Dock/Harbour/Port/Ship Escape Mechanist Sci-Fi/Future/Modern/Other Worlds/Space Water
Story Part 1: Story: Garrett has been collaborating with his old friend Brenner about robbing the castle of a local Count. Security is tight on the outside but Brenner had an idea. A contact ... Read more
Dark Assassin
Missions
Author
John D. (John D. Head)
Missions
Author
Story Part 1:
Story: Garrett has been collaborating with his old friend Brenner about robbing the castle of a local Count. Security is tight on the outside but Brenner had an idea. A contact of his at the local docks told him about a large shipment of fine wines and foodstuffs which were being shipped to his large and unguarded cellar from there later that night. The plan was for Garrett to sneak into the docks and hide in one of the larger crates in order to get a free ride into the Count's estate. Once inside, Garrett would clean the place out and make his escape-which would be made easier by the fact that the guards wouldnt be expecting a break-in from the inside. A couple of hours later, after a unusually rough ride and overhearing what sounds like Mechanist voices (perhaps wiring up some Watchers for the Count?-Garrett wonders) he makes a cautious exit from the crate...............only to find out he's not in the Count's basement! He's somewhere else, and
if he doesnt find a way out , he may be in DEEP TROUBLE!
Story Part 2:
After the events of Deep Trouble.......
A simple job gone horribly wrong......now you've got problems. Having stowed away in a crate in order to infiltrate the castle of a local despot, you instead got shipped straight into the hold of the Swordfish-the Mechansits newest and most advanced undersea vessel. Finding yourself deep in it's hold, it took all your stealthy skills to make your way through the vessel trying to find a way out. Discovering that the Cetus Amicus was escorting the Swordfish back to Markhams Isle prior to breaking away and heading back to the Lost City, you made a desperate gamble. Using the new teleportation device on board (a new invention of Brother Cavador) you transported yourself onto the Cetus Amicus. Luckily there were no Mechs in the room when you beamed in and you were able to swipe the Captians master key and hide away in the same hold you had used before in the old days when you were hunting Cavador. With the Mech's having a scaled down presence in the Lost City due to their commitments on the Island of Iron, you thought you would be home free once you got there....
You were wrong. Later on you could sense a change of direction in the ship's course, and an all-too- soon halt. A few minutes later, through the metal door you hear an announcement.
"Attention crew, due to a power drain we have been forced to return to Central Aquatic facility"
UH OH!......
Then you hear a woman's voice cursing just outside, "Why hasn’t the Captain given us the key to storage? If we're going to be stuck back home in the depths here again we might as well unload our gear".
Another voice.."He hasn’t found the key yet, don’t worry about it right now we're needed upstairs-apparently something caused the transmat receiver to come on."
"So that's why we're almost out of power, who's the fool that wanted that piece of uncertified equipment installed up there in the first place?"
"AHEM, I believe Brother Cavador is 'the fool' as you put it. Perhaps it would be wise to let the gears on thy acid tongue rust shut once in a while."
"Oh...um sorry, uh let's head up there and take a look....."
'Stuck in the depths!?!' You think wondering what it could mean-and then you realize......You're at the Mech's main underwater base!
You've seen it mentioned in various notes and diaries you've pilfered through in recent adventures, but you wouldn’t imagine in your wildest dreams that you would end up there-and unintentionally to boot! You realize that you need to get out of here, right now! But how? surely the base will be fairly well lit and well defended if your information is correct....
All of the sudden your train of thoughts are interrupted by a scream of pain in the distance, more follow as the sounds of a terrible struggle rage in the distance. 'What's going on?' you hear the pilot in the control room yell, 'Friend what are you?' only to be smothered by the sounds of what seem to be a shower of sickening blows. 'What the hell is going on?!' you think, realizing the situation seems to have gone from bad to worse. All becomes silent...and then you hear footsteps outside the sealed cargo bay and then...you hear a woman's voice..
'Any survivors?'
'Nay sister' another voice says just outside your door...cold metallic yet seeming to ooze with obscene joy...
'all infidels hath fallen, praise Karras!'
'Let us return to Mother, she will be well pleased!'
The footsteps recede and finally you can hear the clank of someone or something..climbing back up the subs ladder to leave...In the darkness of your hiding place a feeling of fear wells up in your heart...something's gone wrong..not just for you but the Mechanists too...A few minutes later which seem like an eternity, you finally decide to risk an exit-you want to hide for a while but your instincts tell you that the sooner you make your escape the better chance you'll have and your gut hasn’t failed you yet. You find the bottom hatch locked down so you decide to head up front and up....
Then you make your first gruesome discovery...the doorway to the control room lies halfway open and the pilot is lying there in a pool of blood, beaten beyond recognition apparently with a mace...even more disturbing is the fact that the unknown assailant seems to have continued the attack beyond what would normally kill someone...leaving the whole control chamber splattered with blood...
WTF? you wonder, 'are the Mechs having a theological squabble or something!?'
No matter, escape is priority one....
Reaching the upper level of the Cetus Amicus, you find the other crew members lying dead-smashed beyond recognition in a similar manner...'Damn' you murmur to yourself, you have little love of the Mechanists but such brutality shocks even a criminal like yourself. Quietly but quickly you reach the top exit hatch which thankfully is in a fairly dark area and open it into a small chamber which seems to be some kind of small docking area...a dreadful silence fills the air and your sense of danger grows as you finish climbing out and close the hatch behind you. A deadly new environment awaits...
And the only way out is through!
3. Deep Trouble pt 2 - Mother's playground