Special Collections Personnel

Operation Panzerdieb
Big Booms

Several days after Operation Colder World, the group is called by Lt. Hickox who inquires about the interest in an optional mission. All but Agent O'Malley choose to participate. Without delay the group sets off for Hickoxs' office to hear the details.

The group is informed that recently the country of Austria, to the immediate north of Switzerland, has been annexed by the Germans and the borders are now being heavily patrolled. The group is tasked with investigating and acquiring a new german tank design known as the Furherpanzer. This new tank is faster, better armed and armored than any other tank known to allied forces. The group would sneak into Austria under cover of darkness, find a way of acquiring the tank, then bring it (or its' designs) back into the hands of the allies.

After sneaking into Austria, the group starts working on a plan. Their best option is to ambush the tank and its' escorts as it passes by a main road while on patrol. Agent Venator devises an ingenious plan to rig the road with several hundred pounds worth of explosives and blow it once the tank passes. The group sets to work digging trenches for the explosives all while dodging motorcycle patrols. It takes several hours to accomplish this task and eventually the waiting begins.

And continues….

And continues…

And continues…

Finally, the team is rewarded for their efforts and the Furherpanzers' entourage is spotted travelling towards them. Several panzer tanks and nearly two full companies of soldiers accompany this massiver feat of German engineering. Agent Venator allows the situation to develop before hitting the trigger…





In an instant an entire German company and one of the accompanying tanks is obliterated in a cataclysmic blast of epic proportions. The group immediately decends upon the remainder of the troops and tanks.  Agent Leo stalks into the fray like a man possessed and eliminates soldier after soldier in a mad dash for the Furherpanzer. Sgt. Ross makes his way to the disabled tank to take over its' anti-personnel weapon and begins firing at the other tank and its' crew. In the confusion, Father Alex gets an epiphany and tells the crew of the Furhzerpanzer that the team is being betrayed and they need to elimnate the other tank! The crew buys the ruse and opens fire on the remaining tank! Our team eliminates the crew quickly after this, descending like lions on a fresh kill. They then pilot both acquired tanks out of the danger zone and back into friendly territory.

Mission accomplished!

Operation Colder World
Wear a jacket.

After getting to know their new accommodations fully, the team are summoned back to LT John Hickox desk, where they receive a mission to go to a small village in the Swiss Alps to retrieve an Artifact of unimaginable power. After acquiring a vehicle from the SCP Foundation, the group moves to the quaint Swiss village of Mairengo. Here they meet Hans, the innkeeper of Mairengo who warns them of the dangers of the mountains for those who are not prepared, he rents them some snow equipment, offers to safeguard their vehicle and provides a small folk tale about yetis in the mountains that come out at night to steal children. The group spends the night strategizing over cocoa and whiskey in the common room of the inn.

The following morning, the group heads out before dawn to begin the climb up the adjacent mountainside in an attempt to reach the Pizzo Del Sole. Along the way the group encounters treacherous terrain and a harrowing trap laid by some cunning, and decidedly non-fairy-tale yetis. After cutting through several groups of yetis, the group is exhausted as they come upon a Nazi campsite. Here, they find the chewed and gnawed remains of several Nazis and they are surprised to hear the booming voice of Lt. Hammersmith carry itself on the breeze from a nearby mountain. He warns them to turn back, for he respects their courage, but would not hesitate to kill them and add their corpses to the feeding pile for his pets.

Immediately the group is pounced on by a young white dragon, adorned with swastika brands and tattoos, with razer sharp claws and blood-stained teeth. They tackle it and eliminate this threat with relative ease, with only Leo taking severe damage from the blows. After the fight the group makes camp and assess their strategy for the following day.

The next morning, the group decides a frontal assault is the best way to go. They approach the Pizzo Del Sol and find it is strangely unguarded. They enter and find the place sufficiently quiet, which is immediately suspicious for the group. The group delves deep into what they realize is a legitimate mountain fortress laboratory. Fighting their way through suspiciously minimal guards, the group takes their time discovering the secrets of the place. They find that the Nazis are conducting experiments on the local populace, kidnapping them and turning them into yeti abominations. A surgical atrocity, combining the most ferocious parts of a yeti with the intelligence of a man. They restrain several scientists.

Digging deeper, the group finds that the Nazis are conducting even more devastatingly repugnant experiments. Combining Yetis with Dragons. The fearsome Hans Hawkman is found maintaining an adult white dragon which he has magically aged to procude eggs for his research. He is found in a mechanical suit and with the power to control said dragon at a whim. He lures the pary into a sense of victory while secretly triggering an alarm to Lt. Hammersmith. After a quick scuffle with LT. Hawkman, the group barely escapes with their lives. They proceed through more experimentation chambers, encounter several more groups of escaping scientists, all are now decesed. They proceed into the final chamber of the lab where they find Abom, the final successful yeti/dragon/human hybrid creature. He wishes to aid them in killing Lt. Hammersmith, for he has lost all he has loved because of him. All in the group except for Agent O'Malley distrust him. Agent O'Malley decides to free him, at the protest of the rest of the group. Once freed, he makes a beeline for the group of SS that the group has been fighting. He barrels through the crowd of soldiers and fights toe to toe with Lt. Hammersmith, the two trade vicious and earth-shattering blows. In the end, the group recovers the Winter Orb, but Abom is left alive but minus an arm. Lt. Hammersmith retreats upon the wings of an enslaved dragon. This fight will be won another day, it seems.

The group walks away victorious in the objective, yet wounded. They return the artifact and Abom to the SCP foundation, as well as a few Nazi prisoners. They are justly rewarded and sent back to the house for some much needed R&R.

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.

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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