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Post by CaptainSlayer on Oct 12, 2014 20:19:27 GMT -5
Phase One
A light vibration chimes through your armor as your boots touch down on the hard packed dirt of the moon's surface. Your visor takes some time to adjust to the new light as the reflection of the sun bounces off the silver glass. You take a moment to examine your surroundings and gain your bearings. You are many things. An exo, a female, a titan. But most importantly, a Guardian of the light. You've been sent here by the Vanguard, specifically Commander Zavala on a top priority mission. A small band of merchants transporting supplies gathered from Venus to the tower went dark after launching a distress beacon near the Hellmouth in the Ocean of Storms. Just hours prior to the beacons launch, the merchants called in to report an unscheduled landing in the area to examine odd system malfunctions aboard their vessel. Mounting up on your sparrow, you waste no time racing to the beacons location. Upon your arrival you find the crew's ship seemingly untouched though the surrounding area holds signs of a struggle with black scorch marks staining the grayed surface of the moon. Upon closer inspection you can make out tracks in the dirt, more specifically, drag marks. Some are clean with a single line leading into the Hellmouth, while others show where survivors dug their fingers into the ground and tried to crawl away from their attackers. Suddenly, you hear an ear piercing scream ring out from the Hellmouth. You quickly pull the Shingen-E from it's hold on your back and take aim toward the entrance but spot no immediate threats. You take a moment to ponder your next move. - A: Move into the Hellmouth to search for the source of the scream.
- B: Enter the merchant's vessel and look for possible clues.
- C: Deploy your ghost to scan the ships navigation records while you examine the evidence around the landing site further.
[The most voted action will occur on Monday, October 13th. The estimated time of posting is around 12 PM EST.]
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Agon33
Newbie
my brain hurts
Posts: 39
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Post by Agon33 on Oct 12, 2014 21:03:50 GMT -5
Off the top of my head I chose C. But to better answer, what are the main mission parameters? Should I be more concerned with the scream or the missing supplies? These merchants are they expendable? Do they by any chance have any Intel on guardian movements? I suppose while investigating the clues of the struggle I could call in. But off instinct I'm gonna say the supplies are my main priority. So if I were to find them, well, that's a big old pair of tough titties for those merchants.
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One other thing, I don't have destiny yet so can I get a low down on the equipment? Just basics, assault rifle, smg, and a pistol or what?
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Post by CaptainSlayer on Oct 12, 2014 21:32:09 GMT -5
One other thing, I don't have destiny yet so can I get a low down on the equipment? Just basics, assault rifle, smg, and a pistol or what? Sure, Agon! The Shingen-E is a very precise auto rifle (assault rifle). Here is a link to the wikipedia page detailing the rifle. I'll be a bit more descriptive by including links on each keyword in future posts to prevent any type of confusion. Also, please make sure to edit your last post instead of double posting when possible. I've fixed the post for you and I won't deduct any post count or token earnings this time since it's your first time.
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Meta Karnax
Regular
Yesterday is history. Today is a gift, and Tomorrow is a mystery.
Posts: 179
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Post by Meta Karnax on Oct 12, 2014 23:14:08 GMT -5
To me, "C: Deploy your ghost to scan the ships navigation records while you examine the evidence around the landing site further." seems like the most reasonable answer to me.
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Post by Loveorlust69 on Oct 13, 2014 7:48:40 GMT -5
yup i gotta go C
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Post by Momma Maywee on Oct 13, 2014 9:21:21 GMT -5
C :]
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Post by CaptainSlayer on Oct 13, 2014 11:26:47 GMT -5
Phase Two
You force yourself to ignore the source of the desperate scream, instead deciding to play it safe and look for more clues before diving into the Hellmouth. Turning to face the downed vessel you hold out your hand, open palm facing the stars as your Ghost manifests and whirls over to begin his scans. While your companion is busy, you move to examine the area surrounding the ship. Fairly void of clues excluding the scorch and drag marks your observations appears to be a waste. However, a light twinkle just barely catches the corner of your eye and you place your full attention on the source. Approaching a large boulder you find a bloodied hand print on the surface of the cool stone and at it's base, a small cloth pouch that hangs open exposing a small amount of glimmer as well as a recently fired Searcher Mk. 20 hand cannon laying with it's muzzle partially buried in the surface. You slide your finger through the strap of the pouch and place it in your satchel, pocketing the extra glimmer. Then, you take the Searcher Mk. 20 by the handle and push open the chamber to identify only two of the five bullets remaining. Clicking the chamber back in place you slide the hand cannon into your belt strap. After all, it's doubtful the previous owner would be around to claim the items. " The navigation records show nothing unusually excluding the touch down here on the lunar surface. The log provides the times of arrival and departure for both the tower and Ishtar Sink. It's not-" You ghost quickly falls silent as his shell expands releasing a ping through the area. " Fallen!" He cries just as a Skiff roars into view with a deafening boom. The Fallen carrier passes low to the ground just under a mile from your location and you can make out two Pike's being dropped from it's cargo. Judging by the disruption just below the ship you can only imagine the carrier has also deployed a unit of Stealth Vandals. Your ghost fades from view as you dive back to the boulder for cover. With your back pressed against the stone you grip your Shingen-E and crane your neck to peer out to the cliff face where they Fallen were deployed. You can barely make out a small number of blue lights shifting about on the vantage point and conclude that the hostiles are setting up a sniper perch to scan for your location. The sound of the Pike's grows louder as they race toward the crash site. You don't have much time and scramble your brain to make a decision on your next action. - A: Fire shots into your sparrow to ignite it aflame, then lock the throttle to set the flaming time bomb on a crash course toward the rapid approaching Pike's.
- B: Take advantage of the distance between you and the Fallen by sprinting full speed into the Hellmouth before they spot your cover.
- C: Use your the stability of your Shingen-E to your advantage and try to eliminate the snipers before they pick you off.
[The most voted action will occur on Tuesday, October 14th. The estimated posting time around 12 PM EST.]
*Phase one completed. Bonuses: +25 tokens per participant for finding the glimmer. Missed opportunities: +40 tokens inside the crews ship.
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Post by Loveorlust69 on Oct 13, 2014 12:04:05 GMT -5
I'm going with B A is a good choice but if u take out the pikes then ya have to deal with the snipers, which with an AR and a Handcannon, you are at a HUGE dissadvantage and C is just suicide, cuz even if ya take on the snipers then the pikes will come and mow you down
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Post by II Vo1tag3 II on Oct 13, 2014 12:37:37 GMT -5
I agree with David. Gotta go with B on this one
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Agon33
Newbie
my brain hurts
Posts: 39
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Post by Agon33 on Oct 13, 2014 18:42:26 GMT -5
I already replied... Stupid internet...
Anyways, I also choose B, the advantage of possibly entangling the fallen within a hive ambush is to much to pass up. Taking out the pikes, leaves to much of a chance to be pinned down by sniper fire, and taking on the snipers and pikes head on might as well be shooting yourself.
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Meta Karnax
Regular
Yesterday is history. Today is a gift, and Tomorrow is a mystery.
Posts: 179
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Post by Meta Karnax on Oct 13, 2014 18:45:53 GMT -5
B: Take advantage of the distance between you and the Fallen by sprinting full speed into the Hellmouth before they spot your cover.
Seems like the most logical choice at hand to proceed, though unless you are able to pick off the invis vandals, snipers, and dregs on pikes with your revolver that you picked up from the moon dusted ground, then you've got a slim chance at winning the fight. Depending on your trigger finger and sharp eyes to hit every head you see from behind the moon rock.
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Post by CaptainSlayer on Oct 14, 2014 12:02:23 GMT -5
Phase Three
Playing out the possible outcomes of each action rapidly in your mind you come to the conclusion that flight is a much better option than fight in this moment. Shoving your gauntlet into the dust, you force yourself back to your feet and break into a full blown sprint for the entrance of the Hellmouth. As you press forward you're waiting for the inevitable, the sharp sting of a wire rifle shot piercing through your armor. However, as you reach the entrance of the Hellmouth you offer a quick look back and become pleasantly surprised to find that it seems as if the Fallen never spotted you near the wreckage. Kneeling down to catch your breath you watch as the Pike's arrive at the crash site. Two Captain pilots waste no time in dismounting their transports and storming the ship. What happens next puts a sinking feeling in your gut. Loud, desperate cries can be heard coming from the ship. It isn't long before the two Captain's reappear with a victim in hand. An elder human had been hiding in the ship. His simplistic orange suit and common styled helmet indicates he is a member of the merchant crew and you'd passed the opportunity to save him. You're too far away to make out what he's saying though the context likely wouldn't matter anyway. The Fallen snipers are watching the area and you're too far away to wipe both of the hostiles in time. One of the Captain's move back into the ship to continue his search while the other places two of his four arms on the surviving crew members chin and provides a quick jerk, snapping his neck. The guilt is over whelming, even so you're unable to divert your eyes as you watch the innocent crew member fall onto his chest, head spun completely backwards as his body bounces to the surface. " I couldn't sense him on the ship..." Your ghost states quietly as he now lingers above your shoulder. You struggle for just a moment to regain your composure and deny yourself pity. Turning away from the ship you face the Hellmouth once more. If any more crew members are alive, you're determined to prevent a similar fate of the elder man from happening. Moving forward, your companion lights the way as he hovers just above your left side, you keep your Shingen-E raised and ready. It isn't long before you stumble across enemy contact. Moving around a corner your ghost illuminates a horde of roughly nine Hive Thralls circling something. The light startles the creatures, causing them to release a deafening screech and rush toward you. As if by reflex, your left hand drops to your belt. You quickly dismount and toss a flash bang grenade into the center of the horde. The concussive blast causes them to stagger in confusion. Not allowing an opportunity for recovery you take aim with your Shingen-E and fire off no less than thirty shots. The thrall's all fall with the satisfying crunch of skulls popping and cries of agony. Once the threat is eliminated you turn to crack a joke to your ghost but are cut short by the sight of what the Thrall's had been surrounding. A young Awoken woman is laying on the floor with her left leg detached. Shaking violently and covered in cuts and bite marks, you conclude this woman was the source of the scream you had heard earlier. Guilt returns as you realize, had you rushed in to help, the woman might still have her leg. Your guilt is short lived though as the woman looks to you and speaks, " Help me, Guardian...", . Taking a knee by her side you begin to examine her wounds. If treated quickly, they aren't fatal. But the chances of her being treated in time are very slim. You pull out a small medical kit and begin cutting off the circulation to her leg to ease off the bleeding. As you work you find her able to give you more Intel. She explains that the entire crew consists of five people, including the man that was executed by the Fallen. You're surprised to hear that her and three other crew members were pulled into the Hellmouth by Fallen, not Hive. She attempts to explain more, but you begin to question her sanity as her words contradict and her tone grows more frantic. Once you've finished administering the limited medical aid that you can offer you rise back to your feet and ask the woman for the direction that the rest of the crew had been taken in. She obliges but quickly begins to plead with you. " Please, Guardian! You can't leave me here! Those things will come back! Please!" Standing above her you examine the woman's wounds once more and begin to mull over your options. She is too weak to travel alone, but carrying her with you will slow you down. Leaving her alone is almost guaranteeing the woman's deadly fate. You order your ghost to send out a new distress beacon aimed for the tower and any nearby Guardian's requesting evacuation aid. While he goes to work your eyes scan over the Awoken woman as you ponder your final decision. - A: Offer to carry the woman further into the Hellmouth to ensure her safety while you search for the remaining crew members.
- B: Use the Searcher Mk. 20 to fire a single round into the woman's head, putting her out of her misery.
- C: Offer the Searcher Mk. 20 with two rounds in the chamber to the woman for protection while you venture further into the Hellmouth to find the remaining crew.
[The most voted action will occur on Wednesday, October 15th. The estimated posting time around 12 PM EST.]
*Phase two completed. Bonuses: Players dodged death. Missed opportunities: Survivor bonus (+25 tokens).
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Post by Momma Maywee on Oct 14, 2014 13:57:44 GMT -5
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Agon33
Newbie
my brain hurts
Posts: 39
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Post by Agon33 on Oct 14, 2014 15:19:55 GMT -5
I'm gonna pick C, my original thought was B but I'm just gonna settle with C. I can't afford to be hindered by her but I guess it's rude to not leave at least SOME help. Plus there should be another guardian through pretty quick. I doubt the tower would set that distress at a loss priority.
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Post by Loveorlust69 on Oct 14, 2014 22:48:42 GMT -5
A hopefully you can give her the hand cannon and she can offer support for you
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Post by CaptainSlayer on Oct 15, 2014 15:40:47 GMT -5
Phase Four
You give into the woman's pleading and reassure her that you won't be leaving her alone in the dark confines of the Hellmouth. You bend down and take hold of her left arm, pulling up to balance on her single leg before turning around and hoisting her up on your back. You instruct her to wrap her arms around your neck. Thankfully, the woman is smaller and her weight doesn't take much away from your movement capabilities. Reaching to your belt you pull the Searcher Mk. 20 loose and pass it off to the woman, ordering her to hold it tightly and be ready to fire in case of an emergency. She expresses concern about never firing a firearm before but your silence causes her to follow suit. After adjusting yourself, you regain a solid grip on your Shingen-E. You receive a nod from your Ghost signalling his task has been completed so you continue your descent further into the Hellmouth. You've been walking for just over five minutes before your radar detects movement around a small bend just ahead. You hear cries coming from the area along with various growls and hissing sounds. Staying close to the wall you follow up to peer around the bend and spot the remaining crew members chained to an alter resting just in the center of the room. They are surrounded by four Hive Acolytes who seem to be growling as a heavily armed knight stands five foot across from them chanting some cryptic phrases. The Awoken woman on your back begins to panic and her breathing becomes heavy. She pleas with you to save her comrades. Reaching up, you grip her arm tightly to inflict pain and order silence. She obliges once more but her quiet sobs can still be heard as she burrows her face into your neck. Your ghost comes close to whisper in your ear, " Transmission received. A small fireteam of Guardian's picked up our distress signal. They're clearing the LZ of Fallen outside as we speak. The tower has deployed a group from the Future War Cult with a transport ship for evac." Before you can reply the ground beneath your feet begins to shake. You peer back around the corner and hear the chanting of the Knight grows louder as a large door opens revealing a massive Ogre being led in chains by two more Acolytes to the captured victims. " They're being sacrificed..." your Ghost mutters as he looks to you, expecting a plan ready to be executed. Looking down to the ammunition read out on your Shingen-E you find eighteen shots remain in the clip. Enough to bring down the Acolytes and possibly the Knight if your quick, but not nearly enough for the Ogre without reloading, a luxury you may not have. You're forced into another moment requiring quick thinking. - A: Breach the chamber and fire on the five acolytes and Knight before dropping Ward of Dawn on the remaining survivors.
- B: Set the woman down and instruct her to fire her two rounds at the Ogre while you rush to use Fists of Havoc on the Acolytes and the Knight.
- C: Fire on the two Acolytes leading the Ogre in order to set him free, then fire the rest of your clip into his eye to enrage him.
- D: Toss a flash bang and aim your shots to fire on the chains holding down the remaining crew members.
- E: Cut your losses and leave the remaining crew members to die as you return to the evac to guarantee the safety of the Awoken woman.
*Phase three completed. Bonuses: N/A Missed opportunities: N/A.
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Post by II Vo1tag3 II on Oct 15, 2014 18:17:39 GMT -5
Gotta go with A on this one. Seems like it's the best way to save the crew without getting yourself killed
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Agon33
Newbie
my brain hurts
Posts: 39
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Post by Agon33 on Oct 15, 2014 20:28:58 GMT -5
I'm gonna go with A the ward should allow a quick reload and time to sufficiently take out the rest of the standard ground threats. That ogre is gonna be something fierce though. I expect some collateral.
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Meta Karnax
Regular
Yesterday is history. Today is a gift, and Tomorrow is a mystery.
Posts: 179
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Post by Meta Karnax on Oct 15, 2014 21:14:54 GMT -5
I'm also going to go with A: Breach the chamber and fire on the five acolytes and Knight before dropping Ward of Dawn on the remaining survivors.
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Post by CaptainSlayer on Oct 16, 2014 12:17:42 GMT -5
Phase Five
Time is not on your side as you jerk your body around the corner and begin firing shots into the crowd of Hive. The woman on your back screams and keeps her head tucked tightly into your neck. Even under pressure, years of in the field training have left your accuracy immaculate. You make quick work of the four Acolyte's surrounding the survivors, popping each of their heads with clean headshots. As their bodies drop you focus your attention on the knight and unload the remainder of your clip into his torso. He staggers and releases a war cry just as you step within range to thrust a clinched fist towards his wicked face. The impact of the punch fractures the knight's visage and sends him tumbling to the ground. Tossing the woman from your back into the crowd of survivors, you then slam your fist into the ground summoning a protective violet hued bubble shield that encases the lot of you and not a moment too soon. As soon as the shield is up a sharp hiss rings out as the Ogre's optic blast bounces off the barriers surface. You make quick work of the chains binding the survivors to the alter using brute strength and then turn to look at the three remaining enemies. Your Ward of Dawn will only last for about half a minute before collapsing and the Ogre is pounding the shield weakening it's effect while the two Acolyte's drop the chains and begin to flank on both sides. The survivors are all huddled together as you take inventory and quickly reload your Shingen-E. It's time for your next move. - A: Instruct the woman to use the Searcher MK. 20 to defend the crew inside the bubble while you rush out the back and move to take on the remaining forces alone.
- B: Give your Shingen-E and the Searcher MK. 20 to two crew members and instruct them to lay down a covering fire on the Acolyte's while you deal with the Ogre using close quarters combat.
- C: Have the healthiest crew member take your Shingen-E and suppress the Ogre while you take the Searcher MK. 20 and hope you can nail the two Acolyte's in the head.
- D: Give both of your weapons to crew members and instruct them to stay safe in the bubble, then toss your remaining flash bang in hopes that it will affect all three remaining enemies so you can handle them in close quarters combat.
*Phase four completed. Bonuses: Prevented three crew deaths.Missed opportunities:N/A
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Agon33
Newbie
my brain hurts
Posts: 39
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Post by Agon33 on Oct 16, 2014 16:04:01 GMT -5
B cause fuck em all, I'm crackin skulls.
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Post by acejuice on Oct 16, 2014 23:18:23 GMT -5
C
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Post by Loveorlust69 on Oct 17, 2014 9:30:25 GMT -5
C
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Post by CaptainSlayer on Oct 21, 2014 10:09:48 GMT -5
Final Phase
You waste no time in grabbing the strongest looking crew member by the arm and forcing him to his feet. You shove the Shingen-E in his direction and quickly instruct him on his new duties. The shaking man nods in agreement and locks the rifle into a ready position. You turn to the Awoken woman and snatch the Searcher Mk. 20 from her hands before instructing the remaining crew members to stay in the Ward and keep their heads down. A quick nod to your chosen ally and you make your move. The survivor leaps from the shield and releases a barrage of bullets into the eye of the Ogre. The shouts of pain from the behemoth are the only confirmation you receive that his shots are connecting. Your focus is quickly set on the first of the acolytes as you flick your wrist into position and squeeze the trigger, the round takes off and makes direct contact with the hive grunt. His skull explodes into tiny fragments with pieces of dried husk and darkened blood staining your visor and you slam yourself against the side of a sturdy pillar to steady your aim as you take position to fire on the second acolyte. The creature stares and you and screeches as he begins firing off rounds, three of which connect with your torso and shoulder. You jerk in pain as your shields break. Before he takes the forth shot you pull the trigger on the hand cannon once more. The flash of the muzzle seems to be in slow motion as you watch the bullet exit, fly through the air and then make reentry into the Acolyte's skull. Another satisfying crunch as his twitching corpse falls to the ground. There is no time for celebration as you suddenly hear the clicking of an empty auto rifle, looking to the remaining survivor who is frantically trying to fix what he thinks is a jammed rifle despite the clip read out displaying an obvious 0. The Ogre takes aim at the survivor and his single bleeding eye begins to glow again, you shout out to the man for him to get to cover as you sprint between the two and dive into the optic blast taking a direct hit to the chest. You are tossed against the Ward of Dawn sending a heavy vibration through the protective shield while your aiding hand scurries back inside for cover. Sparks fly from your armor and your muscles are too weak to move. You stare down the Ogre who is now making his advance toward you with heavy steps that cause a thunderous quake. You look to the hand cannon and push open the chamber, it's empty. Dropping the weapon, you look back to the Ogre, accepting your fate and failure. Your ghost tries to say something but your ears are still ringing from taking the concussive blast. The Ogre now stands a mere four feet from you now. Looking to you he releases a hellacious roar. Blood, saliva and bile fling out to stain your visor further just as your Ward of Dawn collapses. The survivors and you are left to die. Although you've accepted your fate, the crew are screams out in despair. Another loud boom explodes in the temple and you expect to feel the teeth of the Ogre crunching into your torso at any moment. Instead you hear the beast cry in pain. The massive beast staggers as you quickly turn to locate the cause of his anguish. At the entrance of the temple you spot another guardian, a titan like you holding the exotic Ice Breaker in his grasp getting ready to fire another shot. You feel a hand on your shoulder causing you to jolt in surprise as you turn around to find a cloaked hunter. " Don't stress it, Guardian. We've got it from here." He whispers. As the hunter begins escorting the survivors back to the entrance the titan takes another shot on the Ogre. You then spot the final member of the fire team, a Warlock garbed in shining gold robes steps past the titan and places his hand on the barrel of the sniper pushing it down to aim at the floor. " I'll finish it up". He states in a cocky tone. Nodding in agreement the titan steps aside as the Warlock casually walks across the temple and takes a stand by your side, glancing down to you before placing his sights back on the Ogre. His right hand begins to glow as he leaps over six feet into the air, takes aim, and thrusts a Nova Bomb towards the giant. The explosion disintegrating the creature where it stands. The next bit comes as a blur as you can't recall exiting the Hellmouth. You now stand before a giant transport ship that bares the mark of the Future War Cult on it's side. The Warlock is helping you keep your balance as you realize you're face to face with Commander Zavala himself. " You served the Vanguard well, Guardian. Thanks to you, almost all of the merchants have survived a deadly encounter within the deep confines of the Hellmouth. Not only that, but you managed to summon this passing fire team quickly enough that the supplies from Venus were left untouched. You've done humanity a great service, Exo." Reaching out, the Vanguard titan places his hand on your shoulder and offers a warm smile. Before facing the Warlock by your side. " Get her on board to the medical bay. When you get her home, speak to Xander 99-40. She's earned her reward." With the help of the Warlock, you head for the boarding ramp and finally allow your mind to rest easy for a job well done.
*Phase five/Final Phase completed! Bonuses: +100 tokens and one randomly generated trading card for each player that participated in the scenario! Player's dodged death!Missed opportunities:N/A
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