Chapter I - Among Owls And Eagles

This is the intro chapter of the game, set near Waldenburg, in the 'Owl Mountains', Poland. The players start off in a shuttle bus, which will take them to the Camelot Hotel, where their adventure will begin.

## Background

Hotel Camelot is a treasure hunter hotspot since rumours about a Nazi Train full of gold came up which is supposed to be buried somehere in the underground vaults in the Owl Mountains called 'Projekt Riese'.
Some players might already know about this right from the start when playing an appropriate character, they might even come to Camelot for the exact same reason.
What players certainly don't know is that the Camelot owner Jan Walentowicz already knows about the existence of the train for a longer time. He and some other hotel owners in the surrounding area (calling themselves the Owls) agreed on what they called the 'Owl Conspiracy', meaning that they try to keep the location of the train a secret to keep the treasue hunting tourism going. Without it they would probably all have had to close their hotels due to financial crisis and the lack of regular tourists.
To keep the conditions of the plan, Camelot even goes as far as getting rid of adventurers who get too close to the train by killing them and burrying them in their own graveyard behind the hotel by claiming the yard is dedicated to (and filled with) farmer victims of World War II.
Their first victims were the treasure hunter duo Andreas Richter und Piotr Koper, who originally brought up the thesis of the train, starting the first official dig in the area. After Camelot found out via thermal pictures that the story is true, they made their move and killed the archeologists, who were guests at the hotel at this point.

Their last victims were the recently married couple from Greek, Egan und Mya Vidales. Players can find posters of them still being missing in the town  'Waldenburg', near the hotel.

## Shuttle Bus Ride To Hotel Camelot

As described in the Intro event, players are all sitting in a shuttle bus taking them from the airport to the Hotel Camelot. You can ask players where in the bus they are sitting to describe what they are seeing out of the shuttle window (wide flat grazelands with a few farms on both sides, on the left horizon the Owl mountains can be seen).
All players have a confirmation of reservation for their stay at the hotel (and can add it to their inventory).
There are a few other tourists sitting in the bus, but it's not really crowded. Most of them are sleeping. Players can talk to them, but won't get any valuable information from them, since they are all regular guests and even not all of them guests of Camelot.
If  spoken to, the (grumpy and heavy bearbed) bus driver will tell that he drives the route from the airport to the hotels several times a day and that players will arive at Camelot in about 10 minutes.
After every player had a first turn where they were asked what they do in the bus, the player with highest Psychic Power value (or, if existing, a player with Clairvoyance field or even Sense skill) will have the chance to do a check roll for it. If successful, that player sees the number 17 flashing into his field of view several times when looking out of the window, like a strange reflection from the sun or the forests moving by.
Eventually the bus driver will anounce via microphone that the bus will be arriving at Hotel Camelot in a few minutes.
By this time, the bus is already taking a route up through the mountain roads, narrow and curvy, trees on one side, mountain wall on the other.
Players should get ready to leave the bus.

## Arrival At The Hotel

### Arrival at parking space

The bus will make its way to the entrance of the large parking area of the hotel. There are lots of other cars parking here, yet there are some free spaces left.
You can describe the area using this link: Hotel Camelot#Layout / Map
You can ask a player with highest See skill (or Perception char if not existing) for a check roll. If successful, that player sees two securities in front of the entrance of the hotel, as well as at some other locations surrounding the hotel. It seems to be way more security personell than neccessary.
Eventually the bus will park at the center of the paring place, not very far from the hotel entrance. The bus driver opens the shuttle doors and anounces that all guests of the hotel can now leave the bus. They should however wait outside until the driver gets all the guest's baggage from the bus cargo area.
Outside of the bus, you can already 'position' two of the players next to each other, so that they have a first chance of having a chat while waiting for the baggage.
After randomly receiving their baggage, players can head for the hotel entrance. (Security won't stop them).

### Check In At Reception

* Link to Lobby for room description.
* Small queue in front of counter. French gentleman Gaspard Debussy complains about low temperature in his room in spite of turning heaters to max power. Ice cold floors especially.
* Welcome of receptionist and hotel owner Jan Walentowicz. Speaks (also) spanish.
* players get their room keys
* Tourist brochures about Waldenburg  / Projekt Riese

## Free-Roaming In Hotel / Surroundings

* Spieler können am Anreisetag in Hotel und Umgebung tun und lassen, was sie wollen. Übersicht und detaillierte Beschreibungen zu allen Orten des Hotels gibt es  hier. Übersicht über alle wichtigen Orte der nahegelegenen Kleinstadt Waldenburg  hier.

* Kurzübersicht: Besondere Personen im Hotel
	+ Adlerjäger (Nazi-Schatzsucher, Anführer  Leopold Spitz, 2 Schweizer Kletterer Simon & Finn Luchsinger, Anwalt Nikolaj Van Dyck, Historiker Adam Jaromir Gorski). Der erste Spieler, der den Essbereich des Hotels betritt, wird von dem Anführer  Leopold Spitz angerempelt, der scheinbar leicht angetrunken ist. Als Entschädigung lädt er den Spieler auf einen Drink an der anstehenden  Jazz Night ein.
	+ Gaspard Debussy ist der Meinung, mit Hotel stimmt etwas nicht, stellt Nachforschungen an, zu Wachen vor Wäscherei, Sarg-Lieferungen und  verschwundenen Hotelgästen
	+ Rezeptionist und Hotelbesitzer Jan Walentowicz, meist an der Rezeption, evtl. auch in seinem Büro dahinter oder in seinem persönlichen Zimmer im Erdgeschoss (Zimmer 1)
	+ Hausmeister Bogdan Kosmatka, meist bei irgendwelchen Reparaturen im Hotel zugange, aber oft anzutreffen im  Utensilienraum oder am  Friedhof

* Kurzübersicht: Besondere Orte in Hotel / Umgebung
	+ Zimmer 1 -> Privatzimmer von Hotelbesitzer Jan Walentowicz. Spieler können Vision von Eulen-Verschwörung entdecken.
	+ Zimmer 12 -> Ehemaliges Zimmer der vom Hotel entführten und getöteten Schatzsucher Mya und Egan Vidales. Wegen paranormaler Aktivitäten unter dem Vorwand eines Wasserschadens unter Verschluss gehalten.
	+ Zimmer 17 -> Zimmer von Historiker der Adlerjäger Adam Jaromir Gorski. Spieler finden  Karte von Stollen 9, Projekt Riese samt unterirdischem Tunnelnetzwerk, Foto von Vater, kleiner Revolver. Gorski ist jedoch außer bei der Jazz-Night in seinem Zimmer.
	+ Zimmer 22 -> Luxus-Suite von Gaspard Debussy. Laute Musik dröhnt auf den Gang, immer wieder das gleiche Lied. 'Bitte nicht stören' Schild an der Tür. Gefunden werden kann unter anderem  Debussy's Tagebuch zu seinen Ermittlungen gegenüber dem Hotel.
	+ Verschiedene Zimmer der Adlerjäger (verschiedene kleinkalibrige Waffen, Survival Material, Archäologen-Material, Nazi Goodies
	+ Friedhof + Kapelle außen im Hinterhof. Spiritual Buffs + Heal in der Kapelle, außen sind Gräber mit Trauertafeln für von Nazis ermordeten polnischen Bauern (bei erfolgreichem Sense Check hier weinende, bläulich schimmernde Frau an einem Grabstein mit der Aufschrift 'Fam. Sommerfeld', die nach kurzer Zeit verschwindet (Geist von Mya Vidales, trauert ihrem Ehemann Egan nach, der hier in Wirklichkeit begraben liegt.)
	+ Wäscherei (bewacht von 2 Wachleuten, beherbergt grausames Geheimnis von Camelot -> Menschen, die Nazi-Zug zu nahe kommen, werden hier in Särge verscharrt und anschließend im Friedhof begraben. Das Hotel möchte so sicherstellen, dass der Zug unentdeckt bleibt und somit der diesbezügliche Tourismus aufrecht erhalten bleibt.
	+ Rezeption-Hinterzimmer (Dokumente , Illuminaten (unbekannterweise). Zweitschlüssel der Zimmer, Fundsachen von Gästen, verschiedene wichtige Dokumente, under anderem Drohbrief der Black Death Group (BDG) im Hotel-Safe -> kann nur mit Schlüssel aus Walentowicz's Zimmer geöffnet werden.
	+ Waldenburg (zu Fuß in ca. Stunde erreichbar, über Serpentinen den Berg hinab). Infos über Umgebung, touristisch erschlossene Stollen von Projekt Riese, Mystik Shop City Of Walbrzych #Marian Mystik
	+ Eigene Zimmer (Überraschungspaket von Hotel (Schokolade, polnischer Wein etc.), Bibeln in Betttisch.
* Bei Blick aus Fenster: Von draußen Lärm von betrunkenen Jugendlichen, werden von Hotel Securities mit Waffen bedroht, und lautstark verscheucht

## Jazz-Night With Eagle Hunters

* Introduction to Nazi Treasure Hunters 'Eagle Hunters'
* Invitation to join the expedition to Projekt Riese starting next day.
* Hunter leader  Leopold Spitz gets more and more drunk during the evening, giving away too much information about the operation. -> Later he blaims himself for the kidnapping of Adam Jaromir Gorski due to his behavior.
* After (at least most of) the players went to bed after the Jazz Night, we skip immediately to...

## Infiltration By Black Death Group

* player with highest Psychic Power value slips from dream to vision:
* Gorski gets kidnapped -> Event: Black Death Group Enters
* Player awakes from vision, hears screams and chaos from outside of his room
* Leopold is heavily injured and is blaming himself for the kidnapping (he feels that he gave away too much information about the operation, but in fact it's not his fault). He therefore begs the player to rescue Adam Jaromir Gorski.
* When pursuing the kidnappers and arriving at the lobby, heavy injured lawyer Nikolaj Van Dyck gives the players the key for the 'Eagle Hunters' van (white transporter on parking space, eagle symbol on both sides), then dying right afterwards.

## Chase After Gorski Kidnappers

* Car Chase / undetected pursuit through the mountain roads. Require some  Driving skills from time to time from the driver.
* Player with highest Psychic Power value has vision of Adam Jaromir Gorski, sitting in his personal library, smiling at the player at first, then writing something with his pen on a piece of paper. It's the following number: 104.4 -> hint to turn on the car's radio
* if turned on, Gorski will talk to the players via telepathy over this channel -> Gorski's Radio Transmission

## In Search Of Stollen 9 Entrance

* transporters stop
* soldiers carry Gorski into the woods
* players follow kidnappers. You can play this soundscape while players are in the woods. You can ask for a Hunting skill check if players can follow the soldiers tracks. Otherwise they take longer to find the entrance resulting in a loss of stamina (about 7) for all players.
* arrive at bunker entrance (guarded by two BDG soldiers)

## Enter Stollen 9

* Link to location with overview and detailed descriptions for all areas: Stollen 9, Projekt Riese
* objective is to find the train (and especially its cargo) before Black Death Group does (optional goal is to rescue Gorski from the kidnappers)

## Fight Against Franz Wilhem Todt

* Link to boss -> Bauleiter\_Franz\_Todt
* Event when approaching pulpit in bunker church -> Todt Rises

## Finding The Train

* Event when entering the production hall: Gustav's Lair

## Fight Against Schwerer Gustav

* Event when triggering the floor switch that activates Boss Schwerer Gustav: Gustav Awakens
* describe ways to succeed

## Finding The Train Cargo

* When entering a regular wagon of the train, players see containers full of gold. -> story was true
* When approaching the wagon with the UFO-shaped cargo, players can remove the blanket covering the cargo -> RFS (Reichsflugscheibe) is revealed. Players can enter the UFO prototype built by the Nazis. Inside they find an aluminium case which is dispensing radiant light. When opened, players find a vial, which looks as if its containing pure light (in fact it's containing pure radiant energy, an energy source once developed by Nikola Tesla.
* There is a control panel on one side of the RFS, which can be used to fly the aircraft (not yet because RFS is still chained onto the wagon) and to use the weapon systems.

## Confrontation With Black Death Group / Clint Osborne

* Event when BDG enters production hall (after players found vial in RFS): Osborne Holds Gorski Hostage
* Event shortly after confrontation Spirits Take Over Gustav
* Event directly after that: (determine player who 'has' event by Physical Power check of all players) Stollen 9 Gets Flooded

## Escape From Stollen 9

* players need to...
	+ find the vial and reclaim it (one of the players should see it floating in the water at some distance
	+ one of the players must evade the Nazi train that is coming towards him at full speed, pushing water in front of it
	+ (optional): save badly shaped Gorski. He is floating on a metal part on the water, bleeding and almost unconscious. When spoken to, he only mumbles the words 'Talk to Sweet Onion' and 'Unitum'.
	+ find a way out of the bunker. Options: tunnel / RFS / back to entrance. The basic approach would be to activate the RFS and fly out of the bunker. To achieve that, players must open the top hatch of the hall (whole ceiling can be opened) with a switch that is located at the control room higher than the players, next to the hall (was described in Gustav's Lair)
	+ fight the remaining BDG soldiers, as well as their leader Clint Osborne. He will become active if players get near the vial. He will then climb onto the metal part which is nearby, armed with an assault rifle. If attacked successfully several times, he will fall back into the water and will be captured by surrounding debris, unable to free himself until end of the chapter. In special cases, he can also be killed, which should be very hard concerning respective fight checks.
* Event if escaping via RFS: Escape From Stollen 9