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annexedlogs2022-08-14 08:50 pm
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Mission Log #1

How It Works
Welcome to the first mission log in Annexed!
How Mission Logs Work: There will generally be two main missions per month, with different focuses tailored to different skillsets (usually stealth vs. fighting, though other skillsets will be tapped on). Each mission will be posted in phases, with a prompt for the start of each phase. The plotting post will give you a rundown of what the missions are, how they might go, and what might be discovered. Characters may partake in whichever pat of the operation they choose, whether it's a large prominent part or a more supporting role. Characters may participate in both missions, and as many phases as they wish.
Mod Guidance: Players may request occasional scene-setting when they hit a point where they're unsure what might happen next in a log or what their characters might encounter. There will be a "Mod Guidance" comment that players can reply to in order to request this kind of scene-setting.
Completion of Missions: There will be a submissions comment for anyone who's threaded out a portion of the mission. Once a thread has been completed at least halfway, please submit your character's progress and plans for the thread to the submissions thread. These submissions are the main way that the mod will decide how the mission went in the next month's wrap-up post, so they are very important!
Plotting Post: Here!
The Cure For Immunity
The Witches have received intel through their spies in Zephyr that a lab located just outside the outskirts of the city is engaged in experiments on sentient beings to create a serum that will change those people who are incompatible with Sylphid reproduction. This serum would allow the Sylphid to take over the bodies of people who would usually be fatal to them.
The serum is said to function at a 45% success rate already.
Obviously this would be a major blow to all life on the Broken World, as 70% of the population is immune to being taken over by Sylphid. This serum would allow them to increase their population numbers exponentially and turn a powerful takeover into a nigh-unstoppable one.
The Witch will be calling a general meeting at the Command Center where she will explain the situation and the proposed missions to stop it.
Mission A: Into the Lab
Mission Appropriateness: Chipped or Stripped
Mission Focus: Stealth and recon.
This mission will focus on stealth and recon, with operatives conducting surveillance on the lab to work out the rounds of the guards and other staff so they can infiltrate and take the information on the Sylphid serum in order to reverse engineer it and hopefully make a serum to make everyone immune to Sylphid takeover. The Witch passionately states in her opening speech that this would be an immense blow against the Sylphid and is a very important mission.
Nestled in the jungle a few blocks outside city limits is a low cement building with a high barbed-wire-topped chain-link fence around it. The lab is built like a fortress with thick walls, very few windows, and a thick roof made of cement and tile, almost bomb-proof. All in all, the Sylphid aren't exactly subtle, the place might as well scream 'secret lab to create top-secret serums.' There's also a regular round of security guards accompanied by guard dogs that make their way around the perimeter, and security cameras at every entrance and exit.
There is plenty of cover around the building for operatives to watch the rounds of the guards, the way the cameras swivel, and get a feeling for what kind of people enter and exit the building. Surveillance can be conducted the old-fashioned way, by just watching the building from many different angles and sharing observations by camera. They can also be done in a variety of other ways, depending on individual powers and abilities - want to pretend to be making a delivery so you can scope out the front desk? take photos or videos of rounds or entrances and exits to study? draw a rough map of the grounds to show everybody? Go for it!
There are a variety of ways to get into the building, but surveillance will boil down to four main routes of entry:
⇝ The first is a direct frontal entry, where characters may bluff their way inside the building in a variety of ways including pretending to make a delivery, taking down a single guard and stealing their uniform, or otherwise working out a ruse to get inside.
⇝ The second is a through a single bulletproof glass skylight in the roof of the building, directly above the mess hall, which should be empty just after lunch time. There is a strong lock on the skylight, but it can be picked and there are no traps.
⇝ The third is through the back entrance, near where the guards' staff room is, in a secondary building. This route will require taking out several guards as silently as possible and entering disguised as guards.
⇝ The fourth is through a ventilation system that can be accessed by a panel high up on the wall at the one side of the building that is facing the jungle. This one will require some acrobatic skill and flexibility and might be best for a small character.
There are four major routes of entry into the lab, and characters who try any route of entry should keep in contact with people outside via radio or network to relay information found out during the infiltration phase. The rebels are trying to get as much information about the internal layout of the lab as possible in case the Sylphid opt to reuse it for another purpose in the future. They would ideally like to be able to map the entire internal structure of the facility. In all cases, photos, videos, and sketches of the inside of the lab would be welcome to the rebels.
⇝ Frontal Entry: Characters who opt to enter through the front via some kind of ruse and who gain entry will find themselves faced with a maze of corridors and rooms. This may be difficult because anyone who is allowed entry into the building generally knows their way around. Success of this particular route of entry will depend on confidence and being able to keep the ruse alive as the characters run into various different people - scientists, guards, deliverypersons, janitorial staff, and other staff. Keep the ruse up for as long as possible and make sure you get as many details of the inside of the building as possible to relay to your colleagues outside as possible.
⇝ Skylight Entry: Characters who opt to enter through the skylight will find themselves faced with a heavy lock as their first obstacle. The lock is able to be picked or hacked, depending on the characters' skillset. Once the skylight is open they will have to lower themselves into the room underneath, a mess hall for the staff in the lab, and subdue the cafeteria workers. From this point, they will need to keep themselves hidden from passers-by in the hallways, and rely on stealth and silence as much as possible while mapping out the inside of the lab, and keep in radio or network contact with those on the outside.
⇝ Back Entry: This is the method of entry that requires the most fighting. Characters will enter the back area of the building where there is a smaller outbuilding that is used by the guards for a sort of staff room while they are taking breaks, and subdue several guards to take their uniforms. After the uniforms and keycards for the building are secured, they can enter through the back door and maintain the ruse of being guards that are patrolling the building. This is where knowledge of the guard rounds comes in handy, and all that surveillance will certainly help. These characters will have to be careful to avoid the real guards as they will be able to clock that they aren't their coworkers and the "I'm new" story will only work so many times! Characters in guard uniforms will have an easier time communicating out loud on radios and the network as they're expected to be communicating by radio, and will also be able to give spare walkie-talkies to those on the outside.
⇝ Ventilation Entry: This is the most physically challenging method of entry, but a very valuable one. After accessing the ventilation system, characters will be able to crawl through the duct work in a virtually undetectable way and take photos, videos, or sketches of the rooms they can view through vents. The duct work goes everywhere throughout the building and mostly poses obstacles in the form of the mazelike system of them, occasional fans and other blockages in the ductwork, and dust and debris in the ducts including possibly rats and spiders. Some of the spiders are poisonous, as jungle spiders tend to be, and anyone bitten by the spiders will experience pain and hallucinations that may hinder them. As with all other entry methods, the people in the ventilation system should be communicating with those on the outside by radio or network.
Phase III is more straightforward than the other phases of this mission - once the infiltrators have mapped out the inside of the lab, they should locate the central computer banks and anyone with the technical expertise should make a copy of the databanks. This will require some hacking and all characters doing infiltration will be provided with a device that will allow them to hack through any passcodes required by the computer to access the information inside. Copying the database will take at least a half hour, so characters may have to create diversions, talk themselves out of hot water when people come to stop by the computer room, and otherwise distract the true staff of the building from entering the room and catching them in the act.
Once the computer banks have been copied, characters should use another device they will be given before infiltration to plant a virus in the computer banks that will corrupt everything in them. The virus will take about 10 minutes to get to the point of critical mass, a guaranteed disruption of the whole system. This phase of the mission will take at least 40 minutes total, during which characters are going to have to keep any of the real staff of the lab out of the computer room through whatever means possible, making it the point in the mission most likely to go off the rails.
After the computer system has been disrupted by the virus, characters will have to escape the building without being caught by the Sylphid staff, and may leave through any exit available so they can melt into the forest and make a clean escape.
Characters infiltrating the lab will discover several rooms where sentient test subjects are located. Some of them will be in very ill health due to side effects of the treatments they've been enduring, and all will be very willing and eager to be rescued. While some characters stay with the computer banks to copy and sabotage them, other characters may go find these rooms full of test subjects, about 45 in total, and smuggle them out of the building. Once the rebel force has been alerted to the presence of test subjects, they will send a truck to wait near the back entrance, and operatives will simply have to cut the chain link fence to make space for the subjects to get into the truck to be transported back to the Witches Camp. This mission will likely involve having to subdue several guards as the back entrance is near the guards' room.
Mission B: Disrupt The Supply Chain
Mission Appropriateness: Chipped or Stripped
Mission Focus: Recon and open battle.
This mission will focus on open battle and guerilla tactics, with operatives locating and disrupting the supply chain to the lab. It will focus on identifying shipments of equipment, food, and other supplies to the lab and interrupting them, destroying the vehicles, subduing the enemy, and taking whatever supplies they can back to the Witches Camp.
The highway leading past the lab is a seldom-used four-lane highway that snakes its way through the jungle in a mostly uninhabited area. While there are a few scattered farms and other occupied areas, most of the highway is bordered on by wild jungle, which provides a lot of cover for surveillance of the delivery vehicles that approach the lab to drop off supplies. Most of the trucks will contain food, equipment, and other sundries for the function of the lab. The trucks can be wheeled or hover, and will have various brand names emblazoned on them. Characters tasked with surveillance in these areas will settle at safe and well-hidden spots in the jungle to watch the roads and keep detailed notes on which trucks with which brand names enter the lab to deliver supplies. They will also need to keep in close contact with home base to relay this information, with notes on the times the deliveries happen and what sort of supplies may be being delivered, based on the logos on the trucks.
Characters will discover that there are actually several routes delivery trucks are taking to get to the lab, contrary to previous intel-gathering, which pointed to the quickest and most obvious route being the one the trucks used. Some trucks are taking side streets through a nearby occupied area, at the center of which is a rather skeezy truck stop where drivers stop for food before completing their deliveries. Characters will need to spread out to cover these additional routes in order to make sure they don't miss any delivery trucks.
Additionally, the truck stop may become a good source of intel, with staff being amenable through convincing, coercion, or bribing to give information on the drivers that stop in on a regular basis, what they haul, and what their timetables are like. Players are more than welcome to NPC some of the staff at the truck stop for mild interrogation, including waitresses, cashiers, station attendants, and janitorial staff.
As Mission A moves into its final phase, and much more likely to be discovered, phase II of Mission B will go into full effect. Operatives will have discovered four routes that trucks are taking into the lab, and will need to cover all of them for both surveillance and to blockade them or sabotage them and stop the trucks.
⇝ Route 1: The main and quickest route that trucks are taking to the lab, which is directly down the highway and off of it into the lab driveway. This will be the toughest one to blockade due to the size of the highway - four lanes, though seldom used, is quite a distance to cover.
⇝ Route 2: A winding side road that goes over a small creek and then beside it, only two lanes across and through a mostly uninhabited area. Because it's uninhabited and a smaller road with less traffic, it will be easier to blockade and is also the second most used route by the trucks.
⇝ Route 3: A relatively direct route from the truck stop through some back streets that straightforwardly traverse farmland. There is more traffic on this road that is civilian because of its proximity to farmland, and will require a bit more effort due to this civilian traffic.
⇝ Route 4: Another straightforward route, though this time through a civilian-occupied area, and close to a school for the small community surrounding the truck stop. This will be the most difficult to blockade without doing too much collateral damage to the civilian area around it and the school.
Characters will have been given bombs that they may use to destroy the roads themselves as well as access to heavy machinery they can use to move cement blocks into the roadways to block traffic from getting through. Once the roads are blocked or destroyed, characters will have to subdue the Sylphid staff on the trucks through force, which might be a significant fight, as all Sylphid, even down to truck drivers, are well-trained in combat. These drivers are also well-armed, considering the mission they're on to supply the lab, which is one of the top priorities for the Sylphid as of now.
Phase III is relatively straightforward compared to the rest of the missions - unload the trucks and carry the supplies back to the Witches Camp via truck or hover-ATV, then destroy the trucks. This will mostly be through demolitions or by setting the trucks on fire, leaving them as a signal to the Sylphid that they can't go about their research without being challenged.
Characters may disable the trucks in whatever fashion they wish, so long as it leaves a good, lasting message to the Sylphid. The Sylphid drivers that aren't killed should be captured and bound and loaded into a truck to be taken back to the Witches Camp to be interrogated or used as bargaining chips for the more diplomatic side of the rebellion.
Damage to civilian property or injury of civilians, especially children who may be playing at the playground by the school would be seriously looked down on and a huge blow to the rebellion's reputation, so characters are encouraged to keep destruction to a minimum on Route 4 in particular. In fact, the rebellion would prefer if operatives could load the trucks onto heavy machinery and take them to the Witches Camp for demolition instead of leaving them on Route 4.
Additionally, operatives along the routes will find that some of the trucks contain caged and restrained test subjects. Once these are discovered, they should be taken by truck back to the Witches Camp. Unfortunately, these test subjects can't be returned to their families in Zephyr because their chips would immediately mark them for death - the Sylphid would, without thinking twice, kill people that were marked as test subjects who escaped, especially after being rescued by the rebellion, in case they were corrupted by the rebellion. These test subjects will have to be comforted and brought back to the Camp to either join the rebellion or be civilians in the Camp.
no subject
She wrinkles her nose, thinking about a bow and arrow, but comes up empty-handed. Shaking her head, she produces a spear instead and hands it over, "That'll be better for ya than that sad broom."
And it is a pretty sad broom. Where did he even get that? Why is he using it as a weapon? Who could know?
The guns are useful as far as she's concerned, but she's always had a weak spot for using a good blunt weapon or a stick weapon, like a polearm or whatever. There's just something so viscerally satisfying about hitting home to someone's head with a mallet.
"Guess I'm just not great with ranged weapons that aren't guns."
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Not quite the same as Harley's hammerspace, but still useful.
The two drivers at this point seem to be well and truly taken care of, so he makes a few jabs with the spear in the air on front of him, testing it out. It's a shame she couldn't make him a bow as well, but he's plenty happy with this.
"Much better than a broom," he agrees. "Thank you."
Then there's the sound of screeching tires, as another truck starts zooming towards them. Link looks at Harley, then back at the rocket launcher she'd used to blow this truck up. It's a bit far to grab, so unless Harley can make another one...but Link has tricks up his sleeve too.
Another tap at the slate, and now he's suddenly holding a glowing bright blue ball. He looks back at Harley. Time to go again?
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"Whoa, that was so cool!" she says, gesturing vaguely at the tablet.
There's not much time to bask in the glory of a decent weapon, though, because at that moment there's the loud sound of a truck's horn blaring, and another truck is weaving around the one they'd just stopped right as Link pulls out a blue glowing ball.
"Perfect timing! You betta throw whatever that crazy ball is at that truck right quick!"
no subject
The moment the ball goes under the truck, Link taps at the slate again.
A muffled BOOM!, and the truck is launched up into the air, tilting on its side as it comes crashing down and screeching across the tarmac.
no subject
Harley lets out a loud whoop, pumping a fist into the air.
"Holy shit, that was SO COOL!" she says gaily, whipping out a mallet and heading for the truck, "What was that?"
no subject
He runs off after Harley, but since she got a head-start on him, she's going to reach the truck first.
With it stuck on the side as it is, the driver is now trying to climb up through the now open side door. He sees Harley coming, and tries to aim his gun at her while half out of the door.
no subject
She catches it a minute too late and gets a graze wound on her upper arm, which has her yelping and grabbing at it for a half-second before she swings the mallet like a croquet mallet and slams it into the side of the Sylphid's head. She scrambles backward at that point because her arm is bleeding a lot into her jacket and she trusts Link to take care of the dazed Sylphid while she ties a bandana around her wound.
no subject
There's no time to ponder this confusing assertion however, because now she's wounded and Link is darting in to stand before her, getting right up in front of the Sylphid. He strikes forth with his spear; once, twice, five times in rapid succession. Each strike lands right in the Sylphid's chest, giving him no time to react.
And along with the earlier head wound, the Sylphid is now out for the count, clumping to the ground and going still. Now that the immediate threat is taken care of, Link looks back - is Harley okay?
no subject
It's a little frustrating, and she looks over at her erstwhile companion.
"Would'ja be so kind as to help me out with this? Just uh, tie it on there tight to stop the bleedin'?"
no subject
As Link takes the bandana and starts tying it, he's focused and methodical. Tying a tourniquet isn't something unfamiliar to him, and he knows how to tie it tight enough, but not too tight.
Job done, Link finishes the tourniquet off with a little bow, and nods to himself in satisfaction.
no subject
Aww, this guy is nice too. And a badass.
"Thanks. That was real nice of you." she says, then pulls her jacket back on and looks up the road a little. There's another truck coming, and she pulls out a rocket launcher, sighing a little.
"Shall we?"
no subject
The fact that he then runs around the side of the first try, using it for cover while he aims his bomb towards the second, is probably also a pretty good answer. Getting the bomb underneath worked pretty well last time, so he tries that again.
If Harley times her rocket launcher just right, she might be able to hit it at the same time Link's bomb rolls under.
no subject
She grins when she sees another bomb come out, and Link rolls it, and she picks up on what he's putting down almost immediately, and takes aim with her rocket launcher. She shoots it off right at the exact moment she needs to so that it hits home right when the bomb goes off, so they both explode at the same time.
It basically demolishes the entire front of the truck and half the back, and Harley lets out a whoop of glee, putting the rocket launcher away and pulling out a mallet just in case anyone survived that conflagration.
no subject
...But when it comes close, it soon becomes clear that the combination of remote bomb and rocket launcher has decisively taken out both Sylph drivers. There's nothing but a mangled carriage, and two bodies that are most definitely not getting up again.
Link returns the spear to a rest position, and looks out on the road. "No more trucks," he says. The road is clear and empty.
no subject
Resting the mallet on one shoulder, Harley blows a strand of hair out of her face and nods, "Doubt anyone wants to come this way anymore, after these guys." Using a foot, she nudges one of the bodies and then makes a face, "Eww."
no subject
Though Link definitely preferred dead game or monsters to people. Even when they were people like the Yiga or the Sylphid - there was always something sad. Even when Link didn't regret it.
"Thank you got the spear," he tells her. "It was better than a broom."
no subject
"Oh no problem. You want another one, or uh, somethin' else?" she asks, cocking her head to the side, "And d'you know what we're supposed to be doin' now?"
no subject
“Can you make swords?” He asks. “Or…” he pulls out the Slate and flicks through the Compendium, until he finds the picture of the dragonbone moblin club, and shows it to her. Can she make one of these?
no subject
Giving it an experimental swing, she raises her eyebrows, eyes wide.
"Nice balance. Here ya go."
And with that, she hands it over.
no subject
"Thank you!" Now he's got a spear and a club. Though he can't wield both at the same time - so the spear goes into the Slate, stored away for later use.
"I had more weapons before. They're gone now." And not just any weapons too. He'd had his friends weapons stored in the Slate - Mipha's Lightscale Trident, Daruk's Boulder Breaker, Revali's Great Eagle Bow, Urbosa's Scimitar of the Seven and Daybreaker Shield. Lost sometime after the Sylphid took him.
no subject
His tabletty thing thing is pretty cool, she's noticed, and she leans in a little more, curiously poking at it.
"What's that?"
no subject
Link still had their gifts, the abilities their spirits had gifted him - but he'd had to get the chip removed first.
As for the curious item, Harley will be able to see on the screen a kind of inventory listing of weapons - there appears to be space for 17 weapons, but right now there's only the broom and the spear included. "It's the Sheikah Slate," Link says, not very helpfully.
no subject
That sounds sad. The weapons he'd lost had belonged to friends, who she's guessing aren't around anymore. That's something she knows well, from having Javelin's...well, javelin. Knowing she was meant to carry it for a reason. And she thinks of Flag every time she holds a gun.
"What's a Sheikah Slate?" she asks, glancing down the road to make sure there are no trucks, but more interested in the conversation at hand.
no subject
"It does of things. Like making bombs, and holding my stuff."
no subject
"Oh, wow, it makes bombs? So it ain't just a tablet, then. That's really cool."
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