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| == Characters == | | == Characters == |
| * Initial GM: [[User:Nslife]]
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| * [[Chance Davis]], Ranger, played by [[User:Jslife]]
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| == Background == | | *Initial GM: [[User:Nslife]] |
| | *[[Chance Davis]], Ranger, played by [[User:Jslife|jslife]] |
| | *[[Barak Kattan]], Executioner, played by [[User:Johnm|johnm]] |
| | *[[Rainart Strong]], Ranger/Archer, played by [[User:Omega|omega]] |
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| | == Background == |
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| | === Global Context === |
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| === Global Context ===
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| The world as you know it is vast. It includes sprawling deserts, high mountain regions, swamps, and long running plains. You grew up mainly in the northern region of the world called Lorn. This region is mainly high mountains and forest. Thistle (your elderly ranger teacher) was able to teach you how to survive in almost any region on the planet and you have had to rely on this knowledge when travelling through the deserts or at times in the high seas to the west and eastern most boundaries of Lorn. | | The world as you know it is vast. It includes sprawling deserts, high mountain regions, swamps, and long running plains. You grew up mainly in the northern region of the world called Lorn. This region is mainly high mountains and forest. Thistle (your elderly ranger teacher) was able to teach you how to survive in almost any region on the planet and you have had to rely on this knowledge when travelling through the deserts or at times in the high seas to the west and eastern most boundaries of Lorn. |
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| As far as your sources in the larger cities know, the world doesn’t seem to be in turmoil right now. There are many stories, however, of massive battles involving all manner of demons and strange unknown magic that have been passed down through the centuries, but these are largely thought of as creation myths for Lorn and you definitely have never witnessed anything magical in your journeys so tend to agree. Having an innate interest in the occult and hidden lore (high technology), you have come across signs (in ancient books mainly) that beg explanation and seem to indicate to you that these stories may not be all myth. | | As far as your sources in the larger cities know, the world doesn’t seem to be in turmoil right now. There are many stories, however, of massive battles involving all manner of demons and strange unknown magic that have been passed down through the centuries, but these are largely thought of as creation myths for Lorn and you definitely have never witnessed anything magical in your journeys so tend to agree. Having an innate interest in the occult and hidden lore (high technology), you have come across signs (in ancient books mainly) that beg explanation and seem to indicate to you that these stories may not be all myth. |
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| === Current Situation === | | === Current Situation === |
| | | [[Image:Hostroph.jpg|thumb|right|300px]] |
| You have recently finished accompanying a merchant (Tad) from a small northern village to a another village named Hostroph a couple days ride west of a large eastern city known as Dyrnlost (the trip took about a week and a half). Tad had traded with farmers and forest gatherers in the northern lands and you successfully guided him back to his home village where he lives and makes monthly trips to the larger eastern city of Dyrnlost to trade. Your business with him is over and, as is your custom, you have made your way to the local inn to trade stories and get information about local happenings and gossip from the inn keeper named Tor. After learning that there is nothing new besides the regular bandits on the road, Tor does divulge to you that he has been hassled by some local bandits that have asked for taxes from him for “protection.” Tor is an older retired, proud warrior himself and lets you know that he thinks he can handle them on his own and doesn’t seem too worried about the situation. | | You have recently finished accompanying a merchant (Tad) from a small northern village to a another village named Hostroph a couple days ride west of a large eastern city known as Dyrnlost (the trip took about a week and a half). Tad had traded with farmers and forest gatherers in the northern lands and you successfully guided him back to his home village where he lives and makes monthly trips to the larger eastern city of Dyrnlost to trade. Your business with him is over and, as is your custom, you have made your way to the local inn to trade stories and get information about local happenings and gossip from the inn keeper named Tor. After learning that there is nothing new besides the regular bandits on the road, Tor does divulge to you that he has been hassled by some local bandits that have asked for taxes from him for “protection.” Tor is an older retired, proud warrior himself and lets you know that he thinks he can handle them on his own and doesn’t seem too worried about the situation. |
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| You are now sitting (where?) in the tavern, resting and pondering your next move… | | You are now sitting (where?) in the tavern, resting and pondering your next move… |
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| == Character Creation == | | == Character Creation == |
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| The main advice on character creation is to make a character that can fight, but that also has a good intellect. In particular, the character’s intellect will most likely come into play more as the campaign progresses.
| | If you are interested in making a character in this campaign please use the criteria below. |
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| 250 points total | | 250 points total |
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| max 60 advantages* | | max 60 advantages* |
| max 5 quirks | | max 5 quirks |
| *Other skills/advantages may be given out throughout the adventure depending on role-playing and the progression of the campaign.
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| TL4 gear, nothing magical. | | TL4 gear, nothing magical.[[Image:GURPSCS200.gif|thumb|right|200px]] |
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| == What Happened ==
| | *Other skills/advantages may be given out throughout the adventure depending on role-playing and the progression of the campaign. |
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| === Rumble at Tor’s Tavern ===
| | '''World notes:''' This campaign is set in a typical Dungeons and Dragons type world without the multiple races (only human) and without magic (at least that you would be aware of). Characters can be from any of the main parts of the world (forests, plains, seas, deserts, mountains, small towns, large cities). I suggest going with what ever you think would be most fun as you can always describe your reason for joining up at our particular place of the campaign in your history or background. |
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| Chance sat in the back of Tor’s tavern, closest to the huge fireplace. The few townsfolk that were in the tavern weren’t able to make out Chance’s face due to the firelight directly behind him. Tor, the tavern owner, stood polishing mugs at the bar when another townsperson came running in. From Chance’s perspective the townsperson was obviously upset and likely relating a shocking incident to Tor. Tor only nodded and seemed to look a little wearier than he had previously. The shocked townsperson then left.
| | '''GURPS Books:''' We are playing with all GURPS 4th edition books so feel free to create your character with your favorite skills/advantages from your favorite books. No magical/psi advantages, but almost anything else goes as long as you can tie it into your character history and background. |
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| Chance had a moment to ask the serving wench for information as to what just occurred and was able to glean information about bandits that had been disturbing the townsfolk over the past 10 months or so. Tor had thus far stood up to them, but the bandits were growing ever more determined with their “protection peddling” scheme every week.
| | '''Virtual Campaign:''' |
| | * We are using [http://mumble.sourceforge.net/ Mumble] and Map Tool [http://www.rptools.net/index.php?page=maptool Maptool] to play virtually. |
| | * We also have an [http://www.icecast.org Icecast] server up and running. The GM DJs the stream from which all players may listen. |
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| Not 15 minutes later who walks into the tavern but four unwholesome looking men (most likely the bandits), obviously not from around these parts. An argument ensued between one of the men and Tor. Chance was able to overhear the man yell at Tor “give me my gold pieces!” and also saw the man open hand slap Tor, causing Tor to look very frightened and upset. The two townsfolk in the tavern then didn’t hesitate when the man speaking with Tor turned around briefly and ordered everyone out of the tavern; leaving only Chance sitting in the back, four mysterious men, and Tor reeling from the unexpected slap to the face (the serving wench presumably sat out the action in the back pantry).
| | Our setup is equally accessible from Windows or Linux. |
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| Chance then stood and slowly approached the men while attempting to talk with the leader. This didn’t get far when the leader of the group got upset when Chance wouldn’t introduce himself and then the leader blurted out that he wanted to know Chance’s name before he killed him! Chance was now within tomahawk range of the leader and let fly a tomahawk that was able to hit through the leader’s metal armor into the side of his chest.
| | '''Contact:''' Feel free to contact Nathan ''nathanslife@gmail.com'' or Jacob ''jacobslife@gmail.com'' with any questions. Jacob is especially good with any questions on "virtual" role playing and anything about the campaign itself. |
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| At this time Tor jumped (or more accurately rolled) over the bar with longsword in hand! Chance then ran at what looked to be the biggest of the bandits and unsheathed his two broadswords! Chance was able to then effectively slice off the biggest bandit’s right leg and injure the bandit’s left leg at first strike with his dual wielding broadsword attack. The bandit was obviously a hardened fighter though as he struck back (from the ground) at Chance, but missed with his greatsword.
| | Please send completed character sheets or questions about character creation to Nathan. |
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| Having fallen one of the bandits, Chance then circled on the remaining three bandits to see Tor also cutting off the leg of the leader bandit (later know as Leonardo) and one of the other bandits fleeing out the tavern entrance. The last remaining standing bandit unceremoniously soiled himself and urine could be seen at the floor under his legs.
| | == Loot tracking and Dreaming == |
| | Tracking loot for this campaign [[Game of Chance:Loot|here]]. |
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| Chance and Tor then toasted the successful event and Chance was able to see Tor get a bit of pride back from the successful skirmish. Chance then learned that the last remaining bandit was actually a city kid that had recently joined the bandit group for a better life. Having attempted to talk some sense into the youth, Chance let him go warning the youth to not join up again with bandits. Chance then questioned Leonardo briefly and learned that the main bandit leader was named Drag and that Leonardo’s small bandit group was in charge of this area and only heard from Drag by messengers. Before leaving Leonardo be, Chance impressed upon him that this town and surrounding area were under Chance’s protection from here on out.
| | An exploration of dreaming [[Dreaming|can be found here]]. |
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| The serving wench then saw to the (now crippled) two bandit warriors’ wounds.
| | == What Happened == |
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| === I Dream a Dream === | | === Rumble at Tor’s Tavern === |
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| Having had a busier day than expected after his long trip escorting Tad, Chance then retired late that night to get some much needed sleep. Yet sleep didn’t come easy.
| | Chance sat in the back of Tor’s tavern, closest to the huge fireplace. The few townsfolk that were in the tavern weren’t able to make out Chance’s face due to the firelight directly behind him. Tor, the tavern owner, stood polishing mugs at the bar when another townsperson came running in. From Chance’s perspective the townsperson was obviously upset and likely relating a shocking incident to Tor. Tor only nodded and seemed to look a little wearier than he had previously. The shocked townsperson then left. |
| Chance found himself awake (if awake he was!) in what seemed like an altered universe. He was able to stand, yet there was no floor. The surroundings seemed much like he was in the night’s sky when it was filled with stars. After he had got his bearing, Chance was able to make out what looked like many people that lie sleeping next to floating tables that turned slowly upside-down in a random fashion. Sitting at one of the tables perhaps 80 yards away was a creature Chance had never seen before. The non-human creature seemed to notice Chance, yet paid Chance no heed.
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| Blocking out some of the starscape loomed what looked like a massive 12-15 foot ghost wolf. The wolf was silvery white and seemed to radiate an aura of awe when Chance looked into its eyes. The wolf met Chances gaze with an indiscernible expression. Chance then attempted to walk toward the tables and found himself saying aloud, “where am I?”, only to hear the sound of his voice echo back to him 3-4 times before it died away. Movement then caught Chance’s attention as the great wolf raised its head and gave a pure and piercing howl! Chance noticed at that moment that the wolf’s eyes seemed to glitter like they were white fire and a pair of stars in the sky itself.
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| It was at that moment that chance found himself wake up from his bedroll, hearing a wolf howling in the distance. Chance understood he must have been dreaming, yet also understood that what happened was something with meaning and felt strangely at peace and familiar with that “place” he had just been. With nothing better to do, Chance went back to sleep and woke at sunrise.
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| === Tracking Bandits ===
| | Chance had a moment to ask the serving wench for information as to what just occurred and was able to glean information about bandits that had been disturbing the townsfolk over the past 10 months or so. Tor had thus far stood up to them, but the bandits were growing ever more determined with their “protection peddling” scheme every week. |
| | [[Image:Tor's Bar & Tavern.jpg|thumb|right|400px]] |
| | Not 15 minutes later who walks into the tavern but four unwholesome looking men (most likely the bandits), obviously not from around these parts. An argument ensued between one of the men and Tor. Chance was able to overhear the man yell at Tor “give me my gold pieces!” and also saw the man open hand slap Tor, causing Tor to look very frightened and upset. The two townsfolk in the tavern then didn’t hesitate when the man speaking with Tor turned around briefly and ordered everyone out of the tavern; leaving only Chance sitting in the back, four mysterious men, and Tor reeling from the unexpected slap to the face (the serving wench presumably sat out the action in the back pantry). |
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| Chance set out on the trail of the city kid (turned unsuccessful bandit) first thing that morning and soon found that the kids lighter tracks fell in step with another pair of heavier tracks; most likely the bandit that had ran from the skirmish in Tor’s tavern. Having successfully followed the tracks for most of the day, Chance finally reached a grove of trees in which the tracks seemed to meet other older tracks and seemed randomly dispersed in the area from much comings and goings of the bandits. Could this be their hide out? | | Chance then stood and slowly approached the men while attempting to talk with the leader. This didn’t get far when the leader of the group got upset when Chance wouldn’t introduce himself and then the leader blurted out that he wanted to know Chance’s name before he killed him! Chance was now within tomahawk range of the leader and let fly a tomahawk that was able to hit through the leader’s metal armor into the side of his chest. |
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| Chance bided his time till nightfall to get a better look and keep himself out of view from any possible weary bandits. Soon Chance was able to make out what looked like firelight from within the grove. Upon slowly sneaking into place, Chance was able to make out the city kid and the other bandit that had run away sitting around the fire. Chance overheard the larger bandit say that he had luckily met with a messenger the previous evening after running from the battle at the tavern. The man said that he was given directions to Drag’s hideout and would take the younger bandit with him to Drag’s hideout tomorrow morning. Chance then crept back into the shadows and waited to follow the bandits to Drag’s hideout.
| | At this time Tor jumped (or more accurately rolled) over the bar with longsword in hand! Chance then ran at what looked to be the biggest of the bandits and unsheathed his two broadswords! Chance was able to then effectively slice off the biggest bandit’s right leg and injure the bandit’s left leg at first strike with his dual wielding broadsword attack. The bandit was obviously a hardened fighter though as he struck back (from the ground) at Chance, but missed with his greatsword. |
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| Another day of tracking bandits ensued as Chance was able to follow the two bandits as they made their way north by north east to Drag’s hideout. When finally the bandits got close to the location of the hideout, Chance was able to recall this area of Lorn as it was a famous place for gangs of bandits to use. It was legendary as there were typically only three entrances to the place as it was cornered by three high ranging mountains, providing good cover from any unwanted trespassers.
| | Having fallen one of the bandits, Chance then circled on the remaining three bandits to see Tor also cutting off the leg of the leader bandit (later know as Leonardo) and one of the other bandits fleeing out the tavern entrance. The last remaining standing bandit unceremoniously soiled himself and urine could be seen at the floor under his legs. |
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| Chance watched the two bandits he had been following throughout the day yell something when they reached a certain point at one of the entrances of the hideout to not be shot and proceeded to identify themselves as bandits from the south eastern counties. A responding yell could barely be made out by Chance and he watched the bandits walk into the hideout. | | Chance and Tor then toasted the successful event and Chance was able to see Tor get a bit of pride back from the successful skirmish. Chance then learned that the last remaining bandit was actually a city kid that had recently joined the bandit group for a better life. Having attempted to talk some sense into the youth, Chance let him go warning the youth to not join up again with bandits. Chance then questioned Leonardo briefly and learned that the main bandit leader was named Drag and that Leonardo’s small bandit group was in charge of this area and only heard from Drag by messengers. Before leaving Leonardo be, Chance impressed upon him that this town and surrounding area were under Chance’s protection from here on out. |
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| Chance then circled around the place examining the other locations and after further study, sequestered himself inside a particularly thick stretch of bushes and trees and waited until nightfall to take further action.
| | The serving wench then saw to the (now crippled) two bandit warriors’ wounds. |
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| === Singapore Slaughter === | | === I Dream a Dream === |
| | [[Image:Dreaming.jpg|thumb|right|400px]] |
| | Having had a busier day than expected after his long trip escorting Tad, Chance then retired late that night to get some much needed sleep. Yet sleep didn’t come easy. |
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| The team resolves to await [[Kumar]]'s arrival to negotiate. Mikey Dread takes one of the waterski boats to rendezvous with Malto and Jumbilly at the other island. Sasha and Jurgen set up their respective heavy weapons in the jungle, while Liam sips brandy near the beach. Eventually a huge cigarette-style boat [[http://www.travelizmo.com/archives/2006-formula-271-fastech-power-boat.jpg (img)]] approaches, piloted by four stylish Singaporeans. But then Sasha spots a pirate on the beach, apparently attempting to flag down the boat. The boat slows and turns towards the pirate. Before they have a chance to communicate, Sasha terminates the pirate.
| | Chance found himself awake (if awake he was!) in what seemed like an altered universe. He was able to stand, yet there was no floor. The surroundings seemed much like he was in the night’s sky when it was filled with stars. After he had got his bearing, Chance was able to make out what looked like many people that lie sleeping next to floating tables that turned slowly upside-down in a random fashion. Sitting at one of the tables perhaps 80 yards away was a creature Chance had never seen before. The non-human creature seemed to notice Chance, yet paid Chance no heed. |
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| When the pirate's face explodes, the boat accelerates and turns away. Jurgen opens up with the minigun, spraying the craft from 240 yards with 60 bullets in one second. Sunlight and fiberglass and flesh and bone and saltwater and lead mingle in midair, and the boat begins sinking rapidly. Liam drives the ski-boat out and hauls one body aboard, but it's too late. All four are dead and being fed upon by tropical sharks.
| | Blocking out some of the starscape loomed what looked like a massive 12-15 foot ghost wolf. The wolf was silvery white and seemed to radiate an aura of awe when Chance looked into its eyes. The wolf met Chances gaze with an indiscernible expression. Chance then attempted to walk toward the tables and found himself saying aloud, “where am I?”, only to hear the sound of his voice echo back to him 3-4 times before it died away. Movement then caught Chance’s attention as the great wolf raised its head and gave a pure and piercing howl! Chance noticed at that moment that the wolf’s eyes seemed to glitter like they were white fire and a pair of stars in the sky itself. |
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| During mop-up, Sasha's wisecrack about Ireland is not well received by the bad-tempered and half-drunk Liam, and the subsequent conflict results in Sasha's split lip and bullet wound to the knee.
| | It was at that moment that chance found himself wake up from his bedroll, hearing a wolf howling in the distance. Chance understood he must have been [[Dreaming|dreaming]], yet also understood that what happened was something with meaning and felt strangely at peace and familiar with that “place” he had just been. With nothing better to do, Chance went back to sleep and woke at sunrise. |
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| The team re-groups and heads back to East Timor, Mikey Dread, Malto, and Jurgen by sea, and the rest by air. Sasha spends a night in the hospital to put his knee back together, while Liam and Tag collaborate virtually to research Kumar and his crew. The next day Jumbilly flies Sasha and Liam to Singapore. They stride confidently past the huge sign at the pier which reads "ALL FOREIGN NATIONALS WITHOUT VISAS MUST CHECK IN WITH SECURITY" and check into a nearby hotel in the midst of the Singaporean metropolis.
| | === Tracking Bandits === |
| | [[Image:Sneaking up on Bandits.jpg|thumb|right|300px]] |
| | Chance set out on the trail of the city kid (turned unsuccessful bandit) first thing that morning and soon found that the kids lighter tracks fell in step with another pair of heavier tracks; most likely the bandit that had ran from the skirmish in Tor’s tavern. Having successfully followed the tracks for most of the day, Chance finally reached a grove of trees in which the tracks seemed to meet other older tracks and seemed randomly dispersed in the area from much comings and goings of the bandits. Could this be their hide out? |
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| After a day getting their bearings (and changing Sasha's leg bandages), the team makes their way to the [[Elephant]], the seedy bar owned and operated by Malto's old friend [[Chung Luck]]. After some small talk, and becoming acquainted with local escort [[Annalise]], they ask Chung Luck about Kumar and request that the bartender call him in. With some surprise, Chung reports that Kumar is on his way over straightaway.
| | Chance bided his time till nightfall to get a better look and keep himself out of view from any possible weary bandits. Soon Chance was able to make out what looked like firelight from within the grove. Upon slowly sneaking into place, Chance was able to make out the city kid and the other bandit that had run away sitting around the fire. Chance overheard the larger bandit say that he had luckily met with a messenger the previous evening after running from the battle at the tavern. The man said that he was given directions to Drag’s hideout and would take the younger bandit with him to Drag’s hideout tomorrow morning. Chance then crept back into the shadows and waited to follow the bandits to Drag’s hideout. |
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| Suspicions aroused, Liam decides to break away from Annalise's scintillating conversation and head back to the hotel to retrieve equipment. Sasha takes on the task of entertaining Annalise and engaging Kumar's crew in business banter upon their arrival.
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| After Liam deposits Sasha's rifle on the roof across the street, he approaches the front of the bar just as two huge black SUVs race up and screech to a halt outside the bar. Four stylish goons emerge from each and race into the bar, but Sasha has relocated to the ladies' room, so they spread out and start asking questions. Annalise intervenes and explains that the businessmen who want to see them have stepped out but will return, which Chung Luck confirms nervously.
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| Meanwhile, Liam approaches the two henchmen outside the door, fast-draws, and silently assassinates both with shots to the brain. Sasha tells Liam to wait a few seconds for some civilians to exit the back door, and then Liam tosses a flash-bang into the center of the room. A firefight commences thereafter, with Kumar raking the wall near Sasha's head and Annalise being caught in the crossfire. Her leg crippled, she hysterically calls for help as she bleeds out onto the bathroom floor.
| | [[Image:Tracking Bandits to Main Hidout.jpg|thumb|right|300px]] |
| | Another day of tracking bandits ensued as Chance was able to follow the two bandits as they made their way north by north east to Drag’s hideout. When finally the bandits got close to the location of the hideout, Chance was able to recall this area of Lorn as it was a famous place for gangs of bandits to use. It was legendary as there were typically only three entrances to the place as it was cornered by three high ranging mountains, providing good cover from any unwanted trespassers. |
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| Liam methodically picks off targets while Sasha staunches the wound on Annalise's blood-slick thigh. Sasha emerges from the bathroom, sneaks up on the final hostile, and shoots him twice in the face. Chung Luck recovers from the stun grenade at this point, and grabs a shotgun from under the counter, but Liam talks him down.
| | Chance watched the two bandits he had been following throughout the day yell something when they reached a certain point at one of the entrances of the hideout to not be shot and proceeded to identify themselves as bandits from the south eastern counties. A responding yell could barely be made out by Chance and he watched the bandits walk into the hideout. |
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| Liam picks up Kumar's Glock-18s, Sasha picks up [[Annalise]], and the threesome heads back to the hotel.
| | Chance then circled around the place examining the other locations and after further study, sequestered himself inside a particularly thick stretch of bushes and trees and waited until nightfall to take further action. |
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| === Halls of Justice ===
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| ''(new name for the beach house in Dili)...''
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| Liam and Sasha collect their gear and load [[Annalise]] into [[Jumbilly]]'s plane and head back to East Timor. Over the next few days, Annalise receives medical attention, Sasha heals and works out, and Liam collaborates with Tag to develop a partial dossier on the Singaporean syndicate run by [[Charles Gok Tong]], including names and photos of 37 individuals (9 of which the party knows to have been killed recently).
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| Annalise returns from hospital to find Sasha in the gym and Liam on the phone with Malto in Jamaica, who reports that his lieutenant [[Tommy Cho]] called him asking about his white mercenary friends and also where exactly Malto was staying. Malto found it odd, and disconcerting - but it could have been the ganja.
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| Sasha and Liam pay a visit to Tommy's apartment, and bribe the building manager to let them in (with a failed Fast-talk roll). Hours go by, and beer and leftovers are requisitioned from the fridge by the elite team.
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| Malto calls and is clearly being hunted by assassins, but gets cut off before any conclusion is reached.
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| Finally, Tommy arrives, enters the apartment, and is quickly disabled and disarmed. However, moments later the front windows explode and automatic weapons fire fills the room with splintered wood, chards of linoleum, and powdered wallboard. Sasha squeezes off a few rounds at one attacker, causing him to duck; Liam slays one of the goons and awaits the other's assault after Sasha dives to safety.
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| On a gamble, the attacker dumps 16 rounds in a 4-yard arc along the kitchen wall, but only one bullet manages to graze Liam's face, causing a bloody but superficial wound. The attacker is slain efficiently thereafter.
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| After collecting the Singaporean attackers' cell phones, weapons ([[http://dnd.johnmasterson.com/dreambird/pistols.htm HK PDW]]), and wallets, the team compels Tommy to accompany them back to the [[Hall of Justice]], where a stern interrogation ensues. It is learned that [[Sajeev Makesh]] leads a Singaporean contingent of 8, 4 of which are already en route to Australia for a planned sabotage of Malto-initiated and Tommy-led drug deal. The other 4 were intended to help Tommy take Malto's 'throne' by any means necessary during the Australian deal.
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| [[Annalise]] heads down to the interrogation basement/utility room with grilled PB&J sandwiches for everyone during the interrogation. What a sweetie.
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| The team decides to allow Tommy and Sajeev to meet. Tommy is rigged with a wire, dropped off and followed. After a 25 minute detour into a live-sex club, Tommy emerges, visibly drunk, and walks 8 blocks into an industrial zone. He sits at a bus stop and waits while Liam and Sasha get into position.
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| Sajeev's black Lexus pulls up, and Liam and Sasha assassinate the drive simultaneously. Tommy leaps from the vehcle and draws his .357 snub-nose; Sajeev, in the back seat, opens the passenger-side door but does not emerge. Liam approaches cautiously and tosses a fragmentation grenade along side the Lexus. The vehicle rocks violently, its windows evacuated. Seconds later, a flashbang in the back seat renders Sajeev both wounded and stunned. While Sasha covers the scene, Liam takes both into custody...
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| === Assault on Gok Tong ===
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| Back at the [[Hall of Justice]], Liam installs Sajeev in the basement torture chair and prepares for the interrogation (with a pipe wrench and blow torch). Sajeev quickly breaks and confirms Tommy's story that the Singaporeans sent an assassin to take care of [[Malto Umbabo]] and sent Sajeev's team to ensure a (relatively) orderly transfer of control of Malto's mini-empire.
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| [[Tommy Cho]], [[Sascha Lutsenko]], and [[Annalise]] watch Paris Hilton's new reality show.
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| After the team goes through some aborted electronics work and strategic considerations, [[Charles Gok Tong]] calls Sajeev's phone and Liam answers. Gok Tong knows everyone's names, but also mentions [[Jack Stone]]. Gok Tong explains that the only way to ease tensions will be to undertake two missions; the first is the Australian sabotage, and the second is to be executed in Kuala Lumpur.
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| At 5:45 AM, Liam blindfolds Tommy and drops him at the docks where he is to join the crew and the merchandise for the Australia deal. Tommy is instructed to call the Australians' gang leader [[Fletcher Drake]] and arrange for a change in location, but to do the deal as normal, with no betrayals. A shaken Tommy is thankful for his life.
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| Upon Liam's return, [[Annalise]] is making coffee wearing nothing but one of Sasha's t-shirts. What a sweetie.
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| The team calls [[Jumbilly]] and prepares their gear for a trip to Singapore. Sajeev is left in the basement with a gallon of water and a warning that the entire house is rigged with C4 and that to leave the basement would result in his instant disintegration.
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| Aboard Jumbilly's seaplane and 15,000' over the sparkling blue Savu Sea, Liam calls [[Brad Feld]], the team's Contact within Australian intelligence. Feld begins researching Gok Tong and promises to be back in touch soon.
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| Gok Tong calls at 7AM, Sasha answers, and asks how the seas are. Sasha insists the seas are calm, and that Tommy is not available to come to the phone right now. Sasha taunts and frustrates Gok Tong, but leaves it strategically ambiguous whether the team is following instructions or not.
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| On approach to Singapore near noon, Feld calls again and says he's learned that Britain's MI5 intelligence agency has recently taken an interest in Gok Tong due to some profiteering in British arms, and has recently sent one of their agents to deal with the situation. That agent is [[James Stirling]], and he's staying at [[Pangkor Island]] near Kuala Lumpur.
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| The team unloads at the Singaporean docks while [[Jumbilly]] puts on his headphones, lights a joint, and kicks back to read Maxim.
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| The team checks in to a seedy motel to plan next moves, and instructs [[Annalise]] to get herself a different hotel and some nice clothes. Another tense call from Gok Tong leads the party to believe their location has been traced, and they immediately board, taxies, buses, and bikes to a different low-end hotel 5 miles away, just outside the downtown business district.
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| From the $1k/night Ritz Carlton, [[Annalise]] calls to report she's ordered champagne and is in the middle of a foot massage.
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| The team calls the [[Pangkor Island]] resort to leave a message for [[James Stirling]]. The receptionist mentions he's part of the Gok Tong party, which raises the team's collective eyebrow, but they nevertheless leave a message concerning an alliance based on a mutual enemy.
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| The team instructs [[Annalise]] to get herself a date organized with one of Gok Tong's henchman, which she does with expertise and elegance, and is able to report back quickly the security code needed to exit the elevator on the 55th floor of the 95-floor Gok Tong Tower, the location of ''Fire and Ice'', Gok Tong's exclusive discotheque/restaurant. She also reports that the henchman mentioned that Gok Tong himself is going to be in for cocktails early that evening, and that the entire security regiment is on high alert. What a sweetie!
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| [[James Stirling]] calls at 4:30, confirms the party's [[SubNet]] affiliation, and says he can contribute some resources to an assault: he can jam the video monitoring system for up to 12 minutes just after 5PM, and he can arrange for a British satellite to disrupt all wireless transmissions in the building, but he won't have time to additionally organize a power shutdown. Tag requests building schematics and ascertains that he has enough C4 to take out both the main power array for the building, and the diesel generator below it.
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| The team loads up and heads for Gok Tong Tower, with a brief detour to Walmart for business attire and briefcases. Tag walks down the ramp of the parking garage, where the power equipment is located, and bribes his way past the guard to place his charge. At 5:02, Sasha and Liam enter the building lobby as hundreds of office workers pour out onto the street. Confirming that the video surveillance equipment is jammed, they board an elevator and push the button for floor 52 to buy some time for Tag to complete his mission.
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| The doors open and 40 office drones try to board. Liam raises a hand and explains they're still going up, drawing moans of frustration from the overworked button-pushers.
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| The doors close and Liam hits 54. The doors open and two henchmen with shoulder holsters are outside. Again, Liam politely explains they're going up. The doors close. He hits 55.
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| The elevator stops and a recording plays: "Restricted floor, please enter security code." And again. And again. And again.
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| Finally, as Tag's charge is ready, wireless devices go dark, Liam punches in the code, and the building rocks and lights flicker as the elevator doors open. The first two henchman are quickly dispatched by Liam's silenced Beretta as he and Sasha exit the elevator. Sasha tests the service entrance and then prepares a frag grenade as Liam tosses a flashbang into the disco. Despite the power outage, the thumping music plays on, powered by the paranoid sound engineer's backup batteries.
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| A vicious firefight ensues (exactly where the team is most at home), resulting in the deaths of over 20 henchmen and Liam catching a bullet through his boot. Curvaceous [[Jasmine Angeline]] narrowly avoids being mutilated in the crossfire, and [[Charles Gok Tong]] is critically shot in brain, but not killed.
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| Meanwhile, Tag has chosen to steal the 4-door Toyota hybrid instead of the Lambo rocket-car, and sits in panic traffic in the parking garage.
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| Liam and Sasha lift Gok Tong to his feet and limp down 55 flights of pitch-black stairwell, knocking screeching civilians out of the way as necessary. Wireless networks come back online, and a meeting place is arranged with Tag.
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| As emergency vehicles approach, the team rendezvous at the Toyota and race back towards the docks by way of the Ritz Carlton to collect [[Annalise]]. Jumbilly fires up the props, and the plane taxis away from the dock and takes off. Once aloft, Liam calls [[James Stirling]] and a transfer is negotiated and meeting place arranged.
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| The team arrives at the uninhabited tropical jungle island first, and Sasha takes up a sniping position 30 yards from the beach. Tag and Liam drop the limp Gok Tong in the sand while [[Jumbilly]] lights a joint to share with [[Annalise]].
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| Minutes later, a luxury yacht approaches, with [[James Stirling]] and [[Mai-Lynn]] Gok Tong (daughter of Charles and ex-wife [[Esmerelda]], daughter of the King of Thailand) sitting on the deck sipping champagne in the golden light of sunset. Stirling boards a mini-jetboat and glides ashore gracefully, looking dashing in his white tuxedo and sunglasses.
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| Stirling looks to [[Mai-Lynn]] for guidance. Looking somber yet lovely in her multi-color sarong and white bikini top in the glistening evening sun, [[Mai-Lynn]] gives her assent, and Stirling slowly produces his Walther PPK. Liam expresses an interest in interrogating (or at least humiliating) Gok Tong, and Tag produces smelling salts to bring the injured crime lord to consciousness. His eyes lolling independently of one another, Gok Tong calls out for Kumar, his previous security chief slain by the party a few days earlier. Liam squeezes out a single silenced 9mm round into Gok Tong's eye, and the man's life is extinguished.
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| '''Afterword:'''
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| The explosion and shootout at Gok Tong Tower makes international headlines, and media accounts report that controversial businessman [[Charles Gok Tong]] had been trafficking in illegal guns for some time, and that an arms deal gone sour had resulted in a Anarchist insurgents in Jakarta sending the hit squad which caused the havoc. In addition to over 20 of Gok Tong's henchmen, the entire hit squad was also slain in the bloody mêlée. Singaporean leaders are careful to thank British embassy officials for providing logistical support in the aftermath of this grievous terrorist attack. Media accounts further report that while it could take months or years to sort out which pieces of the complex Gok Tong business empire are legitimate and which are criminal, Charles' sole heir [[Mai-Lynn]] Gok Tong will likely inherit something more than $450 million in assets.
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| Two days later, back at the [[Hall of Justice]], while [[Annalise]] does aerobics by the pool to 80s-era Madonna, a scrawny and tired-looking [[Malto Umbabo]] shows up at the door. He explains that during a midnight shootout in the resort, he boarded a jet-ski and fled out to sea. Fifty yards from shore, the assassin's explosive crossbow bolt hit the engine, causing an explosion that threw Malto from the craft and knocked him unconscious. Miraculously, he awoke a mile down the beach with second-degree burns, broken ribs and a dislocated shoulder. Afraid of alerting anyone to his survival, he stowed away on a cruise ship to the Bahamas, and then cashed out one of his anonymous Swiss accounts to charter a plane back to Dili.
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| Later that afternoon, [[James Stirling]] calls to inform the party that Gok Tong's assassin had gotten in touch with [[Mai-Lynn]] to arrange for payment now that Charles was dead. Under Stirling's guidance, Mai-Lynn set up the meeting, and Stirling was there to neutralize the assassin. The plan went flawlessly, and Gok Tong's assassin is no more.
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| === Columbian Adventure ===
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| Months after the Gok Tong affair, Sascha is contacted by an American contact called "Smith", who requests Sascha come to Houston, Texas, to meet up with another [[SubNet]] operative, [[Sonny Crawford]].
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| The three meet in an airport cafe and eat donuts while Smith informs them of their mission: the destruction of a Columbian drug lord's jungle compound. The two charter a plane to Panama City and head immediately for the docks, where they requisition a purple speedboat and, with the help of local dock worker [[Reuben]], jet out across the water towards Columbia.
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| Out of sight of shore, it comes to light that there's not nearly enough fuel on the boat, and so two stops are made. First, at an elaborate mansion where Sonny breaks into the boathouse for fuel (but leaves cash payment), and next at a village further along the coast.
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| Upon reaching their destination, the team forages for mangoes and chinchillas before pulling some beers out of the cooler and heading inland towards the compound. Reuben is left behind.
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| The compound is fenced and well guarded. The team decides to split up, with Sonny assaulting the guard house and Sascha making his way to to the watchtower. Sonny successfully blasts his way in, but a bullet finds its way into his skull, leaving him swooning and wild-eyed for the rest of the adventure.
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| Meanwhile, Sascha ascends the watchtower and begins dropping targets at will, but a foe with a grenade launcher forces him to come back down. On the ground, more violent explosions cause a piece of shrapnel to sever Sascha's leg and leave him unconscious and bleeding.
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| Sonny staggers to the helicopter which is preparing to depart and ends the pilot and clambers on board. A foe within opens fire from point blank range with an AK-47, and Sonny narrowly escapes death by dropping to his stomach in the cargo hold of the chopper. Then, he lunges forward and lands two devastating punches in the shooter's groin, knocking him out cold.
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| Sonny proceeds to vandalize and destroy various buildings, still staggering and covered in blood, before collecting Sascha and escaping in the chopper. They seek medical help in a coastal village and then make haste back to Panama City and the US of A.
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| Mission Accomplished.
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| === Turning the Tide in Penang ===
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| Again, bored at the Tiki Bar, watching the palm trees on the beach, lazily sipping cocktails, when the call comes in. It's [[Brad Feld]], and he advises a call to a contact in [http://en.wikipedia.org/wiki/Penang Penang]. [[Sascha Lutsenko]] makes the call to [[Anil Bok]], and is asked to hold for the [[Zaki Zain|Deputy Minister]].
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| Hours later, Sascha and [[Tag Leonards|Tag]] sit at [[Zaki Zain]]'s private residence in the mountains of Penang Island along with his Special Assistant, [[Julie Thai]]. A Japanese gang, the [[Bleeding Sun]], has overtaken the Chinese sector of the metropolis, and threatens to expand its bloody reach. The government's hands are tied due to political and corruption reasons, and so Minister Zain has taken the extraordinary measure of hiring the team to take care of this messy business.
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| After securing a cash advance, a vehicle, and explosives, Sascha and Tag decide to check out the Chinese district, in particular the headquarters complex of apartment buildings, right away. [[Sascha Lutsenko|Sascha]] invites [[Julie Thai|Julie]] to come along, but she declines, instead offering to meet for dinner and drinks tomorrow night.
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| Near the headquarters, they wander into a live sex club badly translated to 'Youth Theater', bribing the bouncer on the way in to waive the pat-down & search requirement. When a meeting with the owner is postponed, Sascha enthusiastically observes the boa constrictor show and receives a lap dance from a young woman while Tag sits in the back and sips a cheap beer.
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| After negotiating a bloodless passage with the armed bodyguards upstairs, the team learns from the owner that a [[Bleeding Sun]] lieutenant will be dropping by in the morning to collect "protection money", and that the owner resents this fact, wishing that [[Ping Li]] and his men would rise up and throw out the Japanese. The team decides to seek out [[Ping Li]] but needs a translator to navigate Old Town, and hence they rent [[Sara Cho]] for the night. Sascha and [[Sara Cho|Sara]] head back to the car and get to know each other, while Tag confirms his suspicions that they're being followed. Tag turns the tables and sneaks up behind the follower, a [[Bleeding Sun]] goon, and ends him quickly and quietly, subsequently using his victim's own tie to rig a fuse on the bad guy's SUV gas tank.
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| The team heads back to the island hotel and checks [[Sara Cho|Sara]] her into her own room as Sascha's niece, catching a few hours of shut-eye before driving back to the mainland to find [[Ping Li]].
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| [[Sara Cho|Sara]], sporting jeans and a modest blouse (instead of the 'naughty schoolgirl' outfit from the previous night), works the crowd in the Old Town farmers market, and finally the team locates [[Ping Li]] in a dirt-floored basement beneath the market. Sascha has deduced that the next reasonable action for [[Bleeding Sun]] will be to expand in the [http://en.wikipedia.org/wiki/Bumiputra Bumiputra] sector, which Ping claims will result in inevitable defeat for the weak Bumiputra faction and a substantial territorial expansion for the savage mobsters.
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| Back in the market, Tag spots [[Bleeding Sun]] goons, and minutes later, all three of them are bleeding out an alleyway as the market erupts in chaos and Sascha re-holsters his weapons.
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| After stopping by the Youth Theater to slay more mobsters and transition Sara's one-day-rental to a $1000 permanent transaction, the team heads into Bumiputra territory and enters their headquarters, convincing the leadership that an attack is imminent. [[Julie Thai|Julie]] checks in from a helicopter at 22,000 feet and reports that a convoy of [[Bleeding Sun]] SUVs is approaching through the tangled city traffic, and Tag and Sascha take up firing positions in empty apartment rooms.
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| At 1000 yards, the convoy stops, blocking all traffic behind it, and a red-scarfed [[Bleeding Sun]] general steps out and looks up at the speck that is Julie's helicopter. A moment later, Julie begins frantically reporting that the helicopter is going down, and she continues to provide frantic updates throughout the subsequent firefight.
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| The convoy approaches within a reasonable range, and Sascha begins blasting SUV targets, causing disarray and panic; more than a dozen goons scatter from the vehicles, and Tag and Sascha methodically hit them with various grenades and gun them down as necessary. As the gun battle winds down, [[Anil Bok]] calls, and asks that the team blow up the center SUV, as a government chopper is now in position to video the event. Tag helpfully uses a massive chunk of C4 (expertly applied), and blows the SUV 50' in the air, a spinning fireball of twisted metal.
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| Victorious, the team returns to their hotel to get cleaned up, and dines poolside with [[Sara Cho|Sara]] and [[Julie Thai|Julie]], who reveals that she killed the traitorous helicopter pilot and was able to (barely) land the craft herself. Julie spends the night with Sascha in the executive suite, and Tag hacks the cable box in Sara's room to get Nickelodeon (and 1000 other channels, some of are not appropriate for children). If they'd watched the news, they'd have seen that the government had finally listened, and really done something positive about the violent crime problems in the Bumiputra sector.
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| In the morning, Julie is off to work, and so Sascha orders up two new companions from the front desk, and both he and Tag decide to spend an extra day relaxing in the hotel before flying back home to Dili and the [[Hall of Justice]] -- [[Sara Cho|Sara]]'s first airplane ride!
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| === Tsar Bomba ===
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| A typical evening of cocktails on the beach with old contact [[Hugo Renaldo]] is interrupted by a call from [[Annalise]] claiming that there is someone waiting for the team at the [[Hall of Justice]]. Frustrated with Analise's lack of intel on the situation, Sasha and Tag head back and pass their beach house(drive-by style with weapons hanging out the window) to discover two black SUV's and a group of six sturdy, blond-haired fellows all wearing black suits and sunglasses awaiting them at the front gate.
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| The two drive around back to the “secret entrance” and Sasha gets on the intercom while [[Tag Leonards|Tag]] dons a hoodie, black sunglasses, arms himself with his shotgun, and takes position on a balcony. The men outside specifically ask for [[Sascha Lutsenko|Mr. Lutsenko]], setting Sasha back on his heels for a moment, and inform him that his services are needed for a mission of the utmost urgency. To show their good faith, the men leave their sidearms on the pavement outside the front gate. They then proceed to carefully pick their way across the driveway avoiding every third brick along the way (which they had been erroneously lead to believe to be booby trapped by Sasha).
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| Sasha opens the front door and immediately recognizes the musclebound Russian standing in the doorway as one of [[Milo Dragovich|Milo Dragovich's]] bodyguards. The man introduces himself as [[Taras Belova]], a former “employee” of Mr Dragovich. Taras explains that he is now working for his uncle, [[Kirill Belova]] (a seemingly important military official), and quickly gets to the point: Russian “rebels” have taken over a Cold War nuclear weapon silo that secretly houses the world's largest thermonuclear warhead. He believes that the rebel forces intend to detonate the bomb in or just outside of the facility, causing catastrophic damage to several newly established military bases in the area, not to mention hundreds of heavily populated cities that would easily reside in the nearly 200-400km blast radius. The after-effects would also devastate numerous populaces around the world, as tsunamis from the shock-wave rocked shorelines for hundreds of miles.
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| Mr. Belova requests the team's immediate assistance in regaining control of the facility by eliminating all hostiles before they hack the somewhat dated security systems which, Taras believes, will be within the next 10-12 hours. Due to the secrecy of the weapon, direct military intervention is not currently an option - most government and military officials do not even know of its existence and too many questions would be raised. And based on past successes, Mr. Belova believes that the team will handle the mission with discretion.
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| After a somewhat awkward parlay between Sasha (who would just assume let the Russian military blow itself up) Taras convinces him that the greater good will be served with their intervention – the offer of one million Euros for each participating team member seals the deal, and the team is whisked away via private Leer to Dikson on the northern coast of Russia. Stewardesses are violated, the silo schematics are reviewed, and supply lists for the team are phoned ahead on the plane ride, then there is a brief 45 minute stop in Dikson before all the necessary equipment is acquired. The team immediately proceeds to the red-light district, where Hugo and Sasha partake of the local delicacies while Tag diligently works on his homework.
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| Unmoved by the abusive conditions in the brothels, the team heads back to the airstrip where Sasha mentions to Taras that he would like to “acquire” one of the local girls ([[Natasha]]), and a deal is struck between the two. The team is then flown via Mi-24 Hind within a few hundred meters of the underground facility and dropped off with their new gear.
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| Their freezing night-time trek toward the snow-covered pyramidal structure soon reveals a single entrance: two large blast doors that have been completely blown asunder. Inside, they discover four slain facility guards, flashing red security lights, and all of the electrical equipment in the security checkpoint destroyed. The team moves deeper in to find the utility elevator, fully powered and operational, waiting at their current level. Sensing the apparent danger of riding a potentially loud and slow-moving open platform to an ambush, the team instead attempts to use a maintenance shaft below the elevator. Tag successfully picks one of the shaft's exit points, only for Hugo to discover that the entire rail assembly beneath the platform elevator is coated in a thick layer of gear grease.
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| The opts to move down to the final maintenance exit point to avoid a 70m slip-n-slide on grease and gears, and manages to carefully navigate the remaining way through the assembly to the elevator landing room, lit only by flashing red security lights. Before they are ambushed, Hugo spots something moving amongst the crates ahead, and when Tag goes to investigate, gunfire erupts from hidden rebel soldier. Four concealed rebels in total armed with AK-47s enter the fray, and the team manages to easily kill them all (though Hugo has a narrow miss with a frag-grenade at his feet).
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| The remaining security doors in the facility have all been hacked, and lead the team to the control room on the 2nd floor per the schematics they reviewed earlier. The sealed control room door is remedied easily by some of Tag's high grade explosives. Playing a tactical advantage, the team simply lobs several grenades into the room, killing and/or stunning most of the rebels within. Sasha single handedly dispatches those that remain after the grenade assault while Hugo and Tag take a moment in the hallway to consider standing farther back the next time they throw a flash bang.
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| All seems well until a final sneak attack by a single, over-muscled rebel wielding a mini-gun dismembers Miron and sends a wall of fiery, hot lead toward a stunned Hugo and Tag. Fortunately, Sasha saves the day with a single burst from his weapon, tearing the unarmored rebel to shreds.
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| Hugo and Tag come out of their delirium to find that Miron is not completely dead, and usher him into the control room while tournequeting his wounds. They quickly learn that the rebels had not successfully hacked the security systems and the warhead had not yet been armed.
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| Taras is contacted and the team is flown back to Dikson to gather their payment: one million Euros each and a teary-eyed, hopeful Natasha wearing only a bright pink bow. On their return flight, Taras video conferences in from clean-up proceedings at the facility and praises the team's overall success; especially their cleverness for avoiding the utility elevator which was rigged with enough explosives to decimate the entire entry level of the facility...
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| === Pirates and the Princess ===
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| The winter rains don't stop the team from whiling away the days at the tiki bar. The call comes in from [[Brad Feld]].
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| It seems that [[Roger Austin]], an Australian media mogul and billionaire, developed an online relationship with the daughter of a high-level Chinese diplomat. She decided to defect and was smuggled away from a Hong Kong shopping trip to his [http://www.powerboat-world.com/index.cfm?nid=40409 Seafaris] yacht, which was in the city to pick up a fine art purchase and some cutting edge security equipment destined for Austin's plantation outside Manila.
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| Eighteen hours ago, as the ship coasted to a halt so the crew could get some sleep, pirates in a speedboat apprehended the yacht and gained control of it. Before being taken, the crew sent an international distress call indicating the attackers were armed, and the Chinese military is mobilizing in response, though details are unknown.
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| '''The Mission''': rescue the girl, the crew, the art, the ship, and security equipment, in that order, by any means feasible, and get into Filipino waters 100 miles east before the Chinese military gets there and makes a mess of things.
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| '''The Offer''': $500k per man, per objective.
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| The team flew towards the South China Sea and heard additional intel from co-pilot [[Arana Aramoana]], who says the only way to approach the yacht is via parachute from 40 miles away. The group suits up with helmets and oxygen masks and reloads weapons with frangible rounds, and prepares to jump. Just then [[James Stirling]] calls, and tells them that his friend and fellow MI6 undercover operative [[Elizabeth Diamond]] is also on board. Before the conversation goes further, the aircraft's communications are scrambled by Chinese satellites and the call ends.
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| [[Image:Lizzy4.jpg|200px|thumb|right|[[Elizabeth Diamond]]]]
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| A peaceful high altitude parasailing journey commences, and as the group approaches the well-lit craft, [[Mr Wax]] aims and fires, missing with his first six rounds and then finally dropping the shirtless pirate on the back of the boat. Unfortunately, Wax then overshoots the deck and drops into the sea as the rest of the team alights upon the craft.
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| [[Johnny Tam]] wastes no time at all, and slays 3 pirates mere seconds after landing. A frenzied gun battle commences, but the malnourished pirates put up little resistance and soon the walls are streaked with blood, a bit of which is from Johnny's crippled left arm.
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| Back on board, [[Mr Wax]] kicks in a 5' circular window and introduces himself to [[Elizabeth Diamond]] and the crew of the Mr. Austin's vessel. Donned in a white bikini, she asks for a weapon, and Mr Wax produces one. She begins hunting as well, with [[Tag Leonards]] at her side.
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| Outmatched and outgunned, the pirates begin to jump overboard and start swimming for their speedboat, but not before the leader unloads his [http://www.youtube.com/watch?v=OaXylb7suxI& Skorpion] into the engine compartment. With [[Sascha Lutsenko]] and [[Mr Wax]] picking off stragglers, Tag inspects the damage, which is catastrophic. He adds C4 to the mix.
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| [[Elizabeth Diamond|Lizzy]] finds the girl, [[Mimi Zho]], hiding in a kitchen cupboard, and Sascha announces that a helicopter and navy ship are approaching, and begins assembling his sniper rifle.
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| The team decides to escape on the speedboat, and so begins consolidating the art and security equipment cargo while [[Mr Wax]] eliminates the last of its owners and then rows the dinghy out to the escape vehicle. He throws the bodies overboard and spins the craft around while Sascha assassinates the co-pilot and pilot of the circling chopper.
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| As the helicopter crashes into the sea, the Chinese navy gunship then issues a stern warning, translated by Johnny, and the team knows time is short. Clamoring into the speedboat and hurling the last of the cargo onboard, the team speeds off as the Chinese anti-aircraft guns begin ripping the yacht to shreds and Tag's C4 detonates. The enormity of the explosion masks the speedboat's escape.
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| Before reaching Philippine waters though, the speedboat runs out of fuel. Tag converts a pair of white phosphorus grenades into makeshift jetpacks, and the gets the craft surging forward again, far enough to be spotted the Aussie navy vessel awaiting them a few miles away.
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| On shore in Manila, [[Elizabeth Diamond]] nods to the team gratefully and makes an elegant exit. Young [[Mimi Zho]] pledges to visit [[Johnny Tam]] at the [[Hall of Justice]] one of these days.
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| [[Brad Feld]] checks in, expresses [[Roger Austin]]'s gratitude, and confirms final details on the transfer of funds to each team member.
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| Mission Accomplished.
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| === Stealing Back the Loot ===
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| The scene opens with [[Tag Leonards]] and [[Sascha Lutsenko]] sitting at the Tiki Bar, nursing mild hangovers with fresh drinks, and idly watching some tourist girls apply sunscreen to one another. [[Image:beach-girls.jpg|150px|thumb|right|Beach girls outside the Tiki Bar]] Bartender [[Mambobo]] is just bringing a second round when a battered red taxi pulls up in the gravelly parking lot.
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| A [[Bobby Blakely|white man in his early thirties wearing a beige sport jacket]] jumps out and walks briskly toward the team smiling and waving. This is [[Bobby Blakely]], who says he works for the American State Department, and that his boss, a "[[Mr. Black]]", is wanting to hire the team for some work well suited to their skills.
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| Once on board his private plane, [[Mr. Black]] introduces the team to his apprentice, [[Annika Petrov]], who shows the team the weapons cache to choose from. Mr. Black proceeds to explain the need for the team's involvement.
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| [[Abdul Tabir]], an up-and-coming drug warlord in Afghanistan and Pakistan, doublecrossed a massive CIA-arranged heroin deal, and with the help of Russian snipers, decimated the Blackwater-run entourage; a sole survivor, [[Karl Marvin]], was shot in the eye but escaped to tell the tale.
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| [[Image:Abdul-tabir.jpg|150px|thumb|right|Abdul Tabir, Drug warlord, Entrepreneur]]
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| The military pursued the aggressors as far as the Tajikistan border, but then stopped, due to concerns about recent Russian involvement in the country. Hence, an off-the-books team is needed.
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| Mr. Black's plane flies the team to Kabul, Afghanistan, where they switch to a military helicopter transport after meeting up with their translator (and bodyguard, she quips), [[Kali Sira]]. The chopper takes them to a remote village near the border, where an Army captain provides an armored Suburban, recently taken from a regional warlord.
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| [[Image:suburban.jpg|150px|thumb|right|Bulletproof Afghan Suburban]]
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| The team drives through what remains of the night and crosses the border easily with [[Annika Petrov|Annika's]] silently delivered bribe, and drives for a long day into the remote high country.
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| The next day, as they crest a mountain pass, they see a jeep half in a ditch on the side of the road, and four Russian soldiers. Annika stops short, but one of the soldiers waves them forward. Not suspecting the team can speak Russian, the soldiers spill the beans that they intend to seize the vehicle. Annika throws the Suburban in reverse, [[Tag Leonards|Tag]] tosses a frag grenade out the window at them, and the soldiers dive for cover.
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| Annika loses a headlight to a roadside boulder, but positions the Suburban so that [[Sascha Lutsenko|Sascha]] can get a clean shot. [[Kali Sira|Kali]], weaponless, buries her head in Annika's lap, while Tag prepares a rocket launcher.
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| Moments later, the soldiers and an unfortunate Tajik tribesman are dead, and a Russian cellphone full of text messages provides the intel that the jeep was en route to a rendezvous at a dead end where they were to confirm [[Abdul Tabir]]'s claim of possessing a massive load of heroin and cash. And, that they had two European hostages, just in case.
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| The team drives on into the high country, and after dark it begins to snow. Five miles from the rendezvous, they park the truck and proceed on foot, Tag obsessively stopping every 15 yards to scan the road ahead and mountainsides above for enemies. His caution pays off, and he spots a sniper at 800 yards. As the team discusses tactics, a shot rings out and narrowly misses them.
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| Tag identifies a cliff face that will keep him concealed and put him within 100 yards of the sniper, and so he starts climbing while the rest of the team hides out in the gully below. As Tag reaches the top, he breaks a sturdy branch, slips, and finds himself wedged between two rocks. He also spots three trucks coming down the road towards his compatriots below.
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| [[Sascha Lutsenko|Sascha]] takes up a position back down the road a ways, where the team's footprints in the fresh snow veer off into the gully. The trucks stop there (having a minor fender-bender in the process), and then the firefight begins. [[Tag Leonards|Tag's]] well-placed frag grenade blows up two of the vehicles, sending Afghan militiamen scattering, easy targets for Sascha and Annika.
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| Meanwhile, two foes the sniper and his spotter, fall to another of Tag's well-placed grenades.
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| [[Kali Sira|Kali]] and [[Sascha Lutsenko|Sascha]] both answer Tabir's calls for status reports to the convoy and sniper respectively, with adequately convincing aplomb.
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| At the rendezvous site, [[Annika Petrov|Annika]] sneaks in and sizes op the opposition while Tag prepares the rocket launcher. One cabin, and a large carport with two flatbed trucks piled high with cargo, between which fifteen militiamen stand around a barrel fire.
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| A moment later, blonde hostage [[Elsa Danube]] is led from the cabin to the outhouse on the far side, and then it's on:
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| [[Image:Elsa-Danube2.jpg|150px|thumb|right|Elsa Danube]]
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| Tag blows one SUV atop the other, sending a wave of concussive force, debris, and flames into the main contingent of militiamen, sending them flying. Annika mops up survivors with her new [http://sas.guidespot.com/bundles/guides_7w/assets/widget_bhLKWNZ3nboj8ep-zznHOn.jpg Desert Eagle].
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| Sascha and Kali, who can barely see in the dark, take up a position atop the grated helipad, and Sascha begins sniping exposed heads and sternums. Tag fires his last rocket, but it sails high, clearing the slanted roof of the cabin and exploding dramatically on the mountain wall beyond.
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| Sascha and Kali take advantage of a brief moment of silence to get to know one another better. In the dark. On the helipad.
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| Tag drops the launcher and sprints through the snow towards the melee, but sprains his ankle in the dark.
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| [[Annika Petrov|Annika]] ducks into the cabin and lays waste to a remaining Russian, and then to [[Abdul Tabir]] himself with a grenade, but not before she hears him speaking on a radio: "They are attacking right now! Bring the helicopter, we need air support!"
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| With all foes dead and a shaken [[Elsa Danube]] collected, the team prepares for the helicopter's arrival. Tag booby traps the helipad with a colection of frag grenades, and the rest of the team hides out. The [http://images.google.com/images?q=hind+24 Hind 24] arrives, turns on the floodlights, and circles the base for a minute, looking for targets, and then lands on the helipad.
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| Tag triggers the trap just as 7 armored soldiers pour out, sending them flying. Sascha ends the pilot's life, and begins the task of loading up a few tons of heroin onto the damaged chopper. The cash is in a pair of Toyota Sequoias, and so some time later, the team rolls out, with Sascha and Annika flying the chopper, and an injured Tag and Kali driving the cash trucks.
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| After a long drive they are greeted at the border by 6 Apache helicopters who ascertain the team's mission and guide them on back to Kabul.
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| After a couple days of R&R, [[Sascha Lutsenko]] and [[Kali Sira]] head for Nepal for some sightseeing, [[Annika Petrov]] rejoins [[Mr. Black]] (somewhere), and [[Tag Leonards]] heads to Bombay for ankle surgery, followed by some weeks of recuperation, tended to by [[Sara Cho]], [[Annalise]], and [[Natasha]] back at the [[Hall of Justice]].
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| | |
| === Outback Stakeout ===
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| While instructing a new [[George_(Moose)_Jenkins|trainee]] in the Philippines, [[Annika Petrov]] receives mission instructions from [[Mr. Black]]: fly immediately to Darwin, Australia, and hook up with a local contact known as [[Alex]], a local big game outfitter. Working for [[Alex]] is the cover to be used to get onto the compound of Australian crime-boss and playboy [[Hoight Maxwell]].
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| [[Image:Alex.jpg|150px|thumb|right|Pistol-packing [[Alex]]]]
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| It seems Maxwell has decided to branch out of his standard industries of gun, drug, and human trafficking into brokerage of state secrets, and Chinese mobster Feng Wu is en route to sell him some Chinese military intelligence. However, the psychopath Wu has decided to doublecross the deal, and has hired a band of murderous bikers to kill everyone and give the intel back to Wu so he can sell it again. The Australian national intelligence services have indirectly requested help from [[Mr. Black]] because they don't have the resources to put together the right team in the available time frame. So the mission is:
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| # seize the military intelligence
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| # preserve Maxwell's life (Aussie police and prosecutor request)
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| # capture or kill Feng Wu
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| [[Image:HoightMaxwell.jpg|150px|thumb|right|[[Hoight Maxwell]], Australian mobster]]
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| [[Image:FengWu.jpg|150px|thumb|right|Feng Wu, Chinese mobster, slain by [[Annika Petrov]]]]
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| After arriving in Darwin and waiting for the carousing [[George_(Moose)_Jenkins|Moose]] to grab a quick cocktail in the SkyClub, the two operatives drive a rented Land Rover to [[Alex]]'s outfitting business and establish their connection: [[Alex]] was invited out to the Maxwell compound asked to provide a presentation to Maxwell's guests; she's expected at 5PM today, and there will be no eyebrows raised if she brings a couple other people, and guns. A decent cover to get onto the property. Afterwards, the operatives drive out to the Maxwell compound for a quick look before returning to town for a late lunch.
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| The threesome loads an exemplary mounted boar's head into the front seat of [[Alex]]'s jeep, an arsenal of weapons into the back, and drive out to the compound, where they are waved on towards the house by two ex-mercenary bodyguards.
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| [[Hoight Maxwell]] greets the team warmly and ushers them onto the back pool patio, where Feng Wu and five bodyguards sip cocktails, smoke Marlboros, and are entertained by three ethnically diverse heroin-addled supermodels.
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| [[Alex]] charismatically launches into her song-and-dance about the hunt-to-be while [[George_(Moose)_Jenkins|Moose]] chats with the bodyguards and [[Annika Petrov|Annika]] wanders around the house, considering tactics.
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| Abruptly, the Chinese bodyguards notify the lecherous Wu that it is time to go, right now, and after some businesslike farewells, the Chinese contingent descends the stairs down the cliff on the north perimeter of the property, carrying a big steel case down to their powerboat below.
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| Shortly thereafter, Maxwell's mercenary bodyguards become aware of more than a dozen men on motorcycles rushing upon the house. The mercs defend, and the crackle of small arms fire erupts outside the house.
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| Meanwhile, [[Annika Petrov|Annika]] takes up a position amongst the bushes at the top of the bluff, and trains her sights on the Chinese, who seem to be simply standing on the boat, waiting for something. She coolly picks them off one by one from thirty yards with her [http://en.wikipedia.org/wiki/FN_SCAR SCAR]. They blast the hillside with their PDWs, to no avail.
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| Meanwhile, Maxwell has run upstairs to check on his merchandise, and Moose follows to ensure his safety. Concerned by the sudden firefight, [[Alex]] takes cover and readies her boar-hunting rifle.
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| Maxwell is loading a pistol, and Moose is about to say something when Maxwell's stealthy kungfu-master manservant/bodyguard chops in the side of the head. Ears ringing, Moose spins and throws a punch, which the bodyguard parries expertly. Simultaneously, Maxwell squeezes off a Magnum round into Moose's back, which nearly penetrates his tactical vest.
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| Moose pulls his [http://en.wikipedia.org/wiki/Super_Redhawk Super Redhawk] and blasts the bodyguard's arm off, sending him careening down the stairs, and then turns to deal with Maxwell. He fires and misses, hitting the black briefcase on the desk. Maxwell fires again, blowing a bloody hole through Moose's left arm, but not crippling it. Moose returns the favor, destroying Maxwell's right arm and dropping him to the floor in horror. Moose kicks Maxwell's gun away, puts a hard drive and optical device back in the damaged briefcase, and drops it out the window to Annika below.
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| Below, the crazy bikers have driven right through the front door of the house, causing [[Alex]] to take aim and warn them off. One draws and she blasts him. The next one is excited by her threats and walks forward grinning, suggesting that maybe they could get together. Ten seconds later, they're all dead.
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| Out back, Annika exchanges fire with a terrified biker, and uses one of the drug addled supermodels as target practice to create a distraction.
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| The final biker is assassinated by Moose as he tries to hotwire the Ferrari in the driveway.
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| Moose and Annika then debate what to do with [[Alex]]. She was a helpful cover, but she doesn't work for [[Mr. Black]] and has seen everything transpire. Annika calls the boss man, arranges for pickup, and expresses the dilemma. Mr. Black leaves it her hands to decide.
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| The threesome leaves Maxwell behind, calls 911 to ensure he's taken into custody by Aussie cops, and then drives the blood-slick powerboat 10 miles out to rendezvous with an Australian Navy gunship, where they are enthusiastically taken aboard by testosterone-rich sailors and delivered back to Darwin.
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| An hour later, having reconciled the dilemma, Annika and her ''two'' trainees board a plane for Johannesburg to meet with Mr. Black and transfer the package.
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| Mission Accomplished.
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| | |
| === Asset Extraction ===
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| | |
| After two weeks training her new [[Bwan Yong|protégé]] in the Philippines, [[Annika Petrov|Annika]] receives new mission orders from [[Mr. Black]], to be delivered by her colleague [[Bobby Blakely]].
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| [[Image:Annika.jpg|150px|thumb|right|[[Annika Petrov]]]]
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| [[Image:Bwan.jpg|150px|thumb|right|[[Bwan Yong]]]]
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| Bobby arrives in a smoking 30-year-old station wagon and picks her and [[Bwan Yong]] up on the way to the airport. A noisy flight in a 5-seater over glistening aquamarine bays dotted with multicolored sails below ends at Manilla International Airport, adjoining the retired American military base.
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| Here, a right-hand-drive Mercedes SUV picks them up, driven by a square-jawed operative with a barely detectable comm device in his ear. They enter a nondescript private hangar, and descend into a well-lit underground complex. At the end of an 800' hallway, two young white men in military fatigues and armed with M16s nod at Bobby's secret agent mumbo jumbo and wave the team through the doors beyond, into a stark white waiting room. Bobby pauses, and then asserts that the cameras, visible near the ceiling in all four corners of the room, are now off.
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| [[Image:Bobby_blakely.jpg|150px|thumb|right|[[Bobby Blakely]]]]
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| Bobby explains the mission:
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| ''[[Cara Ahn]] is a 38 yr old firmware engineer who has worked for [[Apex|Apex, Inc]]'s Vietnam office for 14 years. Apex is a French company and makes missile guidance systems, satellite optics, laser weapons, etc.. Cara was a child prodigy in the 90s, a math & physics genius, and for the last eight years has been an asset of MI6, building a case about Apex's senior execs doing business with the Russian mafia, who, as you may know, recently put up their first satellite. "Star Wars" has begun, my friends [wink].''
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| ''So despite MI6's close watch over Ms. Ahn, she disappeared yesterday -- abducted on her way to work, witnesses say Chinese thugs in SUVs cut her off and loaded her up. Six hours ago, MI6 contacted the state dept for help, who later contacted mr black, and here we are. [grin]''
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| [[Image:caraahn.jpg|150px|thumb|right|[[Cara Ahn]]]]
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| ''We've got 89% certainty from satellite monitoring that Ahn is being held on [http://en.wikipedia.org/wiki/Rocky_Island,_South_China_Sea Rocky Island], a speck in the South China Sea where we know there's a small military installation. The Chinese have very effective interrogation techniques, and so we don't have much time. We need to get there, and prevent her further interrogation. MI6 says she's ..., well, disposable, but if we can get her out of there, MI6 is ready to move her elsewhere and protect her. Primary thing is she needs to NOT talk to the Chinese interrogators.''
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| The team is to [http://en.wikipedia.org/wiki/HALO_jump HALO jump] from a [http://en.wikipedia.org/wiki/U2_spy_plane U2] at 55,000', enter the military installation, and rescue (or confirm the demise of) Ms. Ahn. The surrounding seas are crawling with Chinese Navy gunships, so a quiet operation is required. Exfiltration shall be via a SEAL Mini-4 Kodiak, a high performance inflatable that packs into a 168-lb bundle for transport.
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| [[Image:Lizzy3.jpg|150px|thumb|right|[[Elizabeth Diamond]]]]
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| Hours later, Annika and Bwan are plummeting at 200mph through subzero temperatures towards a moonlit cloudbank occasionally illuminated from within by lightning.
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| Successfully navigating the crashing seas at the island's edge, the duo hauls their raft and other gear into a rocky alcove and dons their nightvision goggles. Now they can see they're surrounded by creeping crabs.
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| They approach the squat cement building and observe that it is capped by several communication towers and solar panels, and the roof is lined with razor wire. A sole lamp above a steel door casts a yellow semi-circle of pale light in front of the building, in which a Chinese soldier with an assault carbine on his back stands, idly smoking a cigarette.
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| Bwan scales the wall, clips the razor wire, and mounts the roof, Annika following behind after he attaches a rope for her.
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| Minutes pass as the soldier inhales and exhales.
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| Finally, the soldier turns to re-enter the building, enters a pin code in the security system, and cranks the door open. Bwan leaps into action, swinging down acrobatically to land right next to the soldier, and delivering a strike to his neck. The stunned soldier staggers back and starts fumbling for his carbine as Bwan ineffectually tries to pummel him; Annika ends him with a "silenced" .50-caliber bullet through the chest.
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| Within the building is an iron-grate-floored foyer for raincoats and boots. Bwan dons a raincoat and floppy yellow rain hat, and the two quietly open the inner door to observe a communications control room, lined with electronic sensors. Three soldiers, expecting the return of their smoking friend, don't even turn around, and Bwan sneaks forward to slit the closest one's neck. The plan for silent slaying goes awry when Bwan's knife fails to deal a killing blow the first time, and the man cries out. All three men on the ground level are killed without gunfire as Annika steps forth dealing lethal blows to the vitals of one man as Bwan also pummels the vitals of a man before sneaking up behind the headset wearing radio operator to smash the back of this skull with a devastating upper cut.
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| Thumping melee and earlier cry out arouses the interest of the four soldiers upstairs playing cards, and one begins to descend the stairs to have his legs slashed by Bwan, as he cried out and began to ascend back to his allies, Bwan lizard climbed up and pulled the victims legs through the railing as Annika ran up to deal a lethal blow to his throat. Bwan then immediately ascends to deal with those remaining, launching himself sideways to fire his silenced Beretta in their general direction, then running along the wall while dodging for cover from one of their carbines blasting away sheet-rock. He then rolled across the floor and under their card table dodging their soon-to-be-readied carbines. In the ensuing firefight, Bwan is critically shot through the left arm and torso, bloodying his slick raincoat while he flings the card table and attempts to beat down men with machine guns. Annika mopped them all up with her desert eagle.
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| Just as their ears stop ringing, the team hears more voices below. Annika peeks over the edge of the stairway, and is shot in the cheek and ear by the Chinese operative below. She recoils in pain, and Bwan leaps below to deal with the shooter by throwing a carbine at him. Moments later, Annika recovers, descends, and fires a deadly round into a second operative attempting to hail the nearby military gunships.
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| The team discovers a hatch in the floor beneath the stairs, and descends to a rocky basement where a third Chinese operative has taken up a position to await their arrival. Shots are fired, and the operative slain. There, [[Cara Ahn]] is tied to a sturdy metal table, an electric cattle prod, police baton, and toilet plunger nearby. She has been beaten, but is alive.
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| The team gets her down to the rocky shore in a torrential rainstorm, inflates the raft, and zooms east to the rendezvous point, but not before Bwan takes a moment to carve a symbol into the foreheads of several unfortunates.
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| At the rendezvous point, a rickety fishing vessel illuminated by strings of sputtering incandescent light bulbs is helmed by none other than the Brit, [[Elizabeth Diamond]], looking lovely in a white mini-dress in the rain. She has her fisherman henchmen drag the injured and exhausted team aboard and brings them a hot toddy before they pass out from blood loss.
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| | |
| Forty-eight hours later, they awaken in a busy Manilla hospital, make a hasty exit, and find out from [[Mr. Black]] their gear is in safe keeping for them, and that they are to come to Johannesburg at once, where the team will be rewarded and the finest plastic surgeons will repair Annika's face wound.
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| Mission Accomplished.
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| | |
| ===Mediterranean Mayhem===
| |
| [[Image:Hotel.jpg|150px|thumb|right|Gran Torre Catalunya]]
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| [[Image:Bertrand-hagos.jpg|150px|thumb|right|[[Bertrand Hagos]]]]
| |
| While lounging on the deck of [[Kali Sira|Kali's]] luxury powerboat in Monaco, [[Sascha Lutsenko|Sascha]] gets an email from [[Liam McGregor|Liam]] that describes a problem that should be solved. Sudanese Colonel [[Bertrand Hagos]], a genocidal madman with ties to the Chinese military, is taking his crew of sociopathic butchers Barcelona for some high-end R&R. Liam figures that while they're away from their tanks and heavy machine guns and air support would be a good time to rid the world of them.
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| Sascha agrees and goes about putting a team together. Luckily, [[Annika Petrov]] is in Algiers training new recruits, and Sascha convinces her to help out. [[Bobby Blakely]] provides intel and arranges for transportation, and soon the team is playing ping-pong in Sascha's honeymoon suite on the 15th floor of the ''Gran Torre Catalunya'', three floors below where Hagos and his men are staying.
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| [[Harland Sinistore|Harland]] starts scouting nearby appropriate buildings to take up a sniping position and after a trip to the roof with Sascha, decides on a 20-story office building two blocks away. Debate ensues about whether to blow up the entire 18th floor, but concerns about massive police response scrap that plan.
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| [[Image:Tina-martinez.jpg|150px|thumb|right|[[Tina Martinez]]]]
| |
| Annika takes a stab at pretending to be an exotic dancer on her way up to Hagos' room, but skeptical hotel staff cause her to scrap that plan as well.
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| [[Image:Monica-gonzalez.jpg|150px|thumb|right|[[Monica Gonzalez]]]]
| |
| Finally, [[Bwan Yong]] begins breaking into 18th floor hotel rooms with his electronic lockpicking set, identifying numerous empty rooms and making off with thousands of euros in the process. One room emits sounds of Scandinavian porn, and with Harland in position providing eyes on the targets from two blocks away, the team resolves to burst in and capture at least one thug for questioning.
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| Seconds later, Annika has exploded the heart of one thug with her "silenced" .50 cal (sending blood-speckled couch fluff into the air and spider-cracking the 8' safety glass), and [[Karl Burr|Karl]] has assassinated young [[Tina Martinez]]. A second prostitute, [[Monica Gonzalez]], is brutally subdued by Bwan and Annika a bit later as she tries to crawl out of the room blubbering.
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| | |
| A second thug immediately surrenders, and soon succumbs to Karl's finger-breaking interrogation: the rest of Hagos' crew is at a trendy club called ''Ice''. He's tied up and put in the bathroom with the dead and wounded. Pools of blood are quickly mopped up as the team considers their next move and Annika texts back and forth with [[Bobby Blakely]] and then hacks into the hotel security monitors to watch for returning thugs.
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| | |
| When five partying Sudanese bad guys board the elevators at street level, the team takes up positions around the elevators on the 18th floor, being cautious to avoid standing in direct view of the various security cameras at the ends of the halls and within the elevators themselves. Harland, unable to see the team, instead monitors people in windows of nearby rooms.
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| Sascha fires the first silenced shot, and mayhem ensues. Thugs get a few unsilenced rounds off, one of which gives Bwan Yong a nasty bruised rib, and causes retirees Eunice and Buford McGill (from Iowa) one floor below to shudder in fear. Karl ends up battling one thug hand to hand in the elevator door as the wounded thug hits every button desperately. Karl himself suffers a devastating groin punch but weathers it admirably.
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| Moments later, the thugs have all been killed or nearly so, and Harland zooms in on the fire escape plan in the McGill's room to figure out their room number, and relays that information to Annika, who quickly calls the couple and pretends to be a hotel staff member apologizing for the racket above. Annika's tone is unconvincing, and after hanging up, Eunice picks up the phone again. Harland fires his massive [http://www.jeremywise.net/blog/wp-content/uploads/2007/10/50cal2.png .50 Barrett], cutting the frail old lady in two and sending a wall of gore across the room. A few moments more, and a shocked Buford is gone as well.
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| Annika reports that a Spanish federal agent with whom she's made contact and has eyes on Hagos in the Ice club now reports that Hagos and his men are all checking their cellphones and have stopped dancing. The captive thug in the bathroom has dug out his cellphone and sent word of the assault.
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| Aware that police will soon be swarming, Sascha tosses a frag grenade in the bathroom to wreck the evidence, and the team takes the elevator all the way to the parking garage, where they jump in Annika's big black Ford Expedition, intending to pick up Harland two blocks away, and consider their next moves.
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| | |
| === Hagos On Ice ===
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| | |
| [[Annika Petrov|Annika]] and the team drive over to the office complex to pick up [[Harland Sinistore|Harland]], but he reports that rent-a-cops are all over, and he can't get off the roof for now. The team decides to proceed without him.
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| [[Image:Isabella-fuego.jpg|150px|thumb|right|[[Isabella Fuego]]]]
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| They park the black Ford Excursion a block away from the Ice Club, and send Annika and [[Bwan Yong]] in to scope out the interior after reviewing a 12-year-old architectural sketch courtesy of [[Bobby Blakely]]. Within, they soon identify [[Bertrand Hagos]] and [[Isabella Fuego]], with whom Bwan tries to chat casually but is denied.
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| [[Image:Maria-diablo3.jpg|150px|thumb|right|[[Maria Diablo]]]]
| |
| Annika is immediately targeted by a [[Diego Garcia|hunk]] and despite the language barrier, the two don faux-fur-lined parkas and enjoy themselves on the super-chilled dance floor, where she sees [[Maria Diablo]] dancing alone and keeping an eye on the northwest corner of the club, where Hagos and a henchman are discussing something in the corner booth.
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| After Annika's trip to the ladies room and a quick conference call with the team, it is hastily decided that [[Bwan Yong]] should attempt a silent assassination of the henchman and Hagos, with the rest of the team available as backup.
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| [[Image:Zhang-zhi2.jpg|150px|thumb|right|[[Zhang Zhi|Mysterious Chinese Woman]]]]
| |
| Bwan expertly slices the henchman's jugular and he keels over in his seat trying to hold the wound closed. Hagos draws a pistol before Bwan can stop him and shots ring out, sending the club into a panic. Just as Annika arrives to help out, a [[Zhang Zhi|mysterious Chinese woman]] gets in the way and smashes Bwan's grappling arm with an expert chop, and then draws two slender knives from her boots in the blink of an eye. A desperate struggle begins, with Bwan lying on the table to avoid the gurgling henchman's pistol, leg-grappling the Chinese woman's knife arm and Hagos' pistol hand, and Annika delivering powerful blows into the woman's kidney regions (and the concealable armored vest she's wearing) and later into her eye socket.
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| | |
| Meanwhile, [[Karl Burr]] and [[Sascha Lutsenko]] race the Excursion down the block, causing a minor wreck and injuring pedestrians before careening down the alley behind the club. They approach the back door, and hurl a flashbang within, where it comes to rest right next to Bwan and explodes. Karl and Sascha enter; Karl hits the dance floor where [[Maria Diablo]] has drawn a weapon and is in a stand-off with five Sudanese henchmen. Karl lends his support there, while Sascha joins Annika and Bwan in the smoke and finishes off a few henchmen. The Chinese woman escapes, blinded in one eye, but not before Bwan overhears her mutter in Mandarin, summoning a strike team from somewhere nearby.
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| | |
| Annika, stunned by the flashbang, is tended to by her [[Diego Garcia|Spanish suitor]], who starts with mouth-to-mouth resuscitation, just in case. She regains her senses some seconds later to find [[Isabella Fuego]] in a shouting match with Sascha, who claims to be with [http://www.interpol.int/ Interpol]; this appears to satisfy her.
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| | |
| Maria evidently crossed the street to her car to fetch a [http://media.giantbomb.com/uploads/0/3107/270049-franchi_spas_12_shotgun_super.gif Franchi tactical shotgun] and a [http://www.army-technology.com/contractor_images/fnherstal/P90TAC.jpg P90], and she returns just as Sascha gets to the front of the club. A stand-off and quick shootout results in Sascha's bloody leg wound and Maria unconscious and bleeding, shot in the face. [[Isabella Fuego|Isabella]] rushes to her aid.
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| | |
| Meanwhile, fully automatic gunfire rattles the walls of the alley behind the club, as Maria and Isabella's tactical team battles it out with the [[Zhang Zhi|Chinese woman's]] backup, with the rented Ford Excursion caught in the crossfire. Some Chinese operatives make it into the club, only to be shot down by Sasha.
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| | |
| [[Harland Sinistore|Harland]], still stuck on the roof of the office building a mile away, reports that he can see multiple police cars and a SWAT van racing towards the club, while Annika and Karl work on stealing a getaway car. Sasha emerges from the club with an unconscious Bwan in time to see an injured federal tactical team officer, staggering and covered in blood, come around the corner. Still in his ski mask, Sasha puts the officer out of his misery.
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| | |
| With little time to spare, the team leaves the scene and arrives at the airport minutes later, where their charter jet awaits their hurried escape. With no time to deal with security, the team opts to blast through the gate to the charter tarmac. Nearby, the Africans' charter jet also sits waiting, and Sascha takes the opportunity to riddle it with bullets.
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| | |
| Two hours later, the plane touches down on a snowy private airstrip in northern Italy, where a helicopter awaits to take the team over the Alps to the Austrian ski resort where [[Bobby Blakely]] has hot chocolate awaiting.
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| | |
| ==== Afterword ====
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| [[Harland Sinistore|Harland]] spends two days in an elevator maintenance crawlspace on the roof, with no food or water, before finally escaping Barcelona.
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| Bobby and Annika have a lovely time skiing the slopes of [http://www.seefeld-tirol.com/ Seefeld] and sipping peppermint schnapps.
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| The European media sensationalizes the attacks at the hotel and club, and a narrative emerges of a Chinese criminal syndicate aiming to exterminate corrupt Sudanese soldiers for a deal gone wrong. The reports are complete with dramatic footage from a security camera across the street which captured video of one masked criminal in a blue tracksuit calmly execute an injured SWAT officer. The Sudanese government insists that Hagos and his men were clean, and demands a full investigation, which the Spanish government promises.
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| === Jailbreak ===
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| [[Image:Annalise-flower.jpg|thumb|right|150px|[[Annalise]] at the party.]]
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| After a delightful evening of fancy catered food and cocktails organized by [[Annalise]] at the [[Hall of Justice]], in which [[Sonny Crawford]] threw [[Sara Cho]] in the pool, [[Alex]] regaled everyone with strongly-accented tales of the Australian outback, and [[Sascha Lutsenko|Sascha]] and [[Natasha]] discussed Russian politics on the roof, the team sips drinks and nibbles sandwiches at the Tiki Bar in Dili.
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| [[Image:Krodukoff.jpg|thumb|right|150px|[[Mahmud Krodukoff]]]]
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| [[Mr. Black]] calls [[Annika Petrov|Annika]] and asks her to gather a team and head to Mumbai, India, where a private jet will await with full briefing. After some price negotiations, Annika convinces [[Tag Leonards]] and [[Sascha Lutsenko]] to join her team of recruits, [[Alex]], [[Harland Sinistore]], and [[Karl Burr]]. [[Jumbilly]] shares a joint with Sascha as they traverse the vast blue Indian Ocean while Tag disassembles grenades for fun and Alex chatters.
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| [[Image:Daisy1.jpg|thumb|right|150px|[[Daisy Digsby]]]]
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| On board the private jet ascending out of Mumbai, [[Mr. Black]] appears on screen and explains the mission.
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| [[Mahmud Krodukoff]] is the target to be neutralized, an Uzbek warlord collaborating with the Russians and pulling strings in the national government. He is heavily armed, and controls an old medieval fortress and mine site, later used as a torture prison by Stalin in the 1930s. Additionally, it is thought that pro-western city council candidate [[Faruz Seyfat]] and his family, recently disappeared, may be captives of Krodukoff. Rescuing them would be beneficial.
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| [[Image:Dildora.jpg|thumb|right|150px|[[Dildora Seyfat]]]]
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| Uzbekistan has refused to cooperate with international demands to reign in the bloodthirsty Krodukoff, and so the team will attempt a ruse of being UN human rights investigators, accompanied by a squad of Canadian Special Forces.
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| The private jet lands at the huge American airbase outside Kabul Afghanistan, and the team joins up with the Canadians and their armored [http://wiki-images.gurpthink.com/3/39/Truck.jpg truck] being loaded into a 50-yr-old [http://images.google.com/images?q=c130%20hercules C130 Hercules].
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| On the ground in Samarkand Uzbekistan, the team naps, eats an energy bar, and heads northwest with the Canadians, who begin singing 99 Bottles of Beer while drinking Red Bull X-Treme.
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| Then, disaster: the truck is hit by a rocket and hurled through the air. ''The entire team is injured and knocked unconscious.''
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| Gradually, they awaken, stripped to their underwear, in separate pitch-black, low-ceilinged, chilly, smelly, jail cells. Tag scrounges through the latrine pit and finds a metal boot shank, which he uses to escape the room he's in and free everyone else. [[Faruz Seyfat]] is found, but he has been boiled alive, and is near death. The only Canadian discovered is linguist [[Daisy Digsby]].
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| The group ascends the stairs and peers under the door at three Uzbek guards and one Russian soldier. A plan is hatched in which Daisy will brace herself above the door in her pink satin panties, while the rest of the team waits around the corner just beyond a prisoner's corpse as a trip/distraction.
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| Someone shouts "Prison Break!" is Uzbek, and a guard unlocks and comes through the door. Daisy drops right behind him as he descends, and she runs into the room to attack the other three with her fingernails. She vaults the stone table and grabs the Russian's arm to prevent him from shooting her; she instead forces him to shoot one of the Uzbek guards.
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| At the bottom of their stairs, Sascha and Alex make quick work of the guard with 2x4s and ascend. While Daisy struggles with the Russian, the team ascends and dispatches the remaining foes -- but one escapes, prompting Daisy and Alex (now in possession of a shiny [http://images.google.com/images?q=AK-74 AK-74]) to pursue outside in their underwear.
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| The rest of the team scavenges boots and pants while Daisy and Alex gun down the runner.
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| Harland checks the room across the hall and surprises two Uzbek guards approaching the door with AK47s. He retreats and Tag hooks up 240V power to the doorknob. The two guards are thereafter confused and then gunned down by Daisy as more guards stream out of buildings on the other side of the compound.
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| After retrieving an oozing [[Faruz Seyfat]] from his concrete bunk, the team exits the prison building and engages the guards in the open. However, a machinegunner is spotted atop one of the medieval towers and the team scatters for cover, unfortunately dropping the disabled Seyfat in the open.
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| Massive bullets ka-chunk ka-chunk across the gravelly yard, narrowly missing [[Tag Leonards]] as he dives for cover, destroying [[Faruz Seyfat]], and startling [[Alex]] and [[Daisy Digsby|Daisy]] back into the building.
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| A moment later, Sascha pops up from behind the tank for an instant, and critically hits the machinegunner in the head with several AK-47 rounds. Meanwhile, [[Karl Burr]] dives for cover under a Toyota truck near the base of tower #1, and [[Alex]] and [[Harland Sinistore|Harland]] race to the top of unoccupied tower #2 as more guards stream out of the buildings across the compound.
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| Daisy ascends tower #1, steps over the half-headed shooter, and takes control of the [http://world.guns.ru/machine/mg01-e.htm huge machine gun]. Sascha, Tag, and Annika get in the tank, with Sascha driving.
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| Daisy blows up a [http://images.google.com/images?q=mining+truck huge mining truck] first, and then starts blasting at an Uzbek ([[Mahmud Krodukoff]]) with a shoulder-fired missile in hand while Sascha maneuvers the [http://images.google.com/images?q=T90+tank T90 tank] over a pile of mining rubble and a cowering Uzbek militiaman.
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| Eventually, Daisy's bullets find their way across the compound and shred Krodukoff. The tank crashes first into the burning mining truck before turning and knocking out a chunk of one of the medieval buildings; a woman's screams emit from the aperture.
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| The foes vanquished, the team enters the damaged building and finds a terrified [[Dildora Seyfat]] and all their original gear.
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| The collect the girl, load up into a tank, pickup, and motorcycle, and head back to Samarkand.
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| Daisy explains to Uzbek authorities that the rest of her Canadian team were gunned down by Krodukoff's militia and that apparently some sort of internal conflict had resulted in the rest of his forces turning weapons on each other in the compound. Search and rescue parties are sent out while the "United Nations investigators" (and [[Dildora Seyfat]]) get out of the country.
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| ''Mission Accomplished.''
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| === African Errand ===
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| [[Image:Moose.jpg|thumb|right|150px|[[George (Moose) Jenkins]]]]
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| With the ever-endearing [[Annika Petrov]] staying an extra week at the [[Hall of Justice]], [[Mr. Black]] calls upon her trainees in Johannesburg to take care of a nearby problem.
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| [[Image:Alex.jpg|thumb|right|150px|Pistol-packin' [[Alex]]]]
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| [[Luther Vandersmoot]], a trafficker of all things illegal in Zimbabwe, has a right-hand man named [[Chaz Wetherbee]], a British Special Forces-trained mercenary. Wetherbee is ready to turn on his boss and offer testimony to a U.N. Human Rights investigator, and Mr. Black has reasons for doing the investigator a favor. The only wrinkle is that Wetherbee refuses to come in; he demands that he be visibly kidnapped from Vandersmoot's compound so that there's no doubt about his loyalty.
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| So, after a briefing in the top-floor luxury offices of "Advanced Industrial Materials" (empty as always), [[George (Moose) Jenkins|Moose]], [[Alex]], and [[Karl Burr|Karl]] drive north in an armored Range Rover towards Zimbabwe. A plan is hatched in which Alex will crawl through the knee-high grasses with her two rifles to some bushes 200 yards from the compound for recon and sniping, and the guys will come up the half-mile long rutted driveway to grab Wetherbee.
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| [[Image:Chaz_Wetherbee.jpg|thumb|right|150px|British mercenary [[Chaz Wetherbee]]]]
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| Karl runs over an approaching guard at the entrance to the compound and then skids to a stop near the jeep being worked on by none other than [[Chaz Wetherbee]]. Moose jumps out and shoots him in the arm with a tranquilizer dart. A moment later, a thug emerges from a nearby building, prompting Moose to riddle him with assault rifle bullets.
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| Chaz seems amenable to the kidnapping as expected, but is annoyed at the dart in his arm and starts feeling dizzy and nauseous as he loads into the vehicle.
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| [[Image:Katya.jpg|thumb|right|150px|Swiss aid worker, [[Katya Ladina]]]]
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| Thugs emerge from the larger house, and [[Alex]] dispatches one. Another unloads his AK-47 into the Range Rover, and some bullets make it through the armor as Karl turns the vehicle around and departs.
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| Alex hunkers down in the bushes and waits. A minute later, four men exit the larger house and get in a helicopter. Alex assassinates the pilot and the other three run and dive in the high grass for cover. A few minutes later, they emerge from the house and escape in a Jeep. Alex approaches the house stealthily, places a bullet in the brain of one unsuspecting thug, and then finds herself face to face with [[Luther Vandersmoot]]. She's got the drop on him, and he tosses his shotgun aside.
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| After a few moments of hesitation because of Moose's admonitions to keep Luther alive for U.N. prosecution, her Bloodlust prevails, and she shoots him in the face. Then she releases 35 children from a concrete building and loads them onto a school bus, though a dozen don't listen to her and run off. | | === Assault on Drag's Hideout === |
| | [[Image:Change Climbing.jpg|thumb|left|300px]] |
| | After spending a couple hours sneaking around the entire perimeter of the hideout, Chance found what he was looking for; a possible way up and over one of the mountains. This tactic was necessary as the three main entrances to the small valley appeared guarded at all times by bandit sentries. It was around 1am that Chance left his backpack safely stowed inside a thicket of trees and put his rope to use to get up and over the mountain. |
| | [[Image:Chance1.jpg|thumb|right|300px]] |
| | Chance arrived at the opposite side of the small mountain a couple hours later and proceeded to sneak along the side of the cliff facing into the small valley below. Chance at first made out what looked to be a burned down campfire and two sentries before finding the main bandit camp further to the north. A large tent stood approximately 15 feet away from the cliff of the mountain Chance crouched beside. There appeared to be two sentries posted in front of the tent along with approximately 6-8 bandits asleep in front of a large fire to the east of the tent. Chance sat and watched. |
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| Meanwhile, as the Range Rover approaches a town, a woozy [[Chaz Wetherbee|Chaz]] argues that he needs to pick up his girlfriend, Swiss aid worker [[Katya Ladina]]. After some tense debate, the drug-addled Chaz throws himself out of the vehicle, nearly killing himself. Arm broken and abraded and bruised, he gets up and staggers into the town.
| | About 1 hour past before something appeared to cause some commotion in the camp. To the south there came a nasty looking bandit leading what looked to be two beaten up townsfolk; a teenage girl and an older man. This bandit seemed to request a word with whoever was in the tent. A couple minutes later an enormous man emerged from the tent standing approximately 6’8’’, 300 pounds wearing what looked to be a dark red cloak. The man appeared not happy that he was awaked at this time in the night and struck the smaller bandit so hard that the bandit took a while to get back up off the grass. The huge man said some harsh words Chance was not able to make out and pointed to the east; dismissing the smaller bandit and what seemed to be his prisoners. Chance then watched as the prisoners were led away to the east, out of the firelight and Chance’s vision. |
| | [[Image:Chance3.jpg|thumb|right|300px]] |
| | Chance then acrobatically made his way down from the cliff’s edge at a dark spot many yards north of the tent. He then sneaked through the shadows and found another smaller bandit camp to the east of the larger camp. As Chance approached, he made out what appeared to be 4 bandits asleep beside a burned out fire and the nasty looking bandit (from before) a couple yards farther from the burned out fire lying awake in front of a worn out tent. Chance was able to ascertain that the beat up townsfolk were in the worn out tent by sneaking up and looking into it from behind. Chance then quietly crept up to the nasty looking bandit and was able to attack the bandit without the bandit knowing Chance was there. At the first slice of Chance’s broadsword the bandits head left his body and Chance luckily looked on as the other bandits asleep by the fire didn’t stir from their sleep at the small sound of gushing blood. Chance then dragged the corpse as best he could into the small worn out tent; leaving an obvious blood trail behind. |
| | [[Image:Chance4.jpg|thumb|left|300px]] |
| | Chance then roused the older man and young girl as quickly as he could. The older man needed medical attention as he appeared wounded so Chance saw to him briefly. Chance also gave the older man a knife from the bandit’s corpse and Chance took two throwing knives from the corpse as well for use later. Chance learned that the older man was named Dargoth and the young girl was named Brin. They were ambushed and taken hostage earlier that day by the now headless bandit in the tent. After examining the younger girl for a moment, Chance was able to ascertain that she appeared badly bruised all over her face and head and possibly had a concussion. As the girl was not in her right mind and could not be made to keep quiet, Chance was forced to tied a gag around her mouth to make sure of her silence while they attempted to escape. Chance then helped Dargoth and Brin walk outside the tent and into the trees toward the southern exit, guarded by two sentries, that Chance had already scouted out earlier that night. |
| | [[Image:Chance5.jpg|thumb|right|300px]] |
| | When Chance and the two townsfolk had been walking for 3-5 minutes, they could start to here yelling from the campsite they had just come from. By this time they were almost to the southern most sentry point and Chance was able to make out the two sentries he had previously seen sitting beside a burned out fire. As the yelling got louder, one of the sentries began to walk north toward the main camp and then proceeded to run lightly toward the yelling. Chance took that opportunity to sneak up to a tree across from the other sentry and sent an arrow into that Sentry’s chest, causing the sentry to collapse immediately and not move. |
| | [[Image:Chance6.jpg|thumb|left|300px]] |
| | Chance then helped Dargoth (who helped Brin) southward as fast as possible toward the southern exit of the small valley of the bandit hideout. As Chance almost reached the exit, he heard the sound of horses galloping toward him from the north. Chance then asked Dargoth to lead Brin as fast as possible away and to the east to get them out of harm’s way while Chance stood to face the oncoming horses! |
| | [[Image:Chance7.jpg|thumb|right|300px]] |
| | There appeared to be two riders coming out of the north and Chance trained his bow on the leading rider as they approached Chance’s position. As it was still night, the riders carried a torch and were not able to easily make out Chance’s position, but they knew he was going southward from the sentry body found beside the southern bandit guard post. When the riders got within range, Chance let fly an arrow that pierced the lead rider’s leather armor and felled him to the ground. His mount appeared slow to a trot and then unsteadily walk around in confusion after its rider fell off. The following rider immediately turned about and attempted to gallop away while yelling for reinforcements from the bandits to the north. Chance was able to make out yells of “We found him!” and “Come quick!” as the rider rode away attempting to stay out of range of another arrow. Chance then sheathed his bow as he made his way to the horse that had until recently carried a bandit set on killing Chance. The horse seemed to take to Chance immediately though as Chance was able to acrobatically leap atop the horse and steady the animal before setting off in a gallop toward Dargoth and Brin. |
| | [[Image:Chance8.jpg|thumb|left|300px]] |
| | Chance had just had time to put Dargoth and Brin on his new mount when he was able to hear the sound of four to five horses come out of the southern point, where he felled the most recent bandit, and gallop about in search of the intruder and assassin. Aided by the cover of night, Chance was able to evade the bandits searching for him and the (now liberated) townsfolk. Once Chance was able to get to a safer place, he stopped and saw again to the townsfolk’s injuries and helped them as best as he could. |
| | [[Image:Tor's Tavern after Bandit Hideout.jpg|thumb|right|300px]] |
| | A couple days ride later found Chance and the townsfolk within view of Hostroph and Tor’s Tavern. After describing the recent events to Tor, Chance asked a favor of Tor to see to the townsfolk getting work and finding a place to stay while their wounds healed (Chance learned during their ride to Hostroph that the townsfolk’s previous home was burned to the ground by the bandit Chance dispatched in front of the small tent back at the bandit hideout). Tor appeared more than happy to help out as he saw this as one way to repay Chance’s assistance with the bandits earlier in the month and vowed to help the townsfolk as best he could. Upon leaving Tor’s tavern, Chance explained to the townsfolk what would happen and received little gratitude (if any) from the now liberated, but still badly in shock townsfolk. Both appeared better from their wounds which was a good sign for their eventual recovery from the past few days events. |
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| Karl lets Moose off to keep track of Chaz, while Karl drives directly to Katya's apartment. She's not there, and so Chaz leads Moose to the clinic where she works.
| | Chance then galloped off on his new mount back where he came as he felt concerned that the bandits might be able to track him to Hostroph. (After all, the two bandits Chance tracked to Drag's hideout in the first place were still there and might recount the story of Chance and presume he had something to do with the night's events). Even though Chance did everything in his power to conceal his path away from the hideout, he calculated that if the bandits were able to follow his tracks he would probably meet up with the chasing bandit force the following day. Chance set out to make this next (and hopefully last) meeting a memorable one. |
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| Karl swaps the easily-spotted blue Range Rover for an old Toyota minivan filled with corn after [[Alex]] warns that a military helicopter is on the way at a high rate of speed. Chaz leads the group to a weapons cache in the town and the team arms up with shoulder-fired rockets while the sound of 3000 rounds-per-minute guns above tear through vehicles and people in the neighborhood. Finally, Moose has a shot from an exposed alleyway, and downs the chopper.
| | === Smoke and Mortar === |
| | [[Image:Chance9.jpg|thumb|right|400px]] |
| | As Chance left Tor’s Tavern and the village of Hostroph, the smell of rain was in the air. A “northerner” was fast approaching carrying with it gargantuan, rolling storm clouds that would surely halt Chance’s progress for the night. |
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| Alex convinces a 16-year-old boy to take over leadership of the kids and the drivers seat of the bus. A pick up is arranged, and the team heads back to Johannesburg in the minivan. ''Mission accomplished.''
| | Chance made camp in an improvised lean-to and fell asleep around 1am. As the storm passed over, the sound of thunder violently shook the ground enough to wake Chance from his slumber. Upon waking, Chance felt as if he was in a [[Dreaming|dream]], yet still awake. He felt compelled to stand and “walk into” the next sound of thunder; which he did. |
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| === The Italian Job ===
| | As Chance took his next step he immediately fell down and found himself face down in a red soiled ditch of sorts. The air smelled of smoke and when Chance looked up, he saw misty and smokey clouds above him blocking out what appeared to be the midday sun. Chance surmised that his surroundings had changed when he walked (jumper advantage) into this new realm. |
| [[Image:Cate-Archer.jpg|thumb|right|150px|[[Cate Archer]]]]
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| After a week of training at a [http://www.hk-usa.com/military_products/mil_rifles.asp Heckler & Koch] facility in rural Germany, [[Mr. Black]] gives [[Annika Petrov]] and [[Bwan Yong]] a new mission.
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| [[Image:MandyMescaline.jpg|thumb|right|150px|[[Mandy Mescaline]]]]
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| [[Divine Disorder]] operatives are on their way via high-speed rail to Rome to buy a copy of the source code for the EU's satellite surveillance network from a mysterious information broker known only as [[M]]. British intelligence has an [[Cate Archer|agent]] following the anarchists, and the team is to rendezvous with her and provide tactical support in case things go sideways.
| | Chance struggled to find his footing and explored the surrounding area. He saw before him what looked like a camp from another civilization; complete with what looked to be man made pineapples (WW2 pineapple grenades) and strange equipment strewn around. Not long after Chance was examining his surroundings did he hear and feel huge thunder strikes without lighting (mortar rounds hitting the area around him). Chance was able to keep his feet, but not able to ascertain the cause of these strange sounds. At the sound of a particularly close BOOM! Chance saw a man run out of the smoke filled mist and dive just as the ground started shaking. |
| | [[Image:Chance10.jpg|thumb|right|400px]] |
| | The man was wearing strange clothing (WW2 gear) and seemed to think Chance was also wearing strange clothing. Strange questions of “what side are ya on partner?” and “are you out of yer mind?” came from the man and Chance barely had time to attempt an answer before the man grabbed a couple of the man made pinapples (grenades) and led Chance down a ditch toward the south. |
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| Annika and Bwan arrive at the train station board the train, and quickly locate the four anarchists and [[Cate Archer]]. [[Slash]] has stepped outside for a smoke and a boost, and Bwan tails him effectively. Annika determines that [[Robert Woodward]] has mental issues; in fact, she induces a seizure by intentionally spilling a drink on him.
| | The man explained that “we have to kill them tankers!” at which Chance didn’t have any idea what the man was talking about. The man then proceeded to give Chance a contraption with glasses on each side (binoculars) at which Chance was able to look through and see what looked to be huge moving mountains (German Panzer Tanks). Before Chance had a chance to take another look, the strange man dropped a couple of the pinapples in Chances lap and ran at the moving mountains (tanks) and threw something at each (while a sound came from the tanks like “Ratatatatat!”) and the moving mountains immediately erupted in flames and stopped moving. |
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| The train gets underway and is soon zipping through the Italian countryside at more than 100mph. [[Mandy Mescaline]], [[Enigma Pain]], and [[Slash]] sip drinks and chat amiably with [[Cate Archer]], who deftly slips a nanobug in Slash's jacket pocket. Meanwhile, Bwan finds an empty private sleeper cabin to use as a potential interrogation chamber, and Annika tries in vain to make friends with the autistic Robert.
| | Chance ran to the man’s side after this occurred (after Chance was sure the moving mountains had stopped) and saw that the man appeared to be dying from multiple small wounds in his body. Before the man died, he asked Chance if “we got ‘em”? Chance replied that they weren’t moving and the man seemed to grin and said “if only we would of got’em when we had a chance 30 years ago”. This didn’t make sense to Chance as the man appeared to be 26 years old; in fact, a lot of what had just happened didn’t make sense to Chance. |
| | [[Image:Chance11.jpg|thumb|right|400px]] |
| | As Chance watched the light of life leave the man’s eyes, the smokey mist seemed to encroach about Chance uncomfortably. Chance then suddenly felt as if he should get out of there (Jumper Advantage). Chance was able to concentrate and “walk” into the mist at which point he immediately found himself getting drenched by rain a couple yards outside his lean-to area at camp. Chance realized that he had somehow teleported 5 yards away from where he had first took a step into the lighting not long ago. As Chance further thought about this, he realized that the redish, burned soil from the place he just visited was all over his clothing from scrambling around in the ditches. As Chance further recounted what he had experienced, his memory seemed a little hazy on what those grenade things were that the man had given to Chance and Chance felt in his pouch to find that whatever they were, they weren’t in his pouch any longer. |
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| [[Cate Archer|Cate]] has better luck with Robert, and uses her feminine guile to coax him out of his seat and down to the sleeper cabin. Her nanobug also alerts her that Mandy is on her way to check on Robert, and so Bwan takes up a position between cars and waits to ambush her.
| | For a couple minutes Chance attempted to recreate the event that just happened by “walking” into the lightning again. Chance soon found that he wasn’t able to make this happen (at least right now) and soon retired back to his lean-to for some rest. Chance was able to be sure that his experience was real and his memory, redish soil, and apparent teleporting away from where he first stood at his lean-to gave him something to ponder and explore further at his next opportunity (if only his unfortunate and frequently occurring run-ins with bandits would give him an opportunity to examine this further). Chance went back to sleep for the second time that night. |
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| The unsuspecting Mandy wanders in and is quickly stabbed in the eye and beaten into unconsciousness. Bwan then saws a hole in the flexible housing between cars and pushes her through while Annika keeps watch nearby.
| | === Checking the Back-trail === |
| | Chance set out early that morning to make up the ground he lost from the slow travel with the “northerner” the day before. After a day of hard riding, Chance found himself finally entering a small clearing surrounded by two hills. This location had served as a camp site for Chance and his liberated townsfolk a couple nights back when they were fleeing from Drag’s hideout toward Hostroph. Chance was careful to leave tracks at that time that any intermediate tracker (and hopefully the possible pursuing bandit force) would be able to follow for a good week despite inclement weather. |
| | [[Image:GroupComesIn.jpg|thumb|right|400px]] |
| | From Chance’s estimates, this location was a prime ambush spot due to the elevated hills and tree coverage for any small ambushing force, but would it provide the necessary cover and opportunities for one sole ranger against a possible bandit group? Chance would soon find out. |
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| Cate strangles into unconsciousness a surprised Robert in the private cabin and ties him up with his own shoelaces, and then warns the team that [[Slash]] is on the move now.
| | As the sun began to set, Chance was able to make out what looked like one rider approaching on horseback to the north east followed by multiple riders (anywhere from 4-10 in all) approximately 300-400 yards behind. Chance notched his bow and waited atop one of the hills behind cover, watching the bandits approach. As the rider got closer, Chance was able to identify the rider as one of the bandit sentries from Drag’s hideout (most likely the lead tracker for the current bandit pursuing force in the distance). As Chance watched, the tracker stopped briefly and stood in his stirrups to signal the group in the distance with what might have been a shiny piece of metal of some sort. Shortly after this signal, an answering signal of three reflective flashes could be seen in the distance. The bandit tracker then made the turn into the small clearing where obvious signs of Chance’s campsite from a couple days ago were still present. |
| [[Image:Pantheon-panini.jpg|thumb|right|150px|The Pantheon]]
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| Bwan takes up a position and pre-saws the hole needed to hurl Slash off the train. The plan goes off without any problem, but the nanobug is lost.
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| [[Cate Archer|Cate]] wakes up Robert and extracts the details of the anarchists' meeting with [[M]] while Bwan prepares to deal with [[Enigma Pain]] in the same manner as the previous two.
| | When the bandit tracker was out of sight of the bandit group behind him (by cover of trees and the mound of a hill) and in range of Chance’s compound bow, Chance let fly an arrow that found its mark through the unfortunate bandit's skull into his brain; both surprising the bandit and rendering him incapacitated at the same time. The bandit fell from his mount and Chance was able to make out ragged breathing upon inspection from the now unconscious bandit. Chance then calculated how much time he had before the other bandit party reached the area (about 5 minutes) and he hurriedly tied up the unconscious bandit into position beside a tree with rope (as if the bandit was relieving himself) as a decoy for any cursory scans from distant bandits. |
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| His first two blows misplaced, Bwan is knocked back by Enigma's 9mm bullets hitting his vest, and passengers begin screaming. Annika, keeping watch nearby, pulls open the door to assist and finds Bwan knocked out, and Enigma already in the next car running like the wind. A chase ensues, but Enigma eludes the team by leaping from the train during its deceleration on approach to the Rome station. Bwan and Annika do likewise, and wander the ancient suburbs outside the city center looking for leads before stealing a car and racing to the rendezvous point.
| | Chance then hurriedly got back into position on the hill behind cover. As the larger group got closer, Chance was able to make out six bandits and five horses (two men were sharing one horse). Of the six bandits there rode one enormous individual wearing all red on a white horse that Chance was able to identify as Drag, the bandit leader. |
| | [[Image:InitialKill.jpg|thumb|left|400px]] |
| | When the party got to the approximate place that the scout had last signaled them from, they stopped and attempted to signal the scout again. When they didn’t receive an answering signal back, two bandits left the party and moved forward into the same area (ambush point) that the tracker had turned into. The bandits were able to see what looked like their lead tracker relieving himself next to a tree and called out to him a couple times, not receiving a response. As the two bandits drew nearer (and just as they realized that the bandit tracker had blood all over the back of his head) Chance let fly an arrow that closely missed one of the bandits on horseback. The bandits soon realized that they were possibly being ambushed and abruptly turned their mounts around and starting to yell back about an “Ambush!!” while attempting to spur their mounts away from the area. Before the two bandits got much further, Chance was able to fast draw another arrow and hit the bandit he had previously missed in the vitals, causing the bandit to fall from his horse. The other bandit then returned to the (now smaller) group of bandits with Drag. |
| | At this point Chance was able to hear the very deep and powerful voice of Drag taunting the supposed group of ambushers and boasting that they didn’t know who they were dealing with as he is the legendary Drag Bainsworth, bandit leader. Drag further yelled that if the ambushers would give up the sole archer who felled his men so far, he would let the rest of the ambushers live. Chance answered this talk with an arrow that hit squarely into Drag’s armor embedding fully but causing no damage. Drag immediately broke the arrow and tossed it aside, laughing. He then tried an attempt at intimidation by saying that the ambushers would now surely die! Chance was able to get another arrow in the air as Drag finished his second sentence, this one actually burying itself through Drag's helm into some of his skull! Although no damage was done, this served to enrage Drag. |
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| Cate is already there, awaiting the call from [[M]] at the payphone across from the [http://en.wikipedia.org/wiki/Pantheon,_Rome Pantheon]. A phone rings, but not the payphone -- it's a smartphone stashed in a hole in the wall. Cate takes the call, and a computerized voice instructs her to bring the money into the Pantheon. She delays.
| | At this, the bandit forces split up (in an attempt at the ole’ pincer maneuver) to surround the small outcropping of hills where Chance stood concealed behind tree cover. Drag and another bandit circled to Chance’s left, while three other bandits (two on one horse and one on another) circled to Chance’s right. Needles to say, as soon as the circling bandits got into Chance’s shooting range to his right, Chance let fly arrows as fast as he could draw them out of his quiver. This resulted in the fortunate felling of two more bandits off of their mounts before the bandits yelled for help and regrouped with Drag toward the north (out of arrow range). |
| | [[Image:SecondKill.jpg|thumb|right|400px]] |
| | Chance had systematically taken out four bandits from cover at this point, yet knew that to win this skirmish he would need to draw out Drag and the rest of the bandits once and for all. Chance then did the unthinkable by acrobatically jumping off of the hill (and out of his cover) and walking into the open. This resulted in Chance non-verbally taunting Drag and the remaining bandits much more successfully than Drag had managed with his oration before. |
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| [[Enigma Pain]] shows up with the cash, hoping to do the deal himself, and with resignation sees that team is already running the show. He's convinced to drop the money at the entrance to the church on the assumption he'll still get the software -- somehow.
| | At this point the bandits were able to ascertain that Chance was the lone ranger at ambush and decided to take action. Before Chance knew what was happening, he saw Drag charge out of the northern forest line on horseback followed by the remaining two bandits. Chance was hoping his ploy to end this battle once at for all would work, but he now faced overwhelming odds with three bandits riding him down. |
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| Bwan spots a shooter on the rooftop and starts climbing fire escapes while Cate carries the cash inside the ancient temple. There are a couple of dozen tourists standing around gawking, and four robed priests. Annika follows a few moments later as backup.
| | Chance stood his ground. He calmly (quelling his fear) drew an arrow and aimed at Drag as the bandits charged. Time seemed to slow down as Chance watched Drag draw what appeared to be a huge two handed axe above his head and start whirling it around, letting out the roar of a seasoned warrior about to end an enemy’s life. Chance ‘s concentration never faltered though, and at the last moment (Drag would be close enough to slash at Chance in the next second) Chance let fly an arrow that hit Drag squarely through his skull into his brain, knocking Drag to the ground behind his horse. |
| | [[Image:EveryoneDead.jpg|thumb|left|400px]] |
| | As Drag’s horse continued galloping past, (approximately one yard to Chance's right) Chance fast drew another arrow and notched it to his compound bow, aiming at the nearest of the oncoming last two bandits. Chance was able to just barely see one of the bandits shooting an arrow at him, before it was too late, and Chance was able to deftly avoid the bolt. Chance then faced the charge of the next two bandits and let fly an arrow that hit the vitals of the closest rider, felling him also to the ground. As Chance was in the act of readying his bow for another shot he was not able to dodge a crossbow bolt fired from the last bandit still charging. Luckily Chance didn’t sustain much damage by the bolt (he took the hit in his left hand, but didn’t take enough damage to cripple it). At this point there wasn’t enough time for Chance to draw another arrow and aim before the last rider would be upon him. Chance dropped his compound bow onto his shoulder and immediately quick drew his broadsword in his right hand as he watched the last bandit spur his horse on while drawing a longsword mid-gallop! Chance then found himself drawing his tomahawk in his left hand (out of instinct more than anything) and let it fly in the direction of the approaching bandit. |
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| The computer voice on the phone instructs Cate to drop the cash down a stairway at the base of the raised altar. She complies once the file transfer to the smartphone commences. | | Slice! The tomahawk flew thru the air end over end and cut cleanly through the bandit’s right arm, severing it completely from the bandit’s body. Chance stood mesmerized as the tomahawk continued in the air in its direction past the bandit, the bandit’s arm (still grasping the longsword) flew thru the air away from the bandit, and the bandit’s body (now unconscious from the stun of the severe injury) also fell in the air behind the galloping horse. |
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| As Annika and Cate begin to exit the church, they notice that the "priests" seem to be following them sinisterly. Sensing a threat, Cate tosses a smoke grenade to mask their escape, and Annika spots that one of the priests is drawing a smallsword from his robe! The ladies dash through the smoke out to the street. | | As this last bandit’s horse galloped past Chance and the dust of the battle settled, he was able to consciously take in his surroundings (and the severity of the resulting battle) for the first time. Chance saw bodies lying strewn around the ground in the immediate vicinity; some breathing, others not so lucky. Unbelievably Chance stood alive while seven bandits, including Drag (one of the most enormous sons of bitches Chance had ever laid eyes on) had been felled in the span of 15 minutes. Chance was momentarily awestruck at the result of the battle before clearing his head, calculatedly assessing the situation, and checking for survivors. The battle was won, for now. |
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| Meanwhile, Bwan has terminated one rooftop shooter, moved to the building across the street. Bwan emptied his beretta at the 2nd sniper as he ran at him, slid to dodge lots of bullets, jumped up and continued to advance. Having missed with his rifle, the sniper drew his handgun and shot Bwan in the arm just a Bwan tried to kick him in the face. Another couple of shots to Bwan's torso and another pistol-whipping put the Asian on the ground where he crawled to pick up the sniper's rifle and aimed at the retreating man before passing out. The man retreated right into Annika's pistol fire as she braced herself at the top of the fire-escape ladder and gunned him down.
| | === Banesworth's Dream === |
| | On the ride home, Chance [[Dreaming|enters the dreams]] of a dying Dragg Banesworth and finds out about the infamous Bandit Leader's past. After learning his story, Chance makes a promise to the dying man. |
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| Cate takes the smartphone back to the Brits, and Annika and Bwan head back to Johannesburg for the R&R. ''Mission Accomplished.''
| | === Return to Three Corners === |
| | Chance returns to Hostroph with his horses and dead bandits to find an old Ranger friend, [[Rainart Strong]], enjoying an ale at the tavern. The two friends reminisce and Chance fills in Rainart on the recent goings on. After a few drinks, they decide to return to Three Corners and end the bandit presence there for good. |
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| === Beach Party ===
| | After evading roving patrols, our heroes were able to scale the western mountain surrounding three corners and sneak there way over to view the current bandit situation. They spied two sets of guards guarding the NW and S entrances and a main encampment of men between. They also noticed one roving mounted patrol that would circle three corners, stopping by each guard post on their way round the mountains. |
| [[Image:Lizzy8.jpg|thumb|150px|[[Elizabeth Diamond]]]]
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| [[Image:Irina1.jpg|thumb|150px|[[Irina Irani]]]]
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| [[Image:Candace-crete.jpg|thumb|150px|[[Candace Corina]]]]
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| [[Elizabeth Diamond]] and [[Irina Irani]] call [[Sascha Lutsenko]] and [[Tag Leonards]] for some backup muscle in Crete.
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| After loading up on weapons, gear, and cash from the [[Hall of Justice]], [[Jumbilly]] shows off his new jet-equipped "hybrid" cargo plane, and nearly kills the entire group at 36,000 feet due to cold and oxygen deprivation. They descend, level off and land in Crete near midnight.
| | [[Image:Return3.jpg|thumb|left|300px]] |
| | Putting together a quick plan our heroes waited by the north guard post until the roving patrol left. They waited 5-10 seconds then sprinted quietly down to the south guard post. There they waited to make sure that they saw the roving guard come and go. With the timing down, the rangers made their way back up to the north guard post and enacted there plan -- shooting the two guards to death before either could make a sound just after the roving guard left for a second time. |
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| On the tarmack, Sascha flashes his fake INTERPOL ID and intimidates a Syrian airport worker into driving them into town to make their date with Lizzy -- fast. Hameed breaks many traffic laws, and just four blocks from the [http://www.thecastleclub.com/index.php?option=com_content&view=category&layout=blog&id=75&Itemid=116 Castle Club], he collides with a cream-colored Hummer limousine, doing minor damage to both vehicles. The limo stops, and four probably-packing Arabs step out. But Sascha demands that Hameed drive on.
| | Without a moment to lose the pair sped down to the southern guard position just in time to see the roving guard come and go -- these guards were also dispatched. |
| | [[Image:Return4.jpg|thumb|center|300px]] |
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| When the Syrian falters, Sascha stomps his foot into the gas pedal, which causes Hameed to panic, smash the brake pedal, and close his eyes. The [http://www.google.com/images?q=1992+celica 1992 Celica] jumps the curb, hits a pedestrian, and then jumps off the boardwalk into the sand where it bogs down and stalls.
| | Sneaking back quickly to the main camp our heroes found half the men awake and half sleeping but none alerted to their dead comrades. Once more the rangers took aim and soon only one sleeping bandit remained. Without a good shot, Chance quietly scaled the cliff and snuck in to take the sleeping man out by hand. Our heroes then dragged all the bodies away and made ready to take out the roving guard that should be due anytime. |
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| Tag, dressed in touron attire, hops out, puts on his backpack, and walks back towards the gawking crowd, going on and on about crazy drivers. Sascha, meanwhile, puts on his INTERPOL Badge, gets out his [http://www.google.com/images?q=MP7A1 MP7A1] and effectively runs a roleplaying charade when the police arrive.
| | [[Image:Return2.jpg|thumb|300px]] |
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| Meanwhile, Tag has stepped into a convenience store bathroom to change his disguise, before proceeding on to meet Lizzy. He passes hundreds of drunken near-naked revellers in a foam party in front of the club.
| | Although the plan was to let Chance try and talk the men into leaving Three Corners and never returning, Rainter, seeing red after much of the fighting, decided to ambush the men leading to a quick fight that left the two of them dead. |
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| Lizzy's lovely in a silver minidress, and beckons Tag to come upstairs to the glassed-in lounge. There, she tells him that the Latvian Oil Minister, [[Ludis Gabriels]] is her target, and he's dancing below with her partner [[Irina Irani]]. A few times a year, the Latvian comes to this party town, calls the same escort agency, and asks for the two hottest, most expensive girls. Irina is playing the role of one, but the real escort [[Candace Corina]] is on her way. Candace needs to be stopped, so that Lizzy can take her place.
| | With only one guard post remaining to the northeast, our heroes trekked carefully up and dispatched those guards as well. |
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| Sascha is given the task of intercepting Candace, which he does with aplomb, scoring her phone number and address in the process.
| | After all was said and done, they had incapacitated 10+ men and only a few of them survived their wounds. Upon awakening, these bandits were told firmly to never return upon pain of death and to spread word that Three Corners was now off limits to all bandit gangs. |
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| Lizzy and Irina intend to accompany Ludis back to his rented mansion, slip him a [http://en.wikipedia.org/wiki/Date_rape_drug roofie], and then break into his computer to get some sensitive info about the minster's dealings with Moscow. Lizzy says that he's in town to accept a bribery payment of $1 million in emeralds from a Saudi Sheikh, and so they'll grab that too and hand it off to the Tag and Sascha as a thanks for being there.
| | Chance and Rainart have since taken steps to make Three Corners into a safe area and meeting place for rangers of the realm. |
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| Ludis and the girls exit, and hop in a limo. Sascha flags a taxi, while Tag hotwires a banana-yellow electric scooter.
| | === A journey to the North === |
| | After annihilating the bandits at Three Corners, Chance and Rainart take the first few steps of setting the location up as a Ranger Safe Area and meeting place. They both return to town, horses and dead bandit gear in tow where Chance visits his old friend [[Tad]] the merchant in order to find out more information about the lands from which Dragg Banesworth hailed. |
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| In the jungle-covered hills overlooking the city, Sascha and Tag convene at the mansion, cut through the 8' iron fence, and maneuver through the foliage to get a vantage point on the front of the house. Four bodyguards are visible, plus the limo driver, but no obvious large weapons. Sascha zooms in on their heads, one by one.
| | After some discussion they agree to Scout/Guide Tad and his wagon north to the city of ???? from which Chance will depart further North. |
| | [[Category:Campaigns]] |
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| Minutes pass, and just when the boys are about to start blasting, Lizzy announces she's seized the data, but can't find the emeralds. Turns out the payment has not been made yet, so the Arabs still have the gems.
| | === The grid === |
| | Approaching a small lake, the party was accosted by two young boys on horseback. Chance soon came to find out that they were the sons of a nearby Ranger whom he had heard of. Chance, not having been this way in some time, did not know that the Ranger had relocated from the North to this glad some years ago. After some negotiations the party followed the young lads and met up with the ranger who showed them great hospitality. Ever the outdoorsman, Chance volunteered to assist the old ranger in scouting his property. |
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| A plan is hatched in which the girls will insert themselves on the Sheikh's super-yacht and scope out the scene, while Tag and Sascha arm up and get ready to infiltrate when the time is right.
| | Alone and scouting, Chance felt the pull of the dream world. Going with his instincts, Chance led his horse into a fiery leap over the water and right into some kind of dream portal. Chance found himself transported into a dream of a strange, dark realm -- The Grid ala Tron: Legacy. |
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| Minutes later, Lizzy and Irina have done exactly that, and are snorting lines and giggling with robe-clad Arabs on the boat while the boys swat sand-fleas in the dark.
| | [[Image:Grid2.jpg|thumb|left|300px]] |
| | In this strange dream-world chance rescued a hostage from four guards. The man spoke to chance at length about the grid and a rebellion he was a part of that believed in "Users" but Chance understood none of it. What he did understand, however, was that the current regime was enforcing slavery and death on the populace. Chance agreed at once to assist the man in completing the mission for which he was sent before being apprehended. Together, they had a daring ranged weapon battle aboard a flying transport ship before assaulting a large fortress. In the end, Chance had to throw himself into a large beam of energy along with a disk the man gave him before dying of his wounds. |
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| Tag approaches the boat and is waved off by a burly Arab, whose head explodes thanks to Sascha a few moments later. Tag picks off another, and a gunfight ensues which cripples Tag's leg but doesn't stop him from continuing to fire. The girls drop and take cover and crawl out of the main cabin, and then leap into the water after Tag announces he's hurled his full cache of C4 into the boat.
| | [[Image:Grid5.jpg|thumb|right|200px]] |
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| Tag joins them in the warm salty water just before the ship explodes and splits in two. The girls wriggle out of their clinging dresses, and everyone swims to shore, helping Tag keep his head above water.
| | Inside the beam of energy Chance had a conversation with a User who "uploaded" some kind of "new programming" into Chance's head. As the dream began to fade, Chance found himself astride his horse in shallow water along the bank. |
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| Lizzy and Irina take Tag back to their apartment for R&R, and Sascha opts to spend a weekend with [[Candace Corina|Candace]].
| | As a result of the "programming" Chance now has Compartmentalized Mind and is no longer a World Jumper(Dream world) at this time. |
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| Emeralds lost, but mission accomplished.
| | === The cult of Knowledge === |
Characters
Background
Global Context
The world as you know it is vast. It includes sprawling deserts, high mountain regions, swamps, and long running plains. You grew up mainly in the northern region of the world called Lorn. This region is mainly high mountains and forest. Thistle (your elderly ranger teacher) was able to teach you how to survive in almost any region on the planet and you have had to rely on this knowledge when travelling through the deserts or at times in the high seas to the west and eastern most boundaries of Lorn.
As far as your sources in the larger cities know, the world doesn’t seem to be in turmoil right now. There are many stories, however, of massive battles involving all manner of demons and strange unknown magic that have been passed down through the centuries, but these are largely thought of as creation myths for Lorn and you definitely have never witnessed anything magical in your journeys so tend to agree. Having an innate interest in the occult and hidden lore (high technology), you have come across signs (in ancient books mainly) that beg explanation and seem to indicate to you that these stories may not be all myth.
Current Situation
You have recently finished accompanying a merchant (Tad) from a small northern village to a another village named Hostroph a couple days ride west of a large eastern city known as Dyrnlost (the trip took about a week and a half). Tad had traded with farmers and forest gatherers in the northern lands and you successfully guided him back to his home village where he lives and makes monthly trips to the larger eastern city of Dyrnlost to trade. Your business with him is over and, as is your custom, you have made your way to the local inn to trade stories and get information about local happenings and gossip from the inn keeper named Tor. After learning that there is nothing new besides the regular bandits on the road, Tor does divulge to you that he has been hassled by some local bandits that have asked for taxes from him for “protection.” Tor is an older retired, proud warrior himself and lets you know that he thinks he can handle them on his own and doesn’t seem too worried about the situation.
You are now sitting (where?) in the tavern, resting and pondering your next move…
Character Creation
If you are interested in making a character in this campaign please use the criteria below.
250 points total
max 75 disadvantages
max 60 advantages*
max 5 quirks
TL4 gear, nothing magical.
- Other skills/advantages may be given out throughout the adventure depending on role-playing and the progression of the campaign.
World notes: This campaign is set in a typical Dungeons and Dragons type world without the multiple races (only human) and without magic (at least that you would be aware of). Characters can be from any of the main parts of the world (forests, plains, seas, deserts, mountains, small towns, large cities). I suggest going with what ever you think would be most fun as you can always describe your reason for joining up at our particular place of the campaign in your history or background.
GURPS Books: We are playing with all GURPS 4th edition books so feel free to create your character with your favorite skills/advantages from your favorite books. No magical/psi advantages, but almost anything else goes as long as you can tie it into your character history and background.
Virtual Campaign:
- We are using Mumble and Map Tool Maptool to play virtually.
- We also have an Icecast server up and running. The GM DJs the stream from which all players may listen.
Our setup is equally accessible from Windows or Linux.
Contact: Feel free to contact Nathan nathanslife@gmail.com or Jacob jacobslife@gmail.com with any questions. Jacob is especially good with any questions on "virtual" role playing and anything about the campaign itself.
Please send completed character sheets or questions about character creation to Nathan.
Loot tracking and Dreaming
Tracking loot for this campaign here.
An exploration of dreaming can be found here.
What Happened
Rumble at Tor’s Tavern
Chance sat in the back of Tor’s tavern, closest to the huge fireplace. The few townsfolk that were in the tavern weren’t able to make out Chance’s face due to the firelight directly behind him. Tor, the tavern owner, stood polishing mugs at the bar when another townsperson came running in. From Chance’s perspective the townsperson was obviously upset and likely relating a shocking incident to Tor. Tor only nodded and seemed to look a little wearier than he had previously. The shocked townsperson then left.
Chance had a moment to ask the serving wench for information as to what just occurred and was able to glean information about bandits that had been disturbing the townsfolk over the past 10 months or so. Tor had thus far stood up to them, but the bandits were growing ever more determined with their “protection peddling” scheme every week.
Not 15 minutes later who walks into the tavern but four unwholesome looking men (most likely the bandits), obviously not from around these parts. An argument ensued between one of the men and Tor. Chance was able to overhear the man yell at Tor “give me my gold pieces!” and also saw the man open hand slap Tor, causing Tor to look very frightened and upset. The two townsfolk in the tavern then didn’t hesitate when the man speaking with Tor turned around briefly and ordered everyone out of the tavern; leaving only Chance sitting in the back, four mysterious men, and Tor reeling from the unexpected slap to the face (the serving wench presumably sat out the action in the back pantry).
Chance then stood and slowly approached the men while attempting to talk with the leader. This didn’t get far when the leader of the group got upset when Chance wouldn’t introduce himself and then the leader blurted out that he wanted to know Chance’s name before he killed him! Chance was now within tomahawk range of the leader and let fly a tomahawk that was able to hit through the leader’s metal armor into the side of his chest.
At this time Tor jumped (or more accurately rolled) over the bar with longsword in hand! Chance then ran at what looked to be the biggest of the bandits and unsheathed his two broadswords! Chance was able to then effectively slice off the biggest bandit’s right leg and injure the bandit’s left leg at first strike with his dual wielding broadsword attack. The bandit was obviously a hardened fighter though as he struck back (from the ground) at Chance, but missed with his greatsword.
Having fallen one of the bandits, Chance then circled on the remaining three bandits to see Tor also cutting off the leg of the leader bandit (later know as Leonardo) and one of the other bandits fleeing out the tavern entrance. The last remaining standing bandit unceremoniously soiled himself and urine could be seen at the floor under his legs.
Chance and Tor then toasted the successful event and Chance was able to see Tor get a bit of pride back from the successful skirmish. Chance then learned that the last remaining bandit was actually a city kid that had recently joined the bandit group for a better life. Having attempted to talk some sense into the youth, Chance let him go warning the youth to not join up again with bandits. Chance then questioned Leonardo briefly and learned that the main bandit leader was named Drag and that Leonardo’s small bandit group was in charge of this area and only heard from Drag by messengers. Before leaving Leonardo be, Chance impressed upon him that this town and surrounding area were under Chance’s protection from here on out.
The serving wench then saw to the (now crippled) two bandit warriors’ wounds.
I Dream a Dream
Having had a busier day than expected after his long trip escorting Tad, Chance then retired late that night to get some much needed sleep. Yet sleep didn’t come easy.
Chance found himself awake (if awake he was!) in what seemed like an altered universe. He was able to stand, yet there was no floor. The surroundings seemed much like he was in the night’s sky when it was filled with stars. After he had got his bearing, Chance was able to make out what looked like many people that lie sleeping next to floating tables that turned slowly upside-down in a random fashion. Sitting at one of the tables perhaps 80 yards away was a creature Chance had never seen before. The non-human creature seemed to notice Chance, yet paid Chance no heed.
Blocking out some of the starscape loomed what looked like a massive 12-15 foot ghost wolf. The wolf was silvery white and seemed to radiate an aura of awe when Chance looked into its eyes. The wolf met Chances gaze with an indiscernible expression. Chance then attempted to walk toward the tables and found himself saying aloud, “where am I?”, only to hear the sound of his voice echo back to him 3-4 times before it died away. Movement then caught Chance’s attention as the great wolf raised its head and gave a pure and piercing howl! Chance noticed at that moment that the wolf’s eyes seemed to glitter like they were white fire and a pair of stars in the sky itself.
It was at that moment that chance found himself wake up from his bedroll, hearing a wolf howling in the distance. Chance understood he must have been dreaming, yet also understood that what happened was something with meaning and felt strangely at peace and familiar with that “place” he had just been. With nothing better to do, Chance went back to sleep and woke at sunrise.
Tracking Bandits
Chance set out on the trail of the city kid (turned unsuccessful bandit) first thing that morning and soon found that the kids lighter tracks fell in step with another pair of heavier tracks; most likely the bandit that had ran from the skirmish in Tor’s tavern. Having successfully followed the tracks for most of the day, Chance finally reached a grove of trees in which the tracks seemed to meet other older tracks and seemed randomly dispersed in the area from much comings and goings of the bandits. Could this be their hide out?
Chance bided his time till nightfall to get a better look and keep himself out of view from any possible weary bandits. Soon Chance was able to make out what looked like firelight from within the grove. Upon slowly sneaking into place, Chance was able to make out the city kid and the other bandit that had run away sitting around the fire. Chance overheard the larger bandit say that he had luckily met with a messenger the previous evening after running from the battle at the tavern. The man said that he was given directions to Drag’s hideout and would take the younger bandit with him to Drag’s hideout tomorrow morning. Chance then crept back into the shadows and waited to follow the bandits to Drag’s hideout.
Another day of tracking bandits ensued as Chance was able to follow the two bandits as they made their way north by north east to Drag’s hideout. When finally the bandits got close to the location of the hideout, Chance was able to recall this area of Lorn as it was a famous place for gangs of bandits to use. It was legendary as there were typically only three entrances to the place as it was cornered by three high ranging mountains, providing good cover from any unwanted trespassers.
Chance watched the two bandits he had been following throughout the day yell something when they reached a certain point at one of the entrances of the hideout to not be shot and proceeded to identify themselves as bandits from the south eastern counties. A responding yell could barely be made out by Chance and he watched the bandits walk into the hideout.
Chance then circled around the place examining the other locations and after further study, sequestered himself inside a particularly thick stretch of bushes and trees and waited until nightfall to take further action.
Assault on Drag's Hideout
After spending a couple hours sneaking around the entire perimeter of the hideout, Chance found what he was looking for; a possible way up and over one of the mountains. This tactic was necessary as the three main entrances to the small valley appeared guarded at all times by bandit sentries. It was around 1am that Chance left his backpack safely stowed inside a thicket of trees and put his rope to use to get up and over the mountain.
Chance arrived at the opposite side of the small mountain a couple hours later and proceeded to sneak along the side of the cliff facing into the small valley below. Chance at first made out what looked to be a burned down campfire and two sentries before finding the main bandit camp further to the north. A large tent stood approximately 15 feet away from the cliff of the mountain Chance crouched beside. There appeared to be two sentries posted in front of the tent along with approximately 6-8 bandits asleep in front of a large fire to the east of the tent. Chance sat and watched.
About 1 hour past before something appeared to cause some commotion in the camp. To the south there came a nasty looking bandit leading what looked to be two beaten up townsfolk; a teenage girl and an older man. This bandit seemed to request a word with whoever was in the tent. A couple minutes later an enormous man emerged from the tent standing approximately 6’8’’, 300 pounds wearing what looked to be a dark red cloak. The man appeared not happy that he was awaked at this time in the night and struck the smaller bandit so hard that the bandit took a while to get back up off the grass. The huge man said some harsh words Chance was not able to make out and pointed to the east; dismissing the smaller bandit and what seemed to be his prisoners. Chance then watched as the prisoners were led away to the east, out of the firelight and Chance’s vision.
Chance then acrobatically made his way down from the cliff’s edge at a dark spot many yards north of the tent. He then sneaked through the shadows and found another smaller bandit camp to the east of the larger camp. As Chance approached, he made out what appeared to be 4 bandits asleep beside a burned out fire and the nasty looking bandit (from before) a couple yards farther from the burned out fire lying awake in front of a worn out tent. Chance was able to ascertain that the beat up townsfolk were in the worn out tent by sneaking up and looking into it from behind. Chance then quietly crept up to the nasty looking bandit and was able to attack the bandit without the bandit knowing Chance was there. At the first slice of Chance’s broadsword the bandits head left his body and Chance luckily looked on as the other bandits asleep by the fire didn’t stir from their sleep at the small sound of gushing blood. Chance then dragged the corpse as best he could into the small worn out tent; leaving an obvious blood trail behind.
Chance then roused the older man and young girl as quickly as he could. The older man needed medical attention as he appeared wounded so Chance saw to him briefly. Chance also gave the older man a knife from the bandit’s corpse and Chance took two throwing knives from the corpse as well for use later. Chance learned that the older man was named Dargoth and the young girl was named Brin. They were ambushed and taken hostage earlier that day by the now headless bandit in the tent. After examining the younger girl for a moment, Chance was able to ascertain that she appeared badly bruised all over her face and head and possibly had a concussion. As the girl was not in her right mind and could not be made to keep quiet, Chance was forced to tied a gag around her mouth to make sure of her silence while they attempted to escape. Chance then helped Dargoth and Brin walk outside the tent and into the trees toward the southern exit, guarded by two sentries, that Chance had already scouted out earlier that night.
When Chance and the two townsfolk had been walking for 3-5 minutes, they could start to here yelling from the campsite they had just come from. By this time they were almost to the southern most sentry point and Chance was able to make out the two sentries he had previously seen sitting beside a burned out fire. As the yelling got louder, one of the sentries began to walk north toward the main camp and then proceeded to run lightly toward the yelling. Chance took that opportunity to sneak up to a tree across from the other sentry and sent an arrow into that Sentry’s chest, causing the sentry to collapse immediately and not move.
Chance then helped Dargoth (who helped Brin) southward as fast as possible toward the southern exit of the small valley of the bandit hideout. As Chance almost reached the exit, he heard the sound of horses galloping toward him from the north. Chance then asked Dargoth to lead Brin as fast as possible away and to the east to get them out of harm’s way while Chance stood to face the oncoming horses!
There appeared to be two riders coming out of the north and Chance trained his bow on the leading rider as they approached Chance’s position. As it was still night, the riders carried a torch and were not able to easily make out Chance’s position, but they knew he was going southward from the sentry body found beside the southern bandit guard post. When the riders got within range, Chance let fly an arrow that pierced the lead rider’s leather armor and felled him to the ground. His mount appeared slow to a trot and then unsteadily walk around in confusion after its rider fell off. The following rider immediately turned about and attempted to gallop away while yelling for reinforcements from the bandits to the north. Chance was able to make out yells of “We found him!” and “Come quick!” as the rider rode away attempting to stay out of range of another arrow. Chance then sheathed his bow as he made his way to the horse that had until recently carried a bandit set on killing Chance. The horse seemed to take to Chance immediately though as Chance was able to acrobatically leap atop the horse and steady the animal before setting off in a gallop toward Dargoth and Brin.
Chance had just had time to put Dargoth and Brin on his new mount when he was able to hear the sound of four to five horses come out of the southern point, where he felled the most recent bandit, and gallop about in search of the intruder and assassin. Aided by the cover of night, Chance was able to evade the bandits searching for him and the (now liberated) townsfolk. Once Chance was able to get to a safer place, he stopped and saw again to the townsfolk’s injuries and helped them as best as he could.
A couple days ride later found Chance and the townsfolk within view of Hostroph and Tor’s Tavern. After describing the recent events to Tor, Chance asked a favor of Tor to see to the townsfolk getting work and finding a place to stay while their wounds healed (Chance learned during their ride to Hostroph that the townsfolk’s previous home was burned to the ground by the bandit Chance dispatched in front of the small tent back at the bandit hideout). Tor appeared more than happy to help out as he saw this as one way to repay Chance’s assistance with the bandits earlier in the month and vowed to help the townsfolk as best he could. Upon leaving Tor’s tavern, Chance explained to the townsfolk what would happen and received little gratitude (if any) from the now liberated, but still badly in shock townsfolk. Both appeared better from their wounds which was a good sign for their eventual recovery from the past few days events.
Chance then galloped off on his new mount back where he came as he felt concerned that the bandits might be able to track him to Hostroph. (After all, the two bandits Chance tracked to Drag's hideout in the first place were still there and might recount the story of Chance and presume he had something to do with the night's events). Even though Chance did everything in his power to conceal his path away from the hideout, he calculated that if the bandits were able to follow his tracks he would probably meet up with the chasing bandit force the following day. Chance set out to make this next (and hopefully last) meeting a memorable one.
Smoke and Mortar
As Chance left Tor’s Tavern and the village of Hostroph, the smell of rain was in the air. A “northerner” was fast approaching carrying with it gargantuan, rolling storm clouds that would surely halt Chance’s progress for the night.
Chance made camp in an improvised lean-to and fell asleep around 1am. As the storm passed over, the sound of thunder violently shook the ground enough to wake Chance from his slumber. Upon waking, Chance felt as if he was in a dream, yet still awake. He felt compelled to stand and “walk into” the next sound of thunder; which he did.
As Chance took his next step he immediately fell down and found himself face down in a red soiled ditch of sorts. The air smelled of smoke and when Chance looked up, he saw misty and smokey clouds above him blocking out what appeared to be the midday sun. Chance surmised that his surroundings had changed when he walked (jumper advantage) into this new realm.
Chance struggled to find his footing and explored the surrounding area. He saw before him what looked like a camp from another civilization; complete with what looked to be man made pineapples (WW2 pineapple grenades) and strange equipment strewn around. Not long after Chance was examining his surroundings did he hear and feel huge thunder strikes without lighting (mortar rounds hitting the area around him). Chance was able to keep his feet, but not able to ascertain the cause of these strange sounds. At the sound of a particularly close BOOM! Chance saw a man run out of the smoke filled mist and dive just as the ground started shaking.
The man was wearing strange clothing (WW2 gear) and seemed to think Chance was also wearing strange clothing. Strange questions of “what side are ya on partner?” and “are you out of yer mind?” came from the man and Chance barely had time to attempt an answer before the man grabbed a couple of the man made pinapples (grenades) and led Chance down a ditch toward the south.
The man explained that “we have to kill them tankers!” at which Chance didn’t have any idea what the man was talking about. The man then proceeded to give Chance a contraption with glasses on each side (binoculars) at which Chance was able to look through and see what looked to be huge moving mountains (German Panzer Tanks). Before Chance had a chance to take another look, the strange man dropped a couple of the pinapples in Chances lap and ran at the moving mountains (tanks) and threw something at each (while a sound came from the tanks like “Ratatatatat!”) and the moving mountains immediately erupted in flames and stopped moving.
Chance ran to the man’s side after this occurred (after Chance was sure the moving mountains had stopped) and saw that the man appeared to be dying from multiple small wounds in his body. Before the man died, he asked Chance if “we got ‘em”? Chance replied that they weren’t moving and the man seemed to grin and said “if only we would of got’em when we had a chance 30 years ago”. This didn’t make sense to Chance as the man appeared to be 26 years old; in fact, a lot of what had just happened didn’t make sense to Chance.
As Chance watched the light of life leave the man’s eyes, the smokey mist seemed to encroach about Chance uncomfortably. Chance then suddenly felt as if he should get out of there (Jumper Advantage). Chance was able to concentrate and “walk” into the mist at which point he immediately found himself getting drenched by rain a couple yards outside his lean-to area at camp. Chance realized that he had somehow teleported 5 yards away from where he had first took a step into the lighting not long ago. As Chance further thought about this, he realized that the redish, burned soil from the place he just visited was all over his clothing from scrambling around in the ditches. As Chance further recounted what he had experienced, his memory seemed a little hazy on what those grenade things were that the man had given to Chance and Chance felt in his pouch to find that whatever they were, they weren’t in his pouch any longer.
For a couple minutes Chance attempted to recreate the event that just happened by “walking” into the lightning again. Chance soon found that he wasn’t able to make this happen (at least right now) and soon retired back to his lean-to for some rest. Chance was able to be sure that his experience was real and his memory, redish soil, and apparent teleporting away from where he first stood at his lean-to gave him something to ponder and explore further at his next opportunity (if only his unfortunate and frequently occurring run-ins with bandits would give him an opportunity to examine this further). Chance went back to sleep for the second time that night.
Checking the Back-trail
Chance set out early that morning to make up the ground he lost from the slow travel with the “northerner” the day before. After a day of hard riding, Chance found himself finally entering a small clearing surrounded by two hills. This location had served as a camp site for Chance and his liberated townsfolk a couple nights back when they were fleeing from Drag’s hideout toward Hostroph. Chance was careful to leave tracks at that time that any intermediate tracker (and hopefully the possible pursuing bandit force) would be able to follow for a good week despite inclement weather.
From Chance’s estimates, this location was a prime ambush spot due to the elevated hills and tree coverage for any small ambushing force, but would it provide the necessary cover and opportunities for one sole ranger against a possible bandit group? Chance would soon find out.
As the sun began to set, Chance was able to make out what looked like one rider approaching on horseback to the north east followed by multiple riders (anywhere from 4-10 in all) approximately 300-400 yards behind. Chance notched his bow and waited atop one of the hills behind cover, watching the bandits approach. As the rider got closer, Chance was able to identify the rider as one of the bandit sentries from Drag’s hideout (most likely the lead tracker for the current bandit pursuing force in the distance). As Chance watched, the tracker stopped briefly and stood in his stirrups to signal the group in the distance with what might have been a shiny piece of metal of some sort. Shortly after this signal, an answering signal of three reflective flashes could be seen in the distance. The bandit tracker then made the turn into the small clearing where obvious signs of Chance’s campsite from a couple days ago were still present.
When the bandit tracker was out of sight of the bandit group behind him (by cover of trees and the mound of a hill) and in range of Chance’s compound bow, Chance let fly an arrow that found its mark through the unfortunate bandit's skull into his brain; both surprising the bandit and rendering him incapacitated at the same time. The bandit fell from his mount and Chance was able to make out ragged breathing upon inspection from the now unconscious bandit. Chance then calculated how much time he had before the other bandit party reached the area (about 5 minutes) and he hurriedly tied up the unconscious bandit into position beside a tree with rope (as if the bandit was relieving himself) as a decoy for any cursory scans from distant bandits.
Chance then hurriedly got back into position on the hill behind cover. As the larger group got closer, Chance was able to make out six bandits and five horses (two men were sharing one horse). Of the six bandits there rode one enormous individual wearing all red on a white horse that Chance was able to identify as Drag, the bandit leader.
When the party got to the approximate place that the scout had last signaled them from, they stopped and attempted to signal the scout again. When they didn’t receive an answering signal back, two bandits left the party and moved forward into the same area (ambush point) that the tracker had turned into. The bandits were able to see what looked like their lead tracker relieving himself next to a tree and called out to him a couple times, not receiving a response. As the two bandits drew nearer (and just as they realized that the bandit tracker had blood all over the back of his head) Chance let fly an arrow that closely missed one of the bandits on horseback. The bandits soon realized that they were possibly being ambushed and abruptly turned their mounts around and starting to yell back about an “Ambush!!” while attempting to spur their mounts away from the area. Before the two bandits got much further, Chance was able to fast draw another arrow and hit the bandit he had previously missed in the vitals, causing the bandit to fall from his horse. The other bandit then returned to the (now smaller) group of bandits with Drag.
At this point Chance was able to hear the very deep and powerful voice of Drag taunting the supposed group of ambushers and boasting that they didn’t know who they were dealing with as he is the legendary Drag Bainsworth, bandit leader. Drag further yelled that if the ambushers would give up the sole archer who felled his men so far, he would let the rest of the ambushers live. Chance answered this talk with an arrow that hit squarely into Drag’s armor embedding fully but causing no damage. Drag immediately broke the arrow and tossed it aside, laughing. He then tried an attempt at intimidation by saying that the ambushers would now surely die! Chance was able to get another arrow in the air as Drag finished his second sentence, this one actually burying itself through Drag's helm into some of his skull! Although no damage was done, this served to enrage Drag.
At this, the bandit forces split up (in an attempt at the ole’ pincer maneuver) to surround the small outcropping of hills where Chance stood concealed behind tree cover. Drag and another bandit circled to Chance’s left, while three other bandits (two on one horse and one on another) circled to Chance’s right. Needles to say, as soon as the circling bandits got into Chance’s shooting range to his right, Chance let fly arrows as fast as he could draw them out of his quiver. This resulted in the fortunate felling of two more bandits off of their mounts before the bandits yelled for help and regrouped with Drag toward the north (out of arrow range).
Chance had systematically taken out four bandits from cover at this point, yet knew that to win this skirmish he would need to draw out Drag and the rest of the bandits once and for all. Chance then did the unthinkable by acrobatically jumping off of the hill (and out of his cover) and walking into the open. This resulted in Chance non-verbally taunting Drag and the remaining bandits much more successfully than Drag had managed with his oration before.
At this point the bandits were able to ascertain that Chance was the lone ranger at ambush and decided to take action. Before Chance knew what was happening, he saw Drag charge out of the northern forest line on horseback followed by the remaining two bandits. Chance was hoping his ploy to end this battle once at for all would work, but he now faced overwhelming odds with three bandits riding him down.
Chance stood his ground. He calmly (quelling his fear) drew an arrow and aimed at Drag as the bandits charged. Time seemed to slow down as Chance watched Drag draw what appeared to be a huge two handed axe above his head and start whirling it around, letting out the roar of a seasoned warrior about to end an enemy’s life. Chance ‘s concentration never faltered though, and at the last moment (Drag would be close enough to slash at Chance in the next second) Chance let fly an arrow that hit Drag squarely through his skull into his brain, knocking Drag to the ground behind his horse.
As Drag’s horse continued galloping past, (approximately one yard to Chance's right) Chance fast drew another arrow and notched it to his compound bow, aiming at the nearest of the oncoming last two bandits. Chance was able to just barely see one of the bandits shooting an arrow at him, before it was too late, and Chance was able to deftly avoid the bolt. Chance then faced the charge of the next two bandits and let fly an arrow that hit the vitals of the closest rider, felling him also to the ground. As Chance was in the act of readying his bow for another shot he was not able to dodge a crossbow bolt fired from the last bandit still charging. Luckily Chance didn’t sustain much damage by the bolt (he took the hit in his left hand, but didn’t take enough damage to cripple it). At this point there wasn’t enough time for Chance to draw another arrow and aim before the last rider would be upon him. Chance dropped his compound bow onto his shoulder and immediately quick drew his broadsword in his right hand as he watched the last bandit spur his horse on while drawing a longsword mid-gallop! Chance then found himself drawing his tomahawk in his left hand (out of instinct more than anything) and let it fly in the direction of the approaching bandit.
Slice! The tomahawk flew thru the air end over end and cut cleanly through the bandit’s right arm, severing it completely from the bandit’s body. Chance stood mesmerized as the tomahawk continued in the air in its direction past the bandit, the bandit’s arm (still grasping the longsword) flew thru the air away from the bandit, and the bandit’s body (now unconscious from the stun of the severe injury) also fell in the air behind the galloping horse.
As this last bandit’s horse galloped past Chance and the dust of the battle settled, he was able to consciously take in his surroundings (and the severity of the resulting battle) for the first time. Chance saw bodies lying strewn around the ground in the immediate vicinity; some breathing, others not so lucky. Unbelievably Chance stood alive while seven bandits, including Drag (one of the most enormous sons of bitches Chance had ever laid eyes on) had been felled in the span of 15 minutes. Chance was momentarily awestruck at the result of the battle before clearing his head, calculatedly assessing the situation, and checking for survivors. The battle was won, for now.
Banesworth's Dream
On the ride home, Chance enters the dreams of a dying Dragg Banesworth and finds out about the infamous Bandit Leader's past. After learning his story, Chance makes a promise to the dying man.
Return to Three Corners
Chance returns to Hostroph with his horses and dead bandits to find an old Ranger friend, Rainart Strong, enjoying an ale at the tavern. The two friends reminisce and Chance fills in Rainart on the recent goings on. After a few drinks, they decide to return to Three Corners and end the bandit presence there for good.
After evading roving patrols, our heroes were able to scale the western mountain surrounding three corners and sneak there way over to view the current bandit situation. They spied two sets of guards guarding the NW and S entrances and a main encampment of men between. They also noticed one roving mounted patrol that would circle three corners, stopping by each guard post on their way round the mountains.
Putting together a quick plan our heroes waited by the north guard post until the roving patrol left. They waited 5-10 seconds then sprinted quietly down to the south guard post. There they waited to make sure that they saw the roving guard come and go. With the timing down, the rangers made their way back up to the north guard post and enacted there plan -- shooting the two guards to death before either could make a sound just after the roving guard left for a second time.
Without a moment to lose the pair sped down to the southern guard position just in time to see the roving guard come and go -- these guards were also dispatched.
Sneaking back quickly to the main camp our heroes found half the men awake and half sleeping but none alerted to their dead comrades. Once more the rangers took aim and soon only one sleeping bandit remained. Without a good shot, Chance quietly scaled the cliff and snuck in to take the sleeping man out by hand. Our heroes then dragged all the bodies away and made ready to take out the roving guard that should be due anytime.
Although the plan was to let Chance try and talk the men into leaving Three Corners and never returning, Rainter, seeing red after much of the fighting, decided to ambush the men leading to a quick fight that left the two of them dead.
With only one guard post remaining to the northeast, our heroes trekked carefully up and dispatched those guards as well.
After all was said and done, they had incapacitated 10+ men and only a few of them survived their wounds. Upon awakening, these bandits were told firmly to never return upon pain of death and to spread word that Three Corners was now off limits to all bandit gangs.
Chance and Rainart have since taken steps to make Three Corners into a safe area and meeting place for rangers of the realm.
A journey to the North
After annihilating the bandits at Three Corners, Chance and Rainart take the first few steps of setting the location up as a Ranger Safe Area and meeting place. They both return to town, horses and dead bandit gear in tow where Chance visits his old friend Tad the merchant in order to find out more information about the lands from which Dragg Banesworth hailed.
After some discussion they agree to Scout/Guide Tad and his wagon north to the city of ???? from which Chance will depart further North.
The grid
Approaching a small lake, the party was accosted by two young boys on horseback. Chance soon came to find out that they were the sons of a nearby Ranger whom he had heard of. Chance, not having been this way in some time, did not know that the Ranger had relocated from the North to this glad some years ago. After some negotiations the party followed the young lads and met up with the ranger who showed them great hospitality. Ever the outdoorsman, Chance volunteered to assist the old ranger in scouting his property.
Alone and scouting, Chance felt the pull of the dream world. Going with his instincts, Chance led his horse into a fiery leap over the water and right into some kind of dream portal. Chance found himself transported into a dream of a strange, dark realm -- The Grid ala Tron: Legacy.
In this strange dream-world chance rescued a hostage from four guards. The man spoke to chance at length about the grid and a rebellion he was a part of that believed in "Users" but Chance understood none of it. What he did understand, however, was that the current regime was enforcing slavery and death on the populace. Chance agreed at once to assist the man in completing the mission for which he was sent before being apprehended. Together, they had a daring ranged weapon battle aboard a flying transport ship before assaulting a large fortress. In the end, Chance had to throw himself into a large beam of energy along with a disk the man gave him before dying of his wounds.
Inside the beam of energy Chance had a conversation with a User who "uploaded" some kind of "new programming" into Chance's head. As the dream began to fade, Chance found himself astride his horse in shallow water along the bank.
As a result of the "programming" Chance now has Compartmentalized Mind and is no longer a World Jumper(Dream world) at this time.
The cult of Knowledge