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Old 06-27-2023, 02:38 PM
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Raellus Raellus is offline
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Default August 1, 2000

Around mid-day, two riders are spotted approaching on horseback from the east. Both wear US-issue battledress and carry M-16 pattern weapons. Contact is made. The pair- a man and a woman- are stragglers from the 4th Squadron, 12th Cavalry (5th ID). For the past 13 days, they’ve been on the run, eluding Polish and Soviet Army patrols. The two riders started out with several others, but a couple of clashes with enemy forces since the “You’re on your own” transmission have winnowed the group down to two. They ask for food for themselves and their horses, and ammunition for their M4 carbines. Discussion inevitably rolls around to the two parties joining forces.

“We’re not going to hang around until you’re ready to leave,” the man says, upon learning of the Diamond’s delayed travel plans.

“What’s your rush?” Sarge asks, trying to keep his frustration under control.

“You haven’t heard? The big brass decided to pull US forces out of Europe; there’s gonna be a major evac, from some port in northeast Germany, end of the month, first come, first served. We’re fuckin' going home.”

Sarge and Walker both raise their eyebrows at this revelation.

“And how do you know about this… ‘major evac’?” Walker asks skeptically.

“We ran into a guy who hid out for a couple of days with a comms specialist from the 5th ID head shed.”

“So, hearsay,” Sarge says, nonplussed.

“You wanna take the chance he was full of shit?”

There’s an uncomfortable pause while both parties process this.

“I’m not going to order you to stay,” Walker says, breaking the silence. She knows full well that her unit can’t stop the Cavalry troopers from taking off if they’re really determined to do so. The Cav troopers expressions only reinforce this.

Sarge makes one last pitch with the “strength in numbers” argument.

“Bigger group means bigger target- and slower. We got a better chance on our own.”

The Diamonds command team discusses whether to grant the Cav troopers’ request for ammunition. Ultimately, Walker decides to offer the pair a trade; she doesn’t feel right letting two friendlies head off on their own without providing some potentially life-saving assistance. The two troopers are offered their pick of the remaining small arms captured from the marauders (not those previously spoken for), plus as much Soviet ammo as they can carry, for the pair’s carbines and remaining NATO-caliber ammo. The riders accept the deal. They take two AKMs (including the one with a BG-15 40mm grenade launcher attached), seven compatible mags, and two 40mmS HE rounds; in exchange, they hand over their M4s and four full STANAG magazines.


NOTES:
To determine encounters while the Diamonds remain encamped in Skarydzew, I’m using the Frequency rules and Stationary Encounters table on p. 36 of the Referee’s Manual. The Frequency rules suggest one encounter per shift. That seems reasonable when the party is on the move (they could run into stationary groups, or others on the move) or in a city, but not so much when the party is staying put in a small, isolated hamlet (technically, they can only “run into” another group that’s on the move). Consequently, I’m rolling the dice only once per day/every other day (?) from 7/31, as that seems more reasonable to me.

Anyway, the first roll called for a draw from the RED, but the result didn’t apply, so I ruled that as No Encounter for the day. On day two (D6+1), the result was 6, Stragglers. The D6 roll to determine how many stragglers appeared came up 2. The encounter suggests that the stragglers will attempt to steal from the PCs and leave at the earliest opportunity. That reminded me too much of the Murderous Bastards random encounter that I ran earlier in the campaign, so I omitted that part about stealing. I supposed I could have rolled an opposed Persuasion roll to convince them to stay, but that would have completely nerfed the encounter described by the rules, so I didn’t. Instead, I rolled to see if Walker (Persuasion C) could convince the riders to share any rumors that they picked up since the death of 5th ID. I awarded Walker +2 in modifiers for asking for something that didn’t cost anything (rumors), and outranking the people she was trying to persuade (CPT vs. SGT). Even rolling 2D12 vs. 1D8, she had to the push the roll in order to succeed. The result on the Rumor table was 9. I worked its contents into the dialogue.

Once again, I forgot to roll for Weather changes [for any of the shifts since the PCs arrived in Skarydzew]. Doh!


-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 06-27-2023 at 05:07 PM.
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Old 06-27-2023, 04:07 PM
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“You haven’t heard? The big brass decided to pull US forces out of Europe; there’s gonna be a major evac, from some port in northeast Germany, end of the month, first come, first served. We’re fuckin' going home.”


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Wow! Great stuff!!
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Old 06-27-2023, 04:09 PM
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[FONT="Courier New"]NOTES:
To determine encounters while the Diamonds remain encamped in Skarydzew, I’m using the Frequency rules and Stationary Encounters table on p. 36 of the Referee’s Manual. The Frequency rules suggest one encounter per shift. That seems reasonable when the party is on the move (they could run into stationary groups, or others on the move) or in a city, but not so much when the party is staying put in a small, isolated hamlet (technically, they can only “run into” another group that’s on the move). Consequently, I’m rolling the dice only once per day/every other day (?) from 7/31, as that seems more reasonable to me.


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I've been doing the same, only rolling once per stationary day. I've been ignoring the result if it doesn't fit.
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Old 06-29-2023, 06:04 PM
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Default August 2, 2000

It rains for a few hours during the morning, so anyone not on guard duty tries to stay indoors. The rain lets up around noon, but overcast remains. It’s going to be a grey day.

PR continues his ad hoc physical therapy program supervised by Deacon. In addition to making continued progress with his fingers, hands, and arms, PR has regained some feeling and movement in his feet. His spirits have risen tremendously- he’s convinced that he will soon be able to walk again. He even insists that the team medic prop him up in bed (i.e. into a reclining seated position). Deacon is trying to temper his own optimism about his patient’s prognosis, but the medic’s hopes have risen as well. He now no longer fears that PR will experience significant, long-term paralysis.

At about ten hundred hours, a group of seven rain-soaked civilians arrives from the west. They hail from the neighboring settlement of Wygoda Plugawska, just under 2km west of Skarydzew, but have been squatting in the larger town of Doruchow (4.3km further west) for the past week, since the last marauder raid on their hamlet. The marauders took most of their home settlement’s food; what little the bandits left behind has since been consumed, leaving nothing until the upcoming harvest season. The people of Doruchow fed some of the refugees for a while, but that town is running low on food now too, so they were asked to leave this morning. The refugees have come to Skarysdzew to ask for charity, but are willing to work for it, and repay the food debt after the next harvest. With its new guests (i.e. the Diamonds) already providing more mouths to feed, Skarydzew is approaching a similar situation- provisions are running out faster than anticipated. Everybody’s about to go hungry, it seems.

When the refugees learn that Skarydzew’s American guests killed most of the marauders just two days prior, they grow animated, ask if a teenage boy was with them. The refugees explain that the boy was kidnapped from their village during the last raid- why, they can’t be sure. They beg the Diamonds to go find him and bring him back, even claiming that they heard that the bandits also had some American prisoners too. The Diamonds believe the part about the Americans is bullshit, laid on to give them an incentive to look for the civilian boy, but they agree to help anyway.

The Diamonds start by interrogating the captured marauder- something they didn’t see much use in doing, earlier. The process is complicated by the need for two translators- Bartosz translates Russian to Polish, and PR translates Polish to English (and vice-versa). The prisoner is in no mood to talk, but Walker is able to get him to admit that his group did indeed kidnap a boy for use as a camp “servant”; he also gives the Diamonds a rough idea of where his camp is located in the woods to the south.

“When we get there, make sure to identify your targets. We don’t want to hit the kid we’re trying to rescue, so no sprayin’ and prayin’, got it?” Sarge admonishes the rescue team, just before they set off.

The rescue team consists of Walker, Sarge, Deacon, Bird, Honeybear, Sandy, Grease, and one of the village militiamen with experience hunting in the woods. Any trail the marauders may have left has been washed away by the morning showers, so the team has rely on the prisoner’s directions and dead reckoning to locate the marauder campsite.

After about an hour of slow, cautious movement through the woods, the hunter, on point with Bird, indicates that he’s hearing voices from up ahead. Sarge gets the team on line and they begin a tactical advance towards the suspected campsite. 30m from the camp, Bird catches his toe on an exposed root, loses his balance, and falls forward; somehow, his "new" M4 carbine discharges a round when he hits the ground. The marauders are alerted. They drop prone, facing the danger, and open fire.

Deacon is already prone, making him a smaller target. Nevertheless, an incoming round grazes the medic's right cheek. Somehow, he manages to keep his cool and return fire. Just a few paces away, Walker staggers as a round pancakes against her PAGST vest. She falls forward, going prone, takes aim at her attacker, and squeezes of a few rounds. Both Diamonds score hits, although neither is aware of this at the time.

The rest of Diamonds go prone and start engaging targets. Sandy, Grease, and Sarge all miss theirs, but Bird and Honeybear eliminate two of the four marauders.

The opposing groups exchange fire for about 10 more seconds. The marauders are the first to cease fire, it turns out, because they are all dead. Two Diamonds (Deacon and Walker) are slightly wounded during the exchange.

The kidnapped teenager is found, curled up behind a tree, feet chained together. He’s filthy and badly shaken, but otherwise unhurt (at least, physically). The Diamonds seize the dead marauder’s weaponry (four AKMs w/ 3.5 mags, three RGD-5 hand grenades, and a few assorted knives/bayonets) and search the filthy bandit camp. Grease is a master scrounger- apart from some very dingy camping equipment, he turns up an Oriental carpet, a fire extinguisher [fully charged], and a Nintendo Gameboy hand-held video game console! (Batteries not included, unfortunately).

The party returns in triumph to Skarydzew with the rescued teenager and a carpet-full of loot. To show their gratitude, the refugees from Wygoda Plugawska share another rumor they’ve heard. A merchant passing through Doruchow told them that Krakow has declared itself a free city and is hiring soldiers of any nationality to join its nascent defense force. The Soviets are also supposedly hiring mercs to help them retake the city. Some of the merchant caravan guards were discussing signing on with one side or the other (probably whoever pays better) when they return to the area.


NOTES:
I finally remembered to roll for Weather changes! Twice a day seems more reasonable to me than four times a day (i.e. at the beginning of all four daily shifts).

This is encounter was built by rolling D6+2 on the Stationary Encounter Table. I rolled 7 on 2D6 to determine the number of refugees. I had to ponder for a while to figure out how to make this encounter fit into the narrative, but I’m satisfied with what I came up with. Since the party agreed to help, the refugees shared two rumors (I rolled twice on the rumor table). I tweaked the rumors a bit. One (R6) was the throw-away about the marauders having some American prisoners, the other (R2) was about the Krakow and the Soviets competing to hire mercs.

The rescue op started with a successful roll for Interrogation [pushed]- the prisoner confirmed the refugees’ story about the kidnapped boy. I wanted to use Bird’s Hunter specialty to try to track the marauders all the way back to their camp, but the morning rains washed away all spoor, so I scratched that. The opposed Group Recon roll to attempt to “Ambush” the camp failed 30m from the camp, so the engagement began at close range, and the marauders drew the first two initiative cards.

I didn’t use as many ammo dice in this firefight. The marauders were running low already, and the good guys were trying to reduce the chance of a stray round catching the kid they were trying to rescue. Deacon and Walker survived head and torso hits, respectively. Body armor is a real life-saver!

I used the Oracle to determine the condition of the kid and drew Seven of Diamonds (mildly helpful)- I ruled that this meant that the kid was unhurt and relatively healthy (at least, physically).

Since the marauder camp is relatively small, I ruled that the party could roll for Scrounging even though they spend less than a shift searching it. Grease rolled three successes (I even forget to add +1 for Help from another PC). I Googled “random gameboy game generator” and, low and behold, there’re a couple. I used the first one that popped up and the result was Streetfighter II (1993). Luckily, the Diamonds scrounged a couple of AA batteries a few days earlier. Let the games begin!


-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 06-30-2023 at 12:56 PM.
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Old 07-02-2023, 04:09 PM
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Default Strategy Meeting, Evening of August 2

The Gameboy is a real morale booster. Deacon commandeers it for 'therapeutic medical reasons', handing it off to PR so that the convalescing RTO can work on his fine motor skills. PR doesn’t mind the rotating cast of visitors, there as much to take a turn on the Gameboy as to visit with their injured squad-mate.

That evening, the Diamonds convene for a full team meeting, the main purpose of which is to determine a long-term course of action. Captain Walker starts things off.

“This village now has eight more mouths to feed. We can’t stay here much longer without putting our hosts in a bad spot. Once PR is back on his feet, literally, we’re leaving. Question is, where are we going? We need a long term goal. Otherwise, we just keep running in circles.”

Walker spreads out a large travel map of Poland on the table. It's poorly lit by candlelight. Her finger marks a spot, not even a dot on the map, about 6 or 7 kilometers south of Kalisz.

“We're right about here. Since Kalisz, we’ve been trying to keep moving east and south, keeping away from the FEBA, where the enemy has their frontline troops.”

“Worked out real great, so far,” Honeybear quips with a mischievous grin. Sarge half-heartedly shoots him a cross look; Walker can’t help but smile at the chorus of chuckles that follows.

“So just imagine what we’d run up against if we’d headed west instead,” Bird says, coming to Walker’s defense (not that she really needed it).

“Thank you, Corporal. In the last couple of days, we’ve heard some pretty interesting rumors. One: there’s a big evacuation of US forces from Europe leaving from Bremerhaven, Germany, end of this month. That’s about 690 klicks from here, as the crow flies."

Walker's finger traces a straight line between Skarydzew, Poland, and Bremerhaven, Germany.

“Second, Krakow, about 200 klicks southeast of here, has declared itself a Free City and is hiring mercs to beef up its defense force.”

“Just to clarify, what’s a ‘Free City’?” Sandy asks.

“Independent- neutral, not taking sides,” Walker explains.

“Like Casablanca in WWII,” PR adds to quizzical or blank looks. “Seriously? Bogart, Bacall? 'Play it again, Sam'? It’s an American classic!”

“Like Casablanca,” Sarge confirms (aside from PR, he's the only one present who's seen it).

Walker continues, “Now these are rumors, but they're all we have to go on. So, as I see it, our two options are start heading northwest, make for Bremerhaven, or at least friendly lines, or, head southeast, to Krakow. Option one is farther, and takes us back towards the front lines, but it does get us all closer to home. For Krakow, the reverse of all that is true. Questions, suggestions, concerns?”

“If we make it to Bremerhaven, and the rumor is false, we’re still back in friendly territory. If we get to Krakow and the rumor was false, then we’re 200 klicks further away from friendly territory than we are now," Sarge points out.

After a bit more discussion, a vote is taken. Bremerhaven wins.

-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module

Last edited by Raellus; 07-02-2023 at 04:27 PM.
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Old 07-03-2023, 12:52 PM
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Default August 3-4

Thursday, August 3, 2000 (roll +3 on SET)

At about noon, Grease, on sentry duty in the copse on the west end of town, radios in a sighting. Two vehicles - a Humvee mounting a Dishka HMG, and a military van of some sort- are approaching Skarydzew from the west. Both sporting Soviet Army tactical symbols (a “Z” perhaps?).

The Diamonds and the hamlet’s tiny militia have discussed what to do in this sort of situation. The Diamonds lay low (but ready to fight or run at a pinch), while the locals do the talking, sticking to a “this is just a sleepy little village; there’s nothing to see here” narrative. The vehicle-mounted Soviet patrol is met by one of the hamlet militia on the edge of the settlement. After a brief conversation (hidden Diamonds watch the exchange, but can’t hear what’s said), the two vehicles pass through town at a leisurely pace and continue on their way, heading east. Once the patrol is well out of sight, the militiaman reports that it was operating out of Grabow nad Prosna / Palaty, searching for NATO raiders believed to be running amok in the area (most likely, this refers to the Diamonds or the escaped American POWs). The Russians apparently bought the militiaman’s claim that no one in the hamlet has seen or heard of any Americans in the area.


NOTES:
To decide which Diamond was on sentry duty at the western OP, I rolled a D8- Grease got the job. I rolled opposed Recon and he won, so the patrol didn’t see him lurking in the trees. I treated the conversation between the militia and the Soviet patrol as a Social Conflict and rolled for Persuasion (opposed), with both parties rolling a single D8 (EMP C). The militiaman won, so he successfully bluffed the patrol, which went on its way, none-the-wiser, without searching the ville.



Friday, August 4, 2000

Arm around Deacon’s shoulders, PR is up on his feet and walking (shambling, more like it). His legs are weak and wobbly, but he’s regained a lot of strength in his upper body, and his fine motor skills are improving rapidly (probably thanks to Street Fighter II).

Later that afternoon, the militia “captures” a Soviet soldier on the northern approaches of the village. He’s in bad shape- bloody and delirious, barely able to walk or speak, and when he does talk, he doesn’t make much sense. His uniform is torn and dirty; his only weapon is a crude shop-built hand grenade of some sort.

Deacon fixes up the Soviet soldier as best he can, using supplies provided by the village. The Diamonds suggest that the villagers take the injured Soldier to the nearest Soviet garrison (Grabow) in order to earn some good will. The Americans offer to take the bandit EPW with them when they leave, dropping him off several kilometers away.

The Diamonds spend the rest of the day preparing to leave Skarydzew early the next morning. The villagers load the Americans up with as much alcohol fuel as they can carry, as well as a couple of days’ worth of food and fresh water- all that they can spare. It’s going to be tight until the next harvesters, but the villagers don’t begrudge upholding their end of the arrangement. They know it would have been much worse had their guests not eliminated the rapacious ex-Red Army marauders.


NOTES:
During the Diamonds’ stay in Skarydzew, I’d rolled all but one of the encounters on the Stationary Encounters table. The remaining encounter is Large Force, but I couldn’t think of a way to wedge that into the story, given that the village militia successfully bluffed the small patrol (the Scouts encounter) on Day +3. I don’t want to burn through the random encounter deck either so, for day five, instead of rolling for a fourth time on the SEC (adding +4 to the roll), I decided to see what kind of encounter I could create by drawing cards on the Further Elements Table. The results were 4 (Tired Soldier), 6 (Decayed), King (Bleeding), and 5 (IED). I was going to interpret Decayed as a case of gangrene, but since the next result was Bleeding, I decided that Decayed refers to the tired soldier’s state of mind.


-
__________________
Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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Old 07-03-2023, 06:34 PM
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During the Diamonds discussion, it felt like there were two options.
1) free city of krakow, or
2) something like Pirates of the Vistala/Going home.

I thought you'd end up going South, too Krakow. Only because i know you ran the Pirates game years ago.

Q how did you make the decision about which way to travel?
Q how do you feel heading in the same geographic direction as your Pirates game (is it more of the same?)?


I know i've said it before, but i only roll once per day on the stationary encounters table. Your explaining how you rolled and then turned the results into a story i think is valuable for new (even expereinced) solo players to see how this is done in practice, stringing random results into a cohesive story line. What you describe is very similar to my own games.
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Old 07-04-2023, 12:15 PM
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Quote:
Originally Posted by kcdusk View Post
During the Diamonds discussion, it felt like there were two options.
1) free city of krakow, or
2) something like Pirates of the Vistala/Going home.
A third option I considered was building a local base. This is the game concept that I find most appealing personally, but, ATM, the characters haven't found a place that they feel invested enough in to consider staying there long-term. This could change, however, as they continue their travels.

Quote:
Originally Posted by kcdusk View Post
Q how did you make the decision about which way to travel?
Q how do you feel heading in the same geographic direction as your Pirates game (is it more of the same?)?
I thought about rolling the dice or pulling a card for this decision, but I didn't want the choice of the PCs' ultimate destination be quite that arbitrary. "Consulting the Oracle" works for a lot of things in this game, but for a major plot point such as the party's long-term goal, I feel like solid reasoning is more of a necessity. To make the decision re destination, I debated the pros and cons of Krakow v. Bremerhaven in my head. I basically did a quick and dirty cost-benefit analysis, and then played it out IC. Ultimately, Sarge's point was the most convincing to me. I couldn't imagine any of the Diamonds voting for, "Let's drive 200km further behind enemy lines to join a Polish city militia that may or may not be recruiting American troops, or even exist at all, for that matter." It's too much of a gamble, and there's not a strong enough pull for any of them.

Again, random rolls or draws, or the consequences of future encounters could change the Diamonds' course/goals/destination. I just needed a general direction to get things rolling again. Who knows? They may still end up in Krakow.

So, yeah, the main reason the PCs decided to head north is that I think that goal makes the most sense, logically, and in terms of realism, at this point in the story. I have another, supporting reason for pointing the game north, but I don't want to spoil what might be coming up, so I'll let you in on it later, if and when the story has arrived at another significant IC decision point.

-
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Author of Twilight 2000 adventure modules, Rook's Gambit and The Poisoned Chalice, the campaign sourcebook, Korean Peninsula, the gear-book, Baltic Boats, and the co-author of Tara Romaneasca, a campaign sourcebook for Romania, all available for purchase on DriveThruRPG:

https://www.drivethrurpg.com/product...--Rooks-Gambit
https://www.drivethrurpg.com/product...ula-Sourcebook
https://www.drivethrurpg.com/product...nia-Sourcebook
https://www.drivethrurpg.com/product...liate_id=61048
https://preview.drivethrurpg.com/en/...-waters-module
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