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Dottie's String Board


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Dottie Underwood/War Widow wrote:

Well, it could also be your surveillance. And of course please pipe in with your own suggestions. You're not my sidekick.

Dottie also orients herself by the building next door -- it used to be an office building if it still isn't, where she used the phony rapist dentist's office to send messages to Fenhoff standing in the chief's office. She'd gone to the 20-somethingth floor to look down into the SSR offices, so the SSR were in the mid-levels of the building. Could she remember what floor?

[dice=Intelligence]1d20

I checked because I'm an obsessive weirdo; the interrogation room was 1302 which would put it on the 13th floor

She looks for signs if any of the condos are for rental or lease.

She also takes a look at the loading dock--it certainly had one in the 1940s and she assumed the condo likely kept it--and checks the security there.

And then she goes back to Duke's to make biscuits for the morning rush.

Getting a few more answers...

Is it possible this is a situation where the 13th floor "doesn't exist." Like, the elevators wouldn't go there unless you pushed the stop button in between 12 and 14? Lots of buildings from this time don't have 13th floors.


There is a condo for sale on the 7th floor, and one for lease on the 2nd floor, and one that is an illegal Air BnB on the 3rd floor. The loading dock has a simple numeric keypad for entry, but no one uses it overnight.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

It is very common. I just visited a former hotel that now uses its 13th floor as a club/conference room but it at one time--despite having gorgeous penthouse views--was used for storage and not advertised as existing. It is accessible by an unusual set of stairs below (not part of the building's full stairwell), and while the elevators stop there, I'm not sure they always did.

Dottie quietly gives Frank the lowdown, adding about the places up for sale, lease, and rent. "I'm wondering if we should size up some options for new housing. Or perhaps a vacation? Though my last abode left me little chance to learn much about how to book lodging online."


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank nods in agreement;

"Makes sense. Scoping out the condos gives a chance to get the lay of the land."

He chuckles dryly;

"You'd have more luck asking Old Joe about the workings of the interwebs... In all seriousness I think you just look up the Air B&B site and book it... but I know jack for sure."


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Might need a credit card. What about asking for a showing?"


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

to clarify, asking for a showing to buy. I don't know how NY real estate works, but easy to schedule a showing with no credentials... nothing's verified or ided till you put together a contract and apply for financing... if we need ids we need to wait a few days for Dot's driver's license to be ready, but I assume we don't.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

No idea either. UK you don't need credentials at all.

Frank nods slowly in agreement, mulling over the pros and cons of their next move;

"Makes sense. Air BnB thing might mean we have a trail... last thing we need is anyone tracin' us. Condo showing should be easier to organise... Let's get after it then?"


In reality, a showing in a property like that would probably require a credit check before they would even show you the condo, but I think for our cinematic New York, where Hell's Kitchen is still dangerous and Little Italy is full of Italians, that seems an excessive amount of reality.

A phone call Presumbably from a payphone or a burner nets you a showing of the Condo on the 7th floor. "The owners are motivated to sell," says the agent. (on the phone, cutting to a key in a lock, turning, a woman with bottle-blonde hair, the skin of her face stretched over synthetic fillers, her lips overly plumped, says "This is a beautiful property, great views, modern finishes. You will absolutely adore it..."

The door swings open to reveal a short hallway. Blonde wood floors, a corner filled with windows, modern cooks kitchen, two bedrooms.


"And all of this for only 1.6. You aren't going to find a better price than that with this level of prestige."


That is for 1600 square feet, in case that is interesting to you at all.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Everytime I lament the rising cost of housing in my city I look at New York or San Francisco and feel better. Especially as the comparatively ridiculously low prices where I live are still very hard to manage on my single income.

One of us could pretend to be a buyer's agent, but that would probably trigger credential check.

What's the chances we could pick up some ipecac at the grocery store before coming? Need to find a way to get rid of the agent once we get there... if we can get her to drink something...

"My gosh, is that all?" Dottie asks, beaming, while silently cursing the rampant real estate corruption in this city.

She wanders in, rubbing her hands along the standard edition dark granite countertops and taking in the current interior decorating trend of all-gray everything. It's like my cell in the Raft, but with kitchen appliances.

"But is it safe? I've heard crime is on an upswing in Brooklyn..." She opens a kitchen drawer.

After receiving the answer to that question, she moves over to the windows to admire the view. (And assess the ease at which she might pop out a window and climb up eight floors, should that need to be an option.)

"Oh! Is there a balcony?"


Ipecac is no problem.

"Don't you love those countertops! Sourced from South Africa. Would anyone like a drink? There is just a Keurig here. Of course I prefer a French press, but I think the owners were trying to keep things simple. There are some good options here, though. Pike Place...ooo, Kona. Or there are some teas if that is more your, well, cup of tea." Her laugh fills the room like fairy chimes. She really is a charming woman, even if she is laying it on hard.

"And I'm afraid there isn't a private balcony. There is a rooftop garden on the 15th floor that is open to those who live in the building. Generally open to the everyone, though it can be reserved for special occasions. We can take a look after we finish up here, if you like."


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

No idea what ipecac was... do now thanks to google lol)

Frank gives the countertops an faux appreciate eyebrow raise, then turns to Dottie;

"These countertops are exquisite! Drink. Please... do you have any Prehistoric Glacial Water? Puts the History in H20 as they say! Haha."

Frank chuckles awkwardly at his jape;

"Seeing the rooftop would be great thanks..."


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

"He's so funny. He also likes that 'raw water' they bottle in Oregon." She pokes her head into the bathroom to try the normal water, than looks in the bedroom. "You know, I use a French press too... how do these things work?"

Dottie goes over to the keurig to get a demonstration. "Honey, didn't you have a question about the history of this building? He's into all that stuff."

If Frank provides an ample distraction, Dottie will make the coffee/tea/giarda water.

Sleight of Hand to ruin our poor Real Estate Agent's Day: 1d20 + 12 ⇒ (16) + 12 = 28


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank takes his cue;

"She's so right, love me some ancient history..."

He leans in whispering an aside to the agent;

"(Case in point, she's actually older than me... but I actually prefer blondes...)"

Frank punctuates the line with a suggestive wink;

"So... I'd love to know more about the history of the place. What was it before it housed condos par excellence?"


Perception: 1d20 + 3 ⇒ (11) + 3 = 14

"The building was designed by Ralph Walker of Voorhees, Walker & Gmelin. The facade is of mismatched orange brick, intended to create the feel of undulating fabric or tapestry. The first two floors housed extra supplies for the telephone. The switchboard girls worked in a room in the interior of the building so as to keep out the smoke and dirt and so on. The rest of the building was for offices. These phone men, they were like the Jeff Bezos of the era. Phones were big business. The building was named a Historic Landmark in 2004, and telephone operations were decommissioned not much later."


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

"Do you take anything in yours?" Dottie asks the agent. "Wow this is a really great kitchen, I could make all my homemade gluten free holiday cookies in here in a snap..." she babbles.

When the drinks are ready, she holds up two cups (I assume if the sellers are making it available to buyers, there's paper cups), and says, "How about we enjoy our drinks on the rooftop garden?"


"That sounds excellent. Let me just lock up here and we will head up."

The rooftop provides views of several enclosing skyscrapers, but to the southeast the airspace is open enough for you to see Governor's Island and Lady Liberty in the distance.

After several minutes reviewing the amenities of the building, the neighborhood, your host grows increasingly uncomfortable. She attempts do conceal her discomfort, but eventually excuses herself to the public restroom in the hallway next to the garden.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Oooh... I know Governor's Island has been undergoing a major facelift, but I wonder in the 2016-7 MCU it's still just an abandoned military/government base... *wheels turn*

Was there a 13th floor on the elevator button going up? Need some clues as to whether we should try heading down outside the building or inside

Dottie looks appropriately concerned. "Oh geez, you okay?" She calls as the agent hastily excuses herself. "Well, we'll look around a little..."

Deception, so very surprised and worried by this unexpected turn of events: 1d20 + 12 ⇒ (15) + 12 = 27


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank hangs back, feigning concern whilst also readying himself for their forthcoming sortie;

Deception: 1d20 + 6 ⇒ (19) + 6 = 25


There is not a 13th floor button in the elevator. The elevator has been updated, but tastefully in a way that looks antique. There is a pull to stop button as well as two keyed slots, one for fire operation and one to set the operating mode to normal, express, or emergency. There are also stairwells that are accessible. No telling what they look like on the 13th floor. Rather than a modern digital floor display, there is an old fashioned dial, like a clock with too many numbers. [ooc]

[ooc]Nice deceptions!


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Dottie calls toward the bathroom, "Hey if we finish here we'll meet you in the lobby okay?" She doesn't wait to hear if the woman acknowledges her or not--just the effort of "we told you" is enough.

She waves to Frank and heads for the elevator, muttering to him conversationally about the view.

Anything in the elevator that looks like a camera?

Perception: 1d20 + 12 ⇒ (1) + 12 = 13

If no camera or it is easily "accidentally" blocked... then...

If the elevator has an accessible maintenance hatch in the roof--there is a chance it is locked from the outside, but an old fashioned elevator might not have been altered in such a way And because they are always accessible on TV shows even though they shouldn't be -- she will take it to the normal 12th floor, but then pull the stop button to keep the elevator in place and climb on top of the elevator to get to the 13th floor that way. That way the elevator isn't just missing.

If the elevator is designed as it actually should be, then they'll try the stop button guessing at when they are passing the 13th floor. The stairs are a better option for departure, if they can't go back the way they came.

If there IS a camera, then Dottie has another idea... that I just thought of...


There is a camera for two reasons. There usually are these days, but more importantly, I want to hear this idea. Otherwise, you can certainly climb out of the elevator. That is a necessary trope.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

The idea is to go to the 12th (or 14th) floor and find the "mailroom" that was built into the redundant elevator shaft. Because it's a cool architectural feature they advertise on the website, the agent probably pointed it out to them on the way to the apartment. If the 13th floor is just sealed off they shouldn't have filled/rebuilt that section. Rather than alert someone because an elevator isn't working, it might be slightly less suspicion-drawing to find a maintenance hatch to go up/down into the 13th floor from there. The reason I didn't consider it earlier is if the door is locked. Neither of us have Technology to pick it. But if it's daytime, perhaps they are open so people can go in to drop off packages. Can also stack packages in front of the camera to block the view.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank follows Dottie's lead, pausing as they arrive at the elevator.

He shoots a casual look toward the camera, then to his parter-in-crime(fighting)...

"Presume we're goin' up?"

Letting Dottie take the lead with this as she's got a clear idea of where we're going and some murky ones on how to get us there :)


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

"We're on the roof, honey. Now, which floor were we on before?" Looking uncertain, she presses a few buttons, including 12.


You make your way to the 12th floor. Stepping through the art deco doors of the elevator, you find the elevator that has been converted to a mail room, its doors fixed open. All three walls of the room are covered in banks of mailboxes. There is no way to access the boxes from behind, so the walls have been constructed to open to a mail carrier to offer access to the back so that they can put mail in all of the boxes at once.

Perception DC 15:
There are too many mailboxes for the number of units on this floor.

Perception DC 25:
One half of the right hand wall is less worn than the rest, the bronze of the boxes shows no bright marks where the doors have been opened and closed.

Expertise: SHIELD DC 11:
There is an eagle symbol on one of the boxes that could easily be mistaken for a postal eagle, but is in fact a SHIELD insignia. It might be a print reader of some sort.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Mmm. Thought we were... then somehow convinced myself we weren't...

Perception DC15: 1d20 + 4 ⇒ (6) + 4 = 10

Frank eyes the wall of boxes and shrugs;

"Quite the shrine to stationary eh Dot.. but not much else."

Expertise (SHIELD) DC11: 1d20 + 3 ⇒ (6) + 3 = 9

"Maybe you we're wrong 'bout this place. Its history? I mean its been a while right?"

(Grits teeth and waits for the roundhouse lol)


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

She will stack any convenient Amazon packages, in the guise of looking for something in particular, up to block any visible cameras.

Perception: 1d20 + 12 ⇒ (8) + 12 = 20

"Well, I did once see a man run out of a window somewhere around here and explode..."

Her eyes light as she gazes over the mailboxes. She looks at the names and numbers on the labels, trying to match to what is an actual condo here and isn't.

She says low, "Do keep an eye out, would you?"

She draws her fingers along the boxes and one stop there. S-R. Too obvious? Mmmm. "You know these are like most apartment mailboxes... open up out so the mailman can put in the letters all at once." She reaches around the side, feeling for any sort of latch or key on the side, or fiddles with the key slot on the front of the box.

Sleight of Hand, in case there's simply something like a lever to trip; if a lock needs to be broken that's Frank's territory: 1d20 + 12 ⇒ (6) + 12 = 18


Dottie finds that there is a mailbox labeled Sheldon Smith-Reynolds and thinks that that set of initials might be too big a coincidence, but, like all the mailboxes, it requires a key to open. Looks like it (lock) clobberin' time.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

"I seem to have forgotten my key. Could you take care of this?" She points out the box to Frank.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Presuming its a Smash check to bust the lock? His Improved Smash only applies to the coils - and he's sans suit for this operation.

Frank eyes the mailbox with a degree of scepticism;

"You know I don't turn green or have bullet proof skin right?"

He grabs the box door and attempts to wrench it open;

Unarmed Attack (Smash): 1d20 + 6 ⇒ (1) + 6 = 7 Sigh


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

You have a higher STR than I do. She's just asking the big strong ex criminal to do a big strong ex criminal thing. You could also try again or spend a hero point (although I understand saving them for something else).

Glancing into the hallway to see if anyone responds to the clatter, she reaches into her pocket and pulls out her bladed knuckles. "Try these."


Quite a string of bad luck.

No sign of any attention from the hallway.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank looks frustrated at the lock, then takes the bladed knuckles.

Lining up another shot he attempts to bust it open;

Smash: 1d20 + 6 ⇒ (5) + 6 = 11 Just wow.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

You're trying to hit an inanimate object. Its defense is probably no more than 10, so pending Tumbler's approval, you're probably good, and since you are rolling rather than taking a routine check, if you hit it at all, the attack automatically becomes a crit. See Damaging objects, here


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

So Frank clocking the lock does a 3STR + 5 auto Crit = 8+15 for a 23DC... Lock prob is steel with 9 Toughness + d20... I do now see this as an issue/episode where Frank faces his "toughest foe to date"... :S


It's a mailbox, not a safe. I'll take it

The face plate of the mailbox bends enough for Frank to twist the latch and open it. As the door swings open, the elevator doors suddenly slide closed. The non-elevator mail room does some very elevator like things, and the doors open again, revealing an office decorated in the cool-greys and avocado green of the 1970s. The room is divided mostly into cubicles with divided offices around the edges, and two large conference rooms. Each desk has a primitive personal computer connected to a large mainframe.

Dust covers everything. No one has been here for a long time, but not so much time as it has been since Dottie was here.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Sorry somehow missed Monday's update. Hope your Thanksgiving was good.

A half-smile plays on Dottie's face as the elevator activates and reopens in the offices.

"The 1940s decor was nicer, I'll say." She flips a light switch, curious if there's any power. "And we're looking for records from 1947. Most likely still paper, in file cabinets, though they could have been transferred to microfiche..."

She moves through the area, quietly, even though there's obviously not a soul present besides her and Frank. She waves at a room as she passes. "Aw, I sat in there once for 26 hours for an interrogation. I'll never forget that idiot's face when I flipped the table on top of him. What was his name? Talbot? Taylor?"

Perception: 1d20 + 12 ⇒ (9) + 12 = 21


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank eyes the room with a wide eyed curiosity, which is then tempered by the reinforced realisation that Dottie lived events in these dusted shrouded rooms...

"Interrogation huh? Am bettin' you didn't crack right Dot..?"

He clears his throat with a refocussing nod;

"1947. Check. Antique microfiche, check."

Perception: 1d20 + 4 ⇒ (17) + 4 = 21


Frank and Dottie move down the right side of the room, past placards that denote a conference room, offices of a few lieutenants, and the office of someone named Deputy Director Hammond. At the bend in the U, there is a room simply labeled "Records." That seems like your best bet. As you turn the knob, you find that the door is unlocked. While light pours into the offices and central room from windows, there are no windows in the records room, so it is dark. There does seem to be power to this level. You can let me know if you want to switch on the lights.

In the center of the U, there is a defunct Mail Robot with locked doors.

In the records room, there are rows upon rows of beige steel file cabinets. Breaking any of them open isn't terribly challenging, and they are organized alphabetically.


I should probably note that there are files here for Anton Vanko, who is the grandfather of Frank's tech, as well as for Howard Stark and Peggy Carter, who would have been the Director of SHIELD when this place was decommissioned. Those may be of interest to you.


Init +3 | Toughness +10 (Impervious 3) | Dodge +5; Parry +6 | Fort +8; Will +1 | Hero Points: 1 |

Frank takes in the names, then pauses hand hovering over the light switch as he mulls the former occupants of the building and its set up...

Expertise (SHIELD) - Recognise significance of names?: 1d20 + 3 ⇒ (19) + 3 = 22

Expertise (SHIELD) - Security/Shutdown protocols: 1d20 + 3 ⇒ (15) + 3 = 18


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Dottie answers Frank's question with a smug smirk that clearly indicates he is correct about her not cracking.

When they find the darkened room, she pulls her mini maglite out of her purse and examines the area before hitting any switches.

Perception, booby traps: 1d20 + 12 ⇒ (12) + 12 = 24

Perception, the right file: 1d20 + 12 ⇒ (9) + 12 = 21

Given Dottie's complication, she will at some point dally too long looking at Peggy's file, but waiting for the right moment. :)


Frank:
Jim Hammond served with the SSR during WW2, transitioning to SHIELD in the early days. He served with distinction, becoming a Deputy Director when Peggy Carter was Director. You worked a few ops with his son, who went by the more formal James, who looked a lot like the photo of Jim on the wall. As for protocols: there are a few decommissioned sites like this out there. This one appears to have been shut down with at least the potential to serve as a safe house in a crisis. There is probably a more modern communications rig here somewhere, as well as a weapons cache. There is also likely some sort of passive alarm system that is aware of your presence. Where those alarms might be sounding, you aren't sure.

Dottie:
The right file (or as close as you will get here, a few decades out of date) is a file on Roxxon. According to a quick scan of the file, Roxxon discovered a source of Zero Matter in Venezuela in 1973 while searching for oil in an effort to circumvent the OPEC embargo of the United States. A lab assistant named Marcus Daniels was affected by the Zero Matter, gaining the ability to open apertures into the dark energy and draw subjects into it. He could also create objects formed purely of the darkness. There is obviously no information here dating to the present, but clearly Roxxon continued pursuing Zero Matter at least into the 70s. There is nothing in the file that suggests they would have stopped.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

No immediately obvious booby traps?

Anything on Whitney Frost and/or what they developed to depower her? Dottie knows they did something, and she might even have been told at some point Stark and some scientists built a device, but she would have no other info than that.

Dottie feels that simultaneous stomach-flipping sense of reward and defeat that happens when a hunch you have is correct, and you didn't want it to be. "Guess what hideously corrupt energy company did research into Zero Matter in the 70s? Come on, guess."


Frost is not named, but there is mention of a device created by Stark to use gamma rays to disrupt the Zero Matter. There is an image of Stark with a massive metallic device, somewhat spherical, the size of a vehicle mounted weapon.


And no, nothing looks dangerous, or even...alarming.


Init +7 | Toughness +6/+4*/+3 (4 impervious, fades)| Dodge +10; Parry +10; Uncanny Dodge | Fort +7; Will +5 | Hero Pts: 0|

Dottie takes the photo of Stark, and grabbing a pen jots down VZLA, ROX, Marcus Daniels, 1973 on the back. She tucks the photo into her bra and puts everything else back.

"I'll finish up here, I think this is the main thing we're gonna find. If you think there's a weapons cache here, how about you get a head start on finding that. We're gonna need whatever help we can get."

Out of curiosity she checks "U" for Underwood and "D" for "Delta" (one of her code designations, alongside Agent 04--although she wasn't at this office in the 70s, so it's possible they had moved her older files elsewhere), more to show Frank what she considered her "baby pictures" than anything, and maybe to help her jog her memories about anything else she should be thinking about.

Frank's warning about a silent alarm pinging somebody sinks in, but somehow she can't help but pull out the Carter file. Just for a minute.


Dottie finds nothing that refers to her. Not files for Dottie Underwood, Agent 04, Delta. Whatever records existed of her have been pulled. Director Carter's file, on the other hand, is thick. It isn't even a folder, but a heavy steel box with a sturdy lock. The whole thing is stenciled "above top secret."

Frank moves to one of the offices whose name plate reads Arthur Desmond, and realizes that it is an oblique reference. He puts his hand on the door knob and turns it. Shelves on the walls behind the desk hold books and trophies, but everything is a little too perfectly organized. He pushes on one of the shelves and it flips up into the wall, revealing a rack arrayed with handguns.

More flipping of shelves, photos, and even the top of the desk reveal additional weapons.

You can find here any real weapon American Military personal weapon that might have existed in the 1970's. M-16, Colt revolvers, Beretta 9mm pistols, something like an XM202, a stock of C-4, hand grenades, flash bangs, smoke grenades. There are a few more exotic items, a watch with a garrote, a pistol with rocket propelled projectiles, a cigarette gun.

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