Special Collections Personnel

Operation Homemaker
No place like home.

Following their conversation with LT John Hickox the team, now fully acquainted and given the breadth of their new assignment, are sent to a remote spot in the woods surrounding Lake Geneva, Switzerland, to clear a supposed safehouse. This safehouse will serve as their base of operations near the headquarters of the SCP.

Given several weeks to accomplish this task, the team sets out immediately attempting to find the best method of travel to Switzerland. They opt for a combination of train and air travel, to be both efficient and economically costed. While on a layover in London, Father Aleixo seeks out the Wizards' College at Cambridge University to attempt to buy a ritual book to record and cast powerful spells out of. Him and Avril go to Cambridge via train and are allowed entry into the Wizards' College as oddities. The college openly welcomes Father Aleixo, however, they openly mock the Warlock as an inferior caster. After a minor altercation with the head librarian, Avril is barred from the college forever. Father Aleixo on the other hand is welcomed back without restriction. He purchases his book and the two depart back to London to find the rest of the group has been drinking since they left.

Upon landing in Geneva the group sets out immediately across a ferry on Lake Geneva to find their safehouse, with the help of a poorly drawn map. The group spends several cold hours in the wilderness attempting to find the correct path. Through twisty and thick underbrushed trails, the group eventually heads in the right direction. The land is littered with absolutely massive anthills, this unsettles many of them. After wandering down the northernmost path, the party are assailed by bandits. The bandits appear to be very disheveled and look as though they haven't bathed in a while. During that encounter, both groups are beset on all sides by hordes of biting and stinging insects. The swarms quickly engulf and devour one of the bandits and then set about to eat the party. After this encounter, Avril has decided she has had enough and strikes out on her own, in an attempt to not get eaten by bugs this day. After a half hour by herself she is turned back with a haunting vision from her patron.

During the split up, the rest of the party continues to soldier on. They follow a small side trail that one of them spotted a surviving bandit flee down. On this path, they feel tremors along the ground and see bigger and bigger anthills. They come across an ant working party and are turned back by the Soldier ants, the encounter ends peacefully as the Soldiers do not stray too far from the Workers.

After some time searching through the rest of the woods, the party emerges into a very large clearing in the woods where a large, white, victorian style home dominates the scenery and from around the corner they notice an incredibly massive Ankheg barreling down on Agent Avril. Avril wills all her power into a single shot and hurts it enough to distract it while the rest of the party shows up to aid her. The party faces two of the massive creatures, coming out of the encounter barely alive with most of their healing and abilities used up, the party seeks a respite. They go for the house.

They find the house is locked and booby trapped and find several codes to decypher. The party spends the better part of an afternoon utilizing what tradecraft they had picked up to decypher the Ceasar and Atbash cyphers in order to correctly unlock the door and disable the traps. Father Alexio uses this time to make a fire, as it's getting late, dark and cold. He takes a nap next to the fire. The rest of the party explores the house, and are amazed at what they see. They find that it is much larger on the inside than it is on the outside. There is a meeting room, a dining room, full kitchen (stocked with food) on the first floor. The upstairs has exactly five rooms in it with large beds, chests of drawers and individual fireplaces. The basement has a small laboratory, a grinding wheel, a tiny library, a workbench and some free space. Agents Ross and Leo begin cleaning their weapons and examining the library respectively. Agent Venator is suspicious of the house, yet knows this is where they are to be using as a base, and so does not enter the house until later in the day and instead begins digging a large trench around the house, as protection. Agent Avril spends time jumping on the bed in the room she chose as hers and takes a nap.

The team spends the next day getting acquainted with their new safehouse, which, to their surprise, beging molding itself to be esthetically and functionally more pleasing to them. The bedrooms mold themselves to be more comfortable, the basement functional area gets slightly more developed over time. This is offsetting to the entire party as they are suspicious of the transformations. During the next day they are called back by LT. Hickox to Geneva. There, they meet him at the LON-SCP HQ, in a guarded room of the LON HQ. They receive payment, in the form of $500 each and are informed that they should seek to rearm and purchase supplies for themselves, then spend the next week acquainting themselves with the house.

Currently the team is doing just that, while awaiting their next set of mission orders.

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Operation Launchpad
Where it all begins.

New candidates for the SCP Foundation; Avril O'Malley, Father Aleixo Alfonso Claro, Mr. Cyril Venator, Leobotas III, and SGT Ross McDonough were tasked from their feeder agencies to the town of Falkirk, Scotland. In Falkirk, they were to find the St. Andrews Church and find a powerful, yet unidentified Artifact and bring it to a contact at the Rabbies Pub, a front for an SCP safehouse. It would be here they meet their handler, LT John Hickox, who informs them all of the true nature of their mission, which is to come together as the newest SCP Strike Team. 

The mission begins on a pitch black night at the end of winter, it is cold and a heavy mist pours over the town from the bay to the east. The dense fog not only further obscures vision, but also stifles noise. Footsteps fall a little quieter in the fog, which after investigation was found to be supernatural in nature. The St. Andrews Church rests in the exact center of the town of Falkirk. The town itself is one of the industrial powerhouses of pre-war UK. The entire region is responsible for the creation of about half of the Royal Navy. Falkirk itself is moderately sized, with a moderate population. The St. Andrews Church is in the large square in the town.

The agents descend upon St. Andrews in the night, utilizing various infiltration methods (either laying in wait in the church itself or attempting a frontal ingress of the building). Unbeknownst to the fledgling team, a similar expedition is being undertaking under the leadership of SS LT Markus HammersmithOnce inside the church, the Agents quickly learned that the Nazis had a single-minded mission and, while there were a large number of them, they seemed hellbent on raiding the churchs' Reliquary. Only being engaged by the higher ranking members of the SS platoon, the team yet found themselves disjointed, scattered and swarmed as the Nazis storm the church. LT Hammersmith engaged three members of the team by himself and was able to successfully subdue them long enough to effect an escape.

In the basement, one of the Nazis found the artifact that the team was seeking. Father Aleix was the first on the scene and discovered the peculiar nature of St. Kolbe's Toy. It was a simple, pink rubber ball. However, upon being bounced against a surface, it would gain incredible momentum and launch itself at twice the rate it was bounced initially. After several harrowing minutes of narrowly dodging a quick death and several botched capture attempts, the artifact was safely captured in the helmet of Leobotas and subsequently tucked away in Agent Venator's briefcase.

On the way out, one of the team overhears a fleeing Nazi referring to a Ferry Rendevous.

Following the events at St. Andrews, the team officially introduced themselves. Upon realizing they all had been given similar enough orders, they realized they were not enemies and sought transport to Edinburgh as a group. After a brief stop at the train station, they realize that they have several hours to kill before the next train departs to Edinburgh and they decide to break up the Nazi Ferry Rendevous. They head west out of town on foot nearly two miles, to the ferry crossing of the local river. There, they discover another, smaller group of Nazis who are tending to a flatboat. It is also apparent that this is the source of the otherworldly fog that has made the city silent and dark. Dispatching the Nazis, the group burns the boat after stealing the catalyst for the spell that created the fog.

The following morning the team boards a train to Edinburgh. There, they meet their handler, Lt. Hickox, who explains the nature of the SCP Organization. After a lengthy discussion with him concerning who he is, what their tasks would consist of and who they now report to, Lt. Hickox sends them to Geneva, Switzerland for their next mission.

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Welcome to your campaign!
A blog for your campaign

Wondering how to get started? Here are a few tips:

1. Invite your players

Invite them with either their email address or their Obsidian Portal username.

2. Edit your home page

Make a few changes to the home page and give people an idea of what your campaign is about. That will let people know you’re serious and not just playing with the system.

3. Choose a theme

If you want to set a specific mood for your campaign, we have several backgrounds to choose from. Accentuate it by creating a top banner image.

4. Create some NPCs

Characters form the core of every campaign, so take a few minutes to list out the major NPCs in your campaign.

A quick tip: The “+” icon in the top right of every section is how to add a new item, whether it’s a new character or adventure log post, or anything else.

5. Write your first Adventure Log post

The adventure log is where you list the sessions and adventures your party has been on, but for now, we suggest doing a very light “story so far” post. Just give a brief overview of what the party has done up to this point. After each future session, create a new post detailing that night’s adventures.

One final tip: Don’t stress about making your Obsidian Portal campaign look perfect. Instead, just make it work for you and your group. If everyone is having fun, then you’re using Obsidian Portal exactly as it was designed, even if your adventure log isn’t always up to date or your characters don’t all have portrait pictures.

That’s it! The rest is up to your and your players.

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