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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!


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Last edited by Raellus; 06-27-2023 at 05:07 PM.
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