
Cartography Mission 1F
Location: Shanghai Tunnels - Portland, Oregon
Images: x, x, x, x
General debriefing: Recently, there have been reports of people going missing in the Shanghai Tunnels which, incidentally, may have been their original purpose. However, the tunnels are poorly mapped, with only some portions regularly toured and used. Your goal is to explore, map, and assess potential FEAR causes for the disappearances. Due to tourist activity, your mission will occur after 11:30pm. Head-lamps are required for this mission. If you do not have one, one will provided to you. These must be returned to the quartermaster upon mission debriefing.
* D class difficulty level (a hunter may attempt this solo, but must be at least an intermediate hunter. Recommendation is that this mission be done in teams of two or more, max four - teams must contain at least one intermediate hunter. At least one hunter must possess a SPECTRE watch).
Mechanics
MECHANICS: RP assembling a team, as necessary, before heading towards the Lighthouse portal to request a portal to CARTOGRAPHY: MISSION 1F. Your goal is use your SPECTRE watch to map out as much of the location as possible without detection. You are advised not to engage with FEAR creatures, if present (unless unavoidable). This is reconnaissance, not extermination.
OUTER TUNNELS: The outer tunnels are those accessible to tourists and tour guides. Blueprints for these have already been downloaded to your SPECTRE watch. You must discover the entrance to the unmapped sections. On the blueprints, several locations have been marked as possible entrances.
Roll 1d8. Keep rolling until you or a teammate rolls #3 or #8.
1. Your SPECTRE watch (or your teammate's) indicates a possible entrance here. But when you venture around the corner, all you see is a dead end. .
2. This room has what appears to be the moldering remains of barrels. There is no entrance.
3. Caution tape is stretched across what looks like the a door, although it has no handle. Should you press on it, the door will slowly creak open, revealing a dark tunnel. Move on to the next portion of this mission.
4. Although your watch says an entrance might be here, there is nothing but graffiti in a foreign language. Niebezpieczeństwo. Ugh, Portland hipsters.
5. This door opens easily, but a small wave of rats runs over your feet; a few attempt to climb your pants. But in seconds they are gone except for a faint speaking.
6. Someone stops you. "Um, how do I get out?" Luckily, it appears as though they think you are a tour guide.
7. Chains stretch across this door. If you choose to cut the chains, inside you will find only what appears to be an ordinary room. Strange.
8. A portion of the wall looks... different. Should you inspect it further, you will find one of the bricks pushes in. A section of wall swing noiselessly inward and your headlamps light up a passage. Move on to the next portion.
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The First Bend:
As you enter the unmapped portion of the tunnels, all light vanishes. Electricity has not been routed this far. Abruptly, the tunnel branches out into three. Choose one person to roll 1d4 -or- have each teammate roll and rp out a discussion. If each teammate rolls, the majority wins.
1: This tunnel smells kind of like cheese.
2: There's a strange breeze coming from this tunnel.
3: In the distance, you hear a faint dripping noise.
4: Wildcard. Feel free to choose from the above options.
----------------------
The Dripping Tunnel: The tunnel broadens as you travel down it, there's a kind of ambient light coming from strangely bio-luminescent plants. You notice that overall, the entrances to door stand open, door worn away or simply gone, the tops of the entrances rounded... The tunnel itself feels more organic than before. The dripping noise persists.
For this next section, your hunter may choose to summon their weapon or refrain. If they choose to summon, they gain a bonus to preparedness (should they meet a mob, that hunter will be allowed one strike with no auto-damage). However, the glow from the weapons is quite distinctive. For each hunter who summons before a fight has been triggered, add one detection point. During the mission, if the team collectively exceeds 3 detection points, you have failed the detection portion of the mission and alerted whatever lurks here to your presence. Portal out and go home - mission failed.
Roll until you reach 10 search points per party member (this can be cumulative. For example: George rolls 13 search points and Hennessy rolls 7 - they have still passed this section because their cumulative was equal to or greater than the number of hunters in the mission x 10) or until one party member rolls a 20.
1: A small cloud of dust puffs out when you cross the threshold of this cave. While it is not very large, it seems to hold shelf upon shelf of bottled insects. They are not labeled, but you may choose to take one if you wish. +7 search points.
2: You open a door to reveal a small, empty room. There is a set of shelves, but they contain nothing of note. +0 search points
3-4: The tunnel branches off. Through whatever means, you choose the side to traverse. It keeps going; looks like you were correct! +5 search points.
5: A small side opening surprisingly hides a large cavern, riddled with the openings to rooms and connecting tunnels. Neat! +10 search points
6: What the ******** is that? A segmented hand... thing lands on your shoulder. Plus 1 detection point, +3 search points.
Bug Mob: Bigger than your average bug, they still look kind of like ants or maybe bees. Fun.
HP: 30
Auto-Damage: 3
Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.
7-8: Stepping through a side door, you follow the short hallway down to... nothing. Oh well, you tried. +2 search points.
9-10: When you peek into this small room, your skin begins to itch - just in one spot. Looking at the spot, you see something crawling under your skin. Roll 1d6. Odds you cut the bug out and it lands on the floor with a wet plop before scurrying away. Evens you fail and only excise half of a bug. While it no longer is crawling, there is still part of the creature lodged under your skin. Failure results in a high fever and immediate admittance to the infirmary upon return. Your fever makes it hard to concentrate; your damage modifier in battle is now -7. +2 search points.
11-12: You nearly trip over something. Looking more closely, you see it is the severed limb of an insect. A very large insect. Feel free to take this back as a sample for the Life division. +4 search points.
13-14: Something that chitters softly moves past you. Roll 1d20. 7+ means you have managed to avoid detection. If you roll less than 7, you've been seen! The creature runs past you into the dark. Even if you try to follow, you cannot find it. Plus 2 detection points.
15-16:As you walk, you place your hand against the wall. It comes away wet... but you also feel the grooves and strange ridges of the wall. What could have made those? +3 search points.
17-18: Looking down, you see an odd set of footprints in the hard-packed dirt at your feet. It looks as if many, many feet passed through here. +3 search points.
19-20: The hallway leads out into a circular area. It looks as though it could have once been a part of a large sewer system. As you enter, something splashes in the stagnant water. With a noise like hundreds of cicadas, a large insect rises from the pool, mandibles clacking together.
Insect Boss
HP: 678
Auto Damage: 8
You can choose to fight or to simply portal out. Regardless of your choice, you most definitely have been noticed. Plus 3 detection points.
----------------
COMPLETION:
Less than 3 detection points:
Looking down at your watch, you suddenly realize exactly how much ground you've covered. It's quite enough for one day. You portal out, knowing you've done a reasonably alright job.
More than 3 detection points:
You have failed and most likely have needed to portal out before reaching your exploratory goal. Now everyone must wait for the creatures to calm before sending anyone else in. Great.
OUTER TUNNELS: The outer tunnels are those accessible to tourists and tour guides. Blueprints for these have already been downloaded to your SPECTRE watch. You must discover the entrance to the unmapped sections. On the blueprints, several locations have been marked as possible entrances.
Roll 1d8. Keep rolling until you or a teammate rolls #3 or #8.
1. Your SPECTRE watch (or your teammate's) indicates a possible entrance here. But when you venture around the corner, all you see is a dead end. .
2. This room has what appears to be the moldering remains of barrels. There is no entrance.
3. Caution tape is stretched across what looks like the a door, although it has no handle. Should you press on it, the door will slowly creak open, revealing a dark tunnel. Move on to the next portion of this mission.
4. Although your watch says an entrance might be here, there is nothing but graffiti in a foreign language. Niebezpieczeństwo. Ugh, Portland hipsters.
5. This door opens easily, but a small wave of rats runs over your feet; a few attempt to climb your pants. But in seconds they are gone except for a faint speaking.
6. Someone stops you. "Um, how do I get out?" Luckily, it appears as though they think you are a tour guide.
7. Chains stretch across this door. If you choose to cut the chains, inside you will find only what appears to be an ordinary room. Strange.
8. A portion of the wall looks... different. Should you inspect it further, you will find one of the bricks pushes in. A section of wall swing noiselessly inward and your headlamps light up a passage. Move on to the next portion.
----------------------
The First Bend:
As you enter the unmapped portion of the tunnels, all light vanishes. Electricity has not been routed this far. Abruptly, the tunnel branches out into three. Choose one person to roll 1d4 -or- have each teammate roll and rp out a discussion. If each teammate rolls, the majority wins.
1: This tunnel smells kind of like cheese.
2: There's a strange breeze coming from this tunnel.
3: In the distance, you hear a faint dripping noise.
4: Wildcard. Feel free to choose from the above options.
----------------------
The Dripping Tunnel: The tunnel broadens as you travel down it, there's a kind of ambient light coming from strangely bio-luminescent plants. You notice that overall, the entrances to door stand open, door worn away or simply gone, the tops of the entrances rounded... The tunnel itself feels more organic than before. The dripping noise persists.
For this next section, your hunter may choose to summon their weapon or refrain. If they choose to summon, they gain a bonus to preparedness (should they meet a mob, that hunter will be allowed one strike with no auto-damage). However, the glow from the weapons is quite distinctive. For each hunter who summons before a fight has been triggered, add one detection point. During the mission, if the team collectively exceeds 3 detection points, you have failed the detection portion of the mission and alerted whatever lurks here to your presence. Portal out and go home - mission failed.
Roll until you reach 10 search points per party member (this can be cumulative. For example: George rolls 13 search points and Hennessy rolls 7 - they have still passed this section because their cumulative was equal to or greater than the number of hunters in the mission x 10) or until one party member rolls a 20.
1: A small cloud of dust puffs out when you cross the threshold of this cave. While it is not very large, it seems to hold shelf upon shelf of bottled insects. They are not labeled, but you may choose to take one if you wish. +7 search points.
2: You open a door to reveal a small, empty room. There is a set of shelves, but they contain nothing of note. +0 search points
3-4: The tunnel branches off. Through whatever means, you choose the side to traverse. It keeps going; looks like you were correct! +5 search points.
5: A small side opening surprisingly hides a large cavern, riddled with the openings to rooms and connecting tunnels. Neat! +10 search points
6: What the ******** is that? A segmented hand... thing lands on your shoulder. Plus 1 detection point, +3 search points.
Bug Mob: Bigger than your average bug, they still look kind of like ants or maybe bees. Fun.
HP: 30
Auto-Damage: 3
Special: If you miss twice in a row, you feel something crawl inside of you. Once you return to Deus, the infirmary will be able to remove the hive that has begun within you, possibly leaving you with a honey-comb shaped scar.
7-8: Stepping through a side door, you follow the short hallway down to... nothing. Oh well, you tried. +2 search points.
9-10: When you peek into this small room, your skin begins to itch - just in one spot. Looking at the spot, you see something crawling under your skin. Roll 1d6. Odds you cut the bug out and it lands on the floor with a wet plop before scurrying away. Evens you fail and only excise half of a bug. While it no longer is crawling, there is still part of the creature lodged under your skin. Failure results in a high fever and immediate admittance to the infirmary upon return. Your fever makes it hard to concentrate; your damage modifier in battle is now -7. +2 search points.
11-12: You nearly trip over something. Looking more closely, you see it is the severed limb of an insect. A very large insect. Feel free to take this back as a sample for the Life division. +4 search points.
13-14: Something that chitters softly moves past you. Roll 1d20. 7+ means you have managed to avoid detection. If you roll less than 7, you've been seen! The creature runs past you into the dark. Even if you try to follow, you cannot find it. Plus 2 detection points.
15-16:As you walk, you place your hand against the wall. It comes away wet... but you also feel the grooves and strange ridges of the wall. What could have made those? +3 search points.
17-18: Looking down, you see an odd set of footprints in the hard-packed dirt at your feet. It looks as if many, many feet passed through here. +3 search points.
19-20: The hallway leads out into a circular area. It looks as though it could have once been a part of a large sewer system. As you enter, something splashes in the stagnant water. With a noise like hundreds of cicadas, a large insect rises from the pool, mandibles clacking together.
Insect Boss
HP: 678
Auto Damage: 8
You can choose to fight or to simply portal out. Regardless of your choice, you most definitely have been noticed. Plus 3 detection points.
----------------
COMPLETION:
Less than 3 detection points:
Looking down at your watch, you suddenly realize exactly how much ground you've covered. It's quite enough for one day. You portal out, knowing you've done a reasonably alright job.
More than 3 detection points:
You have failed and most likely have needed to portal out before reaching your exploratory goal. Now everyone must wait for the creatures to calm before sending anyone else in. Great.