OPERATION: RAPIDSTRIKE

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May 17, 2020 2:17 am
TUESDAY, NOVEMBER 10, 1981, 1200 HOURS

It is noon when Administrator Burman welcomes you into his office. The place is rather spartan, with a desk, a single chair, a filing cabinet, and a coat rack. Yet somehow, it seems fitting for Burman, a strong man in his late 50s with salt-and-pepper hair kept short and a clean-shaven face. He is very curt and no-nonsense and has a well-deserved reputation for being strictly by-the-book.

"Welcome, agents. There is a new danger facing the civilized world: the incredible new chemical substance known as ZN-25, or "Zucor". This recent discovery, a mind-expanding drug of incredible power, has been developed under the direction of Genevieve Larreau, a noted French villainess who has long harbored elaborate schemes to subvert Western civilization. This latest plotting has dangerous undertones, however, because of the drug's peculiar properties and the mass subversions of the mind that are possible through its proliferation.

"The substance has apparently been developed by Dr. Felix Fendelmann, the Nobel Prize-winning chemist who disappeared six months ago from his laboratory in Switzerland under mysterious circumstances shortly after a visit by Mlle. Larreau. Dr. Fendelmann is believed to be working at the island research laboratory of Mlle. Larreau, apparently against his will. Furthermore, the development of this powerful substance is directly attributed to Dr. Fendelmann's earlier research on chemicals and the mind, for which he was awarded the Nobel Prize several years ago.

"The drug is known to affect several areas of the brain, causing greatly heightened sensory perception (hearing, sight, smell, taste, and touch). Initially, usage of the drug induces a euphoria of unbelievable dimension, causing users to demand.further doses which shortly lead to addiction. The senses are sharpened to such a high degree that certain areas of the brain are overloaded, causing a mental "short circuit" after prolonged use. Withdrawal is believed to be fatal in some instances; others suffer greatly reduced sensory abilities when usage of the drug is stopped.

"Word about the drug's incredible properties, and a small sample of capsules containing it, have reached our agency through a source on the island. This source, code-named "Gregor", has also furnished a hand-drawn sketch of the facility for reference. Unfortunately, it shows few details.

"The island research facility is located off the western coast of Africa among the Archipelago Dos Bijagos. The island is small and relatively barren, though the research building itself is obscured by some amount of vegetation. The building is of fairly recent construction and seems to be self-sufficient and well-guarded. Local authorities avoid the area and seem to take no interest in the activities of Mlle. Larreau.

"Our agency has learned that Mlle. Larreau intends to mass-produce Zucor and make it available to dealers in cities all over the world. Not only will this distribution generate tremendous income, but the proliferation of the drug will advance her plans of subverting Western civilization. This development will lead the way toward her own plans for eventual geopolitical domination.

"Since the time is fast approaching when enormous quantities of this new substance will be shipped off the island, it is essential that the entire operation of Mlle. Larreau be neutralized. Your team of agents will undertake this mission with the following objectives, in order of priority.

"First and foremost, you are to destroy or neutralize existing quantities of Zucor. This is your primary objective. You must not fail in this. Your secondary objectives are to rescue Dr. Felix Fendelmann and retrieve any existing copies of the formula for Zucor. Third, obtain information regarding Mademoiselle Larreau's current or future activities, and finally, locate and rescue "Gregor". If, and only if, you have the opportunity, the capture of Mlle. Larreau should be considered a tertiary objective.

"Your team will approach the island at 0100 hours using scuba equipment. After burying the gear, you will have a limited amount of time to penetrate the defenses of the research station and accomplish your mission. At a predetermined moment of your choosing - from 15 to 45 minutes after beginning - a rescue helicopter will arrive at the research station's helipad to pick up your team of agents, Dr. Fendelmann, and possibly Gregor. If for any reason you and your team are not at the contact point, the helicopter has orders to leave immediately, stopping only to drop a small pontoon boat on the north shore of the island. The pontoon boat can be used to escape and rendezvous with the mother ship as an alternative. The area's reefs and tides make boating quite dangerous, so the pontoon should only be used in an emergency.

"Intelligence places both Mlle. Larreau and Dr. Fendelmann on the island at this time. However, because of her many other activities, the length of her stay is undetermined. It is imperative that we strike now, while both are present, to give us the best chance of neutralizing the drug ring and rescuing Dr. Fendelmann. Do you have any questions?"
May 18, 2020 5:55 pm
After listening to the briefing, Jeff had a few questions. "Yes, I have a couple. One, collateral damage. Most of the people working on this island can be consider compliant in the illegal operations? If so, do we worry about accidental wounding or killing? Second Question. Your giving us a 45 minute time frame from insertion to extraction. Do we have a detailed layout? And lastly, do we know approximately the number of guards?"

Jeff sits back and awaits the answers and input form his fellow agents.
May 18, 2020 10:26 pm
"Unfortunately, we do not have a detailed layout. We have only this map that Gregor was able to supply for us. We also have an overview of the island, provided by surveillance. We estimate between 40 and 50 guards, but that may well be a low estimate.

"All island personnel are considered expendable, but at the same time, we expect that you will exercise discretion and avoid unnecessary slaughter."
May 18, 2020 11:27 pm
Alexander Brand approaches the table and studies the map. "Will The Agency be providing any special equipment for this mission? Night Vision, flashlights, radios and so forth?"
May 19, 2020 1:28 am
OOC:
1. Go the the "Characters" tab.
2. Under New Character, give them a name and select "Custom" for the system
3. Fill out the blank sheet with your data.
4. In the upper right-hand corner, select "Change Avatar".
5. Upload a picture of your avatar.
6. Click Save.
7. Submit your character to the game here, by clicking on the drop-down menu under Submit a Character and selecting the character's name.
8. I will authorize your character.
9. When you make a post, you will see the option to post as the player or your character.
May 19, 2020 7:41 am
William takes a second to consider the briefing and the questions from his fellow agents. "Do we have any means of identifying "Gregor"? And do we have an idea of the most efficient way to destroy or neutralize the drug? The obvious method I guess would be explosives, but explosives plus a volatile drug could theoretically level the entire structure".
May 19, 2020 12:52 pm
"The Agency will provide the SCUBA gear, flashlights, and throat microphones. Presumably, the interior of the complex will be well lit, removing the necessity of NVG technology. Gregor can be identified by the use of the passphrase, "The rain must fall." To which he will reply, "But the sun also shines." Destruction of the drug is left to your discretion, though explosives are certainly a possibility. If the entire complex must be destroyed to meet the goal, that is considered an acceptable loss. It is also possible that Dr. Fendelmann may have an alternate method of destruction or neutralization."
May 19, 2020 1:47 pm
"Very well." Brand points to the map. "Lets pinpoint our drop off point and make preparations."
May 19, 2020 6:59 pm
OOC:
I thought this would be a good time to introduce our characters. Here is Brand's story:

CAREER HISTORY

Commander Brand has served 15 years in the U.S. Navy. During this time, he had been a specialist working on the experimental magnetohydrodynamic drive for submarines, served as an instructor at the Naval Academy, and was assigned as a Special Agent to the Naval Intelligence Service (N.I.S.). He has most recently left active duty and joined the U.S. Naval Reserve, where he has transferred from the N.I.S. to The Agency.

PERSONAL HISTORY

Alex Brand comes from an upper-class upbringing, his father being a cardiovascular surgeon and his mother a homemaker and socialite. Born in New Haven, Connecticut, his family moved to Miami when he was five. A good-looking boy with black hair and brown eyes, he was always popular with the ladies and his teenage years were quite colorful. He excelled at chemistry and was always interested in boats and submarines. He surprised his family with his decision to become a naval officer and studied at the United States Naval Academy.

Early in his naval career, he met an attractive college student named Claire. The two were married for three years, but the strain of military life proved too much and led to divorce.

Alex enjoys sailing, fishing and likes to jog. His hobby is building and painting models, he is a fair piano player, and he loves a good cigar.
May 23, 2020 7:39 pm
"If there are no more questions, I suggest that you get ready for your journey. It's a long way to the west coast of Africa."
May 24, 2020 12:17 am
Jeffrey gathers up his notes so he may study the maps on the trip. Memorizing those maps will be of a great help even if they aren't the best. He will clean his weapon at least once on the trip and ensure all the rounds are loaded in the Magazines.

He will double check all his other gear and make sure all is operational and he is ready to go.
May 24, 2020 8:24 pm
William nods. "Thank you sir!". He goes to check his gear for the trip.
May 25, 2020 2:02 am
Brand looks to his two compatriots. "Well, Jeff, Bill...once more into the slavering jaws of Hell, eh?" A wry smile forms on his face. "Sounds like fun!"
May 25, 2020 12:45 pm
"And of course you probably just jinxed us again, which means were boating out of there." Jeff looks at Brand and smiles.
May 25, 2020 8:41 pm
Within the hour, you are loaded aboard a military transport and are flying east. After a long flight (8.5 hours), you disembark in Kumasi, Ghana. You wait in Kumasi until 0005 local time and then board a UH60 Black Hawk for the flight to the island. It takes 10 minutes for the chopper to go the 30 miles offshore to the uncharted island. As you approach, the helicopter dips low to avoid radar and the pilot speaks to you.

"Okay, we'll drop you off a mile out. It will take you about 30 minutes to make the swim to the island and another 15 minutes for you to bury your gear and get to the complex. We figure that you will be in position by 0100 hours. How long do you want us to wait before we come in for pick-up? We can give you 15 to 45 minutes. Anything longer than that and the risk of being spotted is too great. We're cutting it close as is. If you miss pick-up, we will drop a pontoon boat on the northeast side on a secluded beach and you'll have to use that to evacuate."
May 26, 2020 3:11 pm
OOC:
Everyone check the OOC thread for an important message. Thanks.
May 26, 2020 5:18 pm
William, being the younger of the three, hesitates to speak up, but after a second decides to do so in any case. "What do you say chaps, 45 minutes? We have to infiltrate, find our guys, destroy the drugs and get out...I reckon even 45 might be cutting it close".
May 30, 2020 1:13 am
"Why not lets go 45. Simple in and out no problem."
May 30, 2020 11:21 pm
"Alright. We'll be back at 0145 hours on the dot. Be there or you're rowing."

45 minutes later, you are on the island, have buried your SCUBA gear on the south beach, and have made your way north to the complex.

0100 HOURS
A six-foot-high chain-link fence topped with three lines of barbed wire (leaning outward) surrounds the building compound on all four sides, approximately 150 feet away from the exterior walls. The fence has signs on it facing outward which read "Danger! High voltage! Do Not Touch! Restricted Area." in English and two other languages that no one understands (one looks like French). The only access through the fence is a large gate on the rough access road that leads out of the south end of the compound. The gate is locked with a heavy padlock. The area between the fence and the building is mostly flat and devoid of vegetation, affording no cover. The area outside the fence is likewise cleared for a distance of 10 feet. A rotating spotlight sweeps the area, creating an 80-foot circle of illumination, centered on the fence. The spot emanates from a tower that rises up from the front of the complex.

A four-by-four is parked right inside the fence and a helicopter sits outside the front doors.
Jun 1, 2020 12:30 am
"Let's take cover outside the fence and do an equipment check. Does anyone have wire cutters or lockpick tools?"
Jun 1, 2020 9:47 am
William pads his pocket, "Never leave the house without my picks". He looks around and his eyes fall on the spotlight, "You reckon I can unlock the gate without getting spotted though?"
Jun 2, 2020 12:54 pm
"I think you can. The spotlight is centered on the fence, this is an island so, they are probably more concerned with keeping people in and, it is late so the guards are probably not as attentive."

Jeff will sweep the area to see if any signs of patrols.
Jun 3, 2020 5:06 pm
You don't see any foot patrols. If you want to open the gate, give me a d100 roll. You have an 87% chance of success. The lock has a rating of 35 and your Deactivation score is 51. 51+[51-35=16]=67. The picks add 20% to the chance.

To be clear, the spotlight rotates, illuminating an 80-foot circle at any given point, every 15 seconds. Note that opening the lock takes 1 full minute, so you will be in the spotlight four times during the process. The spotlight moves quickly, so you won't be in the light for more than a second or two each time.
Jun 3, 2020 5:19 pm
OOC:
Okay, I’ll give it a shot
William watches the spotlight and makes sure to time it so that he reaches the gate just as it leaves.

Rolls

Lockpick attempt - (1d100)

(55) = 55

Jun 3, 2020 5:31 pm
The spotlight passes you thrice in the time it takes to pick the lock (which you are successful at). You work quickly and quietly, noting that the fence is not, in fact, electrified (as the sign says). Each time the light sweeps over you, you hold your breath with anticipation, but nothing happens; no alarms go off and the light does not stop its sweep.

Rolls

Secret Roll

Secret Roll

Jun 3, 2020 6:56 pm
William quickly motions for the other two to follow him as he quickly rushes through the gate, runs up to the door and squeezes up against the wall next to it.
OOC:
I imagine that this is the only way in that we can see?
Jun 3, 2020 11:05 pm
Yes, this is the only way in that you know of. The gate is actually about 80 feet from the exterior walls (please see the map at Roll20).
Jun 4, 2020 5:04 pm
Waiting for the spot light to make a pass, Jeffrey will then sprint to the wall next to William. He will pull out his brass knuckles so as to hopefully take anyone down quietly.

"Nice work on the lock."
Jun 7, 2020 3:01 am
As the spotlight makes its next turn, Brand dashes over next to the others. He takes his place against the wall.
Jun 7, 2020 9:48 am
With everyone in position, William takes a deep breath and opens the door as quietly as he can. He then peeks inside.
Jun 7, 2020 1:47 pm
01:02:15

Timing your runs, each of you darts to the side of the building, avoiding the spotlight. When everyone is in position, William moves cautiously towards the front door. The glass-paned doors allow light from inside to floor out, and he finds the doors to be locked.
Jun 7, 2020 2:10 pm
William swears and gets out his lockpick to try and unlock the door once more.

Rolls

Lockpick attempt - (1d100)

(38) = 38

Jun 7, 2020 2:43 pm
You easily pop the lock on the door, but as you are working on it, you notice a simple tape alarm that goes around the perimeter of the door. To prevent it from going off, you'll need to make a deactivation roll for it as well.
Jun 7, 2020 2:45 pm
OOC:
Alright, here goes nothing

Edit: Well, shit...
Last edited June 7, 2020 2:46 pm

Rolls

Deactivation roll - (1d100)

(96) = 96

Jun 7, 2020 3:06 pm
01:04:15

To your surprise, the alarm seems to do nothing. There is no sound, no sudden lights, and no apparent reaction from within.
Jun 7, 2020 7:47 pm
William looks unnerved, "Sorry guys, I realised too late...what do we think? Silent alarm?". He draws his gun and looks through the door.
Jun 7, 2020 9:37 pm
"Either way we're committed now. Let's move as if it was a silent alarm."
Jun 7, 2020 10:31 pm
The hall lights are on within, casting a circle of illumination out through the doors. Beyond the doors, you can see a reception area and hallways going north, east, and west. About 30 feet in, you can see a security camera mounted near the ceiling that is aimed at the doors.
Jun 10, 2020 2:40 pm
"Well, we can either take out the camera, which will draw guards to investigate. Head down the hall and hope it's not monitored, possibly bringing guards or we find another way. I think we just go and take out anyone who comes. Time is not on our side currently."
Jun 12, 2020 8:10 am
William takes a deep breath, "I agree, if we're to have any chance of completing the mission and catching our ride out of here, we need to get a move on". William enters the hall.
Jun 12, 2020 12:37 pm
Following William's lead, Jeff enters the hallway following with about a 5ft gap. He draws his weapon and walks on the opposite side of the hallway. If any guards appear, Jeff will have a clear line of fire without William in between.

While walking, Jeff will glance up every couple steps to see if the camera is fixed or following them.
Jun 12, 2020 7:43 pm
01:02:45

The camera seems to be stationary.
Jun 12, 2020 7:55 pm
William quietly moves towards the reception area, making sure to look out for any movement as well as any signs that could point them in the right direction of the labs.
Jun 13, 2020 6:26 pm
Brand continues forward, weapon drawn, looking for any kind of directory or movement within the building.
Jun 15, 2020 6:06 pm
The reception area contains a desk and three chairs, lit by a single overhead light. There are two paintings on the wall behind the desk, and a clock. Behind the reception area is what appears to be a small museum. The walls show photos, news clippings, plaques, and other momentoes. There two chairs in the room.

Rolls

Secret Roll

Jun 15, 2020 8:33 pm
William whispers, "Alright fellas, where to now?, he can’t see anything that might lead them in the right direction. "Awfully quiet..."
Jun 19, 2020 4:14 am
Brand examines the items on the wall.
Jun 22, 2020 2:12 pm
Most of the wall items are celebratory of the exploits of one Genevieve Larreau; newspaper clippings, plaques, and other such momentos. Some more recent pictures and clippings detail the Nobel Prize of Dr. Fendelmann. Most are in English or French. The only thing that is of any particular interest is a large black-and-white framed photograph showing Mlle. Larreau and Dr. Fendelmann holding hands.
Jun 22, 2020 2:22 pm
"Were not finding anything here. I say we keep moving down the hall." Jeffrey looks down the hall and keeps his weapon trained straight down the hallway.
Jun 23, 2020 9:09 am
"Agreed. By the way, do you think that looks like a man kept here against his will?", William points with his head towards the picture of Larreau and Fendelmann holding hands.
Jun 24, 2020 8:23 pm
"Well, we'll find out soon enough. If he isn't a prisoner, we make him a prisoner and take him with us to answer question"
Jun 24, 2020 10:04 pm
From the reception area, there are three corridors. One goes east, one goes west, and one goes north. The passage going north is covered by a security camera, but those going east and west are not. The passage that goes west only goes about 20 feet before ending at a door. There are two doors on the north wall of that corridor. The passage going north goes 50 feet and stops at a door. The passage going east is clear to the extend of your lights.
Jun 25, 2020 11:59 am
Jeff will point towards the west hall. "That has the most doors to check and no obvious signs of security. I think that's our best bet."
Jun 30, 2020 1:57 am
The team heads down the west hallway, which goes about 20 feet and stops at a locked door. The doors on the north wall are labeled with a silhouette of a man (on the right door) and a woman (on the left). The door that blocks the corridor is labeled "Keep Out. Authorized personnel only!" in three languages (one of which is English, one is French, and the third looks like one of the romance languages, but you can't be sure which. You can try to unlock the door with a Deactivation check.
Jun 30, 2020 7:00 am
"Well...we seems to be all in already. Does anyone need a bathroom while I try to pick the lock?"

William takes out his lock pick again and goes to work.

Rolls

Deactivation check - (1d100)

(73) = 73

Jul 6, 2020 5:03 pm
The lock on the door doesn't give.
Jul 27, 2020 6:18 pm
OOC:
So have we lost sufficient momentum on this, or are you guys just stuck?
Jul 28, 2020 10:25 am
OOC:
I'm still on board. Danyar's gone inactive though and don't know what's up with Heretic
William sighs deeply, the gears in his mind whirring as he tries to come up with a plan B. "Alright, screw it, let's go north". William turns around to go back to the reception and then up the north hallway.

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