The Mission

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Aug 10, 2023 12:46 am
The miners agree to the plan if you'll give them a gun. <"They heard a gunshot. I'll tell them I killed the madman.>" (in German)

KCC

Aug 10, 2023 12:57 am
Irish tosses over his handgun, hoping that the villagers hadn’t been hiding their murderous urges thus far.

"Right. Good luck!" he says, to faces that surely don’t understand.

Irish scoots back as far as he can manage, while also being close enough to defend the hole from any descending soldiers with his sword.
Aug 10, 2023 3:20 pm
The miners converse rapidly and then move toward the hole. (in german) <"We're coming out, don't shoot. There was a madman down here! He attacked us with sword and gun.">

The lead nazi yells back down (in german) <"Throw guns and swords into the middle where we can see, then let's see this madman."> The ominous sound of guns being readied echoes down the shaft.

A romanian miner grabs the sword and tosses it to lie under the hole. The other tosses Irish's gun beside it.

The rope comes down, and the romanians are lifted out. When the last one goes up, you hear the nazi leader tell two men, (in german) <"Go down and check for more of these madmen, then bring those weapons back up.">

Do you hide, or ambush them?
Aug 10, 2023 6:59 pm
OOC:
Pretty sure this is Ambush Time.
Aug 11, 2023 5:18 am
OOC:
If there's a way to draw them in / off, out of sight from the Germans above, I think we do that and THEN we ambush the fuck outa these krauts!

KCC

Aug 11, 2023 12:01 pm
OOC:
We should have worn those damned uniforms!! Quick everyone, strip to your skivvies and change stripes!

Ambush time!
Aug 11, 2023 2:10 pm
OOC:
Ambush!!
Aug 11, 2023 11:43 pm
One by one, the Romanians are brought up the shaft. You hear the beatings begin, but your trained ears tell you that it is a warning they're being given, not truly awful treatment.

When the two Nazis come down, you've perched yourselves around the collapse that you have to climb over to get to the blue crystal shaft. Here, you have places to hide all around, and cover, too.

You crouch down, allowing the darkness and shadow to be your allies.

The two Nazis search the area, send the weapons back up, and then begin searching the tunnels. They're not all that thorough, but their lights do shine around randomly. When they get to the collapse, you're in position to strike!

An attack with surprise will grant additional Stress against successful attacks. If your weapon has the Subtle property, +2 damage dice, if not, +1.

Go ahead and make your rolls. Gunfire will obviously draw reinforcements.


Status Table
Momentum: 2
Threat: 14
Aug 12, 2023 12:23 am
Dan waits for any light to be focused elsewhere and lunges at one of the Germans, attempting to cover his mouth and punch him in the face, maybe breaking his jaw or nose.
OOC:
Unarmed strike| hand to hand|Reach|2 stress|Subtle

Rolls

Agility 8, Fighting 1 - (2d20)

(811) = 19

Damage +2 dice for subtle property - (3d6)

(464) = 14

Aug 12, 2023 6:05 am
With just her one good arm, Sabine sits out the assault, instead holding her PP in a white-knuckled grip, praying she doesn't have to use it. It'll be a last resort -- hopefully the boys will make short work of the two grey-clad soldiers...
OOC:
If the opportunity presents itself, Sabine will try and assist one of her companions -- tripping the Nazi, stepping in to help disarm him, etc. Figure that's Close Combat, so I'll roll that with the expanded failure range, Agility + Close Quarters.

Edit: Should be an extra success for someone if they need it -- though they need to succeed themselves to use it. And blerg, I meant FIGHTING, not the specialization of Close Quarters.
Last edited August 12, 2023 6:12 am

Rolls

Close Quarters Assist (Agility 7 + CC 1 = 8) - (1d20)

(4) = 4

KCC

Aug 13, 2023 11:07 am
Silence is a virtue. Now more than ever! Irish springs forward, teeth gritted but no sound comes to his throat! He strikes heavy and deliberate, meaning to cut the men down before they can screech!
OOC:
Close Quarters boost. Melee Weapons boost! They don’t like it up them park!

Sabre Melee Weapons 3 Piercing 1 Major Parrying 2.

Rolls

Brawn 10 (Bonus Damage +2), Fighting 5 - (2d20)

(1417) = 31

They Don’t Like It Up Em! - (1d20)

(2) = 2

Aug 13, 2023 5:05 pm
Dan gets behind and is successful in getting his mouth over his face and his other fist pounding to the flesh near his kidneys. One Stress, and the Nazi #1 has his mouth covered.
OOC:
Irish, that's three successes. You need one to hit, and have two bonus ones. Roll damage, that's 7d6 (3 for the knife, 2 for brawn, and 2 bonus for the ambush), or 9d6 if you want to use both of the bonus successes.
Aug 14, 2023 11:44 am
Swann follows the boys out of hiding and stabs the Nazi Dan grabbed.

Rolls

Agility 7 + Fighting 4 - (d20, d20)

d20 : (14) = 14

d20 : (12) = 12

If hit - Damage = Weapon 2 + Surprise 1 + Subtle 1 - (d6, d6, d6, d6)

d6 : (3) = 3

d6 : (4) = 4

d6 : (1) = 1

d6 : (6) = 6

Aug 14, 2023 3:47 pm
OOC:
Applying Sabine's assistance to James, that's a hit for two more Stress to him. I'll roll damage for Irish assuming he spends the momentum for damage.

That's 7 plus 6 Effects (ignores 6 points of armor).
Irish's sneak attack does brutal damage, skewering the Nazi. Blood pours from his mouth and he drops to his knees, body paralyzed as death comes.

That was the ambush round, now we're into normal combat. These troopers are a little weaker than the mad Romanian, so drop after 1 injury.

Any one of you can go first, after which the ganged up remaining Nazi will go.

Status Table
Momentum: 2
Threat: 14

Rolls

Irish damage Sabre: Piercing 1 - (9d6)

(643665615) = 42

Aug 14, 2023 9:38 pm
Anything worth doing once is worth doing twice. Swann takes advantage of the fact Dan still has this Nazi restrained to see if he can add some holes.

Rolls

Agility 7 + Fighting 4 - (d20, d20)

d20 : (6) = 6

d20 : (11) = 11

If hit - Damage = Weapon 2 - (d6, d6)

d6 : (4) = 4

d6 : (3) = 3

KCC

Aug 15, 2023 11:43 am
"Take that, you bastard!" Irish mutters into the man’s ear as he cuts him down dreadfully!

Now it was a case of dispatching the remaining Nazi before he let loose a shout!
Aug 15, 2023 2:06 pm
OOC:
With two successes, Swan hits and had a bonus. Sabine had granted an assist no one used, and Swan needs the help here, since he rolled no damage. I'll add the extra successes.
Swan gets in close and with a handful of quick strikes the Nazi slumps over, dead.

Combat is over.

Rolls

Extra damage - (2d6)

(51) = 6

KCC

Aug 16, 2023 1:06 pm
"That little shit, Hitler, would be better off using the villagers as soldiers and the Germans as diggers. They went down like a sack of spuds, didn’t they?" he says, with a shit eating grin on his face.
Aug 16, 2023 5:49 pm
"Yeah. Against all odds, we came out alright. We're a good team."

Finding Sabine who was able to remain uninvolved in the fight, he asks, "How ya holding out, Sabine? Arm giving you shit ... er trouble? Everyone else ok? We got all our fingers, toes, and organs still?"
Aug 17, 2023 4:59 am
Sabine quietly shushes the others, trying to get them to keep their voices down as the two dead Germans are laid on the ground. "Good work, but what now? Are there not more waiting, above?"
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