Operation Criss-Cross (CS Military Ops)


Dicegazers.com Presents: CS Doorkickers, a CS Military Ops Series

Background

The Vultures of Tolkeen, a notorious group led by Lord Murgesh’s son, Bengalu, have reemerged. Mercenary scouts have provided intelligence indicating that the Vultures are currently operating near Queenston Harbor, east of Chi-Town. Bengalu, now 15 years old, is accompanied by his twin sister, Karnata, and they are supported by a band of Simvan Stock Warriors who have taken up the mantle of Guress. The Vultures are proving to be a formidable force, riding Fury Beetles and Guress Ostrasaurus.

Initially, their attacks appeared random, but after successfully eliminating three decorated officers who served in the Tolkeen Conflict, it became evident that the Vultures had a specific hit list.

The Merc Scouts were particularly intrigued by Bengalu’s possession of a rare Polearm Grotesque, a contraband weapon seized by the Coalition. Furthermore, both Bengalu and Karnata have been observed wearing Mega-Damage Leather Armor, presumably enhanced with Techno-Wizard augmentations. This suggests that they either have connections to the Black Market or have a supplier capable of obtaining such items, indicating their access to funds and resources.

Military Orders

The squad’s mission is to assist Colonel Bryon “Shroud” Winters in locating and neutralizing the Vultures of Tolkeen. Colonel Winters, a decorated officer with a troubled past, is a Mind Melter-level psychic who previously served as a Psi-Net Agent and hunted down mages and other Psychics during the Tolkeen Conflict. However, the squad quickly realizes that the Colonel is exhibiting signs of PTSD, with unpredictable moods, reliance on gut feelings, and a distant demeanor.

The squad is directed to meet Colonel Winters in the field and is provided with an address in Queenston Harbor. Upon arrival at a brownstone walk-up, they encounter Kyius Kyzor, a partially dressed Quick-Flex Alien holding narcotic paraphernalia. Just as they attempt to confirm the address, Colonel Winters emerges from the apartment, drying his hair with a towel, and orders them inside.

Kyius, an informant, possesses valuable street-level intelligence. She informs the Colonel about the abundance of Tolkeen TW Devices circulating in Queenston Harbor, with large shipments delivered by Privateers at the docks. She provides the names of two ships, ‘The Morgania’ and ‘The Petisis,’ but neither vessel is currently docked, and their next appearances in Queenston Harbor are unknown. To gather more information, the squad must obtain the Harbor Master’s Manifest. Additionally, there is a Sailor’s Guild in the area led by Elven Operator Roren Bina, which supplies crew members for the ships and may hold further clues.

Armed with this new information, the squad prepares to delve deeper into the hunt for the Vultures of Tolkeen under the guidance of Colonel Winters, who brings a unique mix of psychic abilities and personal struggles to the mission.

The Harbor Masters and Dockyard

Queenston Harbor is divided into different sections, including the restricted Naval Yard, Shipyard, and Docks. Currently, two ships, ‘The Jenynna’ and ‘The Nautivia,’ are docked. One is a Schooner, and the other is a Sailboat.

The Harbor Master’s Office and Pilot House have light security, with two armed guards patrolling the grounds. The Gatehouse is manned by a Gate Master accompanied by a Beauceron guard dog.

The Harbor Master’s Manifest, containing valuable information, is digital and password-protected. The password can be brute-force hacked since it is a “common” password. The Captain and First Mate of ‘The Morgania’ are Atrox and Cleo Santana, respectively. ‘The Petisis’ is captained by Murt Task, who secretly happens to be a Changeling. Atrox is an AWOL Dog Boy, while his First Mate is an Orc with body modifications to appear more human.

‘The Morgania’ is involved in smuggling Old Style CS Weapons, Armor, and Equipment through Queenston Harbor, which is a crime even in this lawless town. If caught with the contraband, the Captain and crew could face severe penalties. Upon learning of Atrox’s AWOL status from the CS Seadogs, Colonel Winters will issue an arrest warrant. The next docking of ‘The Morgania’ is uncertain, but the Harbor Master’s Manifest suggests regular visits with an interval of about 21 to 25 days. The squad is given a Rendition Order to identify ‘The Morgania’ and arrest Atrox before the ship reaches Queenston Harbor’s Ports. They are also tasked with searching the cargo for Coalition Property and placing a Tracker Bug for future recovery.

The Morgania and The Jenynna

‘The Morgania’ is estimated to have a top speed of around 25 knots or 28 miles per hour. Atrox commands a crew of seven, including his First Mate. Most of the crew members are martial conversion slaves. Atrox has two Wired Gunslinger “Enforcers” named ‘Bakes’ and ‘Tarnal.’ He has connections with Remington’s Raiders and is known for smuggling cargo out of Black Bay. Additionally, he has ties to the Iron Heart Avengers.

Colonel Winters discovers the association between ‘The Jenynna’ and ‘The Steel Horseman.’ Its Captain, Thomas Cobham, holds animosity towards the CS and various pirate outfits operating on the Great Lakes. Cobham and his crew are currently at ‘The New Providence,’ a gambling house and hangout for adventurers, pirates, and mercenaries. ‘The New Providence’ also serves as a secret hideout for a gang of master thieves who exploit drunk gamblers and cheat at cards and other games. The gang shares their earnings with the establishment’s owner, whose son, Dutch Styles, is a con man with delusions of grandeur. Safikis, a D’nnor Devilman Enforcer, acts as Dutch Styles’ bodyguard and intervenes when thieves are caught in the act.

Atrox is expected to arrive in Queenston Harbor in three days, coming from ‘The Relic’ to deliver components and machine parts for a seized UAR1 that Captain Remington hopes to restore. Their stop in the Harbor will be brief, primarily for cargo transfer and refueling before heading to Black Bay. Their ‘other’ cargo consists mostly of Free Quebec Weapons, Armor, and a small inventory of Old-Style CS arsenal. Captain Cobham is awaiting a shipment of CS Contraband.

Queenston Harbor Encounter

Colonel Winters recognizes a mercenary named Leon Blaze, a Burster working with the Iron Heart Avengers, operating in Queenston Harbor. Blaze is transporting cargo with his Road Hammer vehicle, accompanied by a 7-foot-tall Bullmastiff Dog Boy named ‘Captain Devil’ (Capdevielle). Four individuals, referred to as ‘Headhunters’ with partial conversions, sit in the back with the cargo.

Blaze has a 200k bounty on his head from CS Command, and Colonel Winters is determined not to let him escape. Depending on his mood, Winters will either follow Blaze outside of town or ambush him on the streets of Queenston Harbor, engaging the mercenaries in a firefight in public.

What isn’t shared with the squad, Blaze is a deep-cover CS Operative who has gone AWOL. Colonel Winters trained Blaze in the academy and knows him to be a staunch supporter of the CS. It is unlikely that Blaze switched allegiances; he is probably working his contacts and has gotten in too deep. Winters keeps this fact to himself, ensuring that no one seriously injures Blaze. In the end, it will be an impulsive decision for Winters to either release Blaze or bring him in.

Blaze, the Informant

Leon Blaze, the mercenary being pursued by Colonel Winters, does not have information about the current whereabouts of the Tolkeen Vultures. However, he reveals that a D-Bee Shifter named Jaan De’Tavar has been running contraband TW Weapons through CS Territories and selling them in Queenston Harbor, New Lazlo, and Stormspire. De’Tavar, a Relic Hunter, appears to have access to a wide range of weapons and items captured by the CS during and after the Tolkeen Conflict.

Colonel Winters decides to utilize his back channels to locate and identify Jaan De’Tavar, an A’rac Practitioner of Magic with ties in Chi-Town. It will take three days for actionable information about De’Tavar’s operations to reach Winters, and an unlikely source named Thorogood Rhoades, a Psi-Stalker, is providing the information. Thorogood Rhoades tracks the movements of ‘The El’Oculta and The Immaterial Hand,’ two Black Market organizations operating in Reynes.

While not affiliated with either organization, both sides have attempted to stop the elusive Shifter. Colonel Winters believes that if the squad can locate and infiltrate either organization, they can learn what they know about the Relic Hunter Shifter D-Bee, Jaan De’Tavar.

 

The Free Kingdom of Reynes

Reynes is a sprawling community located along Lake Champlain in Vermont, with a population of approximately 90,000 people. Sixty percent of the population consists of Psi-Stalkers, while the rest is a mix of French-speaking humans and various D-Bee races. Initially, a haven for Psi-Stalkers, the community underwent changes as the Coalition expanded into the areas of Iron Heart and Free Quebec.

Many D-Bees immigrated to Reynes and negotiated a treaty with the Psi-Stalkers to coexist. The formation of the community resulted from the merger of three smaller Psi-Stalker tribes that were struggling against the Native Americans of the Longhouse Preserve to the south and the Demons from the Rift east of Lake Champlain.

The ruling party of Reynes is called the Congress of Reynes, led by a Tribunal consisting of Ramsis of the Pigman Tribe, Navar of the Sunset Tribe, and Clansy of the Demon Watch Tribe. The people of Reynes accept various forms of payment, including Universal Credits, metals, gems, black market goods, and bartering. While anarchy may seem to rule the streets, there is an order that exists within Reynes, known only to the locals.

The heart of Reynes is predominantly populated by D-Bees, acting as a buffer zone between the three tribes: the Pigman Tribe to the north, the Sunset Tribe to the south, and the Demon Watch Tribe to the east. They rely on their own crops and salvaged materials to sustain themselves and have no external trade.

Thorogood Rhoades himself is a member of the Demon Watch Tribe.

Local People of Note

  • Lana ‘Newt’ Crystal is a human female Rogue Scholar and cultural anthropologist studying the societal dynamics of bandits. She is 5ft, 9in tall, and sports a blue mohawk. She is a lone wolf who is attracted to Black Market Enforcers and other ‘Alpha Males.’ Unprincipled.
  • Erica ‘Calypso’ Mueller is a human female Cyber-Doctor with secret ties to the Chicago Network. She is 5ft, 9in tall, with buzzed hair that she bleaches blond. She is a gambler who loves taking unnecessary risks, particularly if the risk will benefit her in any way. Anarchist.
  • Brax ‘Agro’ Tarn is a human male Highwayman. He is 5ft, 5in tall, with a shaved head. He is pleasant and enjoys meeting new people and is protective of his friends. His reputation has barred him from working with any major Black Market Organization. He’s struggling to find work. Unprincipled.
  • Owl ‘Harper’ Rayden is a human male Mining Borg. He is a 9ft tall cyborg in medium cyber armor. He is arrogant and treats D-Bees and Mutants as second-class citizens. He is over 90 years old and fears that he’s near the end of his life and is looking for ‘one last fight.’ Miscreant.

Local Events of Note

  • A group of Cybersnatchers named ‘The Soulless’ is targeting Partial Conversions. They’ve targeted a few prominent people in town with powerful connections. Their exploits are beginning to draw unwanted attention.
  • A group of Cyber-Knights is openly intimidating people to leave particular areas around Reynes. Not even the Town’s Officials know what they are up to, and any attempt to learn of their activities results in violence. The names of the Cyber-Knights are Hecate, Keres, and Dirce.
  • A group of Grey Seers mendicants is seen around Reynes. They have taken an oath of silence. But those with Telepathy will be able to pick up their thoughts and communications as they use their Psychic Powers to secretly communicate with each other. They are a splinter group who have been expelled and live by alms.
  • A squad of Tennessee Headhunters has circled a construction site in town, blocking traffic and disrupting people’s normal activities. They seem disoriented and unorganized, posing a clear danger to the people of Reynes. They have been manipulated into targeting this construction site, but they don’t seem to remember why. Possibly, they are under the influence of a powerful spell or psychic suggestion, or they are being manipulated by a supernatural threat.

Finding Thorogood Rhoades

In the unknown streets of Reynes, the soldiers receive a tip from a mysterious informant, directing them to find a figure known as Whisper. It is believed that Whisper holds crucial information that can aid in their search for Thorogood. Following the lead, they arrive at The Rusty Gear, a dive bar in the industrial district where Whisper and his network gather. Unbeknownst to the soldiers, the informant is actually a psychic operative aligned with a clandestine group called The Scorchers. The Scorchers have their own agenda in finding Whisper and hope that the soldiers will unwittingly lead them to their target.

At The Rusty Gear, they encounter Rook, the weathered owner with bionic appendages, who provides a cryptic clue about Whisper’s location near an abandoned warehouse—the remnants of The Black Barrel Distillery. Meanwhile, the Scorchers prepare an ambush, leveraging their knowledge of the terrain and superior numbers. Their plan is to lure the soldiers into the distillery, where they know a hidden access lies.

Taking cover in the abandoned warehouse, the soldiers stumble upon a concealed hatch beneath crates, unlocking it to reveal a network of underground tunnels. These tunnels were originally built as secret passageways during times of political unrest and now serve as a haven for covert operations. As they navigate the dimly lit and interconnected passages, the Scorchers trail closely behind, using the soldiers as a guide to locate Whisper.

Deep within the labyrinthine tunnels, the soldiers finally encounter Whisper and his renegade Algonquin companions. Whisper, who aids the Psi-Stalker Tribes in their struggle against the rival Mohawk Tribe, finds himself pursued by Kanien, the leader of the Scorchers and a renegade Mohawk. Kanien seeks to eliminate Whisper’s group of trackers and Wilderness Scouts. Joined by the soldiers, Whisper and his allies prepare to defend themselves, pushing back against Kanien’s aggression and, perhaps, bringing an end to the relentless manhunt.

Learning that the CS Soldiers are looking for Thorogood, Whisper will share a hand-drawn map that outlines the general path of the Canadian Corridor, marking the approximate locations of El Oculta’s stash houses. Whisper advises them to exercise caution and gather information from local contacts along the way. Armed with this knowledge, the soldiers can embark on their mission to locate Thorogood Rhoades.

The Canadian Corridor

Coming upon the first Stash House location, Colonel Winters emphasizes the need for swift and precise action when dealing with the Black Market Raiders. These individuals, including enforcers, raiders, and mercenaries, are known for their heavy armor, weapons, and extensive arsenal. To counter their formidable defenses, Colonel Winters instructs the squad to prioritize ranged attacks and the use of explosives. The goal is to neutralize the threat quickly and efficiently.

The squad’s first objective is to secure any digital devices they come across. These devices may contain crucial information regarding De’Tavar’s whereabouts and activities. If securing the devices proves difficult, their next priority is to apprehend and “black bag” the Black Market’s Case Man or Information Broker. This individual is likely to possess the necessary information on De’Tavar and can be a valuable source of intelligence.

El Oculta’s Stash House

Deep in the wilderness of northern New York, the hidden and fortified stash house holds an array of magical artifacts sought after by El Oculta. Blending seamlessly with its surroundings, the camouflaged structure safeguards a collection that includes P.P.E. batteries, power generators, TW sensory equipment, charged and uncharged gems, crystals, minerals, and weapons capable of summoning elemental forces. Among the treasures are TW armor upgrades and a prototype armored vehicle, ‘The Ateuchus.’ Soft, mystical lighting illuminates the secret passages adorned with arcane symbols and protective wards.

As Thorogood watches the CS Soldiers skillfully infiltrate the stash house, he recognizes them and approaches, introducing himself. He reveals that Surge informed him of their arrival. Thorogood, a 5-foot-6-inch tall Psi-Stalker with distinct facial features, is guarded but willing to cooperate. The soldiers’ leader, Colonel Winters, contemplates destroying the stash house, but Thorogood proposes a plan to track the cargo with tracers and destroy the rest discreetly.

Together, they study intel about De-Tavar and uncover information about the Vultures of Tolkeen and a drop-off location near the ruins of Cincinnati. They also learn of a distinct mark used by El Oculta to identify themselves and how to spot the Vultures’ Courier.

Confrontation with a Tolkeen Mage

In the wilderness along the Canadian Corridor, the soldiers stumble upon a mage immersed in the study of arcane energies. Donning battle armor linked to Tolkeen, the mid-30s male bears burn scars on the right side of his head. Unaware of the imminent ambush, he appears vulnerable, but little do they know he is shielded against energy attacks. Provoking him into combat, they soon realize they face a skilled opponent who swiftly switches to defensive tactics upon recognizing them as CS Soldiers. Employing diversion and obstruction, he eventually attempts to evade and escape, armed with spinning blades, a Lightning Staff, TW TK Sub-Machinegun, and a cache of goblin grenades.

Serenity’s Reach

The soldiers stumble upon an uncharted settlement known as Serenity’s Reach, hidden within the wilderness. Enclosed by towering 12-foot stone walls, shaped by powerful earth-based magic, the structures are beautifully adorned with lush ivies, vibrant moss, and other plants that serve as natural camouflage. This verdant tapestry adds an air of enchantment and further mystique to the settlement. Colonel Winters decides to venture alone, leaving his armor behind, as he carefully navigates the labyrinthine pathways lined with small stone huts, sheltering the impoverished residents. The air carries a sweet aroma mingled with the scent of earth, while the distant sound of a melodic voice weaves through the settlement, creating an otherworldly atmosphere.

At the heart of the labyrinth, surrounded by four larger hamlets and a stone well, Colonel Winters encounters a group that includes an A’rac mage, suspected to be De’Tavar. Acting swiftly, he traps the group within a telekinetic bubble and ignites a parachute flare, casting an eerie glow over the scene. Drawing his psi-sword, he prepares for confrontation, while the soldiers may face the challenge of discerning friend from foe in this ethereal and foliage-covered setting.

Accompanying De’Tavar are an Elemental Fusionist, a Wilderness Scout, a novice Mind Melter, and a Ley Line Walker apprentice who is unaware that the soldiers have already confronted his mentor. Additionally, a mid-level Cyber-Knight and a City Rat with partial bionic enhancement are present, both observing the unfolding events.

Within the hidden settlement of Serenity’s Reach’s natural allure and labyrinthine pathways with lush foliage-covered stone walls the soldiers will discover a small trove of black market items. Among the loot, they find an NG-101 Rail Gun accompanied by several crates of ammunition, a collection of Vibro Weapons including claws, knives, and swords for close-quarter combat, an NG-P7 Particle Beam Rifle with e-clips for devastating energy attacks, and a crate of Bushman Armor and multi-optic helmets

Breaking De’Tavar

Col Winters will order his soldiers to neutralize all the threats in the hamlet while he interrogates the Relic Hunter.

The inhabitants of Serenity’s Reach are mostly Vagabonds and young female Mystic with some basic holistic medical skills. She accompanied the Cyber-Knight, along with the young Mind Melter. In all, they will offer no real resistance to the CS Soldiers.

After extracting the necessary information from De’Tavar, they will execute all remaining residents and continue their mission to a small encampment east of Cincinnati. Serenity’s Reach will be enveloped in flames as a series of explosives are discharged.

As Col Winters and his weary soldiers set their sights on the Vultures of Tolkeen’s encampment, they find themselves pushed to the brink. Running low on supplies and ammunition, their march becomes a grueling test of endurance. Col Winters, driven by his determination to complete the mission, pushes his men relentlessly, disregarding their physical and mental fatigue.

In this desperate situation, Col Winters resorts to threats, warning his soldiers against raising concerns or dissent. The weight of his authority looms heavy, as he makes it clear that he is willing to carry out his threats if pushed to the limit.

Operation Vigilance

Col Winters leads his soldiers to Fort Ironclad, a strategically positioned clandestine base concealed amidst the dense woods along the picturesque shores of Lake Ontario, near the remnants of the pre-collapse era ruins of Oswego. The fort serves as a vital hub for Coalition forces, dedicated to the surveillance and monitoring of the potent ley lines that crisscross the region.

Upon their arrival at Fort Ironclad, the soldiers are greeted by the awe-inspiring sight of a well-fortified outpost, standing as an impenetrable bastion against the unknown forces lurking within the mystical energies. Within the secure walls of the fort, they find solace and respite, along with the invaluable opportunity to replenish their supplies and rejuvenate their spirits, meticulously preparing themselves for the arduous tasks that lie ahead. It is within these fortified confines that they encounter the diligent operators of Operation Vigilance, a diverse group of scientists and soldiers, comprising both seasoned veterans and fresh faces, perhaps even some familiar comrades. Together, they form a cohesive team, blending their expertise and military prowess. Their collective mission revolves around surveillance, comprehensive mapping, and meticulous analysis of the intricate pathways through which magical power courses across the land. Their ultimate objective: to neutralize any emerging threats that jeopardize the stability and security of these mystical currents.

Once cleared and settled into their barracks at Fort Ironclad, the soldiers are approached by a sergeant in the mess, who informs them that the fort commander, Colonel Elizabeth Sinclair, wishes to see them.

In the meeting with Colonel Sinclair, she reveals that the fort has been experiencing a persistent problem with the sabotage of their installed sensors. Despite their best efforts, the fort’s forces have been unable to identify the culprits responsible for these acts of sabotage. Recognizing the squad’s unique skills and capabilities, Colonel Sinclair orders them to uncover the mystery and put an end to the ongoing sabotage.

The squad is joined by two Dog Boys named Tracker and Sentinel, a Bloodhound and a Belgian Malinois, respectively. Both Dog Boys are experienced trackers and familiar with the terrain, having performed multiple recon runs along the ley lines, but have never found anything noteworthy to report. With their squad commander, Colonel Winters, absent, the mission feels more relaxed. However, the soldiers are aware of the constraints of time as the Colonel will push them towards the Vulture’s encampment at the earliest opportunity.

It is Sentinel who eventually discloses the existence of a potential campsite for the saboteurs, refraining from mentioning how he stumbled upon it. Leading the squad to the location, they stumble upon a small group of athletic female naturalists, whose presence justifies Sentinel’s decision to keep their whereabouts a secret. However, their suspicions are soon aroused when the squad encounters a young female, no larger than six inches, resembling a Faerie.

As this diminutive being, known as a Faerie Bot, accompanied by her EEB Vehicle, comes into view, the squad begins to realize that the group of women might not be what they initially appeared to be. The EEB Vehicle serves as an early warning system, alerting the psychic warriors of the approaching Coalition Soldiers. The women, previously concealed as psychics due to the potent ley line activity near their camp, swiftly transition into a defensive stance, despite lacking proper armor and equipment.

The more seasoned warriors among the women attempt to hold off the advancing soldiers while the others hurriedly dress and arm themselves. The Faerie Bot employs various techno-wizardry security measures to impede the soldiers’ progress, hindering their advances and posing a formidable challenge.

Following the Trail

Colonel Sinclair arranges transportation for the Squad to a clearing near Cincinnati, where they are dropped off along with newly acquired equipment, weapons, ammunition, and provisions. With their supplies in order, the Soldiers embark on their mission to track down the Vultures of Tolkeen. Their journey commences by tracing a creek, seeking a suitable crossing that avoids the Shawnee Preservation. Progressing northward, they make their way to the historically significant site of Fort Ancient.

Pressing onward, the Squad treks approximately 8 miles on foot until they reach a juncture known as the ‘Y’ intersection along the local river, referred to as ‘Little River’ by the locals. At this pivotal point, they veer northward, venturing into a dense forest that blankets the region’s western side. Their astute observations enable them to discern the presence of the Vultures through the evident damage inflicted upon the natural landscape, a testament to the activities of their monstrous mounts.

By following this carefully chosen route, the Squad positions themselves strategically, surveilling and analyzing the Vultures’ movements in the area, setting the stage for the subsequent phase of their mission.

Deep within the Ohio forest, concealed amidst the towering trees, lies the alien ranch of the Vultures. This primitive compound mirrors the juvenile nature of its extraterrestrial occupants. Lacking the expertise of skilled builders, the Vultures’ hideout comprises scattered debris and rudimentary shelters fashioned from salvaged materials. Their attempts at establishing a strategic base are rudimentary at best, showcasing their limited understanding.

The Ranch of the Vultures challenges the Soldiers’ conventional understanding of warfare. Instead of customary structures, an assortment of haphazard encampments and peculiar edifices dot the landscape. These structures, born from salvaged remnants, emanate an otherworldly allure. The Vultures’ idiosyncratic tactics and strategies manifest in the unconventional layout of their ranch, where captive and tamed monstrous creatures roam amid pens and enclosures. The scene exudes an aura of unpredictability, posing a formidable test for the Soldiers.

For Colonel Winters, the Vultures’ strategic endeavors betray their immaturity in the art of warfare. Concealed from view lie the Vultures’ crude trenches, biding their time to unleash a treacherous surprise. These rudimentary defenses, though presently concealed, offer only meager protection, lacking the depth and complexity of a well-constructed fortification. Colonel Winters proposes launching their ambush under the shroud of darkness.

As night descends upon this twisted playground of monstrosities, the trenches will divulge their sinister purpose, exposing the Soldiers to an ambush orchestrated by the vengeful Vultures. Amidst the ensuing chaos, the captives held within the slaughter pens will bear witness to the fateful battle that will determine their destiny.

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