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El Spamo
Aug 21, 2003

Fuss and misery

Welcome to Stargate Command

The past 6 months have flown by in a blur that you can barely remember all the details you learned. Ever since you were recruited to a mysterious and secret-laden project, and signed reams of paperwork that all but guaranteed your lifetime incarceration should the highly classified nature of the program be released, it has been a firehose of information.

The initial month or two was a refresher on survival skills that were strangely focused on extreme wilderness situations and hostile environments. The next stretch of time was a course on indigenous culture contact and how to make friends among tribal cultures. Finally, near the end of the induction period you were given a briefing on the true nature of the program that was nearly beyond belief. That in the 1940s, a strange ring was discovered in Egypt that after decades of study was activated and a team of explorers were sent through to another world. The first expedition brought back reports of an alien empire and a barren world, incredible things that were not of this earth. Human civilization, transplanted out to the stars through a gate built by aliens. However, the program was mothballed until it reactivated just three short years ago. Since then, Earth and Stargate Command has been reaching out into the universe. We have explored strange worlds and discovered strange alien technology, and roused the anger of the Goa'uld. The Goa'uld, an ancient civilization based around slavery and oppression. A species of parasites that controls a human host and pretends to be a god over a host of primitive cultures. We know better, and our very knowledge of their game of false gods puts us at grave risk. Only through the brave actions of the soldiers and scientists of the SGC has Earth been preserved.

I didn't really sink in as a reality until you saw it with your own eyes. Once the training was complete and you were accepted to the program, you went on a tour of the SGC itself and saw with your own eyes as a rippling pool of water revealed a gateway to other planets. Your first trip through the gate was to a place called the 'Alpha-site', a secret off-the-grid location that the Goa'uld knew nothing about. The second was to Abydos, where the local people greeted you with homey warmth, strange food, and an unusual language.

The tours are over, and you arrive for duty at the SGC. Tomorrow you will meet your team and receive your first assignment. The on-base quarters you are assigned are small but comfortable and after a good nights rest you are up at 0500 for your briefing at 0630. The cafeteria has a surprisingly good breakfast, and the room is full of personnel from throughout the SGC. The time for the briefing approaches quickly and you are directed to the briefing room above the Stargate control room.

CMSgt. Harriman greets you as you all enter. "Good morning. Colonel Rogers will be here shortly, he's meeting with the General. Please, make yourselves comfortable." He departs, leaving the room to the six of you to get to know each other for a few minutes before the Colonel shows up.

Welcome!
A bit of ramp-up in the original post hopefully leaves you enough space to fill in the blanks about your own personal experiences in the training leading up to now, at whatever level of detail you care for. You've probably all seen each others faces at a distance during the training courses (SGC isn't THAT big) but this may be the first time you've all encountered each other face to face. Go ahead and say, do, or think whatever you like, after a couple of get-to-know-you posts I'll bring in the Colonel and get the party started. Please link or copy your character sheet in your first post. I'll refer to that frequently so it's very convenient there, along with any personalized equipment, notes, etc. Please edit it periodically to keep it updated.


Post format:
Name - Location

In game text.

actions and rules stuff

Out of character posts can either be regular text without a name tag or in italics, as long as it's clear.
For stat blocks, use either [pre ] or [super ] tags. Included current HP/FP, relevant stats, equipment or skills for whatever you're doing.

Example:
pre:
Bob Snakeshooter:
HP 10/10 FP 8/10 Move 5 Speed 5.5
Dodge 8 Parry 12
Pistol-14
I shoot the Goa'uld

Can I make snakeburgers later?

Cast of Characters:

Capt. Kurt Tash, SGC-13 Command: Azhais
1st Lt. Michael Grey: Mykkel
TSgt. Jacob Glengarry and MSgt. McGriddles, K9: Rhyos
Dr./2nd Lt. Josephine Lawry, Biosciences: Twobirds
Dr. Alexandra Ross: CaptainCarrot
Dr. George Milton: hectorgrey

Recruitment Thread for any comments, questions, or general chitchat.

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El Spamo
Aug 21, 2003

Fuss and misery
Equipment and Mission Notes
The SGC prides itself on providing its personnel with the latest in wilderness and combat equipment. All teams are equipped with key survival gear in a minimal package in the event of a sudden emergency, and carry an pack capable of supporting an SG-team member for an entire week without resupply. In addition, our quartermaster maintains a stock of miscellaneous equipment sufficient to fill the need of nearly any specialist role.

The galaxy is an unfriendly place, and our teams are often involved in a hostile encounter with alien wildlife, hostile inhabitants, or the Goa'uld and their Jaffa servants. Numerous combat weapons were tested against captured Goa'uld arms and armor. The armor worn by the Jaffa varies in strength but is roughly equivalent to heavy-duty kevlar. Though modern battle rifles are capable of defeating the armor, the weight of such equipment is prohibitive except in specific circumstances. We therefore offer as standard the FNP90 SMG and the FN Five-seveN as the arms of choice for our SG teams. The armor-piercing rounds offer a good chance of defeating Jaffa armor, and the light weight and high ammunition capacity means more capability with less bulk. Optionally, a Colt M4A1 and H&K USP may be selected for greater firepower at the cost of weight and overall capacity. Please see the quartermaster for specialized loadouts.

These standard-issue field packs filled with everything you need for a given mission. Mission-specific equipment is available from the quartermaster. Please be sure to fill out a requisition for additional non-package equipment.

Survival pack - Pocket-sized emergency survival kit, to be kept on your person at all times. 1lb
-firesteel
-10ft paracord
-8ft snare wire
-3-inch knife
-Fish hooks and 50ft line
-Ultralight thermal blanket
-12 water purification tablets
-Whistle
-Signal mirror
-Tape
-Wound closure strips
-GDO


Combat Loadout - In the event of a hostile encounter.

- FNP90(6.6lb) + 3 spare magazines (1lb) = 9.6lb
- FN Five-seveN(1.7lb) + 3 spare magazines (.4lb) = 2.9lb
or
- Colt M4A1(7.3lb) + 3 spare magazines(1lb) = 10.3lb
- H&K USP(2.3lb) + 3 spare magazines(.6lb) = 4.1lb

Assault vest(8lb)
- Trauma plates optional (note: trauma plates have shown to be ineffective against Goa'uld staff weapons)
Helmet(3lb)
Grenades, Frag or Smoke (1lb)
Comm-gear (1lb)

FN Package 27.5lb
Colt Package 29.4lb


Expedition pack - Full set of survival, mission, and related gear. 50lbs base, plus extras.
- Frame pack(10lb)
- Bedroll and pad(2lb)
- Shelter(4lb)
- Rain poncho(1lb)
- Personal basics(1lb)
- First aid kit(1lb)
- Gas mask(2lb)
- Camp tool(3lb)
- 1/2" Rope, 30ft(1.5lb)
- Utility knife(1lb)
- MREx10(15lb)
- Water, 2L(5lb)
- Filter(1lb)
- Headlamp/flashlight(1lb)
- Binoculars(1lb)
- Weapon cleaning kit(1lb)
- Extra clothing(variable)
- Mission and role-specific equipment(variable)


Total equipment load: ~80-90lb

El Spamo fucked around with this message at 04:39 on Dec 7, 2016

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Briefing Room - 0640 Earth time


The smalltalk between the team is broken as footsteps are heard entering the briefing room.

Colonel Rogers enters the briefing room from the staircase. His uniform is crisp and immaculate. His salt-and-pepper hair is cut cleanly to regulation length and his eyes go from person to person in the room, taking their measure. The military personnel respond with salutes as the senior officer arrives. The Colonel returns it and gets right down to business.

"Good morning, have a seat. My name is Colonel Adam Rogers, I will be your commanding officer in charge of your team as well as SG-14 and SG-15. I want to start by thanking you all for volunteering for service with the SGC, both military and civilian. We do not have an easy task ahead of us, and we will undoubtedly face very real and dangerous threats through the gate on the other side of that wall. I have read all of your dossiers, you are the very best in your fields and I expect to see the very best from you.

First, let me clarify the command structure. General Hammond will continue to oversee the long-term operations and goals of the SGC, and has assigned groups of mutually supportive SG teams to the command of officers like myself. I will work with the three teams to set and carry out missions that will further the overall strategic goals of the SGC without burdening General Hammond with the minutiae of our day-to-day missions. SG-14, who have nicknamed themselves the "Double-7's" is primarily a combat-focused rescue team. When we need extra security or muscle they'll step in, or if someone gets in trouble, they'll pull their bacon out of the fire. SG-15, the "Highwaymen" is our construction and site team. They're responsible for setting up outposts and caches on already scouted planets for long-term study. You, SG-13, will be the point-team. Like SG-15 you have a strong scientific contingent but instead of long-term studies you will be exploring unknown planets and being the first contact specialists. Captain Tash the senior officer for SG-13, I leave it to him to organize the team as he sees fit. Technical Sgt. Grey is also participating in a pilot program to prepare K9 units for offworld work. I specifically asked for his assignment as I believe it will make for a valuable addition to the SGC.

Now, I am sure you are all anxious to get to work. Your first mission should be well within your capabilities, and I expect it will give you all a chance to figure out how you will work together in the field."

Colonel Rogers presses a button on a remote, powering on a projector. The lights dim and an image appears on the wall of a rough topographical map, along with a couple of images of a world that did not look at all unlike Earth.

"This is P6T-313. Initial surveys of the planet showed the Gate to reside in a temperate region of the planet that is heavily forested with rugged regions to the local north. No local populations were encountered, but the survey team did discover numerous ruins and signs of human activity so we may be looking at a transient population. You can read about the details of the climate and landscape in the mission packet. SG-15 was dispatched to set up long-term monitoring stations throughout the region. Your primary objective will be to retrieve the data recorders from the station and bring it back for the science teams to pick over. Make sure that all the remote stations have logged a successful upload of their data to the central collection station, hopefully everyone has checked in. That will make your job quick and easy.

Your second objective is to explore a network of ruins discovered to the north of the monitoring station. SG-15 surveyed a good deal of the region, but were out of time and resources to investigate by the time they discovered this complex of structures."

The projector image changes, showing a large rocky outcrop with a series of artificial stone structures worked into the rock. Most appear to be crumbling, but one or two look to be in good condition.

"The structures are clearly of alien origin. As they are not yet explored, you will be the first in to determine if there is anything of value there. The main monitoring station is a few hours hike from the gate, and the structure complex is approximately a days journey north from there. SG-15 left a cache of supplies at the outpost so you should be able to re-equip there. Sgt. Grey, this is a good mission for a K9 unit. The environment is dog-friendly, so it should give you a chance to explore his capabilities in the field and see how best he can contribute to the mission.

You will depart at 1300 hours. Any questions?"


Glad to see everyone checked in!
Please remember to edit in your character sheets to the first post in this thread. I will refer to them from time to time and that makes it very easy to reach with one click.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Briefing Room - 0655

Colonel Rogers blinks, looks at the uniform nametags, and then presses his lips together in mild embarassment.

"My apologies Sergeant Glengarry, and to you Lt. Grey for the name mixup."

The Colonel quickly checks his mission dossier at Sgt. Glengarry's question. "SG-15 set up a series of monitoring stations that collect information like weather, temperature, seismic activity, radiation, that sort of thing. I believe they also come with a series of motion activated cameras in case any interesting visitors wander by. I don't recall any reports of unusually dangerous wildlife. The Stargate network tends towards worlds that are suitable for human life, and so far we've seen a great deal of Earth-like analogs in terms of ecosystem. You might see what looks like a deer or a rabbit at a distance, but you'll notice the differences up close."

Jacob's pass through the dossier reveals much the same information with a few more relevant details. The region around the Stargate is well forested, and SG-15 traversed a good distance to find a less overgrown area to set up camp. Various photographs of alien vegetation and animals are present along with annotations about their attributes and behavior. Water was abundant in various streams and brooks though no problematic crossings were encountered. Nothing leaps out as threatening. SG-15 encountered only passing signs of large predators, possibly a bear-like or wolf-like animal that had killed and eaten a medium-sized herbivore. The ecosystem is active and vibrant here.

The signs of people show a moving camp structure. Photos of an abandoned lean-to and campfire remains are included along with notes of a very guessed at approximation of around a dozen people. Numerous campsites were found in the area, though they were fairly old and SG-15 remarked that they could not make any clear conclusions about the campers travel habits. Notable is that few campsites were found by the ruins, and the report conjectures that it seemed as though the local inhabitants were avoiding camping nearby them.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Briefing Room - 0700

"Sergeant Glengarry said it right. You're going there to find out. We don't usually have a lot of answers to these questions, you'll have to get used to that. Most of the time you'll have MALP reconnaissance data indicating whether the air is safe to breath, but you will be the first ones to discover if anything is immediately dangerous. The monitoring stations collect many gigabytes of data, we'd have to leave the wormhole open for a long time to get a full data dump. In addition, we need another team, you, to personally investigate some alien structures. SG-15 didn't have the time or resources to get a close look at them. I'm sorry Dr. Ross, aside from the pictures we're not sure what they are."

Colonel Rogers turns his head towards Josephine. "SG-15 didn't report anything, and their quarantine results were negative."
Josephine flips to the biosciences report in the dossier and gets a bit more background data. Soil and water samples had been sent to Area 51 for analysis, the team was otherwise unaffected. The hydrologic report showed frequent but light precipitation, and plenty of small streams. An Earth-analogue would be a coastal region nearby mountains, though no large bodies of water were located in the immediate area. The stay was too short to get a picture of what the seasons were like, but the day is not far off from Earth-equivalent at ~27 hours long. Everyone should be safe as long as they filter their water first.

Rogers then addresses Captain Tash. "We didn't encounter any locals, but there were signs. One thing the monitoring stations have are motion activated cameras. You should be able to review the collected data on-site, if any visitors showed up they'll have had their portrait taken."

Lt. Milton peers at the photos of the ruins. It strikes him that the structures are very old, for one, and that they're not of a typical Goa'uld design. Granted, he hasn't seen a lot of them but the training courses are still fresh and the structures here don't match any of the examples he saw in class.

Dr. Ross goes over the monitoring station setup to get a feel for more details on her question. The central station is a 2x2x1 foot metal box on stilts, about 4 feet off the ground and anchored securely. A forest of antennas sprouts from the top, and the internal batteries are powered by a nearby solar panel. The 12 remote monitoring stations are located in an irregular ring spread out anywhere from 5 to 15km away from the central post. They are smaller, and transmit their collected data back to the central station when they've filled their primary on-board memory, usually every 3-5 days. Sometimes batteries die, or weather interferes with communication, so in the event the remote station can't phone home it will still retain whatever data it collected, and write to a backup drive for overflow. Daily dumps would be more stable, but the SGC is concerned about excessive EM signals off-world, so less frequent uploads reduces their profile. Quite a clever little piece of equipment.

Colonel Rogers address the whole group again. "You are expected to return within a week, the monitoring stations are fairly robust and we don't usually see too many failures. The primary mission is to retrieve the data, but if you have to make a choice between a weather station and investigating the ruins, I suggest you prioritize the ruins. For supplies, you'll carry in what you need in a pack, SG-15 left a cache of food and equipment at the monitoring outpost so you'll be able to resupply there. SG-15 has a field-prepped report for you to take along that will have any technical details you need to refer to. That is all SG-13. Good hunting."

Colonel Rogers stands, and the rest of the team stands as well saluting as he leaves the room. It is now 0700, and the briefing room is still reserved for SG-13 for another 30 minutes to use to plan and discuss.


The team has the briefing room for another 30 minutes, and of course there are plenty of other spaces if y'all end up yakking for a while. The standard loadouts posted are available, please let me know if you add or subtract anything from that and remark as such on your character sheet. Gate opens at 1300, so you have 6 hours to rest and pack. Indicate in a post that you are ready to go and we'll advance to the departure time.

GURPS calculator is pretty handy, I used it to make a couple rolls. Just missing CaptainCarrot and hectorgrey from adding in characters.

Lt. Milton passed is archaeology roll so got a little more info on the nature of the ruins.
Josephine failed her biology roll so didn't pull any extra insight from the report.

El Spamo
Aug 21, 2003

Fuss and misery

hectorgrey - Sorry, I thought he was a Lt! You purchased rank and all... Anyway, if it's not a huge bother he could be reactivated unless being a civilian is a deeply key part of the character. Again, sorry for the misunderstanding. The baton is no problem, in equipment just mark it as a telescopic baton and we'll agree that it also has a flashlight.

Rhyos - Tazer sidearm is fine. I'll update McGriddles' equipment list to your specifications.

CaptainCarrot - A laptop, accessories, waterproof bag, and a spare 12hr battery is 10lbs for the whole kit. An electronics repair kit is 2lbs at -2 quality or 10lb kit for a full set of tools.
ALSO: It looks like your skills in GURPS calculator are messed up. I think it's the apostrophe in the "Goa'uld" engineering specialization. Try removing the apostrophes and see if it cleans things up.

Azhais - Scope, notebook, camera and good to go.

Twobirds - A medical test kit dedicated to testing only is a first-aid kit sized package, 2lbs. Add in a blood sample analyzer for another 1lb.

Mykkel - I'll proactively state that whatever you plan on bringing is good to go.

Everyone update your equipment lists, and we'll be off!
(On like, Wednesday, so feel free to chat or chill until I post a big update.)

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Briefing room
MSgt. McGriddles gets the all clear from Sgt. Glengarry and approaches the outstreched hands with interest. He sniffs each person in turn, and submits to scritches and pets as he makes the rounds to the team members. After he checks everyone out thorougly, he turns back to Sgt. Glengarry with a doggy smile and trots back to sit in front of him like a good dog. He looks back over his shoulder with his tongue lolling out, bright eyes checking to make sure that the new pack is all still there.

"Whuff" he says happily.

----
SG-13 - Supply

The team busies themselves with gathering up their various bits of gear. The basic expedition packs are already packed and ready to go. The quartermaster, Sergeant Gomez, runs you through the basics.

"Good afternoon sirs, Sergeant. Sorry, Sergeant no biscuit for you this time. I assume you've all gone through orientation and done a few rucks. Since you're a new SG team you're getting your field gear for the first time. This will be yours as long as you're part of the SGC, so take care of it. Don't worry, everything is checked packed and ready to go. We take pride in making sure every SG team that goes through the gate is fully equipped to take on the Goa'uld.

The field pack here carries everything you need. Sleeping gear, shelter, water bladders, food, etc. These quick release buckles will let you drop the pack in case you need to move quickly out of danger."

He points to a set of six packs sitting on a large table in the quartermaster's office. Each one has a tag with the owner's name on it. Next to each is a set of weapons.

"Armor and weapons. Each of you indicated what weapon loadout you wanted, those are next to your packs. All of the ammunition is armor-piercing, it's the only thing we've found that will reliably pierce Jaffa armor. Sergeant, you specifically requested a Tazer instead of a sidearm. We don't have too many lying around down here, luckily someone from the guard station upstairs could lend me some."

He points to a small pack with a strap on it. "This is your survival pack. We had a guy in SG-8 live off of one for a week on P49-227 before he could make it back to the gate. Take care of this little guy, it'll save your bacon."

A small pile of gear sits at one end of the table, yet to be packed. "I got a few last minute requests, so here they are. Dr. Ross, here's your laptop and gear. The bag is waterproof, and you've got enough spare batteries to run for a while. Don't use it all up playing solitaire. Also, a toolkit. I talked to Sgt. Siler about which one you need and he recommended this one. Should have all bits you need to mess with Goa'uld tech." He pushes over a small stack of gear.

"Captain, a scope, camera, and extra fieldbook. Dr. Lawry...sorry, Lt. Lawry, here is your test kit. I raided Dr. McFadden's office for the blood analyzer, so try to bring it back in one piece."

He stoops behind the table and brings up a dog harness packed with gear. "Sergeant, here's the Master Sergeant's gear all packed. Ten days of food, water system, his blanket, and a small dog-equipped first aid kit. The sidebags clip on to his body armor here, as I'm sure you know so he's all ready to go. Good luck SG-13!" Sgt. Gomez snaps a salute as you all gather up your gear.


SG-13 - Gate room

Shortly thereafter you are standing in the gate room, loaded down with equipment and looking incongruously ready for a wilderness expedition in the middle of a military base buried a mile beneath a mountain. Already you can feel sweat gathering as you stand around waiting for the gate to activate. Technicians scurry around the gateroom checking systems and going through preparations for a gate activation. MSgt. Mcgriddles pants and looks around at the activity with interest, but obediently stays next to his handler.

"Five minutes to gate activation, standby SG-13." comes a voice over the intercom. The technicians clear the area, leaving you alone standing in front of the gate.


Alright everyone, about to head out. Please check your gear on your character sheet and upload it to GURPS calc. If it's not there I'll assume a 75lb load of the basics. Heavy, but hey it's (possibly) a long trip.

CaptainCarrot/Dr. Ross, you're carrying the most extra with the toolkit (10lb) and computer (10lb), check with someone if you want to distribute that.

MSgt. McGriddles is all prepped too. Good dog.

We'll go through the gate tomorrow, just a quick stop in the gate room for any last-minute remarks.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Gate Room
"Chevron 7 is locked!"

The gate opens with a roar, and then settles into a glittering pool of water suspended in a ring. The event horizon of the wormhole. The awe of stepping through a wormhole to travel light-years across the galaxy settles into each of your souls. McGriddles whines quietly, but follows Sgt. Glengarry obediently towards the Gate.

In turn, each of you walk slowly but confidently towards the Gate and step through.

https://www.youtube.com/watch?v=zQe1QxHZuWg

Traversing the wormhole is a strangely senseless experience. The air suddenly changes from the warm and dry environment of the gate room to a chilly misting of rain falling from an overcast sky.

P6T-313


The gate behind you closes with a whoosh, and you find yourself standing on a stone plinth a few feet above a forest floor. Broad stone steps lead down to a small grassy meadow ringed with tall trees. Through the gaps in the canopy you can see in the distance a break in the clouds that shows a sky that is a deeper color of blue than you have ever seen on Earth.

The forest around is quiet, except for the gentle dripping of moisture from leaves and a gentle breeze rustling leaves. McGriddles sniffs the air and swivels his ears with great interest, clearly taking in all the new information and shifts anxiously next to his handler looking for reassurance or instruction. Recalling the description of the Gate-site from SG-15's report Dr. Lawry, Capt. Tash, and Lt. Grey quickly make sense of their orientation. Local "east" is to their left, and the main monitoring station should be about 5km in that direction. The forest is fairly thick, and obvious signs of their presence aren't apparent. SG-15's operating procedures would have included obscuring their presence just in case. Luckily, they left you instructions.

After a few moments, some familiar sounds return. A chirping sound floats through the air, and is answered a few seconds later. Something small rustles in the undergrowth nearby, causing McGriddles to turn his focus on whatever small thing made that noise. The alien world is eerily Earth-like. The plants and ferns look like something out of an Earth forest, though Capt. Tash notes that they are a strangely darker shade of green. Dr. Ross takes a step forward and notes that her pack, and in fact her whole body, feels just a little lighter than it did just a few moments ago.


Through the gate!

Initial Navigation checks pass, giving you a sense of direction as you step out of the Gate. Compasses work here.
A couple other skill checks note some oddities in the plants and an ever so slightly lower gravity here.

Navigating to the site is easy given the instructions. Please do take the opportunity to explore your new surroundings as you see fit.

Good luck!

El Spamo fucked around with this message at 20:24 on Dec 16, 2016

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - P6T-313 Gate

The team mills around briefly as everyone gets their bearings and finds their feet on a new world. The lighter gravity is more of a quirky feeling than anything of an advantage, and the weight of the packs quickly reasserts itself.

Dr. Ross does a wandering circuit around the gate and spots a worn gap in the brush and on the ground to the west of the gate, like a game trail or a very old path. Dr. Milton looks over at Dr. Ross and sees the same thing that she paused to look at. Capt. Tash notices their interest in the shrubbery and walks over to where they spotted something. Looking around, Capt. Tash notices thatthe worn spot on the ground and size of the gap in the brush was made by human or humanoid passage. Doesn't look like it's seen recent use, but the little piece of a path been used enough times in its existence to make permanent long-term marks.

Lawry, Grey, and Glengarry form up and wait for the scientists and Captain to finish their stroll around the gate. McGriddles sniffs around and takes a circuit of his own. On the west side of the gate, he perks up and sniffs the ground furiously searching for something. Suddenly, he finds a scent he recognizes and alerts. Sgt Glengarry whistles him back to his side and McGriddles bounds back to his handler, but continues to stare off to the west.


Spotting:
Dr. Ross - Success
Dr. Milton - Success
Capt Tash - Success
McGriddles Success (Smell)

I didn't ask what McGriddles' alert is, probably sitting or a quiet bark? He might not be even trained for that yet, but he does have tracking so he'd probably know how to act when finds something interesting.
He is a good dog and will stay by your side, Animal Handling is necessary if you want him to do something specific. Otherwise he'll act on his own initiative.

Hopefully the spoilers make sense in context! Dr. Ross, Milton, and Capt. Tash got something interesting from their rolls.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - West of the P6T-313 Gate
The team organizes quickly to investigate the anomaly nearby the gate. Captain Tash takes point with McGriddles sniffing the ground. The brush conceals a small swale that is easly accessed through the gap that was spotted by the group. The undergrowth is thick, but in one direction along the swale is strangely clear of heavy obstructions. Thicker brush and the odd fallen log and branch make any other path here difficult. McGriddles sniffs along the ground back and forth with great interest, searching for a scent that is hard to find. A good dog never gives up, and he tracks ahead a dozen yards along the path before turning suddenly and jumping up the side of the swale opposite of the side that the group entered.

The group moves forward cautiously, ready for the unexpected. The forest is quiet and there are no sudden sounds indicating trouble. McGriddles woofs quietly, waiting for the group to catch up to him. At the point of the turn, the team finds a more obvious sign of passage. A conveniently placed rock makes a step up the side of the swale, and then ahead a clearer path can be seen. It snakes off into the forest, its destination obscured by trees. It's old and infrequently used by the wear, and the environment is wet enough to obscure any clear signs of who or what has used it and is barely distinguishable from the mossy ground, but the sensitive dog nose detected a scent that he thought important enough to follow.

Captain Tash crouches down on the path to consider his next move. As he does, he notices an old bootprint made in some mud and protected from the elements by a spray of leaves. A bootprint that is clearly not a U.S. Air Force boot. A bootprint that belongs to Jaffa.


A path! Where does it go? Very mysterious.

Sorry to put more on you Captain, but you've got a good tracking roll (passed by 8) and you can also talk.
McGriddles spotted an alien squirrel, stayed on task but lost the scent.

Feel free to make other rolls for skills you'd like to use. I'll usually roll your perception and sudden-event skills but if you want to use some particular expertise please state (and roll) as such. There is no penalty for an unnecessary roll.

El Spamo
Aug 21, 2003

Fuss and misery
Tracking roll received, I think everyone's doing the holiday thing. Look for the update mid-week next week once everyone's well into the 2017 saddle. Happy New Year!

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - West of P6T-313 Gate

The team organizes and sets out along the path in their marching order. The path winds its way through the woods and climbs slightly up the hillside. Tendrils of mist drift through the treetops, and the local sun remains obscured behind the clouds overhead.

The path itself becomes more distinct the further you go, as though the Jaffa were more careless about leaving a mark in the landscape farther from the gate. Plenty of animal droppings are found by McGriddles as he sniffs the ground, but he stays focused on the scent of Jaffa that he picked up before. That tells Captain Tash that it's likely more of a game trail than a foot path at present, and has been that way for weeks at least. This is reinforced by a muddy smear on his pants from a small pile of critter pellets he knelt in while pausing the march to observe and listen to their immediate surroundings.

The Drs. make observations of the area as they go along. Dr. Ross notes that the plant life and high humidity would be murderous on any equipment left around here. Goa'uld technology is known for its durability if nothing else. Milton's mind wanders more towards what kind of inhabitants might have been placed here. Unlike the arid landscape of Abydos this planet's Gate area is lush and vibrant and very much at odds with many of the motifs in Egyptology. Lawry's eyes kept being drawn to the forest around her. The situation at the moment was serious, but the alien biodiversity sitting right in front of her demanded attention. As she scans the undergrowth for signs of Jaffa presence, an eight-legged sticklike insect crawls along a leaf and extends two of its legs out as if reaching out in supplication. Tiny droplets of dew collect on invisible filaments between the insect's legs, and then with a sudden closure of the two legs the insect captures the water and trundles on.

"Sir!" calls Lt. Grey. Lt. Grey points off to one side of the path, indicating a gap in the trees. Up ahead a few hundred yards and perched on a ridge poking through the canopy is a slender metallic tower of Goa'uld design. Golden stone plating on either side protects a cluster of needle-like antennae. The surroundings remain quiet and unthreatening.


----
A Goa'uld object is spotted. Perception checks note no threats. It has been ~1 hour and ~4km.
Tash/Azhais, the trail is human-made but old and animals LOVE not having to work to make their own trails.

hectorgrey, Mykkel, sorry for posting ahead of you but I figure we'd get moving.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - West of P6T-313 Gate

McGriddles looks back at his handler and sniffs the ground again and whuffs. He hasn't lost the key scent, but stays with the team.

El Spamo
Aug 21, 2003

Fuss and misery
The SGC tries to hide equipment rather than install any active countermeasures. Or do you mean the Goa'uld? They're fond of traps.

The current plan I hear is for Glengarry, Tash, and Grey to watch the trail while Ross, Lawry, and Milton approach the tower.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower, P6T-313

"Head out" says Capt. Tash and the team spreads out to approach the tower in three teams. Glengarry and Grey move to sweep the trail and surroundings and watch the group's six, while Tash and Lawry escort Ross and Milton who start to approach the tower.

Grey, Glengarry, and McGriddles begin their sweep. The canine nose presses to the ground as he searches for anything he recognizes as explosives. He tracks back and forth, pausing occasionally to give a bush or spot on the ground an intense sniff but does not alert on anything. The two humans keep a similarly sharp eye out. The sweep takes them around the Goa'uld tower, and only takes them ten minutes or so to confirm that the area is clear of hostiles. It is in fact, remote and very quiet, and aside from the path that leads up to the tower there are no other signs of humanoid passage. Glengarry has McGriddles sweep the approach to the tower and comes up with nothing dangerous. Confident that the area is secure, the two return to the approach to the tower and set up a watch. Grey sweeps up the few signs of the team's presence and settles into a hidden little nook with a good view down the path.

Captain Tash and Dr. Lawry get the all-clear from the dog-sweep and move in on the tower with Ross and Milton. The pathway follows the crest of a flattish ridge that the tower is perched on. A few trees have been cleared back from the tower by a half dozen yards, and the tower itself pokes up above the treetops. Tash and Lawry stop and kneel on either side of the path at the edge of the tower clearing while Ross and Milton look over the installation.

The tower is made of the Goa'uld gold stone-metal that most of their construction is made of. It's approximately 30 feet high with a broad circular base about 10 feet high and narrowing into a thin spire reaching just above the treetops with an array of antennas and detection devices, some that look directional and are pointed back to the east. The tower is silent and some creepers and moss are working their way up the sides. A doorway is present on the side facing the team, and a small control panel is next to it.

Dr. Milton walks a bit closer and checks some of the Goa'uld symbols on the side. His grasp of the Goa'uld written language isn't strong enough to read any, but he does recognize the Egyptian representation of Sekhmet. Dr. Ross's visual inspection of the control panel suggests to her that it is active, and probably bypassable. She could break into it without too much work.


----
Went with Tash's lineup, slightly modified as other folks indicated their actions would be. The sweep of the area is complete, no traps or ambushes, and no company is present.

Glengarry and Grey are covering the rear, Lawry and Tash are escorting, and Ross and Milton are inspecting the tower. I defaulted to the conservative action of a visual inspection of things.

El Spamo
Aug 21, 2003

Fuss and misery
schwa, yeah go nuts! Any future inconsistencies just chalk it up to alien vs. Myth ;)

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower, P6T-313

Dr. Ross pulls the cover plate off of the control panel exposing the crystal-based Goa'uld circuitry beneath. Multi-colored lights flash in unknown diagnostic patterns. She watches it for several minutes, taking notes and trying to make sense of which element will open the door without breaking anything or setting off an alarm. Perhaps it's the alien tech, or it's the nerves of being in the field for real but getting the job done here is a lot tougher than in the lab. Time ticks by. Forest sounds surround them as the team waits on her analysis.

Finally, Dr. Ross figures that she has a solution. In the end, monkeying with a control panel to bypass a door lock isn't rocket science. A minute or two to cross-link a pair of crystal-groups while interrupting the power flow to a small amber linkage should pop the door open.


You're clear to open the door.

El Spamo
Aug 21, 2003

Fuss and misery
Small building, circular, with a locked door controlled by a computer panel

El Spamo
Aug 21, 2003

Fuss and misery
Will update tomorrow, CaptainCarrot I didn't want to jump your agency on opening the door but it seems like the next logical thing to do.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower, P6T-313
Dr. Ross pulls out here toolkit and gets to work on the control panel. After a few moments, the panel beeps and the door grinds open revealing a single cluttered room. Lights flicker on and illuminate the room and a control panel covered in Goa'uld script. A blank space on the wall behind the control panel looks like the likely point for a display to be projected. A disorderly pile of crates are stacked against the far wall. Whatever Jaffa last visited did not wipe their feet or sweep out the room since dried mud and dried leaves are scattered on the floor.

A small light on the control panel starts to flash as the team peers through the door.



----
Dr. Ross successfully overrides the control panel to allow access. Here's a quick sketch of the area. The orange thing is the control panel, the grey blocks are the crates, and the size is typical Goa'uld grandiosity.


El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower, P6T-313
The muddy prints dried on the floor of the tower base are much clearer than anything left out exposed to the elements. After inspecting them for a few moments Capt. Tash concludes that it was probably a group of 5-7 Jaffa that made the mess. A head-sized rock is placed on the threshold and the rest of the team begins to inspect the room.

The crates are surprisingly mundane. For being on an alien planet standing in a structure built by megalomaniacal head-snakes, methods of storage are truly universal. No locks appear to be present on them, and they are easily opened by a latched handle. A quick inspection reveals no dangers. The crates contain a large number of Jaffa field rations, armor repair kits, and various sundries spread between a couple crates. Another contains a selection of spare parts and components for Goa'uld technology. Finally, one crate contains staff-weapon components and two Zat'nik'tel hand weapons. Beyond that the room appears to be the full extent of the humanoid-accessible areas of the tower.

Dr. Milton examines the hieroglyphs decorating the walls. They're mostly made up of honorifics to the Great and Powerful Sekhmet, descriptions of her power, lion motifs, and Goa'uld decorations. The control panel is covered with Goa'uld glyphs that he can't quite read, but Lt. Grey can see from the doorway that the flashing glyph on the control panel reads roughly "Alert" or "Attention" in Goa'uld. Pressing it would probably activate something.


The crates are safe, figure I get that out of the way for the stuff found inside them. Based who's there, Drs. Ross, Milton, and Lawry can have cased the joint.

From my notes the ranks are more or less this order: Captain Tash, 1st Lt. Grey, Dr./2nd Lt. (Canadian) Lawry, Staff Sgt. Glengarry, Dr. Ross, Dr. Milton
The Drs. are equivalent and Dr. Lawry's rank is administrative so would probably be more appropriately addressed as "Doctor".

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower, P6T-313

Dr. Lawry and Dr. Milton stash the Zat guns, but leaves the rest of the crated equipment alone.

Dr. Ross and Lt. Grey examine the control panel. It's a fairly straightforward system consisting of a set of context-sensitive icons and buttons on top of a pedestal. The flashing button commands their attention, and with little else to do the duo activates the control panel.
The wall facing them lights up with a display showing several views of the surrounding landscape and a couple of diagnostic bits of information. Buttons with glyphs signifying words like "move" and "focus" light up. Dr. Ross' study on the Goa'uld technology makes the period of trial and error very brief and she is able to quickly cycle through the various image and information feeds on the wall. Lt. Grey presses the 'Alert' button, which brings a small flashing window in the lower left front-and-center. The glyphs here translate roughly as:

"Entry Forced. Verify access: _ _ _ _ _"
Below those words is a set of Goa'uld digits counting down that will reach zero in a little less than five minutes.

A set of a dozen buttons on the control panel light up on the control panel in a rough approximation of a keypad, each marked with a different Goa'uld symbol. They are, in no particular order:

Glory
Lion
Strong
Ra
Water
All
Feather
Grain
Hand
Vessel
Throne
Owl


Meanwhile, outside, McGriddles sniffs at a nearby plant. Sgt. Glengarry notes that if the clouds would clear up it would be a very nice day out here.


Both Dr. Ross and Lt. Grey successfully operate the control panel.
Regarding language, an Accented ability means that you're at -1 for abilities that rely on language and comprehension (like electronic op), but you don't need to roll to understand the language itself.
Since you and Dr. Ross are more than capable of acting as a team, she gets to piggyback on comprehension while standing next to you at the control panel.

Edit: Lt Grey!
JFC, I am incapable of names!

El Spamo fucked around with this message at 18:22 on Jan 22, 2017

El Spamo
Aug 21, 2003

Fuss and misery
Goa'uld Tower P6T-313

Sekhmet may have been the daughter of Ra, but there was no love lost between them. Glory and Strength fit with Goa'uld self-aggrandizement, but Ra might be omitted in a passing adulation. She was reputed to be so bloodthirsty that during a battle Ra had to trick her with red-colored beer in place of blood to get her drunk and stop the bloody lion's slaughter.
It's notable that the water glyph on the panel could easily be interpreted to mean a number of fluids, most appropriately 'blood' with respect to Sekhmet.

El Spamo
Aug 21, 2003

Fuss and misery
Going around the room, who's staying in the room and who's stepping outside?

El Spamo
Aug 21, 2003

Fuss and misery
Goa'uld Tower P6T-313

The team clears the room leaving Lt. Grey alone in front of the control panel watching the Goa'uld numerals tick down. He pushes the glyphs for All, Strong, Glory, Water, and Lion in that order. The Goa'uld numerals freeze and a trill sounds from the control panel. The word 'accepted' flashes across the display and then the code input view disappears leaving Lt. Grey looking at a view of the valley displayed in front of him.

El Spamo
Aug 21, 2003

Fuss and misery
Goa'uld Tower P6T-313

Changing the view isn't so much the problem, it's doing it in a controlled fashion. Lt. Grey transitions from view to view, but can't quite manage to hit the back button or find the damned overview. Context-sensitive controls and lack of naquada in the blood makes using Goa'uld tech a frustrating exercise.


The situation appears to be calming down so if you spend 10 minutes or so of playing with it you won't need a roll to do basic operations.

El Spamo
Aug 21, 2003

Fuss and misery
Goa'uld Tower P6T-313

McGriddles' opinion on the Jaffa rations is also poor. A couple of sniffs and a tentative lick is all he's willing to give it before turning away and sniffing around the rest of the crates. Thoroughly searching the crates doesn't reveal any hidden treasures unfortunately. There doesn't appear to be any ammunition supplies for the Zat guns, only the small vials that power a staff weapon. You can say with complete confidence that there are no tricks, but there is a small bit of graffiti of all things scrawled on the underside of one of the covers. Jaffa get as bored as anyone and scribble what is likely dirty jokes on whatever surface is handy.

By now the Doctors and Lt. Grey have figured out the console controls and should be able to get some useful information out of it.

Dr. Ross overhears Dr. Lawry's comment about the Zat guns and recalls some information from her studies on the Goa'uld tech. The Zat guns are a tightly engineered piece of weaponry that integrates the power supply into the body. They are re-armed not so much by swapping out a power cell of some kind but by re-charging somehow the entire weapon like a cellphone. They have a high number of available shots per charge, now if only the SGC could figure out a reliable way to recharge them...


Not wanting to get you guys too bogged down in searching crates and the walls for secret doors and stuff so here's a head's up that the Zat guns are the goodies to get here, along with whatever you learn from (what I assume will happen) tinkering with the console. Or hoover up Jaffa rations and staff weapon cells, far be it from me to stop y'all from burgling the Goa'uld. :)

El Spamo
Aug 21, 2003

Fuss and misery
To make things easy, SGC timed your arrival for local morning-ish. It took about an hour to get here and clear the tower, and according to your notes it's 5km or 2-3 hours to the SGC monitoring station from the gate. The local day is ~28 hours long with 12 hours of daylight. Hooray axial tilt!

Drs. Ross, Lawry, Milton you can interact with the control panel with Lt. Grey's help translating allowing one person at a time to roll Electronics Op or Computer Op at -2 (language barrier) to get a useful piece of information pointed at the specialty from it every 15 minutes. Let me know if you're looking for something specific.

El Spamo
Aug 21, 2003

Fuss and misery
Goa'uld Tower P6T-313: +1hr 15m on planet

Jo scans through the various displays. Everything appears to be operating normally, and after a few minutes of cycling through the various views you build up a picture of what the tower is monitoring. Several of the views overlook valleys and ridges. Looking at them closely reveals that some of those views are centered on clearings with obvious footpaths worn through them. The last truly interesting display is a view of an ancient set of ruins carved into a cliff face, and another view that monitors the approach to those ruins. Those ruins appear to be the very same ones that were in the mission briefing. The display is such that it's possible even to see into one or two of the rooms of the structure, though from here you can really only determine that they're empty and stone. The display monitoring the slope going up to the ruins would easily spot any but the most stealthy of persons entering the crumbling complex.

Kurt, as Dr. Lowry manipulates the control panel, you hear a whirring sound coming from above you. McGriddles whines and whuffs while looking up at the noise, which is being made by an orb-like device on top of the spire that twists and adjusts with the doctor's commands.

Added elapsed time to the header

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower P6T-313: +1hr 45m on planet
The science staff continues to work diligently over the Goa'uld technology. Dr. Ross gets busy pulling panels off of various things around the interior of the tower and digging into electronics while Dr. Lowry searches for some feed archives buried in the system. There's some juggling of priority between test commands to help Dr. Ross figure out the mechanics of the tower equipment and Dr. Lowry's inquiries into the archives that slows both of them down a bit but after a half-hour or so it looks like both experts come up with some results.

Dr. Ross determines that the orb-device on the tower spire is in fact a fancy directional antenna and camera device. While the tower records information coming in from various feeds located around in the general area, the orb can be controlled to get a real-time (she thinks) look at something. Disabling it would probably make the tower ineffective at its job until it was replaced or repaired. Doing so from inside the tower is probably do-able for Dr. Ross. Removing it would require someone to climb the tower with a prybar. Of course, shooting it would probably do the trick.

Dr. Lawry digs up archival footage of the monitor pointed at the ruins. It's pretty dull, as there isn't a whole lot going on there and nobody comes up to bother it really. Skipping around, she finds a something interesting on images from about 2 month ago. A fellow in primitive looking clothing carrying a pair of slender spears appears on the approach to the ruins. He pauses for some time to meditate, plan, or have lunch, and then creeps towards and then into the ruins. A few short hours later, a half-dozen Jaffa appear on the feed. They march purposefully into the ruins. Two bright flashes are seen coming from inside the ruins somewhere, and then the Jaffa march back out.


----
Both checks are successful, 30 minutes added to time on planet.
To tinker with (I presume disable?) the orb would be an Engineering check to disconnect it from the panel, a Climbing check to retrieve it, or simply shooting it without a check because a soccer ball sized object at 20 yards ain't a hard shot to make.

El Spamo
Aug 21, 2003

Fuss and misery
Yeah, a small crowbar is very reasonable to find in a toolkit.
The Jaffa tracks seen on the way here could have been made back then. Based on your best guesses on the area and terrain, a Jaffa warrior (who are at minimum the peak of humanoid capability) could make that run quickly. A good runner can do a 5k in 15 minutes. Load him with armor and weapons and rough terrain would triple that or more, but the physical stamina of the Jaffa is legendary. Underestimate them at your own risk.


I'll wait for Dr. Ross' roll to disable before removal to preserve sequencing and for folks to get any weekend posting in.
While you wait on that, Capt. Tash figures that with some planning and scouting the team could come up with a creative approach to the ruins that avoids the monitored areas. The easy way up is via a talus scattered slope without much cover but also without much obstacles. The entrance is the hardest part, since even the most sneaky of approaches would be pointless if you went through the front door. Of course, if nothing is watching the front door...

Lots of ways to tackle the puzzle, you've got a good look at the biggest dangers.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower P6T-313: +2hr on planet

Dr. Ross gets to work disabling the monitoring system from the console and recording system. It takes a few kicks, but surprisingly doesn't take as long as she thought. "All clear!" she says to Capt. Tash, gesturing with an interlock crystal pulled from beneath the console. Suddenly, the whole system goes dark. The control panel no longer responds, the blinking lights are no longer blinking, and when checked even the door locking mechanism appears to be offline. Dr. Ross accomplished her goal of disabling the camera-orb device, with the side effect of disabling everything else as well. A few moments pass with no threats appearing so the situation seems no more complex than what it appears to be: the tower is offline in nearly every respect.

As unexpected of a turn the situation is, Capt. Tash does have an opportunity to accomplish his part of the plan. The tower is an easy climb, and the orb pops off of its mount without much resistance. The team is certain, to an absurd degree now that they are definitely not being monitored.


I mean, despite the high roll you didn't fail at what you wanted to do... The tower is offline in all ways you can tell. IF you are so inclined, turning it back on would be a similar roll against electronics repair with the attendant time cost.
Orb is soccer ball sized and about as heavy as a full growler of beer.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower P6T-313: +2hr on planet

Rhyos posted:

Savoir-Faire (Military) to think of other ritualistic bearpits and compare similarities: 9 vs. 12

Sgt. Glengarry thinks on the possibilities of the ruins and the intruding local. Dangerous ruins are excellent trial venues, and without knowing what's inside them it's possible that it's a funhouse of physical challenges and clever traps. However, Jaffa are an engineered species yet are self-perpetuating like any other so it'd be odd for them to recruit unless their Goa'uld master is Up To Something. The mission report detailing the Hathor incident comes to mind. Collection of Goa'uld hosts may be more likely as the snakes prefer 'perfect' hosts that are young, strong, and brave. Whatever the true nature of the ruins is, there's not a lot of information to go on from just the video. Your best guesses are at this point just that: guesses. A chat with a local would certainly help clarify the situation.


Sounds like you guys are about ready to go. Once Grey, Ross, & Tash check in I will narrate y'all hitting the trail again. Sounds like the SG-15 camp is the next stop, barring any encounters or requested actions from someone.
In preparation for that, please roll your hiking skill.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower P6T-313: +5hr on planet
The team shoulders their packs and heads out in formation back down the trail towards the Stargate, and then beyond to the SGC monitoring station. The side-trip up to the Goa'uld monitoring tower ate up a decent amount of time, so now instead of a misty forest the light and warmth of an alien sun transforms the wilderness as you march. It takes a little less than an hour to backtrack to the Stargate now that there's less concern for tracking and caution at forging into the unknown. The gate area is quiet, so after a quick re-orientation SG-13 marches onwards.

By now the local sun has risen high into the sky and the clouds have mostly cleared off. A cool breeze carries away the heat of exertion as the team travels making the hike through the strange trees almost effortless. While stopped for a rest and a bite near a creek a brightly colored bird screeches its anger at its territory being violated and dive bombs Captain Tash before flapping off into the trees.



Two hours later the team arrives at the SG-15 station. It is situated in a small hollow on the edge of a sloping meadow. Sgt. Glengarry spots the station first, catching the glint of sunlight off of the anemometer spinning in the breeze. Once the team reaches the site itself, everything seems to be undisturbed. The weatherproof boxes with the provisions and equipment are tucked into small depressions to protect them from view and the elements.

MSgt. McGriddles sniffs around the area exploring the sights and smells, but once again Capt. Tash is the man who spots the thing that is out of the ordinary.
Capt Tash: By the supply boxes are bootprints made by a un-soled or smooth-soled boot. A very, very recent bootprint so fresh that if he put his hand on it it might still be warm.


----
Hiking rolls were offset by good weather, it's a very nice day today so it only takes a couple hours to make it to the SG-15 station.
Basecamp is secure!
Or is it? Capt. Tash spots some prints that aren't SGC or Jaffa. They track around the area, but look like it was just one entity.
All other perception checks report that the immediate area is a quiet forest.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - Goa'uld Tower P6T-313: +5hr on planet
The group drops their packs and takes stock of the base. Dr. Lawry locates the medical supplies which include a well-stocked set of first aid kits though not quite enough for field surgery if the need were to arise. Hopefully it won't. The lab and data collection tools are top notch though so she should have no trouble collecting samples of nearly any type and or quantity.

The bootprints here are quite fresh and Capt. Tash notes that it looks like someone showed up, paced around the supply containers, and then left heading directly east.

As Dr. Ross sets her gear down and rolls her shoulders to work out the knots, she hears a voice speaking non-english, and then hears it again a moment later so she's quite sure it isn't a mistake, a good way off to the east.

----
Dr. Ross crushed the perception roll so is the first person to notice something.

El Spamo
Aug 21, 2003

Fuss and misery
Whoops! That's my copy-paste mistake, I'll have that fixed.
Dr Ross: it's not Goa'uld, it sounds... slavic?

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - SGC Base Camp P6T-313: +5hr on planet
The team spreads out. The scientific element withdraws back to the far side of the base camp and takes cover amongst sturdy trees and waits. The forest now seems very quiet as everyone has ceased any idle chatter.

The rest move east and prepare to meet some strangers. McGriddles is on the job and suddenly alerts. His nose twitches and his ears swivel forward locking on to something that only a dog can hear and smell. He tenses and breathes heavily, but like a good dog waits for a command. To the side, Lt. Grey melts into the undergrowth and all but disappearing behind some bushes.

Captain Tash motions for a slow advance forwards to see who the visitors are. Perhaps it's his trained birdwatcher eye that catches sight of some motion about 50 yards ahead. The picture is nearly comical. Behind a cluster of bushes and a fallen log bobs a trio of decorated speartips. The spear-wielders are well concealed, but for some reason they forgot that the tips of their weapons are taller than their cover. The speartips scurry to the next bit of cover, and collect and wobble as though conversing before moving closer yet again.


----
Capt. Tash's turn to be the perception superstar.
McGriddles is also aware and awaiting command.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - SGC Base Camp P6T-313: +5hr on planet
Everyone holds their breath as Captain Tash takes the initiative to make first contact with the natives. He advances forwards into an open space between some trees, while the locals continue to creep forward unaware of his presence until he stands up and announces himself.

The reaction from the locals is instant and energetic. The three that were leading the group leap out of the bushes and fall back behind nearby trees. Further back, three more locals make their presence known as they move quickly to take cover. It's hard to make out clearly what they're saying but Michael Grey can tell that the language sounds like Russian. He figures he could communicate given a calm moment of conversation.

Captain Tash keeps his cool while the locals prepare for a Goa'uld like response. A tense moment passes while they size up the unfamiliar person standing in the open. When the SG-13 leader takes no hostile action, the locals go from a fearful reaction to a cautious curiousity. They quietly converse between each other, still too indistinct for Lt. Grey to figure out what they're saying. But the body language is clear that they're taking the peaceful invitation. One of them boldly steps out from behind the tree he was hiding behind and into full view of Captain Tash and the rest of the team. The young man is dressed in sturdy-looking leather and cloth clothing, colored to blend in with the forest around him. His hair is dark and long, and his face is broad and full-cheeked. His spear is held at the ready in one hand, tip pointed in the air. He approaches Captain Tash until he is a dozen feet away.

"Кто ты? Что ты здесь делаешь? Это наш лес, только боги и их слуги путешествуют здесь, и вы не похожи на слуг льва."

Lt. Grey can overhear a couple of words clearly: <Who ... ...? What ... ... ... here? This ... ... ..., ... ... Gods ... ... servants ... ..., ... you ... ... look ... ... Lion ....>


----
Contact made! There are six locals total, so far one that's bold enough to engage with the team.
Michael Grey can understand what they're saying, but just needs a moment to focus on the language differences to break the barrier and clearly communicate. Put another way, he can communicate if he converses directly with the locals but it'll take time for him to put it together if he stays hidden in the bushes.

Everyone else is nearby and in their chosen state of readiness.

El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - SGC Base Camp P6T-313: +5hr on planet

The local looks surprised as you answer him back in something resembling his own language. He furrows his brow and then responds in a slower manner, working out some of the differences between Earth-Russian and his own native tongue.

"Where are you from? Why are you here? You're not dressed like anyone I've met, and I've even met the Gods from the Chapa'ai."

The last word is in Goa'uld, which Dr. Milton and Ross pick up on. He then switches languages fully to Goa'uld.

"Or are you servants of the Gods of the Chapa'ai?"


----
Status quo for the moment. I'll speed up my posting to facilitate conversation.

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El Spamo
Aug 21, 2003

Fuss and misery
SG-13 - SGC Base Camp P6T-313: +5hr on planet

"Then you are not servants of the Lion? That's impossible, none but the Gods' own may safely walk through the Chapa'ai. All others are struck down."

He ponders for a moment.
"Very well, a few moments of talk can't hurt."
He switches back to his native language.
"Vuski, Hak, Jolo, come here! The owners of the treasure want to talk! Maybe they'll share if you're nice."

Three similarly dressed locals rise into view and approach Kurt and Michael. Two more hang back and watch warily from a distance.

"These are my friends. My name is Pasko."

  • Locked thread