Tuesday, May 27, 2014

Chapter 3 Episode 3 Meanwhile In Cairo


The Team is assembled at the Commission HQ to go over the action plan that the high command has come up with to thwart the Thule Society and their plan to summon … something of great power. Various Ideas are tossed around but an action plan to hit them hard is adopted. The Team equips up including explosives to undertake the job. Hurriedly as the sun is setting, the team heads out to the edge of the city in 2 trucks.


“Hey sarge, can you slow this thing down some? Geez the road is rougher than hell.”

“You said you wanted to be there with the sun up and its going to be close.”
 
The 3 building complex is at a crossroad of sorts and is approached at speed by the truck convoy. As they near the complex they see scattered dead people, torn to ribbons! The various members making a last check of their weapons when the lead vehicle is taken under fire from a sub machine gun!



(figures beside the trucks are the drivers and front passengers.)
The fire slightly damages the lead truck but the driver is hit and passes out, causing the truck to swerve out of control but it rolls to a stop. The following truck sees the fire and the driver yells for the riders to bail out before he has to drive through the burst himself!

 

The lead truck swerves to it left out of the intersection and a group of Cultists take it under fire. The second truck swerves through the Burst template and takes damage to the engine and steering, causing it to careen off to its right and it crashes into the Thule’s parked sedan rendering the remaining rider downed but the driver bails out.


 

 

The Sun sets at that moment!

 

 

Night Gaunts appear and close in!


 

Combined fire allows Sarge to finish one of the devils off!

 

One lands on top of the truck involved in the pile up and it takes down one agent after a short brawling. Amanda invokes Mystical Fires and attempts to burn it down… to no avail (made all its health checks) Then she remembers they attacked only with the coming of darkness and whips her flash bulb camera up and takes a shot, the Flash startles the beast into flying off!

The search for documents scattered about the area until a crashing sound alerts them that they are still not alone. From the rubble of the buildings, 2 creatures emerge, composed of teeth and claws, long sharp claws.

 

Sarge makes for a parked car but hasn’t time to search for keys, instead he throws a grenade hoping to stop its approach.

 

Other agents add to the carnage to try to help Sarge. He gets into the vehicle and searches for the keys (random peril).

 

Sarge plays a timely Trip Up to get the last bit of time he needs to get away from the creature.


 

The rest of the team pile into the remaining truck and barely make good their get away, leaving the Thule’s failed summoning to be dealt with by someone else!

 
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Game setting pic

Friday, May 16, 2014

The Pulp Alley Team!

Here they are:

Leader Robert Howard (side kick is Margret Howard) (sitting), Professor Ice (sidekick is Iron Kidney Joe),  Atchison Thomas Moore III (side kick is David Barrow Smith), Amanda Smyth(the one and only!), Franz (side kick is "Sarge"), and new to the team is Lily Hanley.

Monday, May 12, 2014

Chapter 3 Episode 2: AAR Sand in Their Shoes a Pulp Alley AAR

The Team has been dispatched to Cairo to rally with support elements already in place. Team leader Robert Howard (Bob) studied the sigils on the stele from the park from photographic copies on file with the Parks Service. His hope is that what they might mean is the basis of what the Thule Society was up to at the Park Site.

So this flight is to Egypt to explore and get more of the sigils recorded so they might possibly be translated and crack the case. To aide in this effort, Amanda Smyth has been attached to the team as an archivist/linguist and just happens to be the niece of one of the largest monetary backers of the Commission.

After a long boring flight they were met by a equally bored minor official, Ahkmed, from the Cairo Headquarters.

Upon their arrival in Cairo, Ahkmed walked them through customs and had organized transport to the local Commission HQ, a small building stuck in a side street. As the team enters the building they find it is under staffed with only a handful of people working there. The staff provides Bob with a map….. a papyrus map and a scroll case for it. The map is rather sparse on details with a general outline of some mountains, major gullies as land marks and an X with the name Thosus.

“What or where is this Thosus, Ahkmed?”
“Information on Thosus is from legendary sources that it once was an outpost of a pre-Sudanese people. Nothing much is left but a few crumbling ruins that the natives refuse to go near, claiming it is “Cursed by the Gods”… rather than by “God”.  There is reported to be a temple there with a stone Idol and sigils inscribed on it as well as on the temple walls. The hills around it team with nomadic people that care little for the laws of Egypt.”

“How long to get there?”
“ It is 230 miles or so to the southwest of Cairo. I have arranged supplies and 2 Trucks with petrol to be ready in the morning for you.”
“Any chance of a local guide to go with us?”
“Attempts to secure a local guide have proven fruitless when the destination is known. I am sorry.”

The morning of the departure, the Leader and side kicks roll out early and the agents straggle in.

Morning sees the Team assemble to depart except to two agents that have come down “sick” and are in the infirmary, out of action. Ahkmed provides 2 replacement agents of dubious quality but assures Bob that they can drive, shoot and are “reliable”…..

Driving slowly across mostly arid desert countryside for 12 hours, the Team decides to make camp, having covered half the distance to the site. Camp is pitched, food prepped and watches assigned. Deep into the night a Nomad group surges out of the darkness and attacks the camp.

Margret Howard, primary assistant to Bob sees the shadowy forms swarming towards the camp in the crescent moon feeble light and opens fire with her rifle, missing her target but alerting the camp to the attack by “something”.

The sleeping members of the team swarm out of the tent and scatter in various directions! Sarge shouts “which truck are the bloody grenades in??!!”

Atchison dashes to a truck and plans to mount up and fire it up, possibly to hurl it into the attacking mobs….but fumbles his keys! (peril check fail)

Bob dashes around the side of one of the boulders and opens fire with a burst of smg fire…. Taking down many of the attackers. Others pour in their rifle and pistol fire… to little avail as the Nomads close to hand to hand fighting, wielding no more than finger nails and filed teeth!!!

But the weight of fire winnows them down and the last Nomad is pummeled down.  Examination of the “nomads” shows they have slightly scaly skin, sharp teeth and rudimentary clothing… The two agents filling in claim to have no knowledge of what they are, only that they are some of the people Ahkmed warned them about.

Next morning they break camp earlier than was their plan and continue on to the site of the ruins, arriving a couple hours before nightfall, having been delayed somewhat by having to carefully traverse some serious gullies along the way. (Peril check passed)

Arriving, they establish their camp adjacent to the ruins and begin an examination of them, Amanda setting of nearly continuous flashes from her camera. While this is going on a creature breaks out of the sandy soil and charges into the camp…. Atchison sees the beast and recoils from it, emptying his revolver at it! Sarge and Bob open fire, slowing the beast and then finishing it out before it could come to grips with any team member!
Amanda deciphers most of the sigils and runes but the crucial last bit has been lost to the wall having collapsed but it seems there is another copy underground in the caverns below that may still be intact!! (Major Peril passed)

The entrance is found by Amanda’s fiddling with the stele and then almost falling into the dark hole (peril check passed) it reveals while the team dispatches the beasty.
Flashlights and ammo are passed around, and they spiral down into the depths. Arriving at the base of the stairs Sarge warns them to “stay alert and maybe we get out of here alive!”…. To which Amanda snaps a photo…. Setting off a powerful Flash!  (She was taking pictures all the time, calling POOF!! (signifying when she sets off the power full Flash Bulbs.) Now and again, leaving several players groaning…or laughing most of the game.)
Amanda proves to be a bit flighty (she was an assigned continuing Minor Peril point!) She spotted something moving on the wall and screamed, bolting away from it and towards the front of the party. (another member failed their random peril check to “save her” ..)
Meanwhile the form that moved on the wall slid to the floor and began oozing towards the party! Doctor Ice engaged it with his pistol to little effect! Sarge opened fire with an SMG burst and tears it apart…. But the firing has a side effect, echoing in the cavern passages and alerts a larger threat that there is a source of ….. food coming!
Amanda shrieks again and an agent saves her from a vicious spider (peril check passed: Amanda vocal calls for help and shrieks was played by my lovely half, Mrs Alfrik)  Suddenly a huge creature ambles out of the shadows towards them, clacking its paws(Huh?) at them, which is too much for one of the Cairo agents who screams “run for your lives! This place is Cursed!!!!” He breaks and runs back towards the entrance, …. Never to be seen by the team again! Amanda fires her camera and a small pepper-pot pistol as she hastily backs away and manages not to fall down.
Bob calls for everyone to open fire at the beasty, Bob taking the time to load his “special ammo” (a special Gear added to the list that requires a random peril check to see if it will add more shooting dice to the attack due to its Special ingredients or not) and then open fire, finding that the special loads have a better effect than standard bullets!! He’s rightly thankful to the research department and the slugs slam into the creature. (red rings are dice level reductions)
Its downed but stumbles back up, where upon Sarge yells “to hell with this” and chucks a grenade at it while Bob unleashes another burst of smg fire! It’s Down and now out.
Amanda and the team in turn do find the other set of sigils and runes where upon she takes pictures and notes…
“What’s it all mean Amanda?” asked Bob.

“I have to finish the translation when I can get my hands on several books back at the HQ, I just don’t have enough here to finish it other than I can tell you the “newest” language there is an early cuneiform, the next is a Antiluvean language, the last line is the sigil language, so let’s head back as soon as we can!”

The intrepid adventurers head back towards Cairo.

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Addendum:

Dearest Archibald,

I am so glad our Fathers allowed me to go with this group of Specialists. I have seen amazing things! I have incredible pictures that the headquarters assures me they will use in the article I am composing in a prestigious Scientific Journal. My journalistic adventure and career is off to an amazing start!
Assure our fathers that their investments are being put to good use and I’m sure many things will be brought back for the Museums and their private collections.
I do wish that the accommodations were better than the tents I have had to use so far. They don’t even carry a bath! Well, some sacrifice must be met for History. I suppose a river swim is in order later.

Love. Your devoted fiancĂ©,  Amanda.

Saturday, May 3, 2014

Chapter 3, Episode 1: A Walk In The Park



Setting: Commission Headquarters Germany, city Munich, outskirts of, this building overlooks one of the local city park.
 
 
 
 
 
 
Mission: During an evenings debrief of their latest action the teams are in the second story of the HQ attending a meeting when out the windows, in the small but ancient city park, strange lights are seen. The Commission Lead opens the window to hear a Woman's screams for help.... The Teams leap into action.

 


 

Leader Jorge shouts to the assembled agents (includes sidekicks) to grab what they can from the downstairs armory and don't forget some Flashlights!

Exiting the HQ, (long greystone building in the far picture edge) they fan out into the street, with the woman still screaming for help in the near distance. Night time, with a light mist rising and limited street lights reduces clear vision.  As they approach the park, they get a clearer idea of what it is, rather than just some quaint patch of green with an old statue they have driven past numerous times without a second thought.

Suddenly the woman’s scream is cut off with a horrible gurgling sound. The agents swarm into the park as the ground vibrates and a hole appears in the ground before them, down which two robbed figures flee.

Advancing across the grass, Jorge notices that there are now glowing greenish lines on the ground, some strange sigils or such, in front of the ancient stele stone. The body of the hapless victim is bound to the base of the stele, her blood pooling into the sigils.

 

"Take them down!" Jorge bellows, and stops short as a Hairy beast breaks from cover and with a great roar charges the leading agents, wielding wicked talons! From across the street a lone cultist cackles with glee as he rushes into range with his SMG and opens fire on the bunched agents!

"Fan Out You Lunk Heads!!! Remember your training!"  Franz vaults over the wall and unfortunately slips on the slimy moss covered stone fence and he performs a face plant on the turf to the laughter of some of his fellow agents.

A cultist goes down the fists of "Iron Kidney Joe", a devastating flurry (followed with Out of Action). Joe eyes up the beast and charges in. They exchange blows without regard to defense or blocking! Joe is knocked down but also dislodges the head piece of the cultist costume, revealing it’s all for show with a big burly brawler trying to scare off the weak willed!!

Further blows take out the faux-beast as a local contact runs in and adds a round of pistol fire into the costumed cultist, a courageous act for such a one as he.

 

The hole in the ground reveals a set of stairs, the local young agent calls out "its dark down there, we need li" his sentence cut short as tentacles shoot out and wrap about him, his weak struggles to free himself of no avail!  He's yanked from sight, his screams fading, fading into the stygian darkness of the depths.

 


"Okay men, if we want to save your fellow that got yanked down there, and find out just what the devil is going on here, we can either fall back to the armory and lose time or just go on with what we have."  Murmuring of voices sides with pushing on!

Down they spiral for a distance till the stairs end and a series of caverns are revealed. The walls have a series of statues along them, though hard to make out.(pitch black reduces visibility to 12") They push on, finding a large pile of Huge humanoid skulls, strangely misshapen (minor plot point) One of the young agents picks one up and looks into its eye sockets muttering "their so deep,.... deep...." and has to be slapped about to get him back to the here and now.

 


In the inky darkness they hear Clik Clik....... Clik Clik, not a metallic sound but… something, and its getting closer. Sarge takes point and is the first to make out the forms advancing on them.



Huge insectoid humanoids sway as they shamble down the cavern towards them.  Sarge lets off with a burst from his SMG, to no apparent effect. Uh oh! He falls back to the main group who join the fire fight, which only seems to slow them down. 
 

"Fall back! We don't have what we need here!"

 


A hasty retreat leaves the things in darkness but the Clik Clik sound becomes a staccato of cliks, as the band of agents falls back to the stairs only to see 2 of the monsters have cut them off and are advancing.

Jorge has the 2 SMGs overlap their bursts, those with a rifle or pistol open up as well, staggering one of the creatures. The other barely wounded, advances on the trapped agents until it gets close to Sarge, whose jaw drops (failed finesse check=scenario temp loss of 1D finesse) and whimpers about his mom before he rallies enough to not get eaten.

 
Joe leaps in to pummel the monster and knocks it down but starts to drool a bit and looks about frantically for a way out. He bolts for the stairs, dodging the other creature’s grab for him with a long sucking snout coming out of its head!

 


"Up the stairs if you want to live" screams an agent and they push and shove their way up to more sane climes.

"Go to the HQ and get your sedan, Franz and bring it back here, NOW!" 

 Franz returns in a minute from where he parked his Bentley and Jorge directs him until the front end blocks the hole to the stairs.

Reporting back to the HQ, the Commission Commander is called and advised. He orders a large explosive from the armory to be lowered down the hole and blown to seal the passage.

Most of the park, the stele and the glowing sigils collapse into the crater, leaving the populace unaware of the terrors that had lain beneath the city.

(((I purposely hurried the players to make decisions, which were for the most part on par with their needs, not knowing what awaited them, but 3 characters only had knives or bare fists, several had pistols, 2 rifles and 2 smgs....one taken from the fallen cultist.  When they decided to go or fall back to the armory, the penalty would have been, fall back = lose action cards in hand to that point, push on = keep action cards already held.

Falling back on the old  "sanity check" required when they got to with in 6 inches of a creature, They needed 2 success to adapt to seeing the creature, fail meant -1D for the rest of the scenario and additional checks till they passed one or ran out of Finesse dice. Out of dice meant that the would bolt to the safest direction they could. If they had only 1D finesse, they needed to pass that to just "hold on man!" but could not get a the required 2 to adapt to the presence of the creatures...and would most likely break and run away" The Creatures are Dreamblade figures pressed into service, I gave them 1D12 health, and 3D10 brawl, they could spring 24 inches if Unseen and then 6 inches as they approached their prey.

This Chapter has the teams pitted against the Thule Society at locations around the world as they attempt to thwart the Society and their allies from what ever their dastardly plan is!

Thursday, April 24, 2014

Chapter 2 Finale, Nazi's in Space

The Commission Team, having escaped in a UFO allow its auto programing to take it to the GEE Base on the Moon! As they approach this base they see that there is a shimmering field that the ship slows and slides through, then settling to the ground. They are met by an officer who inquires about the delays, the robot attack and where the rest of the squad that should be on the craft are. (A Peril that is passed) They tell the tale convincingly about the base being over run by robots, and their escape, but that the alien craft seems to be having some electrical problems (Extreme Peril to fix - FAILED)
Having their stories worked out they are told the ship will be made ready and repairs attempted. The officer escorts them to the GEE Agent at the center of the base who is studying an alien command consul and the iridescent field beyond it. They are also warned to stay out of the craters to the south side of the base as they have "things" in them that have cracked the sanity of a couple of their scientists......
They retell their tale of the Antarctica Base and their narrow escape, update the Agent on the debacle of the Bavarian Flight Center convincingly. (Peril Passed) They are then shown the Barracks Building where they have a chance to clean up, get a meal and look about a bit. In the Mean time a team of scientists are sent to the craft to get it ready for a return mission to rescuer the Antarctica Base. But... the pressure mounts on them as they are also informed that the craft will not be coming back to the Lunar Base for a Month or more! At this point their desire to destroy the base, grab information and items and make an escape from the Lunar base on the UFO begins to get less manageable. Further the off duty Guards tell them that the base scientists have re assembled some of the robots that they had destroyed at the base and improved them with SMGs mounted in the chest cavities, but the draw back is they have to be controlled by a handler.

Putting their heads together they decide they have to move fast or risk being found out during a month since their two new mercenary members speak no German and are extremely nervous about causing incidents..... To ACTION, they quickly overpower the 2 off duty guards and then ask the guard at the door to enter (Peril check-Passed) He enters, but warily, having heard some scuffling about.  Jorge attempts to disarm and subdue him (Peril check - FAILED!) and the guard gets of a burst of shots into the wall and is then pummeled down. The Jig is UP! Guards from around the base move in on the Hut!
Shooting from either side of the open doorway they trade fire with the approaching guards, downing several. One Blond She Wolf uses a jet pack to land to the right of the doorway as one of the mercenary's charge out and brawl another guard.
The mercenary downs his opponent, but the She Wolf lobs a grenade to the doorway, it goes off and most of the Team is in the blast, having clustered near the door for its thin cover!! A serious tactical error on their part. Several injuries are inflicted!!

The team decides to break cover and take the GEE Agent down, who upon seeing his men being dispatched left and right screams "You Wont Take this BASE!" and runs to the consul and starts activating controls... The shooting stops as the force field near the consul drops, rumbling is heard south of the huts, in the craters....though the scientist readying the ship continues and his 3 GEE Robots approach the ship....

Shooting starts again as the Cyborg Alien who has been released from his Stasis fires his beam weapon and dissolves the GEE Agent, and then the last guard in the field as the closest targets!
From the craters erupt 2 massive mining robots that head straight for the Huts, tearing into them!

The Team tries the old plan of "Run like Hell for the Ship!"
Due to the low gravity, in their haste 2 members go sprawling and lose time (Peril Check - Failed for them). The rest arrive at the ship and tell the scientist, who is about to load the GEE Robots to defend the base! (Peril Check Passed) He redirects the robots with a hand held communicator device.
In the mean time the Mining Bots destroy the huts and then turn towards the ship!
The GEE Robots open fire, to little effect against the Massive Mining Robots. In the background the base domes begin to light up, a loud humming fills the domes airways!
The Team boards while the GEE scientist fails to grasp the uselessness of his robots against the titans rumbling down on him.  The Ship Lifts off! The hastily assembled cargo of weapons of all sorts slide about....
The ship slides through the Base Dome Force Field and accelerates back towards earth. The Team are ecstatic that they have so much recovered items and weaponry on the ship!

"Jorge! that panel that was smoking on the flight here....(that peril fail at the beginning....) Its sparking and seems to be failing!"

"Damn, can we make it back?"

"Ja, but Im not sure about the landing choices, the navigation system seems to be failing, we may have to settle for anywhere we can land!"

The ship enters the atmosphere, several panels explode and the ship skews about and comes in at a shallow angle, skimming over the pacific ocean!  PLLLuuuusssshhhh, the ship is down and taking on water.... (extreme peril checks all around-passed) the ramp drops and they rush off the sinking craft. Jorge is beside himself that they have to swim for it and cant take anything more than a pistol with them, having to abandon all the artifacts, and heavy weapons!!!

Rescued by a passing tramp freighter they make their way back to the west coast US and report in.

Next: A Dry Climate is Good for your Health Chapter 3

Friday, April 11, 2014

Episode 4, Chapter 2 LOST IN ANARTICA!

Having escaped the Bavarian Test Flight Facility with 2 squads of guards breathing down their necks, Franz, Jorge and Doctor Eric boarded the Test Vehicle 1 and activated it.  Upon learning that the good doctor could not in fact "pilot" the vehicle but had simply hit the auto route controls.... they flew at low altitude for approximately six hours and touched down at a GEE Base in Antarctica!  Upon exiting the vehicle, 2 things became quickly apparent. The GEE force at the base was massacred and that there were alien buildings present.
As they start their investigation of the base they hear voices from the small Quonset hut near the landed craft. As they approach it, a series of mechanical clicks is heard and their Test Vehicle 1 lifts off on auto return!!!!
The Test Vehicle travels a very short distance, when from the top of the largest dome a beam lashes out and destroys it in a shower of sparks and fire, it crashes several miles out in the snow field.

With a weary shrug they head for the Quonset hut, which is labeled STORAGE, and reach the door just in time for snow to start falling in Ernst... limiting visibility to 12".....

At the storage hut they find Roger and Dick, two mercenaries that had been delivering supplies to the base by dog sled. Conversation quickly reveals that several JU 52s wrecks are also out in the snow field that had attempted to fly out after flying to the base with materials and supplies.. Why the base only shoots at out going craft is never solved.

Further, the GEE team had somehow triggered the Base Defense Mode or some such and had been attacked by Killer Robots that had simply crushed those that they caught. Their implacable rate of movement, unhindered by the deep snow finally caught all the GEE team and killed them as well as their dog sled teams. Roger and Dick hid in the Storage hut, with out using the heater and had been there for the last 4 days.... surviving on German army rations and Jaeger Meister brandy......Roger and Dick decide to throw in their lot with the trio and they make their way to the first Large Quonset hut labeled BARRACKS.

At the Barracks, they search and turn up extra arms and supplies. Jorge fires up a stove and prepares a meal, their first in over a day..... (ominous music ensues..)

Having gotten some cold weather gear and food, the party heads to the HEADQUARTERS hut, pushing their way through chest deep snow when a very loud humming almost deafens them! Out through the walls of the domes walk ROBOTS which head for them. They quickly break into the HQ and out of sight of the Robots that.... turn and head to the Barracks?  Searching the HQ they discover that the GEE has managed to activate the flight craft found at the site and have traveled several times to the Moon!!! Establishing a base there and if the reports that Franz scans quickly are true have discovered several earth shaking new pieces of technology!!!!! The team hears crashing and smashing sounds back towards the Barracks.
Dick looks out the Door and yells back " The Barracks is On fire!!" The robots are smashing everything near the end where the stove was!!"

Franz opinions "they must have heat sensors to home in on the stove.... and US!!!" he turns in time to see that Jorge has fired up the buildings heaters.... and discovered a huge explosive trap that he has to now disarm or risk blowing the entire hut...and the party... to flaming bits! (Passes the peril check)

They confer and take several actions. Doctor Eric will attempt to get the base radio going and send a call for help to the Commission headquarters, Jorge will reconstruct the explosive device at the doorway, Dick and Roger with take the fire axe and cut a hole through the opposite end of the hut, closest to the Strange craft indicated on the base map layout.

"Oh CRAPPERS" cries Jorge as he fails to set the jerry cans of fuel up properly and retreats from the flames that spread quickly..... "Come in CHQ!!!"

"CHQ here, where the blazes are you fellows your way over due, the rest of your team has returned their their forward base with out you"

Jorge runs by and out the new exit, followed by Dick and Roger. Doctor Eric says "CHQ, triangulate our location from our signal, send help, alien craft and were going to investigate a GEE Base on the Moon!!!"

Franz grabs Doctor Eric and drags him out of the building as the fire spreads!




"Ill slow the robots with a bigger fire" cries Jorge who fires his pistol at several of the jerry cans that are not involved yet.... (He fails a task check) and the Jerry can EXPLODES!!! Hurling Jorge away from their new exit and out into the snow! (passes peril check)

Pushing through the deep snow towards a strange craft on a nearby hill, they spot several more robots around them!

Franz yells, make for the craft, Doctor Eric should be able to figure out a way in, Ill deal with the Robots" where upon he pulls out Special Object Number 2 (SO2) and takes aim, pulls the trigger and watches the nearest robot stagger, start to spark and burst into flame!!! But the ray gun grip rises in temperature with each use!

As the party closes on the craft Franz continues to fire, destroying several Robots.
(Franz in black) though one robot keeps coming on, Roger opens fire with his rifle and gets 2 hits, staggering the robot! (Stunned card played)

"Well, we can forget about waiting for a rescue, most of the base is on fire!" shouts Dick, still clinging to the fire axe, brandishing it about.

One last shot and Franz takes out the Robot guarding the door of the craft, but has to drop the pistol to let it hang by its lanyard as it becomes to hot to hold with his glove!

"Ive got the door open! Everyone in!" Doctor Eric yells. (Peril check 3 Finesse check passed)

(Due to the activation sequence though Dick is left outside with the Doctor as a robot lumbers into the attack..... or was about to when it seemed to get caught in an orders loop  (Parley was played on it).
The Doctor grabs Dick and they both enter the craft and cycle the door closed. With the help of some taped on labels on the control panel in German they are able to start the craft and lift off....crossing their fingers the base won't shoot them down (Extreme Peril passed!)


Chapter Finale next: NAZI's In SPACE!