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- Retrieval Mission 22Z00
Location: Bell Isle Zoo, Detroit, Michigan
Images:: xxx and xxx
General debriefing: There have been reports that people are hearing animal sounds coming from the Belle Isle Zoo late at night. Considering that the zoo was shut down and abandoned over a decade prior, it seems to be something that should probably be looked into...
Find out what is happening at the zoo and remember: don't get caught. Or eaten.
* C class difficulty level (must have a team of three to four people, and at least one of them must be an Intermediate Trainee or higher.)
* Please remember that hunters can carry a maximum of two Runic items on them at all times.
* THIS IS AN OVERNIGHT MISSION. Please pack accordingly!
STAGE ONE
You arrive at the zoo.
It is dark here, and eerie. Most of the park is overgrown and lapsing back into nature, with heavy branches and thick vines and giant leaves beginning to slowly drag everything into the depths of creation. In spite of it being an open space, everything feels strangely cold, brittle leaves and the faint smell of smoke in the air.
Your instructions are to observe and to find out what is making those animal noises that everyone nearby seems to keep hearing.
All players roll 1d6.
It is dark here, and eerie. Most of the park is overgrown and lapsing back into nature, with heavy branches and thick vines and giant leaves beginning to slowly drag everything into the depths of creation. In spite of it being an open space, everything feels strangely cold, brittle leaves and the faint smell of smoke in the air.
Your instructions are to observe and to find out what is making those animal noises that everyone nearby seems to keep hearing.
All players roll 1d6.
1 - In your wanderings, you come across a pile of what seem to be zoo maps that are by the front gates. The maps are in relatively good condition for a zoo that closed over a decade ago...
2 - You hear, a little garbled sounding, what might possibly be a lion's roar. But when you go to check out the lion's enclosure, all you find is a dirty stuffed plush lion and nothing else.
3 - In the elephant house you discover fresh hay laid out across the ground. There are no animals, however. And it stinks.
4 - The gift shop is mostly boarded up, but you force your way in through the front door anyway. There are still shelves filled with various knickknacks and decayed looking merchandise, although if you look closely enough, you might find yourself a souvenir to take back with you that isn't totally worthless.
5 - The bat house makes you feel too enclosed, everything dark. There is no source of light that works anywhere inside of the building, and at night time, it is pitch black. Looks like you better have your own source of light, or you might stumble across a pile of rotting fruit left out for - what?
6 - A dilapidated old ice cream cart stands outside of one of the run down resting areas. When you open it up, you discover the inside is not only perfectly clean, but there's actual ice cram in there. The question is whether you should eat it or not...
STAGE TWO
It's time to regroup.
You have been instructed to stay the night in order to observe the goings on at the zoo. It is time to find a place to make your camp, so that you can at least get some rest in between watching shifts.
One player rolls 1d4.
You have been instructed to stay the night in order to observe the goings on at the zoo. It is time to find a place to make your camp, so that you can at least get some rest in between watching shifts.
One player rolls 1d4.
1 - Your group decides to lodge in the gift shop. There are so many things here that are staring at you - one eyed stuffed animals long past their prime, grimy posters, broken mugs with zebra faces on them...but on the bonus side, it's a large building, with attached restrooms (however old and out of service they might be), and it has a series of windows that make for easy observation. Hopefully.
2 - Your team winds up at the polar bear enclosure. It's not entirely closed off, but you take refuge in the above ground observational area, rather than the below ground one. There are doorless entryways on both sides, and not much space, but at least you have two outs should things get dire.
3 - You and your fellow hunters wind up at one of the zoo's many abandoned restaurants. It's not a very big one, but it's spacious enough that you can lay down sleeping bags or supplies without bumping too much into each other. Better yet, there's a kitchen - a very old and unused kitchen teeming with bacteria and a decade's worth of mold and moss, but still.
4 - All of you take a trip to the top of the climbing structure that was once a kids area. It is mostly a ropes course, with a large net beneath to catch any who fall, but the place you decide to wait is a square platform meant for any waiting groups at the top of a flight of wooden stairs. The ropes course leads across to another platform and another flight of stairs. There's not much space here; it seems time to get cozy with one another, but at least you're up high, with a better vantage point.
STAGE THREE
You hear something.
It's late at night - some absurd hour when normal people are asleep, several hours after you've taken camp for the evening. One person is on watch, while the rest take a small rest to preserve strength and not be tired should they be needed.
And you hear something.
It sounds like an animal cry, some distorted, twisted version of it. You're not sure what it is, but all of you hear it, and eventually all of you are awake and alert, prepared - or not - for whatever might come your way.
And come they do.
One player rolls 1d6.
It looks like there's some sort of artifact gone wild, or maybe it's just an excess of FEAR built up over the years that has taken physical form. Regardless of how and what it is, you have to get rid of it.
It's late at night - some absurd hour when normal people are asleep, several hours after you've taken camp for the evening. One person is on watch, while the rest take a small rest to preserve strength and not be tired should they be needed.
And you hear something.
It sounds like an animal cry, some distorted, twisted version of it. You're not sure what it is, but all of you hear it, and eventually all of you are awake and alert, prepared - or not - for whatever might come your way.
And come they do.
One player rolls 1d6.
1 - The creature looks like a mutated giraffe.
2 - The creature looks like a mutated panda bear.
3 - The creature looks like a mutated black panther.
4 - The creature looks like a mutated markhor.
5 - The creature looks like a mutated - and giant sized - black widow spider.
6 - The creature looks like a mutated - and giant sized - andean condor.
It looks like there's some sort of artifact gone wild, or maybe it's just an excess of FEAR built up over the years that has taken physical form. Regardless of how and what it is, you have to get rid of it.
The creature has 105 HP.
-3 HP auto damage
If you lose: It would be wise to pendant out before you get critically injured beyond repair. Perhaps you should come back and try again another day, when all of you aren't so tired and wounded...
If you succeed: The creature explodes into dust.
STAGE FOUR
Upon your successful fight against the creature that has been roaming the zoo, you discover that the reason for it is an unruly artifact that has been making things difficult. Now it is time to collect that artifact and get the hell out of dodge before something else comes to try and eat you...
All players roll 1d100.
All players roll 1d100.
The person who rolls the highest number has retrieved the artifact. There is more than one of each artifact, which means that multiple people over time can acquire the same one - however you do need to complete the mission again if you fail the first time.
1 - If you rolled the giraffe:
You are now in possession of the Long Neck artifact in the shape of a thin gold necklace. Effects: For one hour per 24 hours you have the ability to extend or diminish your height by no more or less than six inches. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
2 - If you rolled the panda bear:
You are now in possession of the Pandamonium artifact in the shape of a short piece of bamboo. Effects: For one hour per 24 hours you have become impervious to contact. People who try to touch you find that they can't get their hands - or any part of themselves - any closer than about six inches away. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
3 - If you rolled the black panther:
You are now in possession of the Shadow Stalker artifact in the shape of a short black capelet. Effects: For one hour per 24 hours you can disappear completely in the darkness. If you step into a shadowy area or a darkened room, you simply fade away. You are not invisible; if you move at all, you can be seen as a shadowy shift of something. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
4 - If you rolled the markhor:
You are now in possession of the Feeling Horny artifact in the shape of a matching pair of brown leather bracelets. Effects: For one hour per 24 hours you are suddenly very durable. This isn't to say you can't feel pain, but you seem to be much more sturdy and strong than you were before. Also you can headbutt people particularly well. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
5 - If you rolled the black widow spider:
You are now in possession of the Many Eyed artifact in the shape of a pair of red goggles. Effects: For one hour per 24 hours you can see perfectly clear in the dark. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
6 - If you rolled the andeon condor:
You are now in possession of the Condorminium artifact in the shape of a small keychain in the shape of black wings. Effects: For one hour per 24 hours you can float a few inches off the ground. You cannot go higher than six inches, but you still feel pretty floaty. This artifact has a 48 hour IC reset time and a 1 week OOC cooldown.
OOC
This mission is worth +3 growth points.
Only one artifact may be found per mission by one person.
These are Class C Artifacts, which means you may only own two TOTAL per character.
It hadn't been very long since Zeke had gotten the word that he'd been promoted, the emblem on the back of his jacket changing from Mist to a Life tree. That, more than the spread of color seeming to seep up from the hem and along the outside seams, had taken some getting used to, but it fit well, a similar cut to his Intermediate coat, just more.
He was wearing it as he waited beside the lighthouse for The other two hunters that were accompanying him on this mission. He'd been pleasantly surprised when he'd seen not just Ever's name on the mission specs he'd received on his home that morning, but Melvin's as well. He hadn't even known he'd returned to the island. It must have happened very recently.
On the ground beside his leg was a pack with everything he'd need for the night, from extra clothing to extra food, and scattered about his person, a couple for runics he'd thought might come in handy.
Back against the wall, he had his phone out, scrolling through something or other while he waited.
and be blue
moonkitsune