Their first task is to get the sarcophagus to the truck and then transport it across the city square to Dr. Kazem for further deciphering of the inscriptions.
Dr. Kazem, looking more like the some kind of hi-tech scientist and nothing like his character from the cartoon. But we'll have to let it pass as I didn't have any figure available that would be close to an actual representation :)
Dr. Kazem's office is located on the second floor of this building.
And the inside of the office. A second plot point challenge will give McLagan the location of the dig site where the sarcophagus was found.
And the Quest league plot points. They will start the game in a jeep arriving just outside the city square.
There first task is the undercover contact at the donkey mill, which is across the square. He will have information on where exactly to find Professor Musgrave's dig site, where he originally found the sarcophagus. That information is with another contact, 'Dak' Osbourne.
Local businessman Jonathan 'Dak' Osbourne, who looks nothing like Rick Blaine from Casablanca I assure you :)
He is located on the patio of the second floor of the Blue Parrot Market.
A second completed challenge with Osbourne will lead the Quests to a supposedly long lost Stark Industries technology. The Quests then will learn that Musgrave was actually working for Intelligence One and that the Stark technology is somehow tied into the dig site. I guess a little background on Intelligence One as I'm not sure if I had written about it in any older posts - I1 is the U.S. government agency that Dr. Benton Quest works for :)
Those boxes are hidden in this building. McLagan's gang can attempt this plot point if they have a character in line of sight of any member of the Quest league going into the building.
After each league has completed their initial plot points the major plot point for each will be to leave the city on their way towards the dig site. Passing a challenge at the police checkpoint on the edge of town will complete this task
A few perilous areas will include camels that will run causing chaos to anyone that comes within 6 inches of them.
A car that will attempt to run down characters making them drop plot points and then stealing those plot points - could this be another agent like our mysterious gunman from chapter 1? Building walls and second floors balconies will also count as perilous areas if attempting to climb up or jump down.
And local police, which will stop any characters that come within 8 inches of them. The police will use scatter dice to randomize their movement on the table.
And the overall table - just about 4x4, though it does look much bigger.
Incredibly, I'm still waiting on that soldering wire I ordered on February 10th!? Extremely mad about it - here I was trying to save a little money and it's been almost a month. Obviously at this point I'm just going to cancel my order and have a refund issued, but that also means I still haven't gotten to build that chain linked fence that has been on the "to do list" for weeks now, which is also why I don't have a photo of the checkpoint.
Alright, next up will be playing through chapter 2 and getting the AAR all sorted!
As always, thanks for looking!