Colour Code : Blue
Contact Department of : Sanitation
Consolidated Bonus Scheme : 40 c / operative 0.1SCL
Third Eye News
Training Package Recommended : Any
SCL Requirement : 10
BPN Number : San-B-1296034
"Inspect Sewer hatch S-1-54a, and ensure free of blockages"
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When the squad contacts Dept of Sanitation, they will be informed that the sewer hatch is in Suburbia Sector 1. And that it is supposedly in need of maintenance. A maintenance crew will be issued to clear the blockage, and it is the operatives job to baby sit this crew.
4 crew will be detailed to make sure that the sewer is *clean*. There names are Harold, Mark, Andrew and Davey. They are equiped with breathing aparatus, full body overalls, flashlights and assorted tools, (shovels etc).
The squad and the maintenance crew will get transported down to the entrance of the sewer by Shiver APC. Upon entrance to the sewer system, they will find that the water level is quite low, and the high sides are free from the water. This uncovered concrete is covered with slime and makes walking very difficult and running impossible. The sewer is very dark, and light sources will be necessary. Also, if the ops don't have breathing aparatus or air filtration systems, they will feel light headed and sick from the stench permeating from the fetid water.
From the entrance to the sewer to the hatch that needs to be cleared, it is about a 20 minute walk.
The hatch is a large steel grid, about twice the size of a manhole from the street. It is indeed blocked, with filth and slime and all manner of debris. Only a slow trickle or brown stained water escapes from the debris.
As the maintenance crew set about clearing the blockage, you can have encounters spring up out of nowhere. The crew are making alot of noise as they clear the hatch, so the ops will be at a disadvantage if they stay too close to the work. Probably have a couple of Carriens or a pig or two wander on in, and decide that they need to munch on the ops. If no warning is given, and gunfire from the ops suddenly breaks out, have one of the maintenance crew slip over in shock and twist an ankle, or break a leg, suffer concussion. This should make the ops a litlle toey, as one of the maintenance crew can no longer work, and the job will take ages anyway.
Just as the debris starts getting removed at a good rate, a large creaking sound will start to become noticeable, and then all of a sudden, the hatch will burst from built up pressure suddenly being released. This sudden release of water will wash out into the sewer proper, sweeping away anybody not securely fastened. The strength of the flash flood is enormous, and all 4 crew members will be washed away, the ops probably as well. Swimming will be useful here, as the risk of drowning is quite real.
Just as the wave that carries the ops and the hapless maintenance crew starts to settle, the floor of the sewer collapses under them, dropping them about 20 metres into water below.
During this whole event, describe to the ops how desperate the whole time is, as they get buffeted up against the sides of the sewer, dunked and slamed into the floor, and into other ops. Those who can swim, will have a better time of it, but not by much. None of the maintenance crew can swim. Each op will take the following damage from their rollacoaster ride 2d10 - PV - swim skill. Their armour will take 2d10 ID. The damage sustained can be allocated as per the GM sees fit.
The water that the ops and maintenance crew crash into is dark, deep, and oh-so cold. This water is slightly salty if any of the ops taste it. 1 of the maintenance crew drowned in the maelstrom that led them here, his body floats only meters away from one of the ops. It is then that they realise that the pool of water they are in is not deserted. One of the maintenance crew starts yelling about something brushing his leg. Looking carefully, the ops with high detect and/or good vision may be able to just make out the shapes of long serpentine creatures writhing through the water beneath them. There is what appears to be land only 10 or so metres away from them. Those that can't swim are in a lot of trouble!
The serpents will attack and drag one of the crew under water, he will start thrashing and screaming, blood spraying everywhere. The ops should make it out of the water with 2 crew still alive. (If you want, they may now notice that some equipment is now missing - knocked off in the buffeting. Anything that was held in their hands at the time has indeed been lost, headset-comms no longer work.
The area they are in looks like part of the city that has been overbuilt, the air is stale, their is no light, and no apparent signs of life, (except for rodents). Looking around they will find a broken down, old fashioned street sign with the name Mornington Crescent in black letters. Any of the Ops who have the history skill can make a test at -3. Depending upon how successful they are you can tell them some of the following.
Mornington Crescent was a bustling hive of activity about 500 years ago. It was a centre of fashion in the World of Progress, full of top class restaurants, night spots, and expensive shops. It was the epitomy of decadence, to be fashionable you had to live near or in Mornington Crescent, if you didn't you had to appear that you did, this meant that thousands of people, employees and ops alike would travel there all the time. Because of this, Mornington Crescent became a prime target for attacks from Rival Companies. One of these companies by the name of Crimson Mist, dealt SLA a deadly wound, when it unleashed a terrible virus onto the World of Progress. This bio-engineered virus was simply called PROMISE. Promise did exactly what Crimson Mist wanted it to do, and what their promise to SLA was. On the first day of it's release, Promise accounted for 9,500 deaths. All manner of people died from this dreaded disease, ebons, humans, even Necanthropes were not safe.
To prevent the spread of the virus further from Mornington Crescent, SLA bombarded the area with radiation, in an attempt to try and kill the virus off. Once this had been done, the area was ordered sealed off forever. Crimson Mist were the subject of one of the largest hunts of a soft company in the history of the world of progress. A record 14,291 BPN's were issued in relation to this company, and a combined force of Cloak Division, Black Chapter, Shiver and other departments finally raided and brought the culprits to Justice.
500 years later Mornington Crescent has been discovered.
The Ops will have to find a way back out to the surface. They will only have the food that they brought, any water that they have, and the equipment on their backs. This may take time, and tempers will probably flare. The surving 2 maintenance crew are concerned about their well being, and will complain to the operatives to get them out or "Just do something".
If they inspect the city block that they are in, they will find ancient skeletens throughout the place. Mutant animals and perhaps even a couple of Scavies are all that make this place home. The area is sealed in by 20 metre thick reinforced concrete. If any members of the squad have an environmental sensor or some such device, it will give readings of dangerous levels of toxins and radiation.
If when the Operatives finally get out alive, they mention Mornington Crescent, they will be quarantined immediately and the entire area will be once more sealed off. The length of this quarantine is entirely up to the GM, but 3-4 weeks is a good time to get the Ops even more Jumpy.
For this to be a successful adventure/BPN, the GM will have to be slightly creative, and have a feel for the horrific and dramatic.
"Do you fully understand what it is like to have slain a world, the emptiness and bitter hatred of yourself that you will feel? - I do, and I did."
- Malakai, Kilneck Warrior formerly Preacher SCL 2f, (Stigmartyr) Human Death Squad