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  #1  
Old 06-16-2022, 06:16 PM
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kcdusk kcdusk is offline
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I would have stayed put over night too.

I would let the refugee go in the morning, no doubt the group will move off anyway, and he can try and find his "tribe".

I haven't got to stress points yet.

How did you determine that only Sarges backpack was missing, with the NVG. Some sort of random roll?
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Old 06-16-2022, 06:34 PM
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How did you determine that only Sarges backpack was missing, with the NVG. Some sort of random roll?
Yes. I assigned each party member and then rolled a d8 to determine whose pack was stolen. The NVGs were part of Sarge's starting equipment (included in the Operator archetype starting kit list). All of his rations and 1 of his canteens were in the lost pack as well.

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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 06-17-2022, 03:08 PM
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Default Encounter 6

July 20, 2000

Pole Position rolls to the western edge of the woods. There's a small village about a klick to the southwest, across farm fields. The approaches slowly, cautiously, observe the settlement from a safe distance. They determine that it is inhabited, but not occupied by enemy forces. Walker and Sarge decide to take a risk and speak with the locals in an effort to get a fix on the unit's position and attempt to trade for some food and fresh water. Contact is made. The party learns that they are in REDACTED, approximately 30km south-southwest of Kalisz. The villagers are a bit standoffish at first, but seem to warm up to the Americans fairly quickly. They let the unit refill its canteens from a hand-pumped well, free of charge, and agree to trade two chickens or one piglet for two AK-74s (the party opts for the chickens). In speaking with the locals, the party learns that there are PolCom troops in the area, reportedly concentrated around Kepno, to the south.

Unbeknownst to the Lost Diamonds, the village elders are in disagreement regarding what to do about their American visitors. Some want to conclude the deal and send the foreign soldiers on their way; others are afraid that if the PolCom or Soviet troops in the area find out that the villagers aided and abetted the enemy, there will be dire consequences for the village (or at least its erstwhile leaders). After some vigorous debate, it's decided to inform nearby Polish troops of the US soldiers' presence; a boy is sent on a bicycle to the nearest patrol base, (a town about 7km to the west) with a message.

Meanwhile, a few of the Red Diamonds have made friends with some of the village children. Randall breaks the ice with some card tricks (using the deck scrounged from the murder-suicide farmhouse). He rewards a young volunteer helper with the broken wristwatch scrounged from the murder-suicide farmstead. The shamefaced recipient sheepishly confesses that his older brother is on his way to tell Polish soldiers that American are in town. Randall immediately shares this intel with Sarge and Cap. Feeling hurt by the villager's duplicity, the unit mounts up and rolls out of town, heading east-southeast (although they intend to make for some woods to the south).

The rest of the morning is spent the same way as the previous one was- driving around on unpaved country roads, trying to keep a generally southeasterly bearing.


Ref's Notes:
This encounter was generated using tables in the Ref's Manual. Pulled card for settlement. Then pulled card for its problem: "divided". Decided that meant the inhabitants didn't know what to do with a party of Americans. Some wanted friendly relations, others wanted to turn them in to gov't forces. Pulled another card (Oracle) and it was black. The elders decide to inform the Polish army.

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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

Last edited by Raellus; 06-17-2022 at 03:29 PM.
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  #4  
Old 06-17-2022, 03:18 PM
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Default Encounter 7

A tremendous explosion rocks Pole Position. Vasquez is slammed face-first into the open port-side air guard hatch and falls, dazed, into the troop compartment. Instead of following SOP and continuing to drive through what is likely a kill zone, Grease brakes hard, freezing up from the shock of the blast; Honeybear (in the gunners cupola) also seem stunned. Dust and smoke fill the air.


Ref's Notes:
This Death from Below, from the random encounter deck. The shaped-charge IED fails to penetrate the SKOT's armor. What?!? Yeah, the IED is damage 4 and the SKOT's side armor is 4. No penetration. I roll the hit location die and consult the non-penetration damage table. The result is ricochet. So, basically, everyone riding exposed must roll CUF (2/4 succeed). I roll blast damage B and only one PC is injured (2 points damage). The SKOT isn't damaged at all. Thanks rules? I start the clock on the marauder force, They'll be arriving in 5 minutes.



“Dismount!” Sarge yells. Those that can, do. Deacon stays behind to attend to Vasquez.

Lying the shallow drainage ditch at the side of the road, the Diamonds face outwards, squinting as they try to pierce through the haze, searching for their attackers. Seconds pass. Aside from the ringing in their ears, it’s quiet. No incoming fire, no movement. The dust settles.

“Landmine?” Cap asks.

Sarge glances back at the APC. There’s a large scorch mark on the right rear quarter, but none of the wheels appear damaged, not even a flat tire. There’s no crater in the road either, just a smoldering bare patch just off the right shoulder, grass and other ground cover blasted away.

“Directional mine, maybe. Or IED,” Sarge answers.

A couple of minutes pass. No attack materializes. Having regained his composure, Grease inspects Pole Position for damage. He can't quite believe it, but the Polish-made PC appears to have escaped relatively unscathed. As for its human passengers, miraculously, aside from a few bumps and bruises, everyone is okay. Vasquez got the worst of it- a bloody nose and bruised ribs, but she can still fight, if need be.

“Somethin’s comin’!” Bird says, urgency clear in his tone.

Sure enough, looking up the road, the Diamonds see a slab-nosed truck, a heavy machine gun on a tall AA pintle mount poking up from behind the crew cab. It’s maybe 100m away and closing fast. Gear heads would recognize the vehicle as a GAZ-66 4x, or the Polish knock off.


Ref’s Notes:
The encounter card says PCx2 in a pickup truck technical. The pickup truck only seats a total of 6, though [did the designers assume PC parties of 3?], so I upgraded their ride to a GAZ-66 (13 passengers; leaving 3 marauders behind at their base). The marauders fail their recon role, so they assume they are approaching a soft-killed AFV and proceed with incaution.



There’s no time to discuss the next course of action. Sarge shouts, “Honeybear, hit it!”

Pole Position’s A gunner brings the vehicle’s DShK to bear and opens fire. The big gun hammers out rounds; tracers streak away and disappear into the truck’s crew cab and engine compartment. The GAZ drifts to its right (the party’s left) and crashes to a halt in the shallow drainage ditch. The rest of the Diamonds open fire, pumping rounds downrange. The unarmored truck stops very few of these and casualties quickly mount.


Ref’s Notes:
I learned that I don't want the PCs to ride in an unarmored vehicle. The GAZ is rated at armor 1 (all sides). The DShK does 4 damage. I rolled all six ammo dice. Long story short, with 22 rounds, HB kills the commander and driver and damages the engine. I roll deviation dice and determine that the out of control GAZ swerves (not sharply) right and stops abruptly in the ditch. I rule that all passengers take falling damage (the minimum possible, so 1) as inertia throws them violently forward in the truck bed. The PCs emerge from the lee of the SKOT and pour rapid fire (3-6 ammo dice) into the crashed GAZ. In short order, two passengers in the bed, including the HMG gunner, are killed (one of them slowly, after his arm is blown off). Vasquez misses 10m long with a 40mm HE round. In v2.2, this would still do some damage. In 4e, it does not- the latter is probably the more realistic outcome. As the OPFOR continue to fail CUF rolls (caused by close calls or stress from seeing their buddies killed in front of them), or spend slow actions to un-ass the crippled GAZ, the PCs continue to blast away. The engine block is pulverized by another long burst of HMG fire. Small arms rounds blow out tires and puncture the fuel tank (but the leaking meth doesn't ignite, per the rules). Another passenger cowering in the bed is killed.



Bird and Vasquez set up over-watch on the front and rear of the truck, respectively. The Diamonds pause to reload and come up with a tactical plan to finish the enemy. Sarge swaps weapons with Cap (his M16A2 for her M4 carbine), collars Randle, and pulls Honeybear off the SKOT's HMG (replacing him with Grease), thus forming a 3-man assault team. The plan is simple, but not without risk: cross the road, advance to within hand grenade range, and assault the covered side of the truck. With the others providing covering fire, the assault team sprints across the road into the drainage ditch. Lying in wait, Bird and Vasquez both shoot and kill marauder riflemen that appear at either end of the GAZ. The assault team starts to advance along the ditch towards the GAZ. The high volume and accuracy of covering fire, and the geometry of truck, ditch, and opposing forces, conspire to keep the assault team largely out of the enemy’s line of sight for most of the advance.


Ref’s Notes:
At this point in the firefight, I'm kind of struggling with what the six surviving marauders would do. I'm not even sure what I would do if I was in their shoes, tactically speaking. They’re pinned down and taking casualties every round. Almost all of the survivors have failed at least one CUF roll. I remember to use the Oracle. I draw a red 6 (mild boon). What does that mean? I decide that it means that some of the marauders try to retreat. I roll a d6: two is the result. Two marauders pull a runner. After playing with Google maps, any retreating OPFOR would have maybe a 10m lane where the PCs wouldn't have LOS, but then I thought about the HMG on the SKOT. It's elevated about 2m off the ground and the flatbed GAZ is in a ditch, so I decided it's likely the SKOT gunner would be able to see over the truck once any runners were 20-30m removed. I ruled that the runners’ upper bodies would be visible starting at 100m (SKOT and GAZ are 80m apart).



From his elevated perch in Pole Position’s gunner’s cupola, Grease spots two figures running away from the fight. They’re trying to use the truck to screen their flight, but at about 120m, their upper bodies are unmasked. The team driver/mechanic takes aim and squeezes the trigger. Tracers reach out towards the runners. Both targets are knocked down and out of sight by the long burst. Grease is about 90% sure he hit them.

Ref's Notes:
Grease engaged at about 120m (short range for the DShK is 150m) and rolled multiple hits. Hit location was arms for both and, since they only had 3HP each and the DShK does 4 dam (Crits!), they were both killed.



The three-man assault team closes to within 30m of the crippled GAZ. PR and Sarge prep hand grenades, while Honeybear covers them with his MAG. The Diamonds' throws are dead-on. Both frags explode close-in on the sheltered side of the truck. Honeybear swings out wide left and drops prone behind his gun while Sarge and PR rush forward to follow up the grenade attack. There's no one left to finish (in sight). Four bodies lie in various contorted positions along the starboard side of the ravaged Gaz.

Only the interior of the truck bed and the space behind the tailgate are not visible.

“Tell them to surrender,” Sarge pants.

“Poddać się! To twoja ostatnia szansa! Wyjdź z podniesionymi rękami!”

After a pregnant pause, two men emerge from behind the tailgate, hands raised, eyes filled with terror. The firefight is over.


Ref’s Notes:
I learned that hand grenades are more deadly than 40mm grenades. PR rollis a D12 and a D6, Sarge just a D6. Both hit! Roll the 2 d8s for Blast C. Half the dice hit. That's 4 damage, enough to kill both the marauders near the nose of the GAZ.

The results of the combat were great. None of the PCs were injured (after the IED). The victory did cost a lot of ammo (56 rounds of 12.7mm, alone) but the party will be able to recover 200 rounds from the unfired enemy DShK, 1/4 tank of meth, and a bunch of AKMs (with one reload each). Next up, interrogating the two prisoners...


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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

Last edited by Raellus; 06-17-2022 at 03:32 PM.
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Old 06-17-2022, 06:29 PM
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Encounter 6: good job with interacting with a village. I know in my own games, combat happens and is easy enough to work out. But i've struggled gaming out social interactions. V4.0 seems to make it easier for me, and i've noted in my own game i intend to game out more social interactions. So good to read your own example.
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Old 06-17-2022, 09:22 PM
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Originally Posted by Raellus View Post

Ref’s Notes:
At this point in the firefight, I'm kind of struggling with what the six surviving marauders would do. I'm not even sure what I would do if I was in their shoes, tactically speaking. They’re pinned down and taking casualties every round. Almost all of the survivors have failed at least one CUF roll. ).



-
At this point i think they'd surrender. I'll have to reread v4.0 to see if it mentions % of squad losses leading to panic or surrender (or maybe that was another set of rules i was reading). Or i'd make up a random table for their decision, from surrender, retreat/escape, fight on ....
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Old 06-18-2022, 02:22 PM
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At this point i think they'd surrender. I'll have to reread v4.0 to see if it mentions % of squad losses leading to panic or surrender.
I also remember seeing something about that in one of the rulebooks but I couldn't find it. A couple of the REC's specifically mention that the OPFOR retreats after taking 50% casualties, so maybe that's what we're remembering. Anyway, I would have had the marauders retreat once 7/13 had been killed, but there wasn't a safe egress route. I reckon the vast majority of people in a similar situation (pinned down behind cover 80m from the enemy with no other cover nearby) would stay behind cover rather than break and run essentially into the open whilst under heavy fire. It all worked out, in the end, though. But I definitely had to give the situation some thought.

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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

Last edited by Raellus; 06-18-2022 at 02:39 PM.
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Old 06-18-2022, 02:35 PM
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Default Encounter 8

The two prisoners are secured, separated. Cap and PR handle interrogations, while Sarge supervises the collection of weapons and ammo from the dead. The GAZ is effectively destroyed, but its carcass yields ¼ of a tank of methanol, a DShKA heavy machinegun, and 200 rounds of 12.7mm ammunition.

The first prisoner, literally shaking in his boots, sings like a bird. He tells his captors everything. Thirteen Polish deserters took control of a nearby hamlet about a month ago, and have been waylaying unwary passersby ever since. The villagers do not willingly support their activities; they are, however, forced to feed the deserters. The frightened prisoner tells the Americans which houses in the hamlet his comrades currently occupy. There are no perimeter defenses of any kind. The party’s APC rolled over a pressure plate-activated shaped-charge IED- the marauders' attempt to work smarter, not harder. Luckily for the Diamonds, the charge was not particularly well made or employed. So much for "smarter".

The second prisoner is a little less forthcoming, but he confirms everything reported by his comrade.

The Diamonds decide to send the second marauder into the village with a message: leave town or face the consequences. And answer confirming imminent compliance is expected within 30 minutes. He’s hurried on his way by a burst of AK fire.

Meanwhile, in addition to the fuel and ammo from the wrecked truck, the party recovers two 5.45mm Tantal rifles, ten Polish-made AKMs, a PM-84 submachine gun, and an FB-64 pistol.

After about 30 minutes, a villager approaches at a jog. She tells the Diamonds that the marauders have agreed to leave the village, but intend to take a couple of hostages along with them to assure that they are not attacked during their evacuation. The hostages will be released once the marauders feel reasonably safe. The Diamonds don’t like the counter-offer, but agree that the concession- as long as it isn’t some sort of ruse- will result in fewer civilian and friendly casualties than storming the marauder’s compound. They send the villager back with the second prisoner and a message: “If the hostages aren’t back home within two hours, we’ll hunt you down and, this time, no quarter will be given.”

The Diamonds load their loot aboard Pole Position and mount up. After another 30 minutes pass, they drive towards the hamlet. When they arrive, they’re confronted by a distraught mother, whose daughter was taken hostage. The Diamonds assure the middle-aged woman that if her daughters not back in 1.5 hours, they’ll go after her, and won’t return until she’s back home. This only calms the mother down a little. Other villagers trickle out of their homes, curious to see the Americans that have rid them of their unwanted guests, and wondering if they’re any different than the Poles they just displaced.

A few minutes after the deadline passes, just before the Diamonds' SKOT is about to depart on the promised rescue mission, the two hostages return.

The villagers are relieved; some express gratitude, others are understandably wary. The marauders were a hungry bunch and had been growing fat on the village’s produce. The residents are reluctant to let the Americans stay for more than a few hours, lest they become too comfortable and decide to stay for a month. The Diamonds want to spend at least one night in the village. They figure it’s a relatively safe place in which to do so, being as the Polish deserters/marauders weren’t bothered by PACT forces for the last month or so. After some negotiation, a deal is struck. The Americans will stay in the village for no more than 24 hours. In exchange for food and hospitality, the Diamonds agree to part with most of the small arms captured from the bandits, and train the villagers to use them. The villagers like the idea of being able to defend themselves, especially since the four surviving bandits might return when the Americans leave.

By dawn of the next day, everyone but Vasquez and Honeybear has fallen ill, with some combination of fever, cramping, vomiting, and diarrhea. At first, some suspect they've been poisoned by yet another band of duplicitous Polish villagers, but Deacon quickly concludes that's unlikely. The team medic suspects the sick have contracted whatever the desperate refugees who stormed the Diamonds’ forest camp two nights ago had- either dysentery or cholera, most likely. Employing some herbal folk remedies, a helpful villager (one of the hostages) nurses the infirm Americans. On day two, Grease and Deacon recover. Deacon teams up with the village “nurse” to care for the sick- on day 3 everyone but Bird recovers. He is sick for two more days, nearly dying.

During this time, Sarge teaches a few villagers how to handle the marauders' small arms- loading/unloading, field stripping, and dry-firing them. They want to actually fire the weapons, but he's reluctant to allow it, lest the noise attract attention. The group is going to have to stay put for at least a couple more days until the wrung-out team marksman is back on his feet. Also, during these last 5 days, some of the villagers dig a shallow mass grave for the dead marauders who were stinking up outskirts of the settlement. The Diamonds would have pitched in (after all, they made the mess), if they weren't recovering from illness.


Ref’s Notes:
For the interrogation, Cap, with PR helping, rolled three targets on a Persuasion/interrogation roll so the prisoner told her everything. She rolled one target for the second prisoner, so he simply confirmed what the first had told her, adding little.

This wasn't a true encounter per se, but more of a natural continuation of the previous one. Still, I pulled a card for the villagers' attitude and the result was "Curious" (as in, about the newcomers).

Disease rules came into play for the first time. Even rolling two d12, Deacon failed to heal Bird until day 5, after he'd reached 0 HP. What a way to go, that would have been.

Fortunately, I only pulled repeat or inapplicable RECs for the 5 days the Diamonds were stuck in town, so there were no encounters to deal with. I only rolled once per day, instead of once per shift, given the isolated nature of the ville. I figure the sick wouldn't be eating a lot, but on Day 3 HB preps the second (and last) chicken. They didn’t have to eat any of their own rations while staying in the ville (as per the agreement), and all canteens were refilled.

The unit expended a lot of ammo destroying the marauders, so Sarge swapped his M16A2 for an AKM (for which 17 mags were recovered) and distributed his remaining mags/5.56mm rounds among his teammates.


-
__________________
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; 06-20-2022 at 02:13 PM.
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