Week 23, Or Look! An obvious Distraction! Archetype: Mad Scientist
Traits: Researcher (4) Man with a Plan (1)
Minion Cap: 25
Minions: 12 Scientist, 2 Spies. 4 Thugs, 3 Reg, 2 Guard, 1 Tech, 1 Saboteur, 1x ARM
Henchmen: Dr Doom (4)
Cash: $11,270 USD (+$1500/week)
Resources: 22 (+40/week)
Notoriety: 201
Lair: Under a Warehouse
Lair Accoutrements:
Fine Statue. (+3 Minion Loyalty)
Laboratory (Rein)
-Blast Chamber
Training Room
Holding Cells
Storage Lockers
2x Giant Laser
7x Laser Rifle
1x Aerial Survey Drone
7x ESDs
9x Void Shield
7x AADs
1x 'Shield Cannon'
1x Security Jammer
3x AP Turret
1x Generator, Small, (On)
1x Captured Saboteur
3x Lockdown Devices
Weekly Actions: Unfortunately your minions were unable to capture a Bruiser, despite their best efforts. They did collect some bruises.
Your technician does manage to become a Saboteur. -1 Tech, +1 Sab
The other reinforces your lab, and sets up some lockdown devices (-20 R)
Guards report very little this week.
Between your minions, and Doom and yourself, a pair of plans were hatched. The first involves stealing the desk out of the US Presidents office. The other involves some fairly run of the mill evil, On a very grand scale. Your minions have planned to carve your terrifying visage into Mount Rushmore.
Robotics research blitzes forwards, your minions proudly unveil their first Artificial Minion. +1 ARM (-20 R)
Physics research does much the same, something must be in the water. Your minions showcase the (assumedly) mighty Deployable Cover! Chest high walls in a grenade. Fun for the whole team.
It is there however that your research team peters out, Biology makes no significant advances this week.
Robotics Research: 27.98
Robotics Unlocks:
Aerial Survey Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Security Jammer (5R/per, +2 to Approach rolls)
Anti Personell Turrets 10 R/P
Improved Hydraulics
Artificial Minion (1): 20 R/P Cap 2, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Physics Research : 46.81
Physics Unlocks:
-Giant Laser (10R/Per)
-Laser Rifles (+3 combat rolls, 3R/per)
-Improved Batteries.
-Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
-Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
-EMP grenades: (1R/per, required for every minion in a mission[+2 to escape rolls and combat rolls VS mechanical, Consumable])
-Generator, Small. (10 Resources, Reduces chances of location by FoJ)
-Payload Device, Physics (200 Resources, 10 M/W)
-Void Shield (5R/P) +7 to Combat/Defense rolls.)
-Deployable Cover (5 R/P) One Shot device, +5 Combat/Escape/Stealth rolls
Biology research: 23.14
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Passive +2 to all Combat related rolls
Genetic Tampering
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Archetype: The Mastermind
Traits: Man With a Plan (3), Eyes and Ears (2) [Can get the gist of PM'd orders.]
Minion Cap: 25
Minions: 8 Guards, 6 Scientists, 2 Technicians, 1 Thugs, 1 Regulars.
Henchmen: Francessca (3)
Cash: $7,820
Resources: 13
Notoriety: 180
Lair: House in Germany
Lair Accoutrements:
Laboratory
-Omega Cluster Computer System.
A Fine Historical Tapestry (+3 Minion Loyalty)
A Crate of highly sought after alcohol. (+3 Minion Loyalty)
2x 'Shield Cannon'
1x HP Sedatives (+3 combat/escape rolls[Must be added to all minions in a mission]
10x Energy Shielding Devices
10x Assisted Aiming Devices
10x Arc Rifles
1x WCM
1 Generator, Small, On.
Weekly Actions: 10 Arc Rifles, 1 ESD and 1 AAD are constructed. -55R
Your paranoia pays off. Agents of LEGION just struck at your base. The fighting was fierce, however Legion, for all its numbers has literally nothing in the way of technology. Your minions are responsible for cutting down at least two scores of LEGION Agents. With no casualties. +12 Not.
Your minions strike at this strange research facility, led by Francessca. The security forces there are rabid, diseased looking and fearsome. A pair of your regulars are dragged off kicking and screaming into the heart of the facility. Francessca does not deign to chase them instead focusing on accessing the research terminals and brutally hacking apart the fallen defenders and wrapping up bits and pieces. As your minions leave, they notice that this place was once known as Genesis Labs. Francessca reports that she now has what she needs to push forward her research.
Your research pushes forward quickly through Robotics. Unlocking both the impressive looking Weapon Control Module and plans for the Tunneler.
**Minion Cap Increased**
Physics Research: 31.50
Physics Unlocks:
Improved Batteries.
Giant Laser (10 Resources/Per)
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 to Combat+Defence rolls for your minions.)
Shield Cannon (stun weapon, 15R/per, 100% chance target doesn't die)
Generator, Small. (10 Resources, Reduces chances of location by FoJ)
Arc Rifle, +7 Combat rolls, 5R/Per
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Robotics Research: 21.17
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Spider Drones (5 R/P)
Weapon Control Module (10 R/P) +10 to any Large class {weapon} brought on the mission, 1 Per Large Class {weapon}
Tunneler (1) (Can Tunnel) 20 R/P
Biology Research: 14.93
Passive +1 to all Plotting and Research rolls.
Passive +2 to all Combat related rolls
Archetype: Cult Leader
Traits: Cult of Personality (5) (+14 to minion cap, 30% Cheaper minion recruitment costs, 5% chance on hire of a minion being free.)
Minion Cap: 39
Minions: 2 Regulars, 8 Thugs, 6 Bruiser, 15 Scientists, 2 Technician, 4 Guard, 2 Reporter
Henchmen: 'Teeth'.
Cash: $4,360
Resources: 48
Notoriety: 214
Lair: An elaborate cave system, in the Blue Ridge Mountains of the USA.
Lair Accoutrements:
Laboratory
-Biology Containment Chamber
Workshop
Training Room
Holding Cells (R)
- President of Peru.
1x Giant Laser
3x Spider Drones
9x Laser Rifles
9x ESDs
1x AP Turret
1x Dissension Ray
Heart Urn of the Pharaoh (+4 Loyalty)
Weekly Actions: Gear is put together to give your minions a technological edge. +4 LR, +9 ESD, +1 AP turret. -49 R
A regular becomes a reporter, to much fanfare. Okay okay, just a -little- fanfare. Its the echo. +1 Reporter, -1 Reg. A few bruisers are also trained. +2 Bruiser, -2 Thug
Teeth reports back with failure. CARE's presence is still too strong. In fact they are still searching for you, but they come nowhere near the cavern you now call home.
In a show of brilliance your minions manage to discover an upcoming resource convoy towards West Virginia. It is apparently going to the new headquarters of CARE.
A small success in resource stealing is lauded by your minions. +26 resources, And a bit more attention. +9 Not.
A brilliant success. Your minions ambushed the President of Peru as he traveled in a plane to an international summit. The fact that he was on a plane did not save him from either your minions, their gear, or the giant laser. Your minions would be happy to tell you the tale of how they snuck a giant laser onto a plane. Suffice to say there was no real finesse. Giant laser..Killed everyone but the target, grabbed target, parachuted out of plane. Fire giant laser at plane while in mid-air. Landed 'safely'. Returned to base.
The giant laser is scrap. But the president is secured in your holding cells. Unfortunately..some video evidence of the event survived. And an eyewitness account. This means the authorities definitely know everything. +25 Not.
Your Biology research blitzes forwards. You think that if only there were more hours in a day, they would have handed you yet more brilliant discoveries. As it stands, they have made great strides in further weaponizing the abominations you previously possessed.
Psychology research moves ahead at a reasonable speed as well, easily pushing your minions through two more breakthroughs. The details are in these reports, Lord Thrakor. -15 R, +1 Dissension Ray
Biology Research: 42.93
Biology Unlocks:
Passive +3 to all Plotting and Research rolls.
Passive +3 to all Plotted Mission Rolls.
Genetic Tampering (Passive stepping stone tech.)
Genetic Manipulation (Passive stepping stone tech.)
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Minor Aberration : Can spend 20 resources, to gain 1d6 Notoriety every week, for 3 weeks, as your genetically altered animals cause unheard of chaos.
Major Aberration : Can spend 40 resources to gain 3d6 Notoriety every week for 4 weeks, as your genetically altered animals/humans cause unheard of chaos.
Payload Device (Biology) : 200 R, 10 M/W
Physics Research: 0.00
Physics Unlocks:
Giant Laser (10 R/P)
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3R/Per, Adds +2 Combat+Defence rolls)
Chemistry Research: 15.13
Chemistry Unlocks:
Hallucinogenic Compound (1R/per [Must add to all to add it to a mission], Gives +2 to all Combat+Stealth type rolls within the mission)
HP(High Powered) Sedative: (2R/per [Must add to all to add to a mission], Adds +3 Combat/Escape rolls)
Concentration Drugs, 1R/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Improved Potency.
Robotics Unlocks:
Spider Drones (5 R/P)
Anti Personell Turrets 10 R/P
Psychology Research: 20.14
Unlocks:
Minion Loyalty Conditioning (+2 Minion Loyalty)
Minion Persona Training. (+2 All Deceit/Stealth Rolls)
Counter-Interrogation Training: If captured your minions are less likely to reveal your plans/locations/so on.
Dissension Ray. (15 R/P, Large Device) On mission can cause panic or retreat in enemy forces.
Archetype: Layabout Playboy
Traits: Legal Eagles (3) Man with a Plan (1) Extortionist (1)
Minion Cap: 20
Minions: 2 Regular, 1 Tech, 9 Scientist, 4 Guards, 4 Thugs,
Henchmen:
(3)
Cash: $8,220 (+$500/W)
Resources: 174 (+20/week)
Notoriety: 164
Lair: A Luxury Cruiser
Lair Accoutrements:
An Ancient Aztec Statue (+3 Minion Loyalty)
Jewel Collection, +2 Minion Loyalty
+Crown Jewels (+4 Minion Loyalty)
Training Room
Laboratory
2x Giant Laser
3x AP Turrets.
11x Laser Rifles
11x AA Attachments
8x ESD's
6x Spider Drones
Weekly Actions: Your guards monitor the transfer as your scientists continue moving your gear to the new location. (22/30)
Your henchman returns with a pair of large crates full of resources. +41 R, +13 Not.
General mayhem is more or less a bust for your minions this week. A single success that brings a little attention your way. +9 Not
Fortunately your regulars were able to secure a reporter this week. And they had the free time to get started on the interrogation. (50% of way to Reporter.)
Alas, your prior brilliance at plotting didn't persist. Nothing came to mind this week.
Physics Research: 12.74
Physics Unlocks:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Chemistry Research: 25.01
Chemistry Unlocks:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Hallucinogenic Compound (1 resource/Minion[Must add to all], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Improved Potency.
Perpetual Innocence Pheremones (+10 to all Non Combat rolls within a mission) 4R/P[Must add to all]
Biology Unlocks:
Passive +1 to all Plotting and Research rolls.
Passive +1 to all Plotted Mission Rolls.
Robotics Unlocks:
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5 R/P)
Aerial Survey Drone 5 Resources/Per.
Archetype: The Mastermind
Traits: (Wo)man with a Plan (2) (+5 all plotting rolls, 2% chance weekly of a free Plotted mission) Eyes and Ears (2)
Minion Cap: 20
Minions: 3 Regular, 8 Scientist,2 Guard, 4 Thug, 2 Reporter,1 Technician, 1x ARM.
Cash: $6,300
Resources: 47 (+20/Week)
Notoriety: 130
Lair: A warehouse on the outskirts of London.
Lair Accoutrements:
Ivory Figurines (+3 Loyalty -or- pawnable for 3-6k)
Fine Mahogany Desk (+4 Loyalty)
Laboratory (Rein'd)
Training Room
Secure Vault
2x AP Turret
10x Laser Rifles
3x Spider Drones
10x AADs
8x ESD
3x Aerial Survey Drone
1x Tunneler (1)
1x Generator, Small (On)
Weekly Actions: STANDING ORDERS: Research, Guard, Plot
Your plotting minions have made no progress in a means to discredit CARE. Though they have located its headquarters. This may help.
A reporter is also trained.
Success in the field of Robotics has advanced the capabilities of your ARtificial Minions! It has also prepared you for a Payload Device.
Alas physics only comes close to a breakthrough.
Thy guards report nothing amiss.
Physics: 19.03
Physics Unlocks:
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Biology Unlocks:
Passive +1 to all Plotting and Research rolls
Passive +2 to all Combat related rolls
Robotics Research: 40.13
Robotics Unlocks:
Spider Drones (5R/per)
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personell Turrets 10 R/P
Aerial Survey Drones (5R/per)
Tunneler (1) (Can Tunnel) 20 R/P
Artificial Minion (2): 20 R/P Cap 4, Does not count towards Minion Cap. Counts as Regular for determining jobs.
Payload Device (Robotics) 200 R, 10 M/W
Chemistry Research: 6.22
Chemistry Unlocks:
Hallucinogenic Compound (1 resource/Minion[you have to add it to all your minions on the mission to get the boost], to add it to a mission, Gives +2 to all Combat+Stealth type rolls within the mission)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Archetype: Mad Scientist
Traits: Researcher (5)
Minion Cap: 20
Minions : 9 Scientist, 1 Technician, 2 Guards, 8 Regulars
Cash: $900
Resources: 34
Notoriety: 116
Lair: Abandoned Warehouse
Lair Accoutrements:
Fine Ming Vase (+3 Loyalty)
Laboratory.
1x Giant Laser.
6x Energy Shielding Devices)
1x Small Generator (On)
1x Forcefield
6x Exosuit
4x Spider Drones
1x Tunneler (1)
3x Lockdown Devices
Weekly Actions: Your guards report..Something was scared off by the Spider Drones, they aren't sure what though.
5 more Exosuits and a Tunneler are created. -95 R
..Theres really not a lot of refinement available there. There are statues, your minions have trucks and forklifts..Yeah. Seems straightforward!
As far as finding a henchman goes..Well, your minions clearly dont have anything going on there either. A poor week for all plotting it seems.
Your research department more than makes up for it. In no time your minions have gathered together enough knowledge for you to prepare your Payload device, should you choose to. They swear they are also close to another breakthrough.
Chemistry Research: 2.11
Physics Research: 27.21
Physics Unlocks:
Improved Batteries
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Giant Laser (10 R/P)
Forcefield (25 Resources, Large Power Drain) (I)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Botany: 1.01
Robotics: 38.14
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Anti Personnel Turrets (10 R/P)
Spider Drones (5R/per)
Improved Hydraulics
Tunneler (Crude) (Can Tunnel) 20 R/P
Exosuit (1) 15 R/P (+5 Escape/Combat Rolls)
Payload Device (Robotics) 200 R, 10 M/W
Archetype: Mob Boss
Traits: Streetwise (1), Cult of Personality (3) Extortionist (1)
Minion Cap: 30
Minions : 13 Thug, 2 Bruisers, 6 Scientist, 5 Regulars, 1 Spy, 1 Reporter, 2 Guards
Cash: $5,280 (+$1000/Turn)
Resources: 0
Notoriety: 109
Lair: An unassuming Casino.
Training Room
Secure Vault (Some protection from thefts)
5x Giant Laser
25x Laser Rifles
25x ESD
4x Spider Drones
1x Small Generator (On)
Weekly Actions: You order a few more minions hired. +2 Guards, +5 regulars (-$1300)
Your training also goes well, no mishaps slow things up. +5 Thugs, , +2 Bruisers, -7 Regulars
Unfortunately your spy has no one to train, as the new arrivals are busy getting settled in.
You're not sure if the forces of Justice have acted on your information. But you certainly sent it.
Your reporter comes to you with no successes this week.
Your paranoia amounted to nothing, No one dared challenge you.
((As you ought to be well aware by now, Research consists of a field, and a direction. No. More.))
Your physics research progresses at a modest speed. Before long you are the proud owner of both a Small Generator (-10 R) and the plans for a Feeble Forcefield.
Chemistry Research: 9.83
Chemistry Unlock:
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Physics : 25.12
Physics Unlock:
Improved Batteries
Laser Rifles (+3 combat rolls, 3R/per)
Giant Laser (10 R/P)
Energy Shielding Devices (3 Resources/Per 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Robotics Unlocks:
Spider Drones (5 R/P)
Archetype: Mad Scientist
Traits:
- Researcher (3)
- Cult of Personality (2)
Notoriety: 112
Minions (cap 27):
10 Scientist, 11 Regulars, 2 Guard, 2 Technician, 1 Thug, 1 Spy
Henchmen:
Doppleganger (3)
Cash: $5,400
Resources: 16
Lair: Abandoned Laboratory.
Lair Accouterments:
Crystal Necklace (+2 loyalty, AND it's pretty)
-Laboratory
-Blast Chamber
-Centrifuge
-Training Room
1x Giant Laser
3x AP Turrets
14x ESD
7x Laser Rifles
9x Arc Rifle
8x Assisted Aiming Devices
1x Spider Drone
1x Tunneler (1)
1x Aerial survey Drone
1x Small Generator (On)
IRIS Subsystem (ARMED)
3x Lockdown Devices
Weekly Actions: You order the hiring of new minions to push forward your glorious research empire. +5 Regs, +1 Tech, -$900
Your minions piece together some gear and defensive devices for the lair, and an Iris Subsystem. -60 R
The guards you set report many eyes watching. But after your..Delivery, the observers vanish.
Your spy endeavors to track them, but is unsuccessful. He has a broken nose and does not wish to talk about it. Your henchmen also reports failure. But feels hes getting close.
Nothing comes together for your plotting minions. They promise they will do better next week.
A modest success in cash raising exercises this week. Your minions also stole a van to transport their ill-gotten booty. +$2,100, +12 Not.
Robotics research plows forward. But for a crucial bit of math being off, you would have a new breakthrough this week. Physics research does much better under your personal guidance, handing you a new breakthrough.
Your minions are however concerned about your available resources, and as such do not construct the new device. It looks good on paper though!
Research:
Physics : 40.72
Physics Unlock:
Giant Laser (10 R/P)
Improved Batteries.
Laser Rifles (+3 combat rolls, 3R/per)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Feeble Forcefield (20 Resources, Large Power Drain)
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Arc Rifle, +7 Combat rolls, 5R/Per)
Payload Device (Physics, 200 R, 10 M/W)
Phase Shift Control Console (15 R/P, Large Device) Adds Special Roll: Bypass to missions where applicable. 1x Per device. Or adds +10 to Escape rolls. Can result in lost minions.
((To explain, One time per mission, per Phase Shift Control Console, your minions can bypass a fight, a defense, or yknow, whatever gets in their way.))
Robotics: 34.99
Robotics Unlock:
Aerial Survey Drone 5 Resources/Per.
Anti Personell Turrets 10 R/P, Stock 1.
Assistive Aiming (2R/per, +2 to combat rolls[must be added to all minions on a mission])
Improved Hydraulics
Spider Drones 5R/P
Tunneler (1) (Can Tunnel) 20 R/P
IRIS Subsystem: 40 R, 4 M/W Increases overall security in the base.
Chemistry: 13.24
HP(High Powered) Sedative: (2 Resource/Minion[Must add to all] to add to a mission, Adds +3 Combat/Escape rolls)
Concentration Drugs, 1 Resources/Per. Adds a +2 to research rolls, 2% chance of killing the minion. (Can be used multiple times per scientist)
Biology:
Passive +3 to all Plotting and Research rolls.
Human Genetic Tampering (Passive stepping stone tech, increases effectiveness of minion passives)
Archetype: Layabout Playboy
Traits: Man With a Plan (1) Legal Eagles (4)
Notoriety: 127
Minion Cap: 20
Minions: 4 Scientists, 4 Thugs, 1 Bruiser, 3 Guards, 6 Regulars. 2 Technician.
Cash: $7,720 (+$1500/W)
Resources: 34
Lair: Rural French Chateau
Lair Accoutrements:
Native American Totem Pole (+2 Minion Loyalty)
Training Room
Laboratory.
3x Gas Traps (Knockout)
1x Small Generator (On)
2x Giant Laser
15x ESDs
Weekly Actions: A few more minions are recruited, +1 Tech, +4 Regs, -$800
Your guards got knocked out by a fellow in a red sweater. Fortunately nothing seems out of place or missing in the base.
Success after Success in the field of extortion. Glory be to your name. +$1000/w +6 Not
The thugs you sent out return with mixed successes. And a mixed bag of currency that totals $920. +6 Not.
Your plotting minions bring you reports of a fabled Egyptian tomb about to be uncovered. If your minions were to strike they could get first crack at any treasures laying within.
Your scientists are unable to progress into the aerospace engineering field. This is because they spent the week capturing and interrogating the fellow you tracked down last week. The field is now unlocked!
Physics Research: 20.00
Giant Laser (10 R/P)
Improved Batteries.
Generator, Small. (10 Resources, Reduces chances of being located by FoJ due to power useage.)
Energy Shielding Devices (3 R/P 1, Adds +2 to Combat+Defence rolls for your minions.)
Laser Rifles (+3 combat rolls, 3R/per)
Biology Research: 5.82
Passive +1 to all Plotting and Research rolls.
-----
Agency: C.A.R.E
Headquarters: West Virginia.
Leader: Natalia Shields (5)
Status: Normal, In Hiding.
Other known information: None:
Agency: S.W.O.R.D.
Other Known Information: None
Agency: L.E.G.I.O.N
Headquarters: Rome(Who knew?)
Leader: Unknown
Status: Rethinking its core strategy!
-----
Special Event: Everyone is now aware of the location of the Whistling Zephyr. Someone deliberately mailed out this knowledge.
Perhaps the Whistling Zephyr should be cautious.
-----
As usual, Any errors let me know.
I MADE MY DEADLINE! WOOoooo.
Not feeling the action world news this week. Also, the research rolls really helped me push things forward a bit faster. Cool toys? Cool toys.