Hawaii:Sessions:19990123

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Track 1 – Assist Ander – January 23, 1999

GM: BobbyJ

Write-up: Partial

GM Notes: Yes


Assist Ander


A074 Track 1 Assignment



MISSION TEAM

  • Oakbranch
  • Ringer J.
  • Emery
  • Burton
  • Wisperwill
  • Rathbone


Okay, I’m doing this a little bit different. I do not a complete write-up of this scenario’s sessions. I do have a partial which is included. Because it is incomplete I am putting most of the scenario set-up notes here also. – BJones 11/20/06


BACK STORY And BEGINNING OF THE ADVENTURE

GENERAL BACKGROUND

Time: 10 years after CLOSE THE GATE mission (Ander's time frame)

Tech level: TL 3 - 14

Mana: Normal (but may vary)

Details so far;

Emery receive a message from Ander

  1. It is a 1 shot message (spread out over 4 nights).
  2. He’s (MENTALLY) blocked from calling anyone in his own org
    1. Threat to his Mother
    2. Monitored
  3. Message contains dimensional coordinates (in his frame of reference).
  4. General content


OPPONENT GROUP’S GENERAL PLAN

Target Date is JUNE 21.

DAY -4 (TUESDAY MAY 31)


It is the third day in Ander’s week off. He and his squad have gone out to a tavern not far from the Gate. Willow (dressed to the nines) picks up Ander and cuts him out from his friends. He goes ‘home’ with her late that evening.

Hand takes begins to work on Ander’s mind, using his mother as the leverage. Trask does have Sara. Ander does not go back to gatehouse.


DAY -3 (Wednesday June 1)


Ander is taken and shown his mother. Rest of family is also threatened. This weakens Ander enough for the Hand to Plant the contact blocks and the basic suggestions and hide it all from Ander.

Ander is returned to Gatehouse Tavern by Escort in the early evening. They leave him there where he ‘comes to’ with great memories of the encounter with the young lady but the sad Memory that she has will not be able to see him again because she must leave the city to travel to a far away Empire.


DAY -2 (Thursday June 2)


Following a post hypnotic suggestion Ander goes to MIND for a 6 hour session (NOON – 6 PM.) Once again he is escorted to The Gatehouse tavern. He arrives there at about 7:00 P.M.. The transition appears to go well and the observer, Sebastian Cabot, does not notice the little twinge.

10:00 P.M.

Through a lucky accident, (remember that little twinge), some of the memory blocks fail and Ander discovers that his mind has been tampered with. He doesn’t quite remember by whom but he knows that they have his mother and he thinks that it is the same organization that hit their gatehouse 10 years ago.

Ander tries to inform his superiors, and finds that he cannot. To his dismay he finds that he is unable to talk to anyone about it. Ander tries to find a way to thwart the organization.


DAY -1 (Friday June 3)

No session scheduled for ANDER today.

Ander has it down to fine art by now to determine if he can talk to someone about his problem. Late Friday he finds that only group that he believes he could talk to about this – The Infinite Solutions team which helped him ten years ago. His problem; he does not know where they are or how to contact them. This stumps him for many hours until he remembers a powerful magical beacon which his mother gave him over 8 years ago (when she went out to hunt for the ones who planned the raid which killed his father). This was to allow him to contact her no matter where she was across the dimensions. Ander goes to a local magical library and researches how to change who the device was pointed at.

He finds a way, procures the necessary ingredients and performs the spell to attune to Dr. Emery and send a message. IT WORKS. (Partly because Nike had noticed what was going on and decided to help him, with one of her +3 blessings). This process took over 1 hour.


DAY 0 (Saturday June 4)


8:00 A.M.

TEAM INFINITY ARRIVES

Ander (following a post-hypnotic suggestion) report to Mind for a day of implanting and misc. activity.


4:00 P.M.

Session with Ander ends and two low level hires meet Mind and Ander at a brothel in the North East portion of the city. They take custody of him and begin a slow trip back to the Gate Circle.


5:00 P.M.

Ander and his escort arrive back at the Tavern area south east of the gate circle.


Old Re-occurring Characters

ANDER'S FAMILY - (GATEKEEPER FAMILY)

This is the Gatekeeper family from original "Close the Gate".


JETRADE IMAKITA - DEAD

FATHER : Dead - Killed before 'Close the Gate' Mission began. He was 147 yr. old at the time of his death.


SARA IMAKITA

MOTHER: Alive - Current Location unknown. She is Currently 155 years old (145 at time of 'CTG' mission).

She is the one mission will center around.

SEE SEPERATE SHEET


STEF IMAKITA - DEAD

FIRST SON: Dead - Killed before 'Close the Gate' Mission began. He was 17 yr. old at the time of his death.


ANDER IMAKITA

SECOND SON: Alive - Current Location - Located at Metropolitan gate. He is a gate guard. Currently 25 years old (15 at time of 'CTG' mission).

It is his call that instigates this mission.


TERI IMAKITA

FIRST DAUGHTER: Alive - Current Location - UNDETERMINED. She is a in graduate study. She is 21 years old (11 at time of 'CTG' mission).


RILEY IMAKITA

THIRD SON: Alive - Current Location - UNDETERMINED. He has just started College study. He is 18 years old (11 at time of 'CTG' mission).


CLEON IMAKITA

SECOND DAUGHTER: Alive - Current Location - UNDETERMINED. She is in High school study. She is 14 yr. old (4 at time of 'CTG' mission.


Locations & People

PATINE GATE

GENERAL INFORMATION

  • 1 Gate Master
  • 1 Deputy Gate master
  • 2 Guard officers
  • 18 Guards - 3 squads of 6 each -3 guards on duty at all times.


Gate House has 5 floors;

  • 1st; dining, Kitchen, Library, Study
  • 2nd; Barracks, Training, Armory
  • 3rd; Guestrooms (4) can sleep up to 8.
  • 4th; Gate master quarters
    • 1 master bedroom (2)
    • 4 bedrooms (1 each)
  • 5th: equipment floor; weapons; force fields,

Control room is at center of structure and can be on any floor.

There is an extensive underground complex. This is to allow for future growth. This area includes but is not limited to:

  • Over Two Dozen autodocs.
  • Small Scout Ship (space capable and armed).
  • Various types of Ground vehicles.
  • Replacement parts for the Gate and Gatehouse.
  • Additional Weapons.
  • Exit tunnels leading east (to River) and West (to a spot 10 miles from city)


STAFF

All staff have:

  1. MR +6 Disc
  2. PSI SHIELD +6


Gate Master – Sandor McCall


He is a middle aged human, who is fairly experienced, but this is his first time as a Gate Master. He is a little cocky and has become a little loose in some of his behaviour.


Gate Master –Deputy – Tesa Nealy


Gate Technicians

  • TREVOR SULLIVAN *****
  • SLONE TRUEYES
  • ULE BRACER


Gate Guard Captain – Tomasa Zee

Female Human of high skill and experience. (about a 400 point character). She will be concerned with a red herring that Trask has her chasing.


Gate Guard Lt. – Solomon Yang

Male Chinese human, who has a good track record, but the OPPOSITION may have gotten to him during a earlier assignment.


Gate Guards – Squad 1

  • ANDER IMAKITA - GUARD 1. - ELF MALE- SQUAD 1 TEAM LEADER.
  • DRAMOOR IRONCAST - GUARD 2 - DWARF MALE
  • STEVEN DRAKE - GUARD 3 - HUMAN MALE
  • SANDRA BROOKS - GUARD 4 - HUMAN FEMALE
  • TRISTIN LACONDIS - GUARD 5 - GOBLIN MALE
  • LOLA LAZULI - GUARD 6 - ELF FEMALE


Gate Guards – Squad 2

  • DRAKE IRONMASTER - GUARD 7. DWARF MALE- SQUAD 2 TEAM LEADER
  • TOMAS ANDREWS - GUARD 8 - HUMAN MALE –
  • SEMKA ILANDRA - GUARD 9 - FEMALE GOBLIN –
  • SELENA BRIGHT - GUARD 10 - FEMALE ELF
  • STEVEN YARROW - GUARD 11 - HUMAN MALE
  • STEAD THE HAMMER – GUARD 12 - DWARF MALE –


Gate Guards – Squad 3

  • SOLA REMAR - GUARD 13. - HUMAN - SQUAD 3 TEAM LEADER. (FEMALE)
  • JEKATA BRISON - GUARD 14 - GOBLIN MALE
  • ALADAR SILENE - GUARD 15 - ELF MALE
  • BEATRICE WATTS - GUARD 16 - HUMAN FEMALE
  • GEORGE PETTY - GUARD 17 - HUMAN MALE
  • DRAMOR - GUARD 18 - DWARF MALE


CITY (PATINE) NPCS

  • TYLER SANDERSON - MAYOR
  • ALAN SLAY - CITY GUARD COMMANDER
  • TYREE MORRISON - CITY GUARD MAGE CORP COMMANDER


  • DARRIAN GARNET - MAGE DETECTIVE FOR CITY GUARD

He has been missing for over a week. Jahara near the River Docks killed him. Jahara drained his life force and then completely destroyed his body. Then he removed the mana from that spot so even traces would not be found.

Darrian had discovered that someone was ‘capturing’ and then releasing Gatehouse guards. He knew about Willow and had a little information about ‘The Hand’. Jahara also eliminated Darrian’s informants – well most of them. He is still looking for one of them.


  • PETE THE INCOMPETENT - MAGE

He is an alcoholic mage on his way down. He has almost hit bottom. He stumbled across the no Mana square yard down near the docks and reported it to the Mage Guild. But no one believed it due to his state. Everyone knows that he will not be able to pay the guild dues next time they are required, if he lives that long.

Pete hangs out at the Rusty Nail Bar and the Sloppy Bucket bar down near the docks.


  • ANDY - STREET KID

He is about 12 years old.


OTHER NPCS

THE LADY

Force for Good. She is a very powerful person. HAS SEPERATE SHEET


NIKE

Force for the Underdog. She is the Greek goddess of luck. Tend to cause chaos as she assists what she perceives as weaker side. SEE SEPERATE SHEET.



THE ATTACKERS

GENERAL INFORMATION

These are of the same organization as the Attackers in "Close the Gate". Among the current group there is at least:

  • 1 PSI who is a mild telepath with short range but high Skill
  • 1 Morph
  • mostly Humans and a few Bale.
  • Two Meta-humans from a troubleshooter 1991 Variant.


TRASK LASMOR

LOCAL BOSS Has SEPERATE SHEET A Kaa. Intended to be behind the scenes but may appear if need be.


WILLOW CARR Has SEPERATE SHEET


COMRADE3 Has SEPERATE SHEET


TRIBAR SALMIR - MORPH, Has SEPERATE SHEET A Duran.


ALAHANDRA TYSON - PSI Has SEPERATE SHEET

Romulan - Trask has placed her in charge of this operation. She does rank all others except Trask. However, she will be in the thick of things, cause that is the way she is.


JAHARA - MAGE Has SEPERATE SHEET

Bale - Trask has managed to addict a Bale arch-mage to a substance which only he can supply. He has assigned him to work for Alahandra Tyson for this project. This Bale is very ruthless, even for a Bale. His addiction makes him paler that his brethren. He has used this to his advantage to imitate vampires.


GENERAL PERSONELL - CANNOR FODDER

Note. This organization is run by a Human / Bale combination. However, there are leaders of other races in the leader hierarchy. The Kaa in this scenario is an example of such. He is trying to pull off this ‘job’ to advance. This is the Kaa who was behind the attack on Ander’s family. He is very powerful. Humans 38

  • Level 1 Mage - 2
  • Level 2 Mage - 3
  • Level 3 Mage - 1
  • PSI Power 2 - 4 -Sebastian Cabot
  • PSI Power 4 - 2
  • PSI Power 6 - 1*

NORMALS 25

Goblins 12

  • Level 1 Mage - 2
  • Level 2 Mage - 3 - TaSaree

Gormelites 10


THE CITY (PATINE)

GENERAL INFORMATION

Patine exists on a analog earth (Sol III of the Milky way galaxy). This earth shares almost no history with the baseline (i.e. Hawaii R&R) earth. Here exist all the elements baseline thinks of as fantasy.


World Data

  • TL OVERALL = TL5 ISOLATED SPOTS = TL 7, TL 9, TL 11. ((TL 11 is all related to Gateway))
  • Mana Level - NORMAL
  • PSI Level - NORMAL
  • Meta Level - NORMAL
  • Population - 900,000,000 (All Sentients)
  • Political - MOSTLY MONARCHIES with some of all types. Humans are the most numerous but the elves may be more powerful.


World as whole does know of the existence of other worlds across the ‘planes’. This has had the effect of getting some more national unification but not so much since most off world/dimension trade is funneled through Patine.



Patine Data

  • Location - 20 miles north of what we would call the Chesapeake Bay located mostly on the west bank of a large river which flows into the Bay.
  • Population About 250,000 beings spread out over many square miles (somewhere around 50)
  • Government - City State with Mayor and noble and citizen council. City has a status similar to that of HONG KONG on baseline. Increasing importance of the interdimensional trade (as well as great soldiers and exotic equipment) has kept local rulers from trying to take over the city.
  • City Guard - Well trained force of about 4,000 or so.
  • Religions -Local deities do have temples but monotheism dominates


Like all cities of this size Patine has all kinds of districts. The city has a standing army of around 20,000 beings (mostly male). Humans make up about 50% of the population but all races that exist on the world (and others) are represented. All Native males are required to spend at least 2 years in the army when they reach age 18.

Tech level of world is TL 4 but Patine is firmly in TL 5 with all others being present somewhere in some form. It would not be unusual to find anything from TL 3 through TL 14 in the city.

Some poor and disadvantaged exist but the city is currently experiencing an economic boom.



MISC. INFORMATION

1. Original Mission Team

The Ander Imakita in this scenario is from this Mission's dimension. Team was composed of:

  • Dancer Active
  • Spring
  • Wilson
  • Pierre
  • Emery Active
  • Hylar
  • Tacket
  • Shalimar
2. Second Mission Team

The Ander Imakita this team met is different. Team was composed of:

  • Oakbranch Active
  • Dillingi Active
  • Silverhair
  • Tormac
  • Shadowbear
  • Heller
  • Holloway
  • Mann Active



Adventure History

DAY 0 (Saturday June 4)

8:00 A.M.

TEAM INFINITY ARRIVES near the River Docks on a small side street. They move out into the city, buy a local paper, and find a street café where they have breakfast.

Paper gives them the name of the city as well as various other information about the area. (This is just the basic information about Patine.) Discover that caravans are scheduled to leave from the gateway at 10, 12, 2, 4, and 6.


9:15 A.M.

Team leaves the Café and head towards the gate which appears to be about 1 mile away. They move slowly on horseback and use this as a chance to get further aquaited with the city.


9:50 A.M.

They arrive at the North west corner of the gateway area


10:00 A.M.

From the observation area just outside the gateway outer perimeter the team observes the final gathering of the 10 A.M. caravan and it out dimension transport.


10:15 A.M.

The team rides up to the gatehouse, are met by a guard, and go in to meet with the Gate Master, Sandor McCall. Nothing appears to be amiss. The team presents itself as friends of Ander and when they ask to see him McCall check and finds that Ander is not currently in the gate house. However, since this is his week off McCall does not appear to be concerned.

Burton does a Clairvoyant scan of McCall’s Desk and is politely asked to refrain from PSI scans while in the building. McCall also provides them with 5 copies of the Gate Pricing Guide.

On the way out Jezebel stops to talk briefly with a Dwarven gate Guard who turns out to be Drake Ironmaster who is the Team Leader of Gate Guard Squad 2. Seems that Ironmaster saw but did not speak to Ander last night in the gatehouse.


10:50 A.M.

They arrive at the Chained Lightning Inn which is located just a little south-east of the gate circle. They check in and arrive in their two suites just before 11 A.M.


11:00 A.M.

Incoming caravan. Only about 20 wagons. Team observes their arrival from their suites in the Inn.


11:15 A.M.

The team has decided to split up in order to gain as much information as possible during the afternoon. Plan to meet back at the Inn for dinner. They disperse as follows:

  1. Rathbone/Burton - River Docks to check out City Underside.
  2. Oakbranch - Wizard guild hall.
  3. Wisperwill/Ringer - General city with emphasis on trying to find Ander’s hangouts.
  4. Emery - The inn and a large tavern just south of it and across the street.


11:15 A.M.- 5:15 P.M.

The Individual investigations went like this:

1. Burton and Rathbone find a river front dive and take part in a dice game. They get the feel of the city. Find out one of the men saw Ander in a River front bar fight several weeks ago. Get feel for the city’s underside. Don’t pick up much information.

2. Oakbranch buys a guest membership in the City’s Mage Guild. She mingles in the guilds common area. From the bar tender she finds out about Pete who reported a wild story about a no mana area near the river. She picks up a lot of city gossip.

In Mid-afternoon Kathy heads to the River front to find Pete. She picks crummy joint and get pointed to the Sloppy Bucket. Drunk follows her out and she easily deals with him. She finds Pete (whom is called the incompetent by everyone) passed out at the Sloppy Bucket. She wakes him and get guided to the no mana spot. She determines that it is also death aspected.


3. They pick a street kid (Andy) to serve as their guide around the city. They ask him about Ander. He says he’s seen him around. He remembers a tavern in the North-east quarter of the city which Ander has gone to in the past. He leads them there. During the afternoon it is not very busy, so they are able to talk to waitress (whom Andy says was working night he saw Ander her) without any trouble. She remembers seeing him and his squad at the tavern 4 nights ago. She also remembers a very beautiful blonde taking up with and maybe leaving with Him.

When they leave they have Andy take them on a tour of the rest of the city. Andy also provides a lot of background information.

They are followed after entering the riverfront district. However it just turns out to be some thieves.


4. Emery just stays around the Gate Circle and picks up information. About mid afternoon he begins making round of the shops to the west of the Gate Circle. He buys some medicines. He find a wide collection of technology.


1200 NOON

Outgoing caravan leaves.


2:00 P.M.

Outgoing caravan leaves.


4:00 P.M.

Outgoing caravan leaves.


5:15 P.M.

Emery, while browsing through the shops just west of the gate circle, notices someone who he thinks in Ander. This is confirmed when he leaves the store to get a closer look. However, since two humans are ‘escorting’ Ander, he decides to follow.


5:20 P.M.

Jezebel and Wisperwill arrive back at the Chained Lightning Restaurant.


5:30 P.M.

He follows them to the South-east Gate Tavern, where the go in and take a table. Emery goes in also and takes a table close enough so that he can hear their conversation. They order drinks.


5:35 P.M.

Rathbone and Burton arrive back at the chained Lightning Restaurant.


5:45 P.M.

After receiving their drinks they take their leave and Ander appears to come out of a ‘sort of’ daze and really notice his surroundings.

Emery quickly puts out a call over the net and contacts Jezebel, Wisperwill, Burton, and Rathbone who are across the street in the Inn’s Restaurant. He describes the two men who left. Wisperwill and Burton leave in pursuit. Jezebel and Rathbone move out to cover from a distance. Jezebel just outside and Rathbone from the suite’s balcony.

Oakbranch hears uses a telepathy spell to link with Jezebel before teleporting to her. She then sprint across the street to join Emery and Ander.


5:50 P.M.

Burton and Wisperwill move in on the Duo. Wisperwill simply by overtaking them at the crowded street level (due to taverns, warehouse area and assembling of the outgoing caravan.) Burton ducks into the warehouse area and turns invisible and then flies above the crowd to get over the two.

Wisperwill put one of them (Thad Bridger) to sleep in mid-step. When he falls to the ground his companion (Evans Noonson) keeps him from being stepped on and bends over him to see what is the matter. Burton enters Evan’s mind (down to the sub-sub conscious level). Wisperwill then dazes Evan and moves in pretending to be a healer. Then a few seconds later he teleports across the street to Jezebel.

Meanwhile Burton (still Invisible) move down beside the dazed Evan and hypnotized him (whispering in his ear and checking his progress telepathically). He told Evan to forget what has happened and that his buddy and he had decided to split up in case they were being followed. Then when Evan came out of his daze he hurried away.

(While in this Evan’s mind Burton learned the following things:

  1. They were hired by a very low level member of the Trask crime organization. Name Ernie Mongoose.
  2. Trask very powerful, mysterious crime lord.
  3. Job was to pick Ander, whom they recognized as a Gate guard,) up at a brothel near the tavern that Wisperwill and Jezebel investigated during the afternoon and deliver him to the South-east Gate Tavern and leave quickly after saying a trigger phrase.
  4. This man’s address and hangouts.


If Burton does another telereceive on this man he will automatically get in just as deep and will keep contact up to twice his normal range.)

Wisperwill and Jezebel escort their drunk ‘friend’ back up to the suite.


5:55 P.M.

Kathy and Emery have been talking to Ander. She has checked his aura and found no magical spells on him. He first removed a magical resistance disk from a belt pouch. Right before they left she cast a disguise over him. He now looks like Dr. Mann.

(Hand did have an observer in the bar. He (Sebastian Cabot) was there to make sure that Ander behaved as he should have when he came out of the ‘suggestive state’. He is one of the off world humans working for THE HAND. He is a Level II telepath (telereceive-14, telesend-14, Mindwipe-14, Sleep-14, Mindshield-14) and was supposed to deal with Ander if it looked like he didn’t respond properly. He watched from the bar so he saw but did not hear what was said by Kathy and Emery. HE DID NOT FOLLOW THEM OUT. INSTEAD HE WAITED about 5 minutes and then went back to Report to THE HAND.)


5:58 P.M.

The team along with Ander and their Captive arrive back at their suite.


(Tagged thug is named Evan Noonson. See above list for what Burton got from him. (This was a critical success so on a IQ roll Burton may ‘remember’ more of what was in Evan’s mind. But it does have to be a concious effort.)


Captured thug is named Thad Bridger. What he Knows.

  • Ernie Mongoose hired them to do escort duty.
  • Ernie’s address and local hangouts.
  • Ernie is a low level street boss for Trask along the northern river docks.
  • They have done tasks for Ernie before.
  • Trask is a very powerful, mysterious crime lord. Came to current position around 5 years ago.
  • Picked Ander (who they knew upon seeing was a gate guard) at a brother near the tavern that Wisperwill and Jezebel investigated during the afternoon, and deliver him to the South-east gate tavern. They were to say a trigger phrase and leave quickly. They were then to go about their regular activities.
    • Wednesday (6/1) at 5:00 PM
    • Thursday (6/2) at 6:15 PM
    • Saturday (6/4) at 5:00 PM
    • Sunday (6/5) at 1:30 PM (he must be pressed greatly before he’ll reveal that there is a pick-up scheduled for tomorrow.


WHAT ERNIE MONGOOSE KNOWS

TaSaree (Mage II Goblin) hired Mongoose. Tasaree reports directly to Hand. However Mongoose knows nothing about TaSaree except that She is a mage and that she gave him the proper code words for the time she made contact. ((He has the next 3 days code phrases in his memory.)) His description of her is very bad. Mongoose has a slight thing against Goblins.

As a low level street boss Mongoose has 2 Mage I humans reporting to him as well as about 30-40 people of mixed races. There are 5 or 6 levels between Mongoose and Trask. Only about 2 or 3 people have ever seen Trask – at least that what Mongoose thinks.

Mongoose is pretty good at what he does and is a suspicious person. He is good with Sword and fist. He has contacts with other street bosses. Mongoose has some pride so will try to handle matters as long as possible but if it is clear that the matter is of some importance (and he is clearly outmatched) he will inform his superiors.

Mongoose has also been assigned to have men escort Steven Drake (another member of Gate house guard squad 1). Two other men were assigned to him.

STEVEN DRAKE			ANDER IMAKATA
Monday 5/30			Wednesday 6/1
Tuesday 5/31			Thursday 6/2
Friday 6/3     Stev Hollow	Saturday 6/4						
               Gustaf Dunn
				Sunday 6/5  Evan Noonson									            Thad Bridger


6:00 P.M.

Outgoing caravan leaves.

1/24/1999 GAMING SESSION ENDS

NEXT NPC MOVES in Italic


7:00 P.M.

Cabot reports to Hand. She does read of him to get exact description of two people (Oakbranch and Emery) seen with ANDER as well at description of the Illusion disguise placed on ANDER. She then projects this to one of her sketch artists who does a rendering of each one. She then has copies made.

9:00 P.M.

Hand has 6 of her people begin a search for the three. They are to use local Thieves guild members to assist. Search is to begin around the Gate Circle and expand outward. CONTACT IS NOT TO BE MADE. JUST FIND THEM.


10:00 P.M.

Worker at the Chained Lightning remembers seeing them go into the Inn earlier in the evening. However they are unable to get the room they are in. Current Desk clerk does not remember her checking in. Day clerk not scheduled back in until Monday.


10:30 P.M.

Decide to set up soft watch. Cabot hires 12 locals to watch various parts of hotel. Divided into 4 teams of three each. Each team does not know about the other. They are watching each floor and the exits. Intent is to find room of Green haired woman and Man. Each squad is given a radio with 4 mile transmit capability only. They are to report in only when located quarry.


11:30 P.M.

All Observer are in place.


DAY 1 (Sunday June 5)


8:00 A.M.

Ander has a post-hypnotic suggestion to go to a small house on east side of city. He is to loose anybody who is with him.

If Cabot’s observors find Ander or the other two, Jahara will assist in watch. They will also aid Ander’s break away from the group.


10:00 A.M.

INCOMING CARAVAN SCHEDULED.


2:00 P.M.

Outgoing caravan leaves.


5:00 P.M.

Ander is to be returned to the South-east Gate Tavern.


6:00 P.M.

Outgoing caravan leaves.




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