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Chat log started at 24.9.2014 / 17:43:07

Savage Worlds Deluxe for Fantasy Grounds II. (c) 2011 Pinnacle Entertainment Group.
Anyway, in our last intrepid adventure, the Agents headed north of the border and encountered a robotic Maid and recovered a "Very Important Glowing Ball of Light". Upon returning and enjoying some hard-earned (or hardly-earned) rest, the Agents are again summoned by Captain Harken for their next mission.
Agent P: Arrives chipper and ready to go
Agent P: Also, I might want to change my loadout slightly after I hear what we are about this week.
Hat Trick saunters into meeting room, sunglasses on and flight suit slightly unzipped
Hat Trick is followed by a vaguely overblown 80's techno soundtrack
Captain Harken: It seems that a small village in the African nation of Guinea Bissau has been quarantined by the Republic government. They have requested our assistance for unspecified reasons, and have not given us much to go on, other than suggesting that the Agents "come armed heavily".
Agent P: Okay, I've requested my new loadout. When do we leave/
Captain Harken: As soon as everyone is ready, additional information will be available in-transit.
Agent R requests new equipment
Agent P: Ready.
GM: I will assume everyone is loaded in the RVTOL and on their way?
Nessie (Agent R): ys
Agent P straps into the RVTOL.
Pilot Jimmy: Hey All! I will be flying you to Guinea-Bissau now.
Pilot Jimmy: Oh darn, I forgot to give my crippled pregnant wife the life insurance policy in my flight jacket pocket.
Agent P: Hiya Jimmy, good to see you are still alive. I recommend you take off after you drop us off and find a safe area (preferrably a friendly aircraft carrier to wait) while we do our mission.
Pilot Jimmy: But it's okay, I can email it...oh wait...my phone just broke. Oh hey, is that a herd of black cats running in front of us on the runway?
Pilot Jimmy: Weird, I see all those ladder shaped clouds over head.
Pilot Jimmy: Oh hey, Agent P, R, and Hat Trick, good to see you all again.
Pilot Jimmy revs up the engines, they make an odd "backfiring" noise.
Agent R: Sounds like this will be a "safe fight"
Pilot Jimmy: Oh, don't worry, they do that sometimes, nothing to worry about.
Pilot Jimmy guns the engines and immediately subjects everyone to about 3Gs during Take-Off.
Pilot Jimmy sets a course for Guinea-Bissau.
Agent P: Okay, we are supposed to get an inflight breifing right?
Pilot Jimmy: Sure thing, let me bring up the in-flight Telepresence system so you can review the information from the passenger cabin.
Pilot Jimmy flicks a couple knobs, random sparks fly out of the console and you hear a sound that could be either escaping Argon gas or the tortured souls escaping Hell, depending on your religious beliefs.
Pilot Jimmy: Hmm...let me try these buttons over here.
Agent P: I'm sure that is supposed to happen.
Pilot Jimmy: Absolutely, all the time.
Hat Trick: Hey Jimmy what does this oddly alluring unlabeled red button do?
Pilot Jimmy: I'm not sure...oh hey, look, there is a flock of 13 Albatross flying in a V formation straight towards us.
Pilot Jimmy glances back.
Pilot Jimmy: Wow, I think the mirror in the bathroom just cracked and WHOA.
Pilot Jimmy plows the RVTOL through all 13 of the Albatross, killing all of them.
Agent P: Right... so that inflight breifing?
Agent R prays the planes will land safely at their destination.
Pilot Jimmy: Ah yes, I think the Telepresence dooma-a-flobby thing will work if you hit it with the rubber mallet I keep in the "Break Glass in Case of Fire" thing in the back next to the kitchen.
Pilot Jimmy: Don't break the glass though, just use the key next to the lock on the little chain.
GM: So...someone goes and whacks the Telepresence display with the rubber mallet and it does, indeed, turn on.
The screen flickers to life and a stern looking man with a military haircut, in an Army uniform, wearing fishbowl glasses appears after a few seconds of static.
Briefing Officer Bob: Soldiers, good morning to you.
Hat Trick: Good morning sir
Agent P: Hallo! Bob! So why we going to Africa? What alien scourge faces us today?
Agent R wonders if the computer man will serve drinks...
Agent R: Hi Bob!
Briefing Officer Bob: What we know is that the village of Bafusora, about 15 klicks outside the city of Bafata, has been quarantined by the Republic of Guinea-Bissau for unspecified reasons.
Briefing Officer Bob: Satellite and plane overflights have shown what looks like a complete absence of activity in the village. However, at all the major intersections about one klick out of town government troop carriers are present. Satellite photography has shown a number of corpses piled up near the government vehicles, and patrols from other military bases are heading towards the village.
Agent P: Does the government of Guinea-Bissau know we are going in? Are we going in at their request? Or at our intense need to0 know what is going on?
Briefing Officer Bob: We aren't sure if this is an alien issue, some sort of failed biological containment, or some other issue. Obviously with the Ebola outbreak in this part of Africa right now, everyone is on edge. The fact that we have been called in is rather odd. An early assessment of the situation by Miranda Smith said that our interdiction was appropriate. She also mentioned that if you can bring back a few "live" samples that would be great.
Hat Trick: so they know we're coming?
Agent R: What are the circumstances that brought us here is there isn't a certainity for an alien issue.
Briefing Officer Bob: The government of Guinea-Bissau knows you are coming and has offered full cooperation.
Briefing Officer Bob: Correct, we are not entirely convinced this is related to Extra-terrestrial activity. However, we were requested by the Republic government and Miranda Smith agreed to the request.
Agent P: Doesn't sound like it to me. Sounds like we are going in at Miranda's request. Ah okay so the government troops know we are going in. Um, do we have some sort of biohazard suits?
Agent P: Or can we get some when we land?
Briefing Officer Bob: Yes, Biohazard suits are in the 463L Pallet Racks in the back of the RVTOL. You should have MOPP-4 suits for everyone who will be getting out of the vehicle, which does not include Pilot Jimmy.
Agent P: Do we have some sort of ground transportation? we are not going to want to wear those suits until the last possible moment?
Agent P: In fact, it might even be worth not wearing them at all unless we know we need them.
Pilot Jimmy: No one said anything about ground transport, we didn't load a Warthog.
Agent P: Perhaps the government can loan us a cargo truck?
Pilot Jimmy: I guess you can make do, remember, maybe you can get the local PD to requisition you one.
Briefing Officer Bob: Good point, Pilot Jimmy.
Hat Trick: I'd rather be safe than sorry to start with. Those suits suck
Hat Trick: but I like being alive
Hat Trick: I imagine we'll only need them once we cross the cordon
Briefing Officer Bob: Quite possibly.
Agent P: well okay, once we land we'll requistion a truck, pile all the gear in and suit up when we hit the cordon.
Pilot Jimmy: Since they don't have commercial service at this airport, I have to call ahead to the police department and tell them to try and keep the runway somewhat clear so I can hover and land. I will put in a request for a truck then. By the way, the language in Guinea-Bissau is Portuguese and Guinea-Bissau Creole, I don't suppose any of you speak those?
Pilot Jimmy: Let's see...we will be landing on Avienda Brasil in 5 hours...
Pilot Jimmy gets out an abacus, a protractor, a map and begins calculating his flight path and arrival time.
Agent P: Okay, I inspect the pallet/suits then nap until we arrive. Jimmy wake me when we are 1 hour out.
Agent P: Once we are 1 hour out I plan to pull our my radio scanner and start monitoring radio chatter.
Agent R checks out his MOPP 4 gear and waits to off lod.
The pallet and MOPP-4 suits seem perfectly fine, in good working order, and with no obvious holes, tears, or other defects possible in "lowest-bidder" situations.
GM: When you are 1 hour out, Agent P starts monitoring radio chatter. He picks up a lot conversations in Portuguese.
Agent P: I run the chatter through some sort of translation program.
GM: Most of them sound mundane, there is one conversation going on that seems very heated, but you are not sure if you are listening to some sort of important conversation or just a radio talk show where they are handing out crazy prizes.
Agent P: Hat Trick, direct Jimmy to a better landing site than the town. Might mean we miss out on having a truck, but what about landing right in the city? Dropping us there?
[TOWER] Agent P -> Tradecraft [1d6 = 3]
[TOWER] Agent P -> Tech Ops [1d10 = 14]
Hat Trick: Tradecraft [1d6 = 5]
Agent R: Tech Ops [1d8 = 7]
Pilot Jimmy: I will drop you off wherever you want to land. Oh hey, look at the birds flying upside down!
Pilot Jimmy: Last night I had this crazy dream about women wearing white dresses in a large muddy field.
Pilot Jimmy passes overhead of the village at an altitude of 10000 feet.
GM: What scans do you want to perform?
Agent P: Scan infared, uv, radiation, communications, electrical
Agent P: also barometric pressure, temperature, humidity.
GM: How much of the area are you scanning?
Valeroth (Agent P): what time of day is it?
GM: By the time you arrive, it is 2300 local time.
Agent P: Out to 1km fromt he village border.
GM: The cordon is 1.5km out, so that works.
GM: You scan a 1km diameter area at an altitude of 10km.
Hat Trick: let's do the whole 1.5km
GM: Infrared seems...normal. UV seems...normal. Your happy Geiger counter would tell you that things are a bit "hot" in the village, but within acceptable exposure limits for people up to 72 hours. There is no sign of communications or electrical going on. Barometric pressure, temperature, and humidity seem normal for this time of year based on your Farmer's Almanac.
Hat Trick: I'd like readings on piles of bodies at teh cordon
GM: The bodies at the cordon are not there. It seems that someone cleaned them up.
Agent P: Okay I think Jimmy should drop us into cover just on the village border.
GM: Or at least, if they are there, they do not register in a visible way.
Hat Trick: Do we have the tech to do an electro-magnetic scan?
Pilot Jimmy heads over to a stand of trees by the village, lowers the RVTOL to an altitude of about 10' behind the trees. He then waits patiently until everyone is in MOPP-4 gear and he can hermetically seal the cockpit.
Agent P: This gear won't be so bad at night. But the visibility is going to be crap.
Agent P: I suit up, and put the night vision over the mask. Okay I'm ready... I guess...
Pilot Jimmy: After you get out, I'm heading back out to Italy where I can refuel at a base. You will be on your own for at least five hours.
Pilot Jimmy: Unless, you know, I get shot down by Libyans or Algerians.
Agent P: sure, sounds fine.
Pilot Jimmy seals the cockpit door and begins cycling the air. After the light for the hermetic seal turns green, he opens the rear door and the landing ramp descends.
Agent P: As Hat Trick is checking out the village optically, I'm going to pull out the parabolic microscope and scan the area nearby to see if I hear anything peculiar.
[TOWER] Hat Trick -> Notice [1d6 = 2]
Agent R dons NVG and looks around...
Agent P: Since there is no power and no people I ought to be able to hear anything going on.
Agent R: Notice [1d6 = 4]
[TOWER] Agent P -> Notice [Trait roll was a natural 1] [1d6 = 3]
Hat Trick checks out the village optically and determines that it is dark and no one is moving.
Agent P thinks he hears crying or mumbling.
Agent P: I motion and point in the direction of where I hear the noise coming from.
Hat Trick: I look where P is pointing
Agent R looks around and determines that it is dark, but he can see the military trucks in the distance. They have floodlights pointed at the village in front of them, but they are about 1.5km distant, so the floodlights only extend out about 100m or so from the trucks. The floodlights do an excellent job of silhouetting the soldiers standing around them.
Agent R needs to upgrade his NVGs
Hat Trick looks in the direction that Agent P is pointing, and determines that it is a Roman Catholic Church, and part of the Diocese of Bafata.
Agent R's Night Vision Goggles allow him to determine that there are a number of buildings in this village, and it likely has a population of around 500.
Agent P: How many other buildings are there in this village? Approx
Agent R reports finding.
Nessie (Agent R): findings to everyone else
Agent R keeps the look out for anyone that could be a threat.
Pilot Jimmy flies off, radios back that he is not dead yet.
Agent R falls into formation to head to the chruch.
Nessie (Agent R): and we walk?
Agent P: Yes, lets head stealhly towards the church.
Nothing impedes your progress to the church. It is currently a balmy 74 Fahrenheit, so your MOPP-4 suits do not suffer from "extreme suck" yet.
[TOWER] Agent P -> Stealth [1d4 = 3]
Agent R: « Unskilled » {-2 Untrained} [1d6-2 = 2]
You reach the ornate double doors heading into the church without incident. There is no indication anyone noticed your approach.
Agent P: Shall we do a quick circumfrance of the outside to check for any other exits?
[TOWER] Hat Trick -> Notice [1d6 = 5]
Agent R: Notice [1d8 = 14]
[TOWER] Agent P -> Notice [1d6 = 5]
[TOWER] Agent P -> Stealth [Trait roll was a natural 1] [1d6 = 4]
The group sneaks around the exterior, things seems pretty quiet and normal. However, Agent R notices hears what sounds like praying in the church.
There are two exits near the front of the church, they are currently closed. They look like single door "fire exits" from the front of the building.
As you pass near the "fire exit" doors, Agent R notices what looks like bullet casings on the ground and chunks of masonry knocked out of the walls by small arms fire.
There are a number of openings where windows would be, but they do not have glass in them, probably to allow for wind to pass through the church and keep things cool.
The openings have crossed shaped iron bars over them, it would take a REALLY small person to squeeze through them.
Agent P: Well... I guess we go in the front door. As quietly as possible? Or breach?
Hat Trick: Stealth [Trait roll was a natural 1] [1d6 = 2]
Hat Trick: Stealth [1d6 = 3]
Agent R: « Unskilled » {-2 Untrained} [1d4-2 = 1]
[TOWER] Agent P -> Stealth [1d4 = 2]
Hat Trick ambles forward in as stealthy a way as everyone else in the group has been.
Agent P: Okay, open the door as quietly as possible. Gun at the ready. Nightvision on.
GM: You see flickering lights, probably candles, inside the church.
GM: Agent P opens the door, it is conveniently not locked. The door slides open noiselessly.
Notice checks.
Agent R: Notice [Trait roll was a natural 1] [1d6 = 2]
[TOWER] Agent P -> Notice [1d8 = 7]
[TOWER] Hat Trick -> Notice [1d6 = 4]
Hat Trick looks back and notices that the soldiers around the trucks have not moved since the last time he looked at them.
Agent P notices that around 200 people seem to be crammed into the church. As possibly expected, they are focused on the front of the church, except for the 30 or so armed with AK-47s who immediately point them at Agent P and yell something like, "HALT AND IDENTIFY YOURSELVES" in Portuguese.
Hat Trick thinks the soldiers have not moved at all. As if they are stationary and immobile.
GM: The people in the church all look human.
Agent P: Hello, I'm Agent P. I'd like to talk to whoever is in charge.
Villager: Quem e voce?
Agent R states what Agent P said in Latin. (but changes the name to his)
Villager: Voce fala Portugues?
Villager #2: Parlez-vous Francais?
Villager #2: #3: [0]
Agent R: (in Latin) does anyone speak Latin
A man wearing a preist's robes steps forward and listens for a couple seconds, then writes on a scrap of paper, "Legere Latin"
Agent R: (in Latin) We were sent here to figure out what is happening in you village. We are here to help.
The man nods.
Agent R: (in Latin) what as happened ere?
Nessie (Agent R): here
Father Abrahim (Written Latin): Two days ago, a strange angular faced man came through town in a military jeep. He had the look of the devil about him. He went to the military garrison at the edge of town. A short while later there was a bright flash of light. Then the people in the garrison went crazy and began attacking us. The men of the village fought back, many were killed. Reinforcements came from nearby because the people at the base claimed we were attacking them. The crazy guards mingled among the reinforcements. Now all of them are out there at the perimeter. We are afraid to leave the church because god protects us.
[TOWER] Hat Trick -> Notice [1d6 = 8]
It is now 0015.
Hat Trick: for scanning the perimeter from the church
Hat Trick is now entirely convinced that not a single person along the perimeter has moved.
The Church is the largest building in town, it has a Bell Tower.
Agent R: (in Latin) we will go out and investigate the perimeter and try to figure out what happened and why.
Father Abrahim nods in understanding.
Agent P: Amilcar Cabral
Agent R: (In Latin) Is there any reason the army would attack you? Is there any relics or speical items in the village? Do you know who Amilcar Cabral is?
Father Abrahim (Written Latin): None that we know of. We have no relics beyond our faith in God.
Father Abrahim looks mortified you don't know who Amilcar Cabral is.
Agent R: (In Latin) Is there a history of this kind of wierd behavior in the past? Or stories of lights and crazy behavior?
Father Abrahim (Written Latin): Amilcar Cabral = Che Guevara of Africa.
Agent R: He was the leader of Guinea-Bissau independence movement.
Father Abrahim (Written Latin): We have no history of weird behavior, except that the people of this village are safe, live long healthy lives, and rarely want as long as we live within the means that God has provided us.
Agent P gets up to the Bell Tower.
GM: Notice check for Agent P.
[TOWER] Agent P -> Notice [1d8 = 5]
[TOWER] Agent P -> Notice [1d8 = 15]
Agent R: They have abnormally great fortune here that has suddenly changed.
GM: You notice that the bell in the bell tower appears to be made of stone and has no clapper in it. It is swaying slightly as you move around it. As far as you can tell through the MOPP-4 suit, there is no wind.

Chat log started at 1.10.2014 / 17:45:08

Savage Worlds Deluxe for Fantasy Grounds II. (c) 2011 Pinnacle Entertainment Group.
GM: John -> Corporate Lifestyle Simulator! AWESOME!
Asset 1101 suddenly appears in the church, acting as if nothing unusual has just happened. The 30 men armed with Ak-47s do not seem surprised by his appearance. There is a faint odor of Cheddar in the air.
Asset 1101: bom dia, dudies
Asset 1101 is wearing a MOPP-4 suit, like the other operatives.
Hat Trick: Vigor [1d6 = 5]
Hat Trick gets up the stairs.
Agent P: Look at this bell.
It is a Stone Bell, it has no clapper, it is moving slightly in the wind. Specifically, the wind you can't feel and nothing else seems to be reacting to.
Agent P attempts to analyse the bell with Radar, Stethescope, and radio scanner.
When you put your stethoscope on the Bell, it stops moving, but makes no noise. The Radar and Radio Scanner agree there is no Bell, it has been added later by a CGI workstation.
Hat Trick: Shooting (+2) [1d8+2 = 4]
GM: Good thing you aimed.
A shot rings out through the night, and a bullet sails through the air and heads out into the savanna.
There is no reaction from the perimeter.
Hat Trick: Shooting: Sniper Rifle (+2) [1d8+2 = 6]
Asset 1101: what is up, are we under attack?
The 30 guys with AK-47s, not being told what is going on, head to the windows and take up firing positions, nervously expecting tanks and artillery at any second.
Father Abrahim ducks for cover and begins praying the Rosary.
Agent P climbs down from the tower.
Agent P: Whoa Whoa... False alarm fellows. Nothing to worry about.
Asset 1101: whew
Agent P: Hat Trick is just trying to get a reaction out of the permiter, which is strangly frozen in all ways, no radio, audio, and perhaps visual...
Agent P goves over to Agent R and the Preacher.
Hat Trick: no weird wibbley wobbley shield looking thing that took the round?
GM: Nope.
Father Abrahim finishes his Rosary and stands back up, looking relieved that he is not dead yet.
Agent P: I ask him about the Stone Bell.
Agent P: Why they have it, what they use it for, when they got it...
Father Abrahim: The Stone Bell was a gift from a Cathedral in France. Those who delivered it said it was found in the ruins of a church on Cathedral property that had been built during the time of Charlemagne. Some Free French Legionnaires brought it here in the early 1940s after the Fall of France because they said the Nazi's wanted it.
Agent P: I ask, Does it produce any sound ever?
The Bell looks like a perfectly formed single piece of stone in a bell shape. The stone looks porous, you suspect if the wind was strong enough it might make noise from the wind passing through it, like a giant bell shaped windchime.
Father Abrahim: Yes, when the wind is right, it makes a sound that people liken to the singing of angels.
Agent P picks up the Sat phone and tries to make a call.
Annoying Cell Phone Voice: The person you are calling is not available at this time, please hang up and try again later.
Annoying Cell Phone Voice: Your call cannot be completed as dialed.
Annoying Cell Phone Voice: When dialing this number, please dial 052^^@ to dial internationally.
Agent P: Shall we get a closer look at this permiter
Hat Trick: If this bell is porous, does it absorb water?
Asset 1101: lets check it out. maybe we can blow a hole in it!
Agent P: *shrug*. I'll ask.
Asset 1101: [1d8 = 1]
Agent P: ask the priest if it can asorb or allow antyhing to psss through it, like water
Father Abrahim: I don't know if we have ever tried to water it.
Agent P gets out his GPS and looks at it. It has no idea where you are.
Siri: I have found 20000 pizza restaurants within a 9000 mile radius.
Hat Trick: Does the altimer and atomic clock on my watch know what's going on?
The altimeter tells you that you are 23m above sea level. According to your atomic clock, it is time to party like it is 1999!
Agent P: Okay 1101, lets quietly and sneakily check out this permiter.
GM: Okay, roll stealth
Agent P: Lets put about 100m between us and sneak up there.
Agent P: Stealth [1d6 = 11]
Soldiers: Notice [1d4 = 6]
Asset 1101: Stealth [1d6 = 17]
Agent P and Asset 1101 get to within 500m and there is no reaction to their presence. No one along the perimeter has moved.
Agent P: I take a closer look, and scan. And pull out the parabolic microphone... Anything?
At 500m your parabolic microphone picks up...nothing. When you point it at Asset 1101 to make sure it is working, you can hear his stomach rumbling from an absence of vodka.
Hat Trick: While they are stopping, I check all four directions for movement and select a target to range in on.
Asset 1101: wait, was that you breathing?
Hat Trick does not see any movement on the perimeter that is 1.5km away.
Hat Trick: Notice [Trait roll was a natural 1] [1d6 = 8]
Hat Trick: Agent P. I just saw a second perimeter at around 3km. There is a ton of activity at that point.
Agent P: Very Intersting.
Hat Trick: The perimeter is also equal distance from the bell tower at four different points
Agent P: Yeah I think that bell has somehow protected the village.
Agent P: I radio to Agent R, Ask the father if there are any distasters that affected the surrounding area, but did not affect the village in the last 75 years...
Agent P and Asset 1101 sneak up to 250m away, there is still nothing on the Parabolic Microphone. The soldiers and vehicles at the perimeter are not moving. One of the generators that is powering the floodlights pointed towards the village sputters and runs out of gas, creating a dark hole in the otherwise lit perimeter.
Agent R: I ask the priest about natural disasters that this area was saved from
Father Abrahim: The people of the village have been blessed in many ways, few misfortunes come here until this happened.
You heard nothing from the generator, sputter was a visual cue based on the lights flickering.
Agent P: Psst. Can you go up and throw something at this perimeter.
Asset 1101: sure
Agent R heads up to the bell tower to investigate the bell
Agent R pulls out geiger counter and points it at the bell
Geiger Counter powers up, goes through boot sequence.
Agent R: in a very non-menacing manner
Geiger Counter: Oh thank the Maker! I was getting so tired of being powered off!
Geiger Counter: Oohh...you are currently standing in an area saturated with Technetium-99m, at a rate of 50 millisieverts. This is approximately 14x the annual dosage allowed to civilians in the United States. Sucks to be you. How long have you been standing here?
Asset 1101: Stealth [1d6 = 3]
Asset 1101 finds the most awesome looking skipping stone he has ever seen and sneaks within 30m of the perimeter.
Asset 1101: Stealth [1d6 = 9]
Hat Trick: A while
Asset 1101 is using a benny
Soldiers: Notice [Trait roll was a natural 1] [1d6 = 5]
Geiger Counter: It's okay, your kids will probably have mutant powers.
[TOWER] Agent P -> Smarts [1d6 = 4]
Agent P: Smarts [1d6 = 11]
Agent P: How old is this bell again? From the time of Charlamagne
Agent P: The bell is probably of alien origin.
Asset 1101 tosses his awesome skipping stone, it sails through the air and lands on the far side of the perimeter. About three seconds later, several of the soldiers near it that have not reacted at all turn to face the noise of the rock and ready their weapons. They amble towards it in a strange, staggering fashion.
Agent P: It's a mind control field!
Agent P: I think the source is the bell.
Agent R: there is no bell, it will be added later using a CGI workstation.
Asset 1101: with a Technetium 99m texture...
The soldiers approach the rock, look around blankly for a while, and then stop moving.
Also, Agent P notices that he can no longer hear Asset 1101 as soon as Asset 1101 gets about 100m from the perimeter.
Hat Trick: uh... I caught movement, Agent 1101. But they stopped. What are you guys doing out there?
Asset 1101: fishing for bad guys, with rocks. Next, maybe EXPLOSIVES!
Agent P: Asset 1101, come in. I try to raise him on the radio.
Asset 1101 can hear himself. No one else can hear him, and he can't hear them
Asset 1101: hmm, cut off. I guess I will go back closer to the team then
Asset 1101 can hear his comrades calling him on the radio as soon as he is 101m from the perimeter.
Asset 1101: interesting
Agent P: Lets head back to the church.
Asset 1101: hi guys.
Agent P: Regroup and let me do some research on the laptop.
Hat Trick: So should I not be standing here?
Geiger Counter: I wouldn't recommend it.
Asset 1101: ok, head back and watch perimeter and village for action
Agent R: I ask the geiger counter about the bell... how old it is, how it was made, where it is from.
Geiger Counter: I don't know anything about the Bell, I'm a Geiger Counter, not a collector of rare antiquities.
Agent P: When we get back to the church. I pop up the laptop and see if I can interface at all with the alien thingy that entered it.
Agent R heads back down the stairs to meet with the team
Laptop: Bzzzzzt!
Laptop: Would you like to play a game?
Hat Trick exits from the bell tower as soon as tactically sound... so right now
Everyone has regrouped on the main floor of the church.
Asset 1101: crazy place, mans
Hat Trick: I'll cover the perimeter from the main doorway.
Agent P puts picture of bell into laptop.
Laptop changes the display screen to a shade of mauve.
Laptop begins playing the Intro Cut Scene to "Rome Total War, Barbarian Invasion"
Agent R: How is the radiation output down here?
Laptop makes a loud Bell gong noise, which scares everyone in the church, and then blue screens, before going back to a nice shade of mauve.
Geiger Counter: This sucks slightly more, you were better off on the tower. I'd say the ground is pretty contaminated around here.
Agent R: How about outside the church?
Laptop starts playing the first few minutes of Saving Private Ryan, switches to the end of Saving Private Ryan, CGI edits the end of the movie on the fly so the tank shells bounce off the church tower.
Geiger Counter: I don't know, let's go outside the church and check? Or do you want me to guess? In which case, I think...it will suck more.
Agent R walks outside the church
Agent R: can you read it now?
Geiger Counter: Yep, it is higher outside the church.
Agent R: do you have any good news?
Geiger Counter: I'm at 98% battery?
Agent R walks back inside the church
Asset 1101: Maybe I like tower fresh air
Agent R: better than an iPhone.
Agent R: Father, have you noticed any health effects in this area? Maybe abnormal births or longevity or lack of illness?
Asset 1101: Geiger, you bendy? How big your display, 2nd biggest in Kazahkstan?
Father Abrahim: No, the people around here are healthy and happy.
Agent R: No cows with two heads... sheep with purple wool... any thing like that?
Father Abrahim: Well, okay, until three days ago, people were happy and healthy.
Asset 1101: umm, I don't currently see any unhappy ones...
Geiger Counter: No, I have a solid exterior case and a 4" display. Also, I come in four colors and can switch to "spooky red light mode" at will.
Hat Trick: How old are you, Father, if you don't mind my asking?
Agent R: We're not quite to spooky red light mode yet
Father Abrahim: Err...I don't keep track of such things, what year is it?
Hat Trick: 2014
Asset 1101: Oooh, red light mode! I think that would be big hit in Sofia
Asher (Hat Trick): how old does he look?
Father Abrahim looks like he is in his mid-50s.
Asset 1101: Oooh, red light mode! I think that would be big hit in Sofia
Hat Trick: Red light mode is spooky.
Father Abrahim: Oh, err..then I guess I am about 79.
Father Abrahim: I have been in this village since 1982.
Agent R: I'd like to take a sample of the ground outside
The ground penetrating radar shows solid rock under you.
Hat Trick: Father, are there any special relics or artifacts in this church, aside from the bell?
Agent R collects a sample of the dirt from outside.
Hat Trick: Or even a basement, or crypt?
Father Abrahim: No, there is a cemetery outside of town, about 2km distant to the north. There is nothing special here aside from the Bell in the tower.
Hat Trick: Is the old priest that was here when the bell arrived buried there?
Father Abrahim: No, Father Antoine retired and moved outside of the village, he went to Bafata and died a few years ago.
Hat Trick: Did he leave anything behind? Any journals?
Father Abrahim: I believe he did, they would be in my house on the far side of the village. They are written in French, I'm not sure if you can read them.
Hat Trick: Agent R might be able to... or could we take them with us to study?
Agent R: Does the geiger counter know French? It is pretty poncy.
Father Abrahim: I cannot read French, a few of the other villagers can.
Agent P: Yes, so I suggest we do indeed start clearing the village.
Agent P: And perhaps station one person in the bell tower to watch for anyone moving from building to building?
Father Abrahim: You are welcome to take them with you, I don't have a use for them. I think I use them as coasters for my drinks.
Geiger Counter: I don't speak French.
Hat Trick: Which house is yours?
Father Abrahim: The white one with the crosses in the windows near the well on the north side of the village just before the road that leads to the cemetery.
You find the journals, they are not difficult to locate.
As you search the village, you do find numerous bullet holes from small arms fire, grenade and rocket damage to a few buildings, and in some barns you find animals that seem very skittish and a little hungry. There are no corpses to be found, and no other survivors.
Agent R takes samples of the ground at intervals
There are blood splotches, it is obvious that some serious combat took place here. Whenever you find blood it looks like the bodies were dragged towards the perimeter.
Hat Trick: Roughly how many people usually live in this village
GM: Around 500.
GM: There are about 200 in the church.
GM: The 500 total included the members of the local garrison, of which there were around 75.
The river is about 2km south of the village, between the two perimeters.
Pilot Jimmy: Hey guys, I've been trying to reach you for about 30 minutes...any of you still alive?
Agent P: Jimmy, you are alive!
Pilot Jimmy: Hey, and so are you!
Asset 1101: Yay, Jimmy!
Pilot Jimmy has the following Hindrances/Edges: Bad Luck, Habit - Cheerfully Optimistic, Horrible Kharma, Ace, Charismatic.
Asset 1101: good night Jimmy!
Pilot Jimmy: Good night all!