Mission Information
Survey Mission 39I
Location: Tinúm, Yucatán, Mexico
Debrief: A small cluster of ruins in the surrounding area of the Chichen Itza ruins has recently been experiencing an influx of FEAR creatures and general activity of the paranormal variety. Hunters previously assigned to, and already familiar with the area have been called back to the nearby outpost and dispatched to investigate the cause. The team may exterminate the lesser creatures in order to quell the sudden infestation, but is to only investigate the cause.
Team: Rhys (Mist, all-around back-up), June (Death, intel gathering), Mateo (Life, medic)
The Entrance
The Ruins
The Cause
The Resolution
Location: Tinúm, Yucatán, Mexico
Debrief: A small cluster of ruins in the surrounding area of the Chichen Itza ruins has recently been experiencing an influx of FEAR creatures and general activity of the paranormal variety. Hunters previously assigned to, and already familiar with the area have been called back to the nearby outpost and dispatched to investigate the cause. The team may exterminate the lesser creatures in order to quell the sudden infestation, but is to only investigate the cause.
Team: Rhys (Mist, all-around back-up), June (Death, intel gathering), Mateo (Life, medic)
The Entrance
Part 1
It's pitch black out when you finally arrive at the ruins. As expected there is an eerie feeling hanging in the air that you can't seem to shake.
Roll 1d4. This effect will carry over throughout the entire mission.
Roll 1d4. This effect will carry over throughout the entire mission.
- 1 - Everything is normal and it's probably just in your head. Take some deep breaths and relax.
2 - The closer you get to the entrance, the foggier it seems to get. It looks like the fog is even spilling out of the entrance.
3 - You start to get a stronger feeling of anxiety, and the longer you're there the stronger that feelings starts to become. Your weapon seem to be very sensitive to it as well.
4 - Something is following you and you're absolutely sure of it. In fact, you swear you can hear its footsteps whenever you stop moving.
Part 2
Once inside something just feels perfectly off about this place. You can't quite place a finger on what that is, but it seems it even has an effect on your weapon.
Roll 1d4. This effect will carry over throughout the entire mission.
Roll 1d4. This effect will carry over throughout the entire mission.
- 1 - Your weapon is very scared and keeps insisting that you leave and never come back.
2 - Your weapon is very weepy and it's freaking you out.
3 - Your weapon is crazy angry and won't stop yelling at you about every little thing.
4 - Your weapon is very whiny and it's really, really annoying. Really...really annoying.
The Ruins
Part 1
The only tunnel at the entrance leads to a series of tunnel entrances. It's quickly decided that divide and conquer seems to be the best route for this mission, so you all pick a tunnel. The full hunter has to take two.
Roll 1d4.
Roll 1d4.
- 1 - It's too dark and you can't see a whole lot of anything, so you wonder why you picked it since you don't actually have a flashlight.
2 - You get stuck with this one because you took too long to pick. Too bad. As you get close to the entrance you notice sounds, like there's fluttering of some kind down this one.
- Mob Fight! (8HP, AD: 1) It's a bat-like creature with too many legs and not enough eyes. One somehow separated from the swarm far, far overhead and comes right at you.
4 - You all heard squelching sounds come from this one and drew lots--you got the short stick. Sucks to be you. As you enter, you see what was making the noise.
- Mob Fight! (8HP, AD: 1) A medium-sized slug-octopus nightmare of a creature sees you and doesn't hesitate to attack.
Part 2
You've made it past the initial portions of your chosen tunnel and soon you see that, while it continues on its own (to a dead end--you can see it from where you're standing now), it breaks off into various rooms and alternate tunnels. You take your time to try and inspect each room, remembering to take notes the entire time.
Roll 1d6 and match the results. Collect 10 investigation points (IP) to find the right tunnel and continue.
Roll 1d6 and match the results. Collect 10 investigation points (IP) to find the right tunnel and continue.
- 1 - The room is empty but you notice the walls are stained kind of odd. You make the mistake of stepping too far into the room and setting off a trap. -2HP. +3 IP.
2 - An empty room with what look like display stands arranged in the center. There doesn't seem to be anything on the stands. +1 IP
3 - The room is full of empty chests that were probably once full of all kinds of treasures. You see something glimmer and reach for it, inadvertently setting off a trap. -2HP. +4 IP.
4 - This room has nothing but stones in it; piles and piles of stones. Upon closer inspection you see that each one has carvings on it. You can pick one up if you're curious. +1 IP.
- If you were curious, roll 1d12. If you rolled even, nothing happens and you can walk away with your souvenir. If you rolled odd, you set off a trap. -2HP.
- Mob Fight! (10HP, AD: 2) The creature is just a mass of darkness that seems to absorb all the light around it. It becomes extremely hostile as soon as you step into its territory.
The Cause
Part 1
You finally find what looks like the right tunnel and start walking down it. It seems like it should be obvious that it gets darker the further down the tunnel you go, but you're still surprised. You're not entirely sure what it is that you could possibly find while down there, which doesn't really help you stay calm.
Roll 1d100 for a Boss Encounter.
Roll 1d100 for a Boss Encounter.
- Even - Boss 1
Odd - Boss 2
Part 2
Boss 1
At the end of the tunnel you realize why it was getting darker and darker the further you went down. Near the end you see a row of entrances, and guarding those entrances is a large, black cloud of a creature. It looks like its insides are constantly moving and changing, as though it were made up of dozens of smaller clouds that were involuntarily gathered up into this one giant cloud, all trying to escape. It doesn't seem to notice you and just continues to float along, but you know you need to get closer if you want to learn more.
The Cloud - 100HP, AD: 10
The Cloud - 100HP, AD: 10
- Roll 2d20 to investigate. You must roll two success rolls in order to escape.
- 1-20 - You notice something about the creature (or the entrances it's guarding) but it doesn't notice you. Lucky, lucky.
21-40 - You get a little too close and it notices you and attacks . -10HP. Try again.
Boss 2
At the end of the tunnel you see another wall of entrances, but down the left-most one you notice a strange, red glow. Unable to ignore it (because you are supposed to be investigating what's going on in these tunnels), you approach very carefully, unsure of what it is that you'll find, and because of that uncertainty you only peek inside the room. What you see is stacks of crates lining the walls of the room, all emitting that strange red glow.
The Agent - 40HP, AD: 3
The Agent - 40HP, AD: 3
- Roll 2d20 to investigate.
- 1-20 - You decide that you need to get a much closer look. You make it inside and approach one of the crates, unknowingly tripping a wire and making the cache (and its guard, who you saw had been sleeping in the corner) go boom! You are now weak and very disoriented by the blast.
You have 10HP left. Roll 1d4 to try and escape. If you roll even, you successfully get away. If you roll odd you somehow hurt yourself as you try to escape. -2HP. Try again.
21-40 - You decide to investigate and rush into the room, right into the guard on duty. The guard attacks, so obviously you have to defend yourself. It's the only natural progression.
The Resolution
End Results
Select the applicable ending below.
Boss 1
If you successfully escaped - Good work! You managed to escape and upon returning to the entrance you find the rest of team has done their best to investigate and, along the way, has gotten rid of the majority of the infestation. Report your findings and return to base.
If you did not successfully escape - You passed out from your injuries and wake up back at the base with a massive headache and a very odd looking bruise on your arm. Report your findings and return to Deus Ex when you're ready.
If you did not successfully escape - You passed out from your injuries and wake up back at the base with a massive headache and a very odd looking bruise on your arm. Report your findings and return to Deus Ex when you're ready.
Boss 2
If the cache went boom and you managed to escape - Good work! You managed to crawl your way back to the entrance and find the rest of your team already waiting for you. Report your findings and return to base.
If cache went boom and you didn't escape - You passed out from your injuries. You vaguely remember being rescued by your team, but that's about it. Report your findings and return to Deus Ex when you're ready.
If you defeated the Agent - Good work! You lead the rest of team to the cache and upon inspection find that the crates are full of illegal red runic tech. Report your findings and return to base. Instruction on what to do about the cache will come from the higher-ups at a later time.
If you were defeated by the Agent - You nearly pass out from your injuries and vaguely remember being rescued by your team members. You wake up back at the base. Report your findings and return to Deus Ex when you're ready.
If cache went boom and you didn't escape - You passed out from your injuries. You vaguely remember being rescued by your team, but that's about it. Report your findings and return to Deus Ex when you're ready.
If you defeated the Agent - Good work! You lead the rest of team to the cache and upon inspection find that the crates are full of illegal red runic tech. Report your findings and return to base. Instruction on what to do about the cache will come from the higher-ups at a later time.
If you were defeated by the Agent - You nearly pass out from your injuries and vaguely remember being rescued by your team members. You wake up back at the base. Report your findings and return to Deus Ex when you're ready.