you to confirm some things, this could lead to the most important thing short of actually launching the coup.

Operation Lukewarm Omelet, a Coup Operation, is go! You may start submitting your challenges.

Rassaton is a major penal colony, home to the Infamous Acid Mines, and also one of the four listening posts of the 12th Sector is located there. The guards are notoriously corrupt and badly trained, and the data's relatively easy to access. However, both metaphorical and literal storms are brewing. The rain is so corrosive it can eat through your skin in minutes, if not faster, and the prisoners could riot at any time. The list of prisoners, however, could prove extremely important in the future, and the listening post there is the only place with a dedicated copy of that information, so you're going to need to figure out these issues and get inside.

  1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?
  2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?
  3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.
  4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!
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#91

  1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?
  2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?
  3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.
  4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!


1: Since there's no boat, let's try traveling by air. Better for not getting acid splashes, anyway. Victoria will make a makeshift hot air balloon with some silky material she has around for clothing projects, a large basket, and a camp stove. If she can't get those for some reason or doesn't have time, or it looks like she'll be seen in the air, she'll have to make a boat or raft out of some wood and char the outside. Wood ash is basic; it might not help enough, but maybe it can give enough protection to just briefly get across the water. (What? She went to good schools)

2. Tell the most gullible-looking guards that someone was looking for them at the Listening Post, then if they go, wait until they're out of sight and follow the sound of their footsteps. If they look confused, like they don't know where it is themself, say you must be mistaken and ask someone that looks higher ranked.

3. Victoria will blend in by making friends with a group of the bar patrons, drinking with them and engaging in probably-mostly-true small talk, pretending that she's here herself on business inspecting the acid mines and seeing if it's an investment she wants to make. She's very good at drinking and small talk.

4. Well, damn. This is not good. ...Hmmm. She's not feeling great with the toxic mist, anyway. She's kinda pale, huh? If anyone tries going after her, she'll pretend she's a zombie, and nobody should get close enough to let her bite them. At least her first-hand knowledge of zombies should be good for something. Should be good enough in a panic, and if they do try getting too close or are carrying ranged weapons, she'll just have to run!
Murdergames Characters
Frankie * Dr. Ruby Ramirez * Solanacae Bakersby * Sam BlackSelen(ium) * Reina Schultz * Dr. Francine "Frankie" Frankenstein * Lotta Schadenfreude

Need a bigger bookshelf? Join me in The Library.
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#92
Cpt. Frankenstein's Prison Plan
  • All things considered, air was probably the safest bet. Ocean is good for transport of goods and all, but considering you're authorized to visit the prison and you just need to get yourself there after missing the boat, and remarkably, you have the tools to assemble a sizeable hot air balloon extremely quickly. You do find out however that atmospheric dynamics do still apply, and as it's afternoon, the sea breezes make it slow going across the corrosive waters below. You make it without injury or further incident, though it's already starting to drizzle.
  • The guards aren't about to question a captain too much, unhelpful though they may be, and you do successfully trail one to the post, and get the list with little difficulty. No one tries to stop you from printing it, after all, you are technically allowed to have access to it.
  • Captain Breakspear sees you come in and making small talk. This doesn't set him off, but the inspection story is something he can verify. He'll have to check that later, if he can. As the storm and hours pass by, no one notices him slowly pull out a camera, take a picture, and put it away... but you didn't do anything overtly suspicious, so he's not actually going to try to stop you. Hopefully this doesn't come back to bite you, Breakspear doesn't move fast unless he senses immediate danger or unless he's sure, or so the stories go, so there's a good chance the coup will happen before he can do anything about it... you hope.
  • Your zombie plan works rather less well. While some of the prisoners believe you might be a zombie, or at least have some kind of dangerous disease, and thus avoid you, the fact that you're an officer does outweigh the risks a little especially for the more aggressive ones, and some of them try to take you hostage. This leads to you having to make a break for the exit, which you do, but the guards make sure to demand "a bonus" for shooting the prisoners chasing you, and you do end up having to turn over most of the money on your person. Otherwise though, you got out safely, minus the shiv caught in your back. Lucky it didn't hit anything important.



For the record, you are allowed to be there. Most listening posts are run by Captains like yourselves, except military ones, not political ones. If you're not cleared to be somewhere, it'll be in the briefing. You are allowed to use any method you think is necessary, and try any tactic you wish.
I am the They who says it!
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#93
(07-26-2023, 22:31:12 PM)Florien Wrote:
  1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?
  2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?
  3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.
  4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!

A Recipe for Disaster
  1. Pour any jar of baking soda you have on hand to neutralize the acid as much as you can, and make sure to wear gloves and a snorkel to get through. Keep a piece of driftwood handy if you find yourself getting too corroded, as this may lead to a bad time.
  2. Jam the dishes with a giant jar (preferably grape, though raspberry is to distract the guards, then walk in while the commotion leads them around. If a guard catches you, say you are delivering gold leaf to the listening post. If they know where it is, crumple up five leaves into a ball and smash it into a Wild Richard upon retrieving the list.
  3. Make no effort to blend in, since you are completely recognizable no matter what. If Breakspear notices you, toss a Wild Richard or two nearby to him and watch as the bartenders overcrowd him, then try to hide underneath the awnings as much as possible as you slap some gold leaf on your back to prevent corrosion.
  4. Anonymously drop water-soaked cloths, airtight-sealed pepperoni pizzas, water and Dr. Fizz, and a mystery-wrapped package of cigarettes for the prisoners to help keep them placated. Also give them gift cards to Chef Beck's Barre and Grille, if they are ever able to get out, since if you buy 10 marinara specials you get your 11th free!

You know where you are? You're in the jungle baby.
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#94
1. Air might be the best way to get to where I need. And why not do it in style and relaxation? I'll take a helicopter over to the Penal Colony. And while on my way there, I'll have a cigar and drink some of my Chavarone wine from 1905 (of which only fifty bottles were made and cost $80'000!) to help me deal with this eyesore of a sea as I make my way over there. By the time I make it, I'll be relaxed enough to fulfill my duties. And also, I won't drink too much of it. If I get inebriated, it would only make things that much more complicated for me.

2. A hefty bribe, you say? As you should know, everyone has their price, and I specialize in finding it for anyone. I'll seek out the guards who has the knowledge where the Listening Post is. I'll give them all briefcases full of money. So much money, it'd be enough where five generations of their future lineage won't have to worry about earning a dime. They can be socialites around the area if they so desire. But the point is, I'll give them so much, they'll lead me to the Listening Post, and I can acquire the list.

3. Like I'm going to stay at that sleazy bar until the storm clears? These people are way beneath me. These are the people who wish they can have the privilege to lick the soles of my feet. Again, I shall use my money to bring over a luxury vehicle that has the capability to withstand the acid rain. And once again, I'll smoke and wine on my way past the bridge. And perhaps I'll have a bit more wine to make me forget about that stingy bar. Ugh.

4. I know it's not the first thing expected for a man of my wealth and social stature, but I am well-prepared to fight off any of these prisoners if needed. I wasn't someone who was born into privilege. I was raised in the streets where I had to learn to scuffle to survive. Even landed me in jail before I made it big. I'll brawl my way through everyone. Should be easy as I've had the experience of it. I've learned a few moves from the many boxing clients I've managed. And they were all the best talents that ever set foot in the ring. And also, I'm 6'5 and 260 lbs. I can muscle my way through all this slime. Then once I make it out, I'll burn my clothes and take a refreshing shower before I change back into cleaner attire. You'd feel dirty too after dealing with scum like that.
I like bananas. They're yellow.
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#95
Cpt. Beck's Prison Plan
  • Dumping baking soda into the ocean to try to neutralize it is a clever idea. Unfortunately, what with it being an acidic ocean that's very large (as oceans are known to be), you very quickly run out of baking soda, and swimming across a large body of liquid is tricky in its own right, not just when it's busily giving you all kinds of horrible burns. Thankfully it's not the kind of acid that seeps into your bones... hopefully. Well, not that it matters. The driftwood you brought is also corroding too. You don't even make it halfway across before you black out from pain. You wake up two days later in a medical treatment facility, somehow still alive and with most of your horrifying burns treated, and end up taking the boat over.
  • You merrily frolic around and break all the dishes and antennas, thoroughly jamming the signal with your jams, and reflect on how annoying it is that your shipments of pectin haven't gotten through. This does cause several soldiers you hadn't seen before to emerge from somewhere to clean it up, and you follow them until eventually they reach the listening post, and retrieve the documents. You also make a Wild Richard with some gold leaf you have. (Presumably for novelty food purposes?) Though your sabotage does not go entirely unnoticed and some of the soldiers are giving you stranger looks than you normally get about your apparently ineffective sabotage.
  • Your generosity is noted and several more desperate and aggressive personnel run over to see what you threw. Captain Breakspear however, does not, and instead looks directly at you, but is unable to do anything about it or identify too much about you as you quickly do the smart idea of using gold's corrosion-resistance to get through the rains outside, which you do with amazing speed and technique, easily getting through the storm.
  • You scatter gifts throughout the prison, and end up causing a great deal of infighting among the rioters (and several guards who join in to pick up some of those gift guards and punch tickets) as you run. This allows you to get all the way through and out with essentially no trouble whatsoever, and you have an excellent time.


Cpt. Columbo's Prison Plan
  • You bring your helicopter all the way over from where you last had it parked, and get flown over to the prison. Your wine tastes awful, the acid in the air has thoroughly soured it. Your cigar is a pain to light in the humid atmosphere just before the storm hits, but you do arrive without any actual injuries and quickly.
  • You hand out briefcases full of cash. You have a lot of cash, and you've worked very hard to obtain pallets of it. Who cares if cash hoarding is one of the worst things you can do to the economy? You can just short everything! However, very quickly the guards catch on exactly how much cash you're carrying with you. You very quickly end up at broadswordpoint carrying no money. As a courtesy they do guide you to the listening post, but your liquidity has taken quite the hit.
  • Your Acidproofed Limousine, which you had brought over earlier, has somehow lodged itself on a pedestrian bridge. It very slowly scrapes along the too-narrow-for-it pathway, before the engine overheats and it dies halfway along the bridge. You end up having to wait out the storm while stuck in the back seat, and have to climb out through the sunroof, the doors being blocked by the bridge. The corrosive puddles on the ground have thoroughly ruined your shoes, and your jacket too is pitted with the acid you touched on the roof of the car.
  • You decide to fight your way through the riots with your advanced fighting skills. The scrawny, sickly, malnourished prisoners are no match for you, and even the comparatively healthy newer ones are able to be beaten down. However, the guards have realized at this point exactly how much money they've got from you earlier, and are participating in the riot, trying to kill the other guards with briefcases to claim the money for themselves. They're armed quite heavily, and poorly trained to boot. A deadly combination. Bullets fly, broadswords flash, and other weapons do other things injurious to anyone in their way. You manage to struggle your way out, though you did manage to break your hand punching a guard through their helmet. You leave the prison behind you, and shed a single tear about your liquidity decreasing.

I am the They who says it!
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#96
plan time!
Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?

i'll have my lawyer send a message to whoever's in charge, say i'm here on business regarding the PWFIVORBC and the acids that are being exported, and that i urgently require entrance! i'm allowed there, and if we make it sound urgent enough, they might be able to make an exception for me.

Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?

well, if this place is going to drive my heckin' insane like a maze, then i'll treat it like one! use instinct, intuition, and going left when possible to eventually, probably make my way to the Listening post.

On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.

i'll ignore him completely, unless he tries to speak with me, in which case i'll use the same excuse as in step one.

Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!

duck! weave! dodge! i don't need to fight the prisoners, just pay attention to who they're trying to send to heck, and make sure that's not little ol' me!

hey who turned out the lights?
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#97
The Plan
1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?

"I'll search the ship's cargo for enough scrap pieces of plastic to create a makeshift raft with oars, and maybe some acid for later. Then I'll attempt to use said raft to make my way across."

2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?

"I'll try to find any guards that are patrolling solo. In exchange for information on the listening post, I'll offer them three potions that can boost immunity, strengthen the bones and muscles, and lower the risk for certain diseases, which can certainly be useful in this acid storm."

3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.

"The name 'Captain Breakspear' definitely sounds like the name of an individual I'd much rather not have to confront, so I'll take my chances with the rain by using the raft from earlier as a rain shield."

4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!

"I'll climb onto the ceiling, throw the collected acid from Step 1 as a distraction, and scamper away."

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#98
Juniper's Plan
1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?

Juniper will obtain some protective gear first, with the same type of plastic coating as the boats. She'll buy it from... idk wherever sells that sort of thing, it probably exists for those working in he acid mines if nothing else. She also buys some other things that will come into play later.

Next, she'll find someone who has a boat or aircraft or something that can make the journey safely and simply pay them to take her there. Money talks and someone's sure to listen, right?

2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?

A hefty bribe, okay yeah that's something she can do. She'll just bribe the most likely looking guard to tell her where the Listening Post is, and go in and get the list. She's authorized to go there so the directions are the only issue she sees. She hopes her protective gear will help in case it takes longer to find than she expected.

3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.

Juniper does have her gear just in case, but she'll try laying low. She won't initiate any conversations and will stay as far out of Breakspear's line of sight as she can. She hopes that with the gear she's wearing instead of showing off a flashy uniform that she won't look as suspicious. Anyone asks, she's got the gear on in case of storms like this, better safe than sorry, yada yada yada. And if she has to make a run for it before the storm breaks, well... protective clothing, hopefully she can make it before it stops being protective.

4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!

And this is when the other thing she bought will come in handy-- a few cases of cigarettes. She's pretty sure those usually work well for in-prison currency. Anyone tries anything with her, she'll use the smokes as a bribe.

Stupid doomed timeline...
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#99
Maj. Harrier's Prison Plan
  • The law is on your side, perhaps, but as much as the Alliance does have safety regulations, they apply rather less to indentured prison labor. Your request is deemed "Low Priority" and you end up having to stay in a waiting room for 11 hours before they actually requisition a vehicle to take you across.
  • Maze Techniques end up failing. The Acid Concentration and Storage Silos cut through lower floors and make pillars rendering left turn strategies ineffective, there's multiple layers within the complex, and it ultimately takes you several more hours before you eventually wander into the listening post, tired of feet and aching of eyes (what with the acid mist in the air)
  • Captain Breakspear does indeed try to speak with you, and you provide your lawyerly excuse about it. He checks, and does indeed verify that this is correct, your lawyer did register you to be here doing an inspection. You spend hours doing socialite things (drinking, mostly drinking) while the storm passes.
  • Running and using agility and figuring out who's being targeted is an excellent technique, and it works well enough. You get out, it's not like the prisoners can pursue you quickly or accurately through the acid fog. Your eyes are burning from how long you spent in the mists, but you safely escape.


Cpt. Blixbo's Prison Plan
  • You look for repair plastics. As it turns out, there's barely enough to make a boat out of, and you end up standing on a very wobbly and dangerously-low-in-the-liquid raft. The panels are fairly flat because they're designed for bigger ships. You do steal a small jug of acid, though you needn't have bothered, as your makeshift raft repeatedly fills with it as you slowly row across the sea, burning you.
  • Mysterious Potions as bribes? What a turn. Most of the guards are fairly skeptical of such things, the Alliance cracked down brutally hard on mountebanks early on, but you eventually find one desperate enough to try potions. You're led to the post without further incident.
  • You hold the mostly flat sheet of plastic over your head as protection. This does fine blocking the rain from overhead. It does rather less well blocking your legs from the splashes of the liquid pouring off the back of the sheet. You're probably going to have to get those looked at, your exoskeleton is not in great condition and you should probably seek treatment when you get back before it gets infected.
  • You throw a bottle of acid into the middle of a prison riot. It's unclear what that was supposed to achieve as you try to run away along the ceiling. The prisoners might not have noticed you if you hadn't thrown the bottle, but they certainly see you now. You barely escape, with the prisoners hot on your acid-eaten spider-heels.


Cpt. Banks's Prison Plan
  • You use Alliance Resources and get ahold of some protective gear. It won't save you if you're fully immersed in the acid, but it'll keep you mostly safe otherwise. You can't find anyone who personally owns a small boat or an aircraft, (what with this being a penal colony in addition to the Alliance generally frowning upon personal property) and end up having to pay an extortionate bribe to a captain to pay for the crew, the electricity, and the inconvenience of having to take you across in one of the big boats.
  • You bribe one of the guards, and get through without difficulty. If only everything was this easy... though this trip is annoyingly expensive.
  • Wearing all this protective gear is actually extremely suspicious. The only people who normally wear such gear work directly in the worst parts of the facility, and people of status don't tend to go there. Breakspear asks for your identification, but you bolt out the door and into the storm. He can't identify you because of the hazmat-type suit you're wearing, at least. You hope. His exploits in uncovering things is legendary, and you hope that they truly are only legends.
  • Nicotine products are heavily restricted in the Alliance, (they don't even grow that well in most environments, and never achieved broad popularity outside of some human immigrant communities) and most prisoners don't know what to do with them seeing as they're not given easy access to lighters either. This leads to a very awkward situation when you try to bribe a group of prisoners looking for hostages with a drug that nearly none of them have used, much less are addicted to. You end up being released in a resource exchange, but you kept the list. Valdragon is thus only mildly annoyed about the new valves and protective equipment he had to send to a different Colonel's Domains to get you out of there.

I am the They who says it!
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1. Arriving on Rassaton is difficult. The concrete spires of the base are barely visible through the toxic fog as you approach. The whole thing is highly modular, an island of blocky concrete and mud in an ocean of acid. The first challenge will be getting in at all. The only way on to the main island from the warehouse at the arrival bay is by boat, specifically one made of specially treated plastics that are highly resistant to corrosion, and unfortunately, you've arrived after the last boat for the day has returned, with its cargo of valuable acid and a few dead prisoners. So how are you going to cross this deadly sea to the pitted towers of the Penal Colony?

Perhaps Sony can find someone who will loan out a plane or helicopter for them to hitch a ride on. Trying to swim across is just bad news. If not, perhaps they can find some spare plastics to make a makeshift boat of sorts.

2. Now that you've made it across the water, the Listening post is poorly signposted within the enormous complex. You can see on the surface of the vast structure the various dishes and antennas that provide the feeds to it, most of them protected from the elements in little shelters, but you're not immediately sure how to figure out where exactly in the prison the Listening Post is, and the few guards that actually know where it is are unlikely to tell you without a hefty bribe. Dark clouds are gathering, so how are you going to find the listening post to actually retrieve the prisoners list?

Sony and Microsoft stay as inconspicuous as possible, exploring the area in an attempt to search for the Listening Post and hoping for the best.

3. On your way back from the listening post, you pass through the Colony Bar, The Banner Tavern. Several mid-ranking Alliance personnel are hanging out there, and among them is Captain Breakspear, a loyalist who's stopped multiple covert attempts to bring down the government, both from within and without. He's amazing at spotting suspicious activity. Normally, this wouldn't be an issue, he's easy to avoid, but the problem is, one of the worst storms the island has seen in a while is coming in, and the way from the bar to the exit is a long bridge poorly protected from the corrosive rain. You're either going to have to figure out a way to stop Captain Breakspear from getting suspicious of you, silence him somehow while the storm passes and not get in trouble while doing it, or cross that bridge without burning your skin off.

Again, Sony and Microsoft try to stay as inconspicuous as possible. Just order something and eat the food like a normal person...

4. Another stroke of misfortune. The prison has been waiting to go off for a while, and a toxic mist is settling over the prison during the storm. It's not enough to kill anyone outright, but the irritation it causes puts everyone on edge. One thing leads to another, and soon, there's a fight, and then a full-blown riot. You're down in the prisoner-accessible areas, and the guards are uninterested in helping, you need to find a way to not get killed or taken hostage, quickly!

The two must sneak out of the prison without attracting unwanted attention. If anyone tries anything funny, just punch the offender and run.
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