The Mission

May 3, 2023 2:33 am
Mission Briefing & Goals

On a cold February morning, your agents are contacted, told to gather whatever personal effects they may need for a trip abroad, collected by car and driven, at speed, to Biggen Hill airfield where they are met by an anxiouslooking Archibald Strang, Hunter, the team’s handler. Hunter invites the team into a small, dilapidated hanger on the outskirts of the airfield. The hanger is full of crates, spare aeroplane parts and other junk but an area has been cleared to contain a table, chairs and two large noticeboards containing maps of Europe, marked with many pins and notes.

After offering the agents a nice cup of tea, Hunter apologises for the urgency of the summons before handing around photographs showing a large airship in various stages of launch and one of a burning wreck crashing to the ground.

"Zeppelins," he says in his soft Edinburgh brogue. "According to some people they were going to be the future of air travel. Massive great balloons that could sail through the skies, taking people across oceans and continents in luxury. However, when the Hindenburg, went down in a great ball of flame in ’37 those in charge rather lost their taste for them and the remaining vessels were scrapped. Or so we thought. I received this yesterday from a trusted source."

Hunter produces another photograph. Blurry, taken in poor light, showing a Zeppelin silhouetted against a dark sky. Details are difficult to make out but there are several glows studding the length of the balloon and a faint web of blue lines around and along it.

"We now believe that the Nachtwölfe have got their hands on the scrapped Zeppelins and are using them for goodness knows what. But the odd thing is where the picture was taken."

He turns and makes a stabbing motion with his pipe at a map on the board behind him.

"Romania." He continues. "The last reliable report we have is that it was somewhere in the foothills of the Mures mountains in Transylvania, near the village of Zaltan. Now, we do know that the Germans have forces in Romania but, as far as I’m aware, they are mostly around the borders building airfields. Anyway, the terrain in the mountains is entirely unsuitable for an airfield and too far from anywhere to be a useful base for land forces. It’s about as close to the middle of nowhere as you can get."

He turns back to the team with a sly smile and a twinkle in his eye.

"So we’re sending ye on a wee holiday to see what ye can see. The old man would be delighted to see some photographs of your trip but I’m thinking you can do a bit better than that. Have a poke around in that mine and see what they are up down there, talk to the locals, speak to any indentured workers, gather every bit of intelligence you can. Then get aboard that Zeppelin find out what they’re doing up to, disable it, destroy it, or best case, commandeer it and bring it back to us. I leave that to your discretion."

Hunter will go on to explain that there is a plane waiting on the tarmac to take the team to Belgrade, in Yugoslavia, via Greece. They will be met at the airport by Georgi, a smuggler working for Section M, who will help get them across the border and into Romania. Relations have become diplomatically difficult with Romania, so the team are advised to remain covert. Equipment and papers are waiting for them on the plane, and they should use the flight to familiarise themselves with them. If there is anything else they feel they need they should ask Georgi once they arrive.

Finally, he will say, "I know it’s short notice and I know you’ll be on your own out there, but we need to know what this thing can do and what the Nachtwölfe are doing with it. Wheels up in twenty minutes, so you’ve time to finish your tea at least. Good luck."
A long bit of exposition to set the scene and the mission. Tell the rest of us of your agent. What intrigue or adventure were they amidst or what were they doing before getting called to Biggen Hill, what crazy shenanigans are they known for, what do they look like, and how do they ready to this scheme of Section M
May 3, 2023 1:09 pm
Captain James Swann, looks around the room at the others. It's been a while since section M put anyone older than him on a team. Not that it matters, he was young once. Standing he pulls the maps of Rome out of his pack. He'd been on standby waiting for the Yanks to move out of Anzio and take Rome. The boffins at Section M are worried about what might be going on in those catacombs. Alas, Churchill's plans, Allied armies and the Nazis rarely agree on how things should progress. Dropping the maps of Rome on the table, he and his tea wonder over to the notice boards.

Zaltan, hrm, scanning his eyes across the map, ah, it looks like the locals call it Zlatna. That is, if it's big enough to even be on a map, there's probably hundreds of little villages tucked away in those mountains that haven't been mapped. Still, it's a couple hundred klicks from Belgrade just to the border, we'll be on our own if it turns into a shambles.
May 3, 2023 4:03 pm
Private Dan Gregg strokes his pencil-thin mustache with an index finger while he contemplates his tea and the photos being passed around. The second picture has him sitting up straight in his seat, his attention thoroughly grabbed. He'd love nothing more than to get his hands on a zeppelin or even pieces of it. He was a master at cobbling things together and making them work and the potential uses of such a thing were endless.

Jaded from a long furlough he had been lost, puttering around with nothing to plan and nothing to do. Figuring this mission was going to be the same old boring thing he was pleasantly surprised to hear the details. This was something he could really get into and shine, not that he cared what anyone else thought, he just wanted to have fun. And the value of such information would make the team and and himself quite valuable indeed.

With his tea now cold, Dan didn't bother with it. He liked his tea fresh and hot with a spoon of sugar and a drop of milk. Pushing the cup away he enthusiastically stood up and declared, "Stealing a zeppelin, wouldn't that be a lark?"

With no time to waste he looks at the rest of the team as if to say, Well come on chaps, we need to get moving. While he waits, his mind churns with all the ways he can use the intel they would uncover. He had so many contacts that would be highly interested in the advantages such knowledge would allow. He had no doubt that they would be successful in their mission. He hadn't failed yet.

KCC

May 4, 2023 1:58 am
Domhnall slurps down a noisy first mouthful of tea. Hunter didn’t seem like the strongest lad, and that came through in his tea, too. Still… it was hot, and that was something. He sets it down then, and goes through the motions of introducing himself to everyone he hadn’t met yet.

"Domhnall." he says, giving each a firm handshake in turn. His pronunciation is strong, and unforgiving. "‘Irish’ will do fine, don’t worry." he relents, with a wink.

They had tried calling him ‘Paddy’ for a time, but he’d soon punched that one out of their mouths.

"And yourself?" he asks, committing each name to memory.

"Romania, is it?" said with a twang that makes it seem like a new word for the man. "That’s a new one on me! They’re everywhere, aren’t they, the bastards?"

He lets out a wistful sigh then, and reaches a finger for the tea again. About to slurp, he turns to Archibald, their handler:

"Nare a chocolate biccie to go with the tea, no?"
Last edited May 4, 2023 2:01 am
May 9, 2023 3:00 am
After Daphne Rogers and Sister Sabine show up, Hunter escorts you to your waiting plane, a de Havilland Albatross DH.91 named ‘Fortuna’, bearing the livery of the British Overseas Airways Corporation (BOAC).
[ +- ] Fortuna
The pilot, William Frout, informs you that the expected journey time is ten hours, plus time on the ground at Lisbon and Athens. "Your team will not be disembarking at either of these destinations, but the landings need to take place to maintain the aircraft’s cover as a BOAC passenger service."

Lastly, the team has been provided with the following equipment:

¤ A Rucksack for each agent containing: a sleeping bag, rations for 3 days, mess tin and other basic survival equipment.

¤ Warm civilian clothing suitable for the area, including a heavy overcoat.

¤ 1 Minox Riga Sub-Miniature Camera and spare film.

¤ 1 Regular camera with an extended lens.

¤ 1 Pair of Binoculars.

¤ Two demolition kits.

¤ A package containing Romanian identification papers for each agent and Yugoslavian and Romanian currency.

¤ A package containing diplomatic papers required for entry to Yugoslavia at Belgrade airport under the agent’s names.

Anything else you might need for the mission?
OOC:
Daphne Rogers and Sister Sabine, please introduce yourselves whenever you're ready.
May 9, 2023 3:09 am
OOC:
Oooh, flew in from Miami Beach, B.O.A.C
Didn't get to bed last night
On the way, the paper bag was on my knee
Man, I had a dreadful flight...
May 9, 2023 5:47 am
Sabine Beauséjour, the smallest and certainly the least physically impressive operative that Section M has summoned tonight, quietly and delicately sips at a black coffee as she listens to the briefing. She has smiled at the greeted the others politely, and those with a sense of such things will note a haunted look in the woman's otherwise attractive eyes.

She has Seen Things, and her reputation precedes her: young, French, pretty, polite. Formerly a nun, currently something of an expert in the occult. In some of the very things the Nachtwölfe interest themselves in.

Sabine is dressed conservatively. A head scarf tames the rich brown curls that would otherwise frame her fair but lightly freckled face. It is not a coif, the head-covering of a nun, but perhaps it is reminiscent of one and comfortable for the woman. She wears traveling clothes beneath a heavy wool overcoat; well-made boots, sturdy but feminine trousers, a collared shirt and sweater over top.

In conversation, the French woman has an easy manner, surely a leftover from her time at St. Lucien's, an old stone church in northern France where she treated her injured countrymen and 'Tommies' before the evacuation at Dunkirk. She has arrived with a medical bag and a satchel secured with a leather strap -- one certainly containing books and papers of various kinds.

Swann she greets warmly, Domhnall the same. She initially likens them to one another -- strong, military types from the isles across the channel. She will soon learn the differences between the Irishman and the Royal.

With Gregg, the American, she is a touch more leery. She hasn't met many yanks in her life, and only knows that they have a reputation for being brave, impolite, and willing to help. She is glad the soldier is coming, and shakes his hand as well with a soft word of hello.

She says nothing of the mission or their destination just yet, merely taking it all in, studying the photos and other materials Hunter has made available to them.
OOC:
Finally, here I am. Sorry for the delay!

Also, I might have missed it, but was there a step in the book for assigning more possessions, weapons, etc.?

KCC

May 9, 2023 6:56 am
"Not disembarking?" Irish mutter to Gregg and Swann. "And what if we’d be needin’ a piss like? And didn’t they used to give us a half a bar of chocolate when we went out on things like this?"

Irish keeps these gripes between himself and the lads, like a group of old women cribbing outside a grocer’s about the price of milk.

Not wanting Sabine to think it a men’s club, he nods to her and calls over:

"Romania, eh? First time, is it?"
Last edited May 9, 2023 6:57 am
May 9, 2023 7:30 am
"Oui, yes," Sabine says to Irish, correcting herself. "First time. And you? Have you been before?"

KCC

May 9, 2023 12:15 pm
If he was back in the barracks, he might have joked about being in a Sofia or two in his time, but in the moment he couldn’t remember if that was Romania, or the other one.

Plus, Sabine was a sister, or well… an ex-sister. She might not appreciate coarseness. Not to mention a big brain boffin type, she would surely wouldn’t appreciate stupidity either.

Irish just shakes his head.

"Don’t think I’ve ever been close, to tell you the truth. Not much cause to be down that way, me."
May 9, 2023 3:28 pm
"Unfortunate bit about the job," Swann adds to Sabine and Irish's conversation. "We rarely get sent to quiet or pretty places, and if we do, well, they're usually neither once we're there."

Swann gives them his best half smile, the kind weighted down by a lifetime of doing this sort of thing.
May 9, 2023 5:34 pm
Dan nods at the pilot, looks around the plane, and decides it's serviceable and that they will probably survive the journey. He joins the others, shakes Sabine's hand enthusiastically, and listens to the polite conversation between Irish and herself. He gives a mental nod toward her courage, a woman among men and perhaps later the evil Nazi's, and adds that he has never been to Romania before either.

He frowns at Irish's coarseness. "Let's not forget there are women on board huh?"

Getting back to the business of polite banter he says,"I am not so much a fighting man as I am a mechanical one with a bit of fancy sneaking around thrown into the mix. I love a good challenge and I imagine my skills will be put to good use once we land. But in the meantime, what do we do to amuse ourselves for ten hours? I can't sleep that long. Anyone bring a deck of cards?"

KCC

May 10, 2023 1:24 am
"Where are my manners?" Irish says, putting on his best chastised child impression. "Most begging your pardon, Mademoiselle." He gives the woman a cheeky wink to play along when Gregg isn’t looking.

He hefts his pack up on to his shoulder, intending to load it on to the plane.

"Be a gent, Gregg, and grab the lady’s pack. Can’t have her roaming around the Romanian countryside like some bloody donkey, now can we?"
Last edited May 10, 2023 6:29 am
May 10, 2023 6:39 am
Beauséjour smiles and thanks anyone who helps her with her field pack and medical bag, but it's not hard to notice that she keeps close tabs on the satchel of books and papers that she also carries. "Merci," she says as she climbs aboard the plane, taking a seat after making sure her gear is stowed appropriately.

She makes eye contact with Swann once he's aboard as well. "Monsieur Swann. I must thank you and your countrymen for coming to France's aide in the early days of the war, after the blitzkrieg. I met many of your countrymen in France, fighting for my homeland. We are truly grateful."

To being called a donkey, the woman offers no response.
OOC:
Sabine has a rifle. Will our cover include carrying a trunk or crate with us to conceal such longarms? Anyone else have hardware like that to conceal? Seems like we're going to have a bit of gear.
Last edited May 10, 2023 6:43 am

KCC

May 10, 2023 10:22 am
OOC:
I IMPLIED SHE WASN’T A DONKEY!

Classic maneuver, that one!
May 10, 2023 12:14 pm
Swann watches as the others board the plane, picking up the remaining gear, he notices there's a set of ID's unclaimed. Hopefully it belongs to that lass running across the tarmac.

Boarding the plane, he stows the gear and looks over the assembled team. Each seems to have their kit in order. Again, with the half smile as he nods to Sabine's graciousness. "Civilized people must look out for one another, I'm glad some of the lads were there to help you out."
May 10, 2023 12:15 pm
Harrigan says:
OOC:
Sabine has a rifle. Will our cover include carrying a trunk or crate with us to conceal such longarms? Anyone else have hardware like that to conceal? Seems like we're going to have a bit of gear.
OOC:
Thompson's Sub Machine Gun here and electrician’s and mechanic's tool.
Last edited May 10, 2023 12:15 pm
May 11, 2023 2:22 am
When the Fortuna's engine fires and the props start to turn, you load up. None of you are excited about a dozen hours trapped in a shaking plane but sooner in sooner out.

Much, much later...

You land in Belgrade at approximately midnight. The airfield is poorly lit and only the two main runways are fully tarmacked. Hangers ring the landing fields and the Fortuna taxis towards one before stopping with the exit ramp facing the hanger, concealing it from casual view.

Beside the hanger stands a short, dark-haired man with a wide grin smoking a cigar and stood next to a decrepit lorry. As you disembark, the man will introduce himself. "I'm Georgi. I suggest that you stow your gear in the truck as quickly as possible before presenting yourselves at the arrivals office. We'll talk after."

It is late and there is only a single, tired-looking worker at passport control, who waives you through with barely a glance at your paperwork. As you exit the airport office onto the street outside, you hear the honking of a horn, Georgi is waiting across the road at the wheel of the lorry with the engine running.

"All aboard, no problem. Two in front, everyone else in back, no problem," he says, still grinning widely. "Welcome to Belgrade."
May 11, 2023 11:38 am
Captain Swann opens the passenger door and motions for Sister Sabine to enter the truck.

"Alright lads, you heard him, in the back."

KCC

May 11, 2023 12:58 pm
Irish stretches his back, and jerks his arms from left to right and back again to loosen up all the cricks. The long flight, and small seats had been murder on the large man’s body.

Looking back at the poorly lit airfield, and the dark nighttime streets he remarks:

"Yeah, she’s beautiful alright!"

He climbs in the back, happy for a bit of transport where he can lie down. Stretching himself out amongst his gear, he calls up:

"Whats good in Belgrade, anyway?" he asks, feeling his stomach churning with the beginnings of hunger.
Last edited May 11, 2023 12:59 pm
May 11, 2023 3:45 pm
Dan assesses Georgi and decides he's harmless if a little eccentric. Too tired to care about being lumped with the gear he too hops into the back next to Irish but he doesn't lay down. Sitting with his back up against the side of the truck, his legs thrown over his bag he wonders the same. A good meal that wasn't drek would be welcome.

"I could eat a small child, I am that hungry."
Last edited May 11, 2023 3:45 pm
May 11, 2023 3:59 pm
Daphne doesn't interact much with the group during their initial meeting and the plane ride. She's not exactly stand-offish, but just nose deep in her books, focused on learning as much as possible of the history and lore of the place they'll be reconnoitering. Transvlyvania, no less!. Truth be told, if she didn't run across at least one vampire while there, she'd be rather disappointed.

Once in Belgrade and in the truck with the others, she loosens up a bit and pulls out a pack of cigarettes, lighting one in her mouth, and offering the rest to the team, "Smokes?"
May 11, 2023 4:07 pm
"And I would love a smoke. Thanks, Daphne." He crawls over to the woman and takes a cigarette, waiting for a light. "Big bookworm, huh?"
Last edited May 11, 2023 4:07 pm
May 12, 2023 6:09 am
Sabine is quiet on the flight, unused to air travel, and more than a little nauseous in the most turbulent moments over the Adriatic Sea. She is glad to be back on the ground once they land in Yugoslavia, and moves with alertness and speed as they transfer their gear from the plane to the truck. One would not know it by looking at her, but Beauséjour was quite handy and able-bodied at St. Lucien. It was Sister Sabine who tended the boiler, who repaired the windows and pews in the nave, and who built another altar when the Germans had absconded with the original. She graciously climbs into the front of the truck, but tells Swann, "Merci, but we will take turns riding in the front. I am no fragile fleur, Captain, but a woman on a mission, just as you are a man."

Truth be told, Sabine could drive a lorry like this, but she kept such things to herself. As she did the small automatic in her pocket: the Walther PP she had taken from the SS officer who murdered Sister Elise in front of her.

Earlier, she had greeted Rogers on the plane, not knowing much about her, but grateful that they would be graced by another feminine presence.
Last edited May 12, 2023 6:13 am

KCC

May 12, 2023 8:41 am
Irish smirked to himself as Sabine set out her stall.

You tell him… he thought, wondering if this British officer was as stiff as the rest.

"Aye, I’ll never say no to a smoke."

A smoke… he thinks, testing that kind of Yank language in his mouth, and feeling it odd. Part and parcel of rubbing shoulders with all sorts, he reckoned; you start talking funny.
Last edited May 12, 2023 8:41 am
May 12, 2023 11:58 am
Captain Swann follows Sabine up into the front and secures the door.

The Captain's voice is calm, with no hint of irritation. "There are no fragile flowers in Section M, Madam. But as you say, we are on a mission, so there is also no time to go looking for offenses where none exist. Manners and basic politeness are one of the few things that separate us from the monsters we fight. And for the moment, we have time to indulge ourselves. Very soon we may be shouting quite unsavory orders at each other with no time to ponder the personal implications."
May 12, 2023 3:21 pm
Nodding at the soldier's question, eyes glittering, "Aye, since I was little girl. So many fascinating things to discover. New worlds, people, ideas..." The glitter softens a bit, "Even the more...questionable...material has something to offer.".

She takes a long drag, holds it for a bit, and blows out rings of smoke.
May 12, 2023 5:11 pm
Georgi drives the agents through the dark streets of Belgrade before pulling the lorry into a large brick warehouse.

"There is not much time for seeing of ze sights," he says to Irish on the way, in his precise Romanian accent.

He’ll explain that you will not be able to cross the border until the morning when it is busiest, between 7:30 am and 9:00 am.

At the warehouse, he indicates several camp beds erected at the rear of the warehouse, and a sideboard with some hard bread, smoked sausages, and cheese for a snack, and then tells you that he will be back at 5:00 am to load up. "Is there anything that you need? I can acquire what I can from various stashes around the city."

KCC

May 13, 2023 5:40 am
"Now, when you say ‘new worlds’, I trust you mean ones in books and what have you - Peter Pan and the like."

Irish had tussled with the best of them; this wasn’t his first rodeo. Still, it make his arsehole pucker to think about other worlds. He supposed it must be possible, but it wasn’t something he liked thinking about.
"Not for me!" he calls to their driver. He was going to ask for a cap, so as to hide the big Irish head on him that might stick out at the border crossing. He didn’t take the sun well, but such a small ask was embarrassing more than anything else.
May 13, 2023 10:25 pm
"I found no offense, monsieur," Sabine had said to Swann as they were getting back underway, touching his arm gently, hoping his skin did not bruise as easily as his ego.

Later, when Georgi drops them off and offers to provide for the group, the former nun nods. "A map of the area where we are going, and whatever intel you have on the latest movements of our enemies. And we should thank you, Georgi, for that, and for our uneventful drive."
May 13, 2023 10:59 pm
"A few packs of smokes would be welcome. I don't want to have bum 'em off Daphne all the time," he says, grinning at the woman.

"Maybe some chocolate too?" He almost hunched waiting for the others to scold him for such nonsense. One didn't ask for nor expect such luxuries out in the field but he could argue cigarettes were one such item as well.

"Yes, a map would be helpful and how current do you think the intel will be?"

KCC

May 14, 2023 9:09 am
"Right, well if you’re writing a list then, I’ll have a hat, if you don’t mind. Keep the sun off my neck. And a bar of chocolate, if they’re going; I won’t say no!

Tell me this; have you flare guns here?"


Seemingly counterproductive, Irish has the image in his head of a last-ditch attempt to bring the blimp down, and a flare might come in handy.
May 14, 2023 4:07 pm
He's unsure how fresh the intel you have is, all he knows is that you need to get to Zaltna. He does say that he'll drive about an hour and a half to the border, then you'll have to pass through a checkpoint. From there it's, two hundred miles to Deva, and from there you'll need to hike into the mountains. It's about twenty miles hike to the mining village of Zaltna. Georgi's job is just to drive you, so he won't join you on the hike.

With his list of supplies, he heads off, but shows Irish that there is a small box of flares and a gun in the warehouse that you can take.

KCC

May 15, 2023 12:07 pm
When it’s just them, Irish pipes up, as he rifles through the supplies left here:

"Don’t suppose one of you speaks the lingo? I haven’t a lick."

Irish never had a head for languages, but he hoped some of the others had a tongue in their heads!
May 15, 2023 12:24 pm
Smiling at Irish's question, "I think we're going to try to avoid most of the locals. But if we do get into a chat, it'll probably be a lot of Oui, No, and some nodding and head shaking. "

Swann takes the time to go through his gear again and see that things are squared away before finding a place to stretch out until the morning.
May 15, 2023 2:51 pm
"Yeah I'm American and Italian for fluent languages." He chuckles at that.

"A previous mission in the Italian Alps had me learning that language quick ... but if I had to I could wing the lingo."
May 16, 2023 1:31 am
After waving to their driver, Sabine finds a good place to settle in and is writing in a book when Irish brings up the little issue of language. She shakes her head and shrugs slightly, indicating that she won't be much help communicating. She smiles at Swann's (perhaps accidental) suggestion that French will somehow come into play, and at the idea of Mr. Gregg 'winging' the lingo. Always brash and brazen, these American GIs.

Taking more notes, Beauséjour eventually closes her book, puts it away, then brings a hand to her throat. She feels no rosary beneath her heavy jacket and blouse, and the prayer upon her lips dies there. Instead, she sighs and closes her eyes, trying to get some rest before what is sure to be a long and difficult hike tomorrow.

KCC

May 16, 2023 12:58 pm
"You reckon the locals are in on it, then?" he asks the room, probably making a few eyes roll with his continued questions.

"Dyed in the wool Nazis, I mean. Heard they’re right nasty bastards to meet on the field. Still… a few villagers, can’t be too bad can they?"
May 16, 2023 7:36 pm
OOC:
I'll get us moving onward tonight, say in about 4 hours from now. Smoke em if ya got em.
May 17, 2023 11:31 am
"It's unlikely the villagers know what's really going on with Nachtwölfe or that they're anything but run of the mill Nazi's. Still, locals tend to make choices that are in their best interest. So it's best we don't get them interested."

Swann adjusted his pad and laid his beret on the side of his face blocking what little light there was.
May 17, 2023 3:52 pm
At five the next morning Georgi returns to the warehouse. He enters luring several bags, bringing whatever he was able to acquire at the request of the agents the night before, as well as a large bag of warm bread rolls filled with bacon. There's a half dozen packs of smokes, five bars of chocolate, and three wool caps. He also had a small, paperback sized atlas of the local area.

Georgi tells you, "We will drive to the border, about 90 minutes, yes? There may be inspections at the border. You will need to conceal any weapons, explosives, and other suspicious items aboard the lorry."

There is room in the cabin for two passengers. The others will have to ride in the rear, where a rough wooden bench is attached to the frame along the passenger side. The lorry is loaded with vehicle parts, tyres and assorted junk in large, open, wooden crates secured via ropes to rings set in the floor and sides. Georgi says that, "If challenged, we will be posing as scrap metal merchants on our way back from a collection job and that the agents in the rear are migrant workers returning home, to whom I have offered a lift. The nature of the junk means that items can be concealed within the mess for easier access."

Who sits in the front this time? and make your stealth rolls. This can be done by an Insight + Stealth test with a difficulty of 0. If you hide them all in the back then just one of you needs make the roll.

You have Insight + Stealth ranging from 9 to 11. Irish also has an applicable focus, so he'd be rolling a 10 but any 3s or lower would count double. More successes is better, add that would be the target for an inspection.

Current Momentum: 0
Current Threat: 10
May 17, 2023 5:20 pm
You really got chocolate! You're the best!' Dan exclaims when he sees the goodies. "But Georgi, won't they search the truck ... er ... lorry more thoroughly when they see all that junk back there? I'm not sure we can hide all that so it remains undetected. Why, just me alone I got my machine gun, pistol, ammo, explosives ..."

Dan thinks for a minute. "Will they search us? I can at least hide my pistol and knife on me."
OOC:
Who is in the front and who wants to make the roll? Dan has Insight 9, Stealth 2.

KCC

May 18, 2023 1:23 am
"And if they don’t let up?" Irish asks, as he stuffs his pistol into the scrap pile, precariously places to be hidden, and readily available if needs be. A work of some camouflage! Same with his sword, he borrows out a space, and delicately places junk over the scabbard.

"What are the orders then?" he asks, wondering if they have permission to cause an incident at the border.
OOC:
If I understand right, I’d roll 2d20 (one labeled insight, one labeled stealth or doesn’t it matter?) Needing 10s or less, but 3s are best?

Stealth 3, Insight 7.
Last edited May 18, 2023 1:24 am

Rolls

I, S - (2d20)

(1315) = 28

May 18, 2023 1:31 am
KCC says:
OOC:
If I understand right, I’d roll 2d20 (one labeled insight, one labeled stealth or doesn’t it matter?) Needing 10s or less, but 3s are best?

Stealth 3, Insight 7.
That's right. The total is all that is important, but the skill rank provides the level of 'critical' threshold if you have a relavent focus in that skill. 7+3=10 so that's your base threshold. Your roll could be easily shown by convention as 10(3): successes on 10 or less, doubles on 3 or less.
May 18, 2023 4:57 am
Sabine helps cover and conceal the various items the whole crew has brought along. Longarms, explosives, trench knifes -- they are a well-armed crew. She keeps her PP on her person as she climbs into the cab, motioning for Rogers to come with her. Despite pushing back on Swann previously, it will look usual for the woman to ride in the rear with so much junk and gear rattling around.
OOC:
Not sure if you wanted the roll from -everyone-, but just ignore it if not!

Result: one success!
Last edited May 18, 2023 4:57 am

Rolls

Insight (10) + Insight (1) - (1d20, 1d20)

1d20 : (16) = 16

1d20 : (6) = 6

May 18, 2023 12:40 pm
Swann moves to help load the gear. Stuffing what will fit into the old tyres and under assorted parts. He keeps his revolver under his jacket and climbs in the back.

Rolls

Insight 9 + Stealth 1 - ((1d20, 1d20))

(1d20 : (4) = 4

1d20) : (11) = 11

May 18, 2023 5:20 pm
Dan rips the paper off the chocolate, takes his piece first then gives the rest to the others. Hiding his weapons where he thinks they will be best concealed, he helps Sabine put the finishing touches on keeping them from being discovered by prying enemy eyes. He decides he will keep his pistol and his knife.

Rolls

Insight 9, Stealth 2 - (2d20)

(1412) = 26

May 19, 2023 1:56 pm
OOC:
I'll assume Swann joins Sabine in the front, leaving Daphne, Irish and Gregg are in the back.
After an hour and a half driving along a tarmacked, but poorly maintained, road Georgi indicates that you are approaching the border. A short line of traffic is strung out on the approach to a barrier across the road between two wooden shelters. A larger shed with a large awning appears to be an office/inspection area.

As Georgi joins the end of the queue of traffic his face pales briefly. The border post is manned by six uniformed Romanian guards (three in each direction of travel), as Georgi expected, but with them are two soldiers in German uniform.

Georgi reasons that if the Germans have established a new airfield close to this border crossing, then they may simply have assigned additional guards as standard procedure. He asks the agents how they would like to proceed. They can continue as planned or they could take an alternative route, but that would mean a further two hours driving on this side of the border and will make the journey across Romania longer as a lengthy diversion will be required.

You all also see that there are two motorcycles with sidecars bearing Heer markings parked just behind the inspection office
OOC:
I secretly rolled Reason + Observation tests for everyone to keep things moving. The text above reflects that.

Rolls

Secret Roll

KCC

May 20, 2023 11:32 am
Not able to see, but having the information relayed from the front, Irish sticks his hand into the trash pile, and wraps it around his pistol. He keeps it there, waiting.

"Did they ever say what we were to do if these lads were too pushy?" he asks again, realizing they hadn’t agreed upon a course of action earlier.

"We turn around now, they’ll have those bikes up our arse. Looks suspicious, so it does."
Last edited May 20, 2023 11:33 am
May 20, 2023 1:52 pm
OOC:
Is there a pass-through / window in the back of the cab that allows for communication between the front and the back?
May 20, 2023 3:57 pm
OOC:
Yes, you can speak through the rear window pass-through.
May 20, 2023 4:14 pm
The sliding wooden panel that allows the occupants of the cab to speak with anyone in the back is open, so Sabine Beauséjour turns in her seat and relays what lies ahead of them, and the decision at hand.

"Agreed, so perhaps we avoid drawing attention and just proceed," the former nun says to Irish before looking to the others for confirmation.
May 20, 2023 7:42 pm
"Remember, we're supposed to be here. Be bored and unconcerned."

Swann takes in as much of the details as he can. Trying to figure the best route out, in case.
May 20, 2023 9:33 pm
"Not really, Irish. That's what we're paid for. James and the sister have it right. Just act like we belong here and it's all in a day's work. Totally routine, yeah?"

Despite his cool exterior, Dan is a little nervous as he glances around the truck making sure nothing stands out that shouldn't.
May 21, 2023 10:57 pm
Georgi says, "We could take an alternate route. There is another crossing. It's two hours farther along, and then over the border, and we'd need to double back, but the roads wouldn't be convenient. Could be, maybe eight hours longer, all told."

He seems fine either way, not really worried about this checkpoint, but maybe he's just reluctant to go so far out of the way.

Rolls

Secret Roll

May 22, 2023 4:11 am
"What does a ship captain say in Englsh?" Sabine wonders briefly, quietly as she looks at Swann and Georgi.

"Stay the course."
Last edited May 22, 2023 4:11 am

KCC

May 22, 2023 4:20 am
"Aye…" Irish agrees, and then sees the opportunity for some horseplay "… aye, Captain!" and then laughs at himself.

For all he knew, he was 5 minutes away from opening a hole in some nazi’s face, but the laugh kept the adrenaline down.
May 22, 2023 11:41 am
Swann simply nods at Sabine's assessment. They might be far enough back in line to avoid notice, but if not... Better to forge ahead.
May 22, 2023 3:00 pm
"Nah forget another route. I say we ... what do you British say ... carry on, old chaps." His accent was horrible but maybe that along with Irish's silliness would settle everyone and make them look and feel naturally at ease.
May 22, 2023 3:28 pm
You wait in the queue whilst the vehicles ahead are processed. As each vehicle pulls up to the barrier the two Romanian guards approach, one to each side, and the guard on the driver’s side holds out a hand to the driver. The driver hands over documents which are briefly examined by the guard who hands them back before waving to the third guard at the barrier, who raises it. The inspecting guard then waves the vehicle through. Two cars and a motorbike pass through in this manner, followed by a small farming truck.
[ +- ] Sabine from her vantage in the cab notices ...
The next vehicle is an open-topped wagon containing barrels stacked two high. Upon presentation of papers, the guard speaks with the driver before pointing to the inspection area. The wagon is driven under the awning at the side of the office where two more Romanian guards emerge from a door and climb into the back of the wagon to perform a search. As the search continues another car is waved through, followed by two motorbikes. Throughout this the two German guards have remained at the shelter, observing proceedings.

The guard waves Georgi’s lorry forward and approaches the cab. Georgi winds down the window and presents his and the passengers’ papers. He speaks in rapid Romanian, indicating the presence of the passengers in the rear. The first guard passes this information to the second who moves around to the back of the vehicle to open the doors. The passengers in the back are asked something in Romanian, but you pick out the word for 'passports'.

Rolls

Secret Roll

KCC

May 23, 2023 12:11 pm
Irish fishes his fake passport out of the big shirt pocket on his breast. He was glad he was so gangly in that moment, and looking so unkempt in his ill-fitting clothes. If he’d been a smaller man, the army might not have had to throw something together for him. In his mind, he looked the part of some dirt poor laborer.

He hands over the passport with the appropriate amount of reverence, or at least as close as his pride would allow. The movement it would take to grab his pistol and send a shot through the man was in the front of his mind.
Last edited May 23, 2023 12:12 pm
May 23, 2023 7:17 pm
The guards take your passports and review them. The one in the front squints at Sabine's, but then hands it back without comment. In the back, the guard barely looks at the paasports, and pokes some of the scrap equipment before realizing he doesn't care, and hands the documents back.

With a signal from the guards, the barrier is raised, and the lorry is waved through into Romania.

"That's that, a bit of a drive ahead of us," Georgi says, relieved that that went as smoothly as planned.

KCC

May 24, 2023 4:10 am
"Piece of piss, that was! And to think… we could have gone hours out of our way!"

Irish looks to the others and laughs, once they are an appropriate distance away!

"I’ve got a good feeling about this one, lads. Nice and easy. Nice and easy." he says, with some genuine happiness as he lays back and settles in for a drive!
May 24, 2023 4:41 am
Sabine re-secures her papers, then spends a bit of time looking in one of the side mirrors as the checkpoint disappears into the dark behind them. After a long moment in which the tension is finally released, the ex-sister says, "Did anyone else see that one car passing notes to the border guard? The guard pocketed them."

Then, looking at Georgi, she asks a simple question. "Something that happens, the guards being paid off? In full view of the Germans?"
May 24, 2023 11:32 am
As soon as they're through the checkpoint, Swann switches his attention ahead. Upon hearing Sabine's question, he's actually surprised that they didn't have to offer a tithe to the guards as well. He wonders which vehicle she saw with the bribe and what they might have been carrying.

Ah well, thoughts for another time, now to settle in and get to Zaltan.
May 24, 2023 3:15 pm
"Yeah ... Georgie being pretty laid back about the crossing was a good enough hint not to be too worried. But Irish, I wouldn't be too cocky. That's how people get killed."

Irish is nervous, Dan thinks, with his brash comments.

"Hey, sister, what did the car look like?" It might be an idea to have that knowledge but hell, as far as payoffs go, corruption was rampant all the time let alone in a war. "Those Nazi's are always up to something nasty."
May 24, 2023 11:51 pm
Georgi smiles at Sabine's comment, "Welcome to Romania! But your papers were good, nothing but the best from Section M. Some of those others might have shoddy passports that wouldn't fool a blind beggar."

Once across the border Georgi relaxes and outlines the rest of the route once more. He says that he is taking the main road as far as the town of Deva, about 200 miles away but that from there the team will have to hike as the truck is not suitable for the tracks into the mountains leading to Zaltna. The aged truck can maintain a speed of approximately 40 miles per hour on the rough road, which would see the team arriving in Deva by late afternoon, probably too late to begin the 20-mile hike to the village of Zaltna.

The weather is cold and overcast as the team continue their journey. The only traffic to be seen is the occasional farm lorry, carrying bales of hay or animal feed. After an hour of driving the group will notice a convoy of vehicles approaching fast from behind. A German staff car, accompanied by two motorbike outriders pass the team at speed and disappear into the distance. They show no interest in the rusty old lorry, but Georgi is visibly upset at seeing German forces active on Romanian soil.

Shortly after this encounter, the team spy a turning on the left. A simple barrier of painted white wood has been placed across the turning and a German Opel Blitz lorry is parked just off the road behind the barrier. Three men in German army uniforms lean against the barrier, sharing a cigarette.
May 25, 2023 11:30 am
"More Germans, positively delightful. Georgi, where does that road go?" inquires Swann of the turning.

KCC

May 25, 2023 12:52 pm
"Should we stop and ask them for directions?" Irish asks, with a terrible grin.

"Maybe send them on their way afterwards."

If you know what I mean…

"Can’t imagine they’re up to much good this far out."
May 25, 2023 1:13 pm
"I'd like nothing better than to do some target practice on a few Krauts but some asshole somewhere is waiting for them to report something or return."

Dan had also been upset at seeing the convoy of Germans heading who knew where. Seeing the checkpoint later he scans the back of the truck to reassure himself that the weapons are suitably hidden.

"Hey Gerorgi. I hope we aren't turning down that road, are we?
May 26, 2023 3:22 am
OOC:
I've been rolling for you in any random skill checks, but let's have you all make this one. A difficulty 1 Reason + Observation or Insight + Engineering test, then I'll continue.

Esidrix says:
"More Germans, positively delightful. Georgi, where does that road go?" inquires Swann of the turning.
Georgi says, "No where useful, a small village that I think is abandoned."
May 26, 2023 11:36 am
OOC:
Here goes.

Rolls

Reason 10 + Observation 0 - (1d20, 1d20)

1d20 : (3) = 3

1d20 : (11) = 11

May 26, 2023 3:50 pm
OOC:
Rolling...

Rolls

Reason 10, Observation 3 - (2d20)

(145) = 19

May 27, 2023 1:12 am
Sabine says nothing as the Germans race past, and then as they spy the barricaded road. She does look closely. Just what is going on?
OOC:
I think that’s two successes and a complication?
Last edited May 27, 2023 1:15 am

Rolls

Reason (10) + Observation (2) - (1d20, 1d20)

1d20 : (2) = 2

1d20 : (20) = 20

KCC

May 27, 2023 5:17 am
OOC:
Pow! Right in the kissah!

Rolls

Insight 7, Engineering 1 - (2d20)

(918) = 27

May 28, 2023 12:09 am
OOC:
Thanks for humoring my request for rolls.
Irish is yearning for a cuppa, and maybe has that scratch to work out.

James, Dan each get one success, and so meet the difficulty 1 requirement for a success. Sabine gets two successes, and a complication from the naturally rolled 20. All three of you notice that the road surface of the turn off is much newer than that to of the main road.

Sabine also notices at least one further guard apparently asleep in the cab of the Opel truck.

Complication: see below.


Recall: The team spy a turning on the left. A simple barrier of painted white wood has been placed across the turning and a German Opel Blitz lorry is parked just off the road behind the barrier. Three men in German army uniforms lean against the barrier, sharing a cigarette.

As Georgi's lorry approaches, the soldiers shoulder each other and two step out onto the road, demanding Georgi to stop the vehicle. Georgi looks to Sabine and the other in the cab for direction.

Do you tell Georgi to stop, or to drive past, or something else?
May 28, 2023 4:26 pm
Her eyes on the Germans moving out into the road, Sabine says, "Newly made. And there is also a fourth soldier, asleep in the truck."

Beyond that, she says nothing further. Georgi knows these roads and the country's customs between than anyone. It might not be an unusual thing to be stopped by the Nazis -- but even so, the woman's slim hand is in the pocket of her wool coat, grasping the loaded Walther she carries. Her documents are in her other, more visible hand -- ready to present them.
OOC:
Is that extra success +1 Momentum?
Last edited May 28, 2023 4:27 pm
May 28, 2023 4:47 pm
OOC:
Yes, there is now 1 die in the team's Momentum pool, and it will last the scene. It can be used to add an extra d20 to a roll, or in other ways.
May 28, 2023 6:15 pm
Dan's finger itches to squeeze the trigger of his pistol. He'd love nothing more than to shoot all the guards at the checkpoint but he holds off, knowing that it would be a rash decision and incur the wrath of the group.

"What do we do boys and girls and sisters? Shoot 'em up or talk our way through?"
May 28, 2023 6:41 pm
"Dialog first," Sabine recommends. "There are sure to be more of them up that road."
Last edited May 28, 2023 10:34 pm
May 28, 2023 7:28 pm
"Probably right. Chances are there are more of them. Many more. Very wise words Sister."

Still, he touches his firearm for reassurance that if things go south he will be ready. He also plans a path to his hidden machine gun in case it comes to a shootout.
May 28, 2023 7:37 pm
When you tell Georgi to stop the lorry, and he does so, one of the soldiers approaches the driver’s window and asks in Romanian to see identification. Georgi repeats that, and rattles off his story (about the there if you in front being salvage workers and the two in the back being migrant workers).

The other two visible soldiers straightened up at their posts by now and are holding their rifles ready in an obvious show of intimidation. The soldier examines the presented papers carefully before declaring something forcefully. Georgi explains, "He says that there is a problem and demands that the passengers exit the vehicle for inspection."
May 28, 2023 8:47 pm
"Can you ask him what problem or would that be considered insolent?"

Dan's hand tightens on the pistol grip still peaking above his holster. He scans the back of the truck but this time for anything giving away the buried weapons even though it's been done multiple times. Things shift when the truck hits bumps. One can never be too careful.
Last edited May 28, 2023 8:47 pm
May 29, 2023 12:18 am
Looking at Dan through the pass-through after handing over her papers, Sabine shakes her head sadly as she quietly says, "Courageuse américaine, je ne suis pas nonne. Pas plus." Then, swtiching to English before leaning across Georgi's body to get a better view of -- and a better shot at -- the German soldier, she adds, "Take cover and shoot back! We can allow none of them to live!"

In the next heartbeat the woman draws her police pistol, aims it squarely at surprised man outside the truck's window and fires twice to open her salvo. The muzzle flashes brightly inside the cab as the small caliber shells bounce off the inside of the windscreen, over and over as she shouts, "I 'ave something for Adolf, and for Heinrich! Please give these to them when you see them!"

Girl is trying to shoot this fucking Nazi in the FACE. Sounds like a Minor Action to draw her Walther PP, and a Major Action to Attack -- Coordination (8) + Fighting (1), but she is also spending one Momentum to buy an extra d20, and she is giving the GM two Threat to establish a Truth: This Nazi Didn't See it Coming (he's flat-footed). That Truth should lower the Difficultly of hitting him from 1 to 0, at least until he acts. (I presume we are at Close range, which is the sweet spot for her pistol.)

Post-Roll Edit: BOOOOOOOOOOOOO! Should still do the base weapon damage though, yeah? Also ticking Ammo to make this Vicious, so the roll will deal +1 stress.

Annnnd looks like 3 stress total is dealt. Rolled two 1s, +1 from Vicious.
Last edited May 29, 2023 12:28 am

Rolls

Shooting! (Coord 8 + Fighting 1) = 9 - (1d20, 1d20, 1d20)

1d20 : (11) = 11

1d20 : (17) = 17

1d20 : (11) = 11

Challenge Dice Roll (3) for Damage - (1d6, 1d6, 1d6)

1d6 : (4) = 4

1d6 : (1) = 1

1d6 : (1) = 1

KCC

May 29, 2023 9:28 am
With hands in the pile of junk and firmly gripping his weapons, Irish waits as the Germans rattle on in that dreadful sound they spoke.

Then the bullet bursts through negotiations, and the huge man jumps to his feet.

"Put on your dancing shoes, lads!"

He pulls his saber and pistol from the pile, and gets ready to dismount the truck at the rear.

"Time for a show!"
May 29, 2023 4:18 pm
Sabine's handgun peals light and the soldier just ducks aside as the bullet whizzed past his ear.
OOC:
Both 11s miss her TN of 9, so no successes.

At this time since the Nazis are ready, we have entered initiative. This means that Sabine chooses an enemy to go next, and then it goes back and forth.
May 29, 2023 6:43 pm
OOC:
Spoke with our GM, and in plunging our group into combat I've also decided to spend a Fortune Point. Had I *thought* about it, I could have done that before the roll and gotten an auto crit-success... but now I'll settle to reroll the uncooperative dice in her d20 pool. Stand by for results...

Edit:
Well now! MUCH better. I spy four successes, and therefore four Momentum. She'll convert three to damage / Challenge Dice, which I'll tack on as a roll here, and leave 1 Momentum in the bank.

Second Edit:
Well, another point of stress, making a total of 4 stress total.

Next up, one of the Nazi's standing behind the lead goon Sabine just shot at.
Last edited May 29, 2023 6:53 pm

Rolls

Spending Fortune, rerolling the d20s (vs. 8/1) - (1D20, 1D20, 1d20)

1D20 : (6) = 6

1D20 : (1) = 1

1d20 : (4) = 4

Additional Damage / Challenge Dice - (1d6, 1d6, 1d6)

1d6 : (1) = 1

1d6 : (4) = 4

1d6 : (3) = 3

May 30, 2023 1:52 am
OOC:
Attacks are D1, so the first success merely succeeds. With four successes rolled, one is used to achieve your action, plus three for Momentum. With three applied to damage, there is no leftover accrued to the team Momentum pool.
Sabine shoots the man at the window and he goes down, although his armor takes some of the damage.

The soldiers on the roadside open up, their rifles coming to bear. One shoots at the cab, at Georgi... but the truck door takes the brunt of the attack.
OOC:
The 10 rolled is a success, the 12 is not, so meets D1 difficulty and hits Georgi. Rolled damage: 1 counts as 1, 2 counts as 2, 3 and 4 are 0, so total is 3 damage. Truck provides 3 cover, so stress reduced to 0.
Choosing Irish to go next.

Status Table
Momentum: 0
Threat: 10

Nazi 1: 2/6 Stress
Nazi 2: 0/6 Stress
Nazi 3: 0/6 Stress
Nazi 4: 0/6 Stress

Georgi: 1/5 Stress

Truck body provides 3 cover (armor) to occupants.

Rolls

Coordination 8, Fighting 2 (Rifles) - (2d20)

(1012) = 22

damage - (5d6)

(34213) = 13

KCC

May 30, 2023 10:14 am
Jumping from the back of the truck, Irish rounds the corner of the truck. He narrows his vision to just one of the Germans, then puts his head down and legs it.

He tries to slam into the man with his shoulder, and follow the slam with a cut from his saber!
OOC:
——Trying to parse all of this ——

Minor Action: Move
Major Action: Attack (Agility + Fighting)
I have focuses in Close Quarters and Melee Weapons.

And I have this:

They Don’t Like It Up Em:
When the fighting gets up close and personal, you’re an expert with cold steel, scattering enemies with your irresistible charges. When you move into Reach of an enemy and make a melee attack, the first bonus d20 you buy for that attack is free, and if successful your target is knocked prone.

Saber looks like this:
Sabre Melee Weapons 3 Piercing 1 Major Parrying 2

Rolls

Agility 11, Fighting 5 (2 Focuses) - (2d20)

(610) = 16

They Don’t Like It Up Em (Freebie?) - (1d20)

(14) = 14

May 30, 2023 2:29 pm
Irish hits with 3 successes, so achieved D1 plus 2 Momentum.

Still damage for the sabre, please. The sabre is 3¤ Piercing 1, and you have +2 damage from Brawn, so roll 5d6 please.

Also, decide:

1) if you want to keep the Momentum or spend them
2) who of the enemies goes next. Note: you can instead spend two Momentum to have someone from your side go next. If so, choose who.

KCC

May 31, 2023 2:56 am
OOC:
A) Keep it for later!
B) One of the uninjured Nazis, I guess!

Rolls

Damage - (5d6)

(64164) = 21

May 31, 2023 3:43 am
[ooc]Damage: 1=1, 2=2, 3,4=0, 5.6=1+Effect. The sabre has the damage Effect of Piercing 1, so it ignores 1 resistance with each Effect rolled. Total, 3 damage ignoring 2 armor.

Choosing Dan and Gregg to both go next, in whatever order they post. (The Nazi in the truck is working on getting into combat, so won't attack this round.)

The third nazi, beside the one Irish just attacked, pulls his Walther P Series handgun and shoots at Irish. It's a solid hit, 7 damage (including +1 damage for Momentum), less armor.

Status Table
Momentum: 2
Threat: 10

Nazi 1: 2/6 Stress (shot by Sabine)
Nazi 2: 3/6 Stress (engaged by Irish)
Nazi 3: 0/6 Stress
Nazi 4: 0/6 Stress (in truck)

Georgi: 1/5 Stress

Truck body provides 3 cover (armor) to occupants.

Rolls

Nazi 3 shooting Irish, Coord+Fighting 10 - (2d20)

(34) = 7

Walther damage - (3d6)

(222) = 6

May 31, 2023 2:12 pm
Dan holsters his pistol, quickly assesses the situation, grabs his submachine gun, and fires at the nazi aiming at Irish.

Rolls

Coordination 10, Fighting 1 - (2d20)

(158) = 23

Damage - (5d6)

(12431) = 11

May 31, 2023 4:20 pm
OOC:
One success Danno, so that's a hit. Roll 5d6 damage please.
Jun 1, 2023 4:30 am
OOC:
Looking at the bonus stress rules more carefully, I just realized Sabine should have +2 dice for ranged attacks for her Insight of 10. Oh well! Noted for next time on her sheet!
Last edited June 1, 2023 4:31 am
Jun 1, 2023 3:45 pm
Dan's attack with his smg hits the nazi, and he stumbles back, twisting to return fire.

James' turn.

Status Table
Momentum: 2
Threat: 10

Nazi 1: 2/6 Stress (shot by Sabine)
Nazi 2: 3/6 Stress (engaged by Irish)
Nazi 3: 2/6 Stress (shot by Dan)
Nazi 4: 0/6 Stress (in truck)

Georgi: 1/5 Stress

Truck body provides 3 cover (armor) to occupants.
Jun 2, 2023 6:30 am
Swann moves out of the lorry and aims his revolver over the hood at the nearest Nazi.

Rolls

Coordination 9 + Fighting 4 (handguns) - (D20, d20)

D20 : (13) = 13

d20 : (4) = 4

Damage - (D6, d6, d6, d6)

D6 : (5) = 5

d6 : (4) = 4

d6 : (5) = 5

d6 : (2) = 2

Jun 2, 2023 2:52 pm
OOC:
A solid hit for James, generating two more Momentum. For damage he does 4 damage plus 2 Effects, but the handgun doesn't have any applicable Effects.

@esidrix Would you like to spend the Two Momentum for increased damage, or bank them?
Jun 2, 2023 8:15 pm
OOC:
The revolver description says, 'Viscous' not sure if that's an Effect. Spend them on Extra damage.
Jun 3, 2023 2:05 am
OOC:
Ah, it dies but under the heating of Salvo which is an intimidating attack.

Suppressive Fire: A ranged weapon may be used to make a mental attack if you spend a use of the weapon’s ammo; spending this ammo makes the attack a salvo attack (see page 99). You make a normal attack with the weapon, but you inflict mental stress instead of physical stress, and the target reduces the stress inflicted by their Courage and Morale resistance instead of Armour and Cover.
Jun 3, 2023 2:09 am
James shoots the nearest one, that shot by Sabine and scrambling to get up off the ground.

Who goes next, @Esidrix? Choose a nazi or spend the two momentum in the team pool and choose a PC instead.

Status Table
Momentum: 2
Threat: 10

Nazi 1: 6/6 Stress (dead)
Nazi 2: 3/6 Stress (engaged by Irish)
Nazi 3: 2/6 Stress (shot by Dan)
Nazi 4: 0/6 Stress (in truck)

Georgi: 1/5 Stress

Truck body provides 3 cover (armor) to occupants.
Jun 3, 2023 6:37 am
OOC:
Nazi 4 can go. It'll be easier to shoot him once he's out of the truck ;)
Jun 3, 2023 3:14 pm
The soldier in the truck, gets out and sees the combat going on.

Sabine is in the lorry cab.
James is outside but behind the hood.
Dan is shooting out of the back with a SMG.
Irish is in hand to hand with one of them.

He fires his Geweher/Karabiner 43 rifle at Dan.
OOC:
Three successes plus the damage, totals 5 hits. Subtract 3 for cover, so Dan takes two Stress (less any Armor he had).
Sabine goes next.

Rolls

Rifle 10 - (2d10, 5d6)

2d10 : (41) = 5

5d6 : (63315) = 18

Reroll - (2d20)

(182) = 20

Jun 3, 2023 3:46 pm
OOC:
Sheet updated, he has 1 armor.
Jun 4, 2023 3:43 am
OOC:
Before Sabine goes, did that German just roll d10s instead of d20s?
Jun 4, 2023 2:15 pm
OOC:
Haha, he did. Rerolled, the two counts as 2 for him, so Dan takes one less stress from that last attack. @windyridge
Jun 4, 2023 2:49 pm
Qralloq says:
OOC:
Haha, he did. Rerolled, the two counts as 2 for him, so Dan takes one less stress from that last attack. @windyridge
He has no stress then. Sheet fixed.
Jun 4, 2023 5:09 pm
Qralloq says:
OOC:
Haha, he did. Rerolled, the two counts as 2 for him, so Dan takes one less stress from that last attack. @windyridge
Schweinhund!
Jun 4, 2023 5:31 pm
Struggling past Georgi, trying to get him to duck down out of the way, Sabine reloads her Walther and aims out the truck's window, using the door as cover as she draws a bead on one of the wounded German soldiers, steadies her iron sights, and fires -- shooting the man dead!
OOC:
I don't believe reloading is a Minor Action in this game, so Sabine's Minor Action is to Aim. That will allow her to reload one missed d20.

Coordination is 8, Fighting is 1, so shooting for 9 or less. If the range is Close, that's perfect for her gun and the Difficulty should be 1.

Two successes! Adding +1 to Momentum pool and Rolling damage... looks like loads of stress. Six? Is there any way to use the special effects?
Last edited June 4, 2023 5:35 pm

Rolls

Shooting! (8/1) - (1d20, 1d20)

1d20 : (9) = 9

1d20 : (5) = 5

Challenge Dice (5) - (1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (2) = 2

1d6 : (5) = 5

1d6 : (5) = 5

1d6 : (3) = 3

1d6 : (2) = 2

Jun 4, 2023 5:44 pm
OOC:
No, the special effects on handguns only apply to intimidation really. But 6 damage is enough to take a wounded one out. Pick one to die, nazi 2 or nazi 3, and choose who goes next. Or for two momentum, choose a PC instead.
Jun 5, 2023 3:36 am
OOC:
Wasn't risking shooting the one mixed up with Irish. So the other one (3), whom Dan had already shot.

Next up, Nazi 2, who is fighting Irish. Unless Irish seizes the init by spending Momentum or giving the GM Threat... (Hint!)

KCC

Jun 6, 2023 9:51 am
"Kraut bastard!" Irish shouts, as he puts a hand to the injury left behind from the shot. Blood starts to seep through his fingers.

He brings the saber up in a cruel arc, and cuts down into the German.
OOC:
One wonders if you can ‘Aim’ a melee attack!
OOC:
Major Action: Attack (Agility + Fighting)
I have focuses in Close Quarters and Melee Weapons.

And I have this:

They Don’t Like It Up Em:
When the fighting gets up close and personal, you’re an expert with cold steel, scattering enemies with your irresistible charges. When you move into Reach of an enemy and make a melee attack, the first bonus d20 you buy for that attack is free, and if successful your target is knocked prone.

Saber looks like this:
Sabre Melee Weapons 3 Piercing 1 Major Parrying 2

Rolls

Agility 11, Fighting 5 (Two focuses) - (2d20)

(145) = 19

They Don’t Like It Up Em - (1d20)

(12) = 12

Jun 6, 2023 2:40 pm
That's four successes, so three that can be spent or added to the Team Pool..

Say how you'll spend the extra successes and roll your damage dice, 5d6. Three damage will end him.

KCC

Jun 6, 2023 2:45 pm
OOC:
Add them to the pool!

DIIIIIE!

Rolls

5d6

(35132) = 14

Jun 6, 2023 11:46 pm
OOC:
5 damage, plus 3 in the pool. Perfect. 1=1,2=2,5=1+Effect, the sabre has the effect of Vicious 1, so +1 damage, for a total of 5. Less two Armor, and you've caused 3 Stress. The nazi is now at 6/6 stress so suffers an injury, and as a mook, goes down.
The fourth nazi in the truck is going to surrender. But in the way of villains, when he thinks you're not looking, snatches up a gun, and you collectively shoot him into oblivion.

COMBAT IS OVER

Status Table
Momentum: 4
Threat: 10

Nazi 1: 6/6 Stress (dead)
Nazi 2: 3/6 Stress (dead)
Nazi 3: 2/6 Stress (dead)
Nazi 4: 0/6 Stress (in truck - dead by GM fiat)

Georgi: 1/5 Stress

Truck body provides 3 cover (armor) to occupants.
Jun 7, 2023 2:03 am
"Well doesn't it figure that a nazi scum would do that? Surrender and then do the sneaky thing. But you know what? It's for the best because we don't have to worry about him stabbing us in the back later. Boy, we showed 'em, didn't we?"

Dan turns to Irish then. "We need to get you fixed up. Anyone got something to wrap around his wound?"
Jun 7, 2023 4:20 am
Sabine tucks her pistol away, rushes from the truck’s cab to grab her medical bag from the back, and moves to have a look at and treat Irish’s injuries. Disinfectant is swabbed into the wound as she cleans it, tutting the man if he flinches from her expert touch, and she voices, "We do not have much time! Other Germans will have heard the gunfire… Mr. Swann, Mr. Gregg — pull the uniforms and kits off those men. They might come in handy!"
OOC:
First Aid is one of the things Sabine is best at. Coordination [8] + Medicine [2], with a Focus on First Aid, and she’s using one use of a medkit to knock the difficulty down to 1 from 2. Having the GM add two Threat to the pool for one extra d20.

Edit: Believe the single success is enough?
Last edited June 7, 2023 4:22 am

Rolls

First Aid (8/2) - (1d20, 1d20, 1d20)

1d20 : (18) = 18

1d20 : (8) = 8

1d20 : (16) = 16

Jun 7, 2023 7:55 am
Swann holsters his pistol and moves around the truck to the bodies. "Gregg, let's toss them in their truck, then we can stash the truck."

KCC

Jun 7, 2023 9:38 am
Irish winces but doesn’t complain as the chemicals sting his open flesh.

"Sounds… about right!" he says, through gritted teeth. "What say we wait for more to show up, and give them the same treatment?!"

He looks to the abandoned German truck then, too:

"Don’t suppose they’ll have some intel?"
Jun 7, 2023 5:29 pm
"I'll go one better, Irish. Why don't we see if we can fit into any of the uniforms and take the truck too!"
Jun 7, 2023 10:52 pm
Quote:
A treated injury no longer imposes an increase in complication range and won’t be a problem as often (a broken leg in a splint may still be a hindrance, but not as much as if the leg wasn’t splinted), but it still counts as an injury in every other sense, and complications later could cause a treated injury to worsen (as stitches tear and wounds reopen).
OOC:
Irish will still be injured, stitches will need time to heal, but he won't suffer an increase in the complicatingon range now.

KCC

Jun 8, 2023 5:53 am
"Bastard got me good, didn’t he? Bollocks. Serves me right for rushing him like that."

Irish nods and grits his teeth when Dan comes up with the plan:

"Aye… shit. A convoy."
Jun 8, 2023 4:20 pm
Finishing with the wound, Sabine lifts an eyebrow when there’s talk of waiting to ambush whatever reinforcements come, and of stealing the Opel truck. "We ‘ave a mission, non? We cannot forget this."
OOC:
Them’s some kind of weird and fuzzy first aid / treatment rules…
Jun 8, 2023 8:58 pm
"Yep. Awirght. You in Sister? Ready James?" Now that there was a plan, Dan was anxious to get the show on the road, literally.

"You'll be awright, Irish. We got your back."
Jun 9, 2023 3:36 am
You strip the guards of weapons, and toss the bodies in the back of the truck.

Following the encounter with the Germans Georgi becomes increasingly agitated, swearing under his breath about the Romanian leadership allowing "thugs and vandals" into his homeland. You load up into his lorry to put some distance between you and the killing zone.

He begins to push the lorry harder and faster even as the road becomes rougher, making the ride uncomfortable and jarring. After several hours, and no sign of pursuit, the road begins to climb steeply upwards and the team get a clear glimpse of the mountains rising in the distance, their tops shrouded by dark clouds.

Georgi is explaining that Deva is another thirty miles away when there is a loud crack from under the passenger side of the lorry and it begins to skid, with the rear end sliding around and threatening to tip over. Georgi fights with the wheel to bring the lorry under control. but

Those riding in the back must make an Agility + Athletics test with a difficulty of 1 or take 2 stress as you are thrown around into the piles of scrap metal.
Jun 9, 2023 12:20 pm
"Easy there Georgi, I think we're clear of them. Let's slow it down before..." Oh bother.
Jun 9, 2023 3:39 pm
OOC:
If you want to have stolen the Opel truck, then that's fine, include that as a done deal.
Jun 9, 2023 4:04 pm
OOC:
Who is in the Opel? Dan and Irish ?

KCC

Jun 10, 2023 3:11 am
OOC:
Sure! I can go along with that! Would you like a roll from us too, DM?
"What the feck is he at up th… Shit!" Irish shouts, watching from the front seat of the vehicle behind.
Jun 10, 2023 4:53 am
OOC:
Is anyone in the rear of the original truck now, if we've also taken the Opel?
Jun 10, 2023 4:55 pm
OOC:
If you took the Opel, no there would not be anyone in the back, in danger of shifting scrap metal.
Jun 11, 2023 5:43 pm
"Good thing we brought the Krautmobile with us, huh, Irish?" It is indeed fortuitous if Georgi's truck ends up undrivable.

KCC

Jun 12, 2023 12:59 pm
Irish brings the German vehicle to a sudden stop, and throws open the door.

"We might be going for a walk otherwise." he responds, as he climbs out of the truck.

He crosses to the other vehicle:

"Are ye alright? Feck sake, man!"
Jun 12, 2023 6:15 pm
Examining the lorry, it appears that the axle is broken. Georgi indicates that there might be parts to fix the axle in the scrap in the back.
OOC:
Do you want to stay and help him, or proceed on the mission with the Opel? He would likely need extra hands to do it, but he could also leave the lorry here and fetch help himself.
Jun 13, 2023 1:04 am
OOC:
Would we know how to find the drop-off location without him? Maybe with a map and a roll?
Jun 13, 2023 3:10 am
OOC:
You could drop him off at the village near the trailhead. But either way, he can give you reliable directions.

KCC

Jun 13, 2023 5:28 am
Irish gathers the others around in a huddle, as Georgi examines the car:

"You’ve heard what they do when a German soldier gets killed?"

Retribution…

"We leave him here and they come looking for their missing men…"

He lets the thought finish itself.

"Lets get him sorted and they go our separate ways. What do ye think?"
Jun 13, 2023 11:42 am
"Good enough Irish, he's more likely to be picked up on foot than if we get him moving again. With two trucks, we can go ahead and split up." Swann looks to Dan, "Looks like we'll be following your lead here, what do we need to get him rolling again?"
Jun 13, 2023 3:07 pm
"Agreed. We can't leave him. Let's get 'er fixed up and then we can split. Let's take a look-see in the back of the truck and figure out what we can use."

Dan heads to the back of the truck and starts rummaging around.

"Uh-huh, uh-huh, good." He emerges with some tools and shimmies under the truck and slides under the broken axle.
Jun 13, 2023 7:31 pm
Repairing the axle can be managed using spare parts from the back of the lorry. It is an extended Engineering + Reason test with a magnitude of 3. The three breakthroughs for the task are:
¤ Locating the correct spare parts from the piles in the back of the lorry,
¤ removing the broken section of the axle, and
¤ fitting the new parts.
It is not an easy repair and will take several hours.
Extended Tests
These are the same as combat. Consider each breakthrough to have 5 Stress, which you need to defeat in order to achieve the Breakthrough.

So there are three stress pools to beat, each with 5 Stress.
1) Skill Test : Engineering + Reason vs D1 (one success required to move to step 2)
2) Margin: roll 6d6 (base 4d6 + Dan gains +2 for Reason of 10)

Notes: Dan has spare parts in his Mechanics Tools he can spend before a roll for bonus d20s. The Mechanics Tools will also grant Piercing 1 on the Margin roll (so 5s and 6s rolled will generate bonus successes).
Jun 13, 2023 11:46 pm
Sliding back out from underneath the truck he says, "Or we can take him with us given that it's going to take a few hours to fix this thing presuming I do fix it, and being the ace mechanic I am I probably will. But we will lose valuable time. I want buy-in from you all before I start this job. Everyone ok with the repair?"
Last edited June 14, 2023 2:18 am

KCC

Jun 14, 2023 9:42 am
"Shit a brick." Irish whistles, as he suddenly feels awfully exposed out here.

"He risked his bollocks for us. Least we can do is make sure he’s alright."

The large man nods his agreement.

"Can’t you strip the Kraut truck for parts? Would that speed things up?"
OOC:
I’m sure Q will make us regret the kindness later on!
Last edited June 14, 2023 9:43 am
Jun 15, 2023 2:11 am
It will stay take many hours to effect the repairs.

Georgi gets nervous. "Just take me with you to Deva, drop me off there. I'll find what I need and get it fixed. This is Romania, we do things like that all the time, and make do more often than not."

Carrying on...

You reach the picturesque town of Deva in mid afternoon, and hide the Opel in a copse of thick trees. Georgi offers to keep watch for Germans while you sleep in the local boarding house, so you can begin your hike at dawn.

"I'll come to this spot every day at 6am and wait until sunrise, which is at 7:30. Then again every evening from dusk at 5:30 and stay for one hour."
Jun 15, 2023 5:52 am
Sabine is shaking her head after peeking under the truck herself to see the state of the axel. The woman is surprisingly handy and mechanically-minded, being the one at the nunnery who knew how to drive the truck, fix the boiler, and all manner of other hands-on activities.

"There is no time," she is saying as Georgi makes a similar statement.
At Deva, Sabine tries to get some rest, to better treat Irish's injuries, and make final preparations for their long hike. She insists that they post a watch looking for Germans coming into town, and is ready to go the next morning if their rest is uninterrupted.
Jun 15, 2023 12:21 pm
James agrees, better to put some distance between us, rather than waiting for the Nazi's to change shifts and come looking for the missing guards.

KCC

Jun 15, 2023 12:47 pm
Windyridge says:
"Good thing we brought the Krautmobile with us, huh, Irish?"
A death sentence to every person in this town, if the Krauts came across it and came to the wrong conclusion…

"I’m alright. I’m alright. I’ll just let the air at it while we walk!" Irish says, trying to make light of his injury. He’d live, for another while at least.

"We ready for what comes next? No last minute nerves or anything?" he asks the others when they have a moment of peace.
Jun 15, 2023 2:00 pm
Dan stands up brushing the dirt from his clothes and nods. "Yeah we shouldn't waste the time." He had looked forward to showing off his prowess as a mechanic but it was risky and he preferred to get the show on the road.

"Nerves? Naah," he says to Irish later when they arrive in Deva, "But I could use some kip. Isn't that what you guys call it? I was stationed with a few ... ah never mind. I need some rest before I pass out on my feet. You'll be alright with a bit of rest, Irish."

Dan finds a bed in the rooming house and collapses into a deep sleep.
Jun 15, 2023 3:15 pm
Dawn arrives the next morning crisp and bright. The team, having slept fitfully, must now prepare themselves for a hike up a mountain trail to the old mining village of Zaltna. Georgi has little advice to offer here but wishes you the "Best of luck for their mission," and promises to see them soon. You engage in a hearty Romanian breakfast, fill your canteens, and get ready to go.

The path winds higher and higher into the mountains in curves and spirals to match the terrain. The ground is cold, hard, and unyielding. You see the occasional goat grazing on near-vertical scrubland and birds circle overhead making mournful crowing noises.

After five or six hours you spot a small stone cottage in the distance and, rounding a corner, will see the small village huddled behind a peak like a clump of mushrooms at the base of a tree.

This must be Zaltna, but is this village occupied? Is it friendly?

Rolls

Secret Roll

Jun 16, 2023 11:29 am
"Ok, none of us are wet behind the ears here. Let's spread out and take a watch, we'll give it a few minutes to check for activity. There's bound to be someone moving around or a fire burning in one of these. If anyone's here, that is."

Swann moves to some bushes and settles in for recon.
Jun 16, 2023 2:18 pm
After watching for a time, say twenty minutes, it appears that the village is deserted. Each of the ten or so small cottages has a vegetable garden at the back and chickens and goats can be seen dotted about.

Just as you're about to proceed, an old man can be seen emerging from a shed behind a cottage. Continued observation indicates there seems to be no German presence here. One or two elderly ladies can be spotted emerging to collect firewood from stacks beside the cottage or to fetch water from a pump at the centre of the village.
Jun 17, 2023 2:32 am
"It's just an old man going about his business. The village seems quiet. I doubt he is the only person here though. It seems a little funny. Should we watch and wait awhile longer or should one of us approach him? The rest can cover whoever goes down there."
Jun 17, 2023 5:03 am
"If we let them know we're 'ere, or especially who we are, we may put them all in danger," Sabine says from their observation point. "But... they may 'ave seen the zeppelin, non? They may even know where it is based."

Shrugging, she adds, "I think we should talk to them."
Last edited June 17, 2023 5:04 am

KCC

Jun 17, 2023 1:11 pm
"We all turn up at their door, they’re just as likely to fall down with a heart attack. Now’s the chance to pick up the lingo, Gregg!"

Irish drops his pack in the dirt, and puts a tentative hand to his wound.

"Big lad like me will only scare them. I’ll keep watch for our friends."

And by friends, he meant sworn enemies.
Last edited June 17, 2023 1:12 pm
Jun 17, 2023 9:05 pm
"I agree Sister. So Irish you're gonna keep your eyes peeled while we go have a chat with the old geezer? He won't feel too threatened with Sister Sabine along. Maybe James will stay too or come too, or is that too many people? We don't want the guy to be frightened."

Dan squints in the direction of the old man, trying to make out any details about him or the surroundings.
Last edited June 17, 2023 9:05 pm
Jun 17, 2023 11:00 pm
"I'll stay here with Irish. We don't want to alarm them and if they are alarmed, I'd rather they not know all of us. "

Swann readies his Sten and settles in near Irish to see how this plays out.
Jun 18, 2023 3:43 am
Once it's all agreed, Sabine nods at Swann and Irish before making her way into the village proper with Dan Gregg.

"What will our story be?" she asks the American as they approach. "'Opefully they know English, French, or German. Otherwise we will 'ave a 'ard time."
OOC:
Presuming we are going in 'light' -- no longarms. She'll got her pistol in her pocket. Can we make an Observation test here to see if anything looks out of sorts, ID the best folks to try talking to, etc.?
Last edited June 18, 2023 4:09 am

KCC

Jun 18, 2023 7:15 am
"Aye, good idea." Irish says, as the emissaries drop their larger weapons. In truth, Irish was going to ask for a long weapon, armed as he was for close quarters.

"Nice bit of kit." he says appreciating the weapon.
Irish trains the gun on each of the houses in turn, wondering if they were hiding Germans. Then he turns, and checks the variety of approaches a group of troops might make.

"Odds on this lot being in cahoots with Jerry?"
Last edited June 18, 2023 7:15 am
Jun 18, 2023 1:56 pm
"I'd say low odds they're on the same team, but if the villagers are more afraid of Jerry than us, it'll be the same result."

Swann keeps his eyes up and watching the long view, while Irish peers house to house.
Jun 18, 2023 3:29 pm
"Fair enough," he says to the others that decide to remain behind. Dan keeps his handgun and his thumb knife, giving his machine gun to Irish, and then ponders Sabine's question.

"Our story. Hmm. Maybe the truth because I don't see any other reason we would be in this neck of the woods. Or at least something close to it. Or maybe we are just hunting jerries which isn't a complete lie. You got any brighter ideas, sister?"
Jun 19, 2023 6:47 am
"Maybe we don't 'ave to be quite so... upfront," the former nun says to Gregg. "We could tell them our truck broke down and that we are looking for repairs. If it seems prudent, we could bring up the subject of the Germans, and 'ow they feel about them. Oui?"

KCC

Jun 19, 2023 9:47 am
Satisfied for the moment that a troop of Germans wasn’t about to spill out of the houses, Irish loosens the tension in his body a bit.

He points to the diplomats on their way to make first contact, and asks his foxhole-mate:

"What do you make of them then? Reckon they can put a bullet through a man if it comes to it?"

How about a turncoat villager?…
Jun 19, 2023 11:15 am
Swann smiles at the attempt for small talk. Hopefully it means Irish isn't worried about his wound.

"I don't know if Gregg is good at killing villagers, he did fine with that patrol. But I've no doubt that if the good Sister feels someone needs to leave this world to speak to God, she won't hesitate to send them on the way."

KCC

Jun 19, 2023 11:20 am
"Some of the lads reckon this…"

Meaning the war, he continues:

"… will be the end of the world. We’re gonna blow ourselves to kingdom come.

Reckon she might not mind that one bit. Armageddon and all that. Book of Revelations or something, isn’t it?"
Jun 19, 2023 11:26 am
"I wouldn't worry too much about that, people been killing each other for a long time. The world is still here. I'd be more concerned with what these occult nutters from Nachtwolfe are about. That's the stuff that could end the world in a meaningful way."
Jun 19, 2023 1:58 pm
I've missed a clue. Are Sabine and Dan entering the village then while James and Irish cover?
Jun 19, 2023 3:34 pm
"But that is the truth, sister." Dan couldn't resist being a bit of a smartass now and then.

"Yeah we could get a feel for whether we should ask about the Jerries while we talk with them. Alright, let's get going."
Jun 20, 2023 7:23 am
OOC:
Q — yep, exactly. We’re going in without long arms, pretending our truck has broken down and they were the closest village…

KCC

Jun 20, 2023 11:56 am
"That’s the thing though, ain’t it? They ain’t always had the occult stuff. Sticks and stones is all well and good. But who knows what we’ll find in some hole out here.

Or maybe they have always had it. And we’re just the next in a long line of lads sent to punch it in the nose. Spose it don’t matter one way or the other."
Jun 20, 2023 3:24 pm
As the advance team enters the village they can sense that they are being watched. Eventually, a grizzled, grey-haired, bear of a man will emerge from a cottage door and approach the newcomers. Obviously a powerful man in his younger days, he carries himself with confidence, despite being at least seventy.

He will introduce himself in Romanian but will switch to German when you do not seem to understand him, not that that helps.

The man’s name appears to be Darius.
Jun 21, 2023 3:56 pm
"Hey, sister? You feel like someone's eyes are stabbing you in the back of your neck? 'Cause I sure do." Dan even wipes a hand across the back of his neck in an attempt to banish the feeling.

"Oh, look. Here's the old man now. Alright, remember the story." Dan tries to amble along casually, his demeanor friendly.

"Hallo." Dan smiles warmly or at least he tries to and hopes the man can communicate with them.
Jun 21, 2023 5:14 pm
He only appears to speak Romanian and German. He's unabashedly suspicious of you two, but then indicates you could follow. He'll walk bedside you rather than lead with his back to you, and gestures at the house he came from. He might be offering beer, soldiers always know the word for beer in local languages, right?
Jun 21, 2023 7:32 pm
Dan follows the man's cues but suddenly has an idea.

He didn't want to rummage in his pockets and scare the already untrusting man but who didn't like chocolate, especially in these times of scarcity.

On the off chance he might know the word he asks while miming eating, "Chocolate ...er ... Chocolat? Mhmm, yum. He didn't know the word in German.
Jun 22, 2023 1:39 am
"Schokolade? Nein, ich habe keine Schokolade. Bier."

He looks over Sabine, appreciative of what a handsome woman she is, in a sort of aesthetic way.

He stops at one hut, and a tiny bird-like woman on about 70 comes out, suspicious. They speak rapidly in Romanian and she says in rough but passing English, "My friend Darius says he invite you to home his to warm up. I am Ihrin."
Jun 22, 2023 11:46 am
Watching the scene from a distance, Swann's relieved to see they appear to be talking.

"Well Irish, it's too early for cigars, but at least we're not shooting."

KCC

Jun 22, 2023 1:22 pm
"Aye, they’re speaking at least. But speaking what? About what? Or who?"

Irish was trying not to itch, but he hated these parts of the mission. The not knowing what was happening, nor why they’d been sent out minus an interpreter!
Jun 23, 2023 2:46 pm
Dan is very aware of how the old man's eyes drift over Sabine which serves to raise his hackles a bit. It puts him on notice though despite the man's advanced age.

Relieved when the friendly old woman comes out to greet them and delighted that she speaks some form of English he smiles and greet her.

"That would be great ma'am. I'm as cold as a block of ice at the moment. I am Dan and this is Sister Sabine."
Jun 23, 2023 8:27 pm
You enter the home and are given a spot by the hearth. Darius puts on some dry wood to warm up the place and then hangs a kettle from an iron hook over the growing flames.

Ihrin sits herself, and asks, "What brings you to Jaltna? You working with the Germans?" She's suspicious of you, and from the way she says it, even more suspicious of the Germans, and unlikely to tell you much until she's convinced you're not a kraut.
Jun 23, 2023 9:44 pm
"Hell no ma'am. Uh sorry. Didn't mean to curse."

He was a coarse man, but he did try to be polite when it was called for. "We hate the Kraut's just as much as you do, so no we don't work with those bastards. Anyway, our truck broke down and we'd like to have it repaired. Know a place or maybe you have some tools you could lend us?"

Dan nears the fire and rubs his cold hands together. "That's much better. I can feel my hands now."

So not sympathetic to the Germans then, Dan thinks. Give it some time. I might probe a little about troop whereabouts and such. See what sister can draw out of them.
Jun 24, 2023 12:19 am
Sabine exchanges smiles and pleasantries with both Darius and Ihrin, following them inside, deciding to not correct Dan regarding her association with the sisterhood. In fact she plays to it slightly, tugging her headscarf up to emphasize the American’s comment. If she notes the Romanian man’s looks at her, she does not show it, and instead chooses to be as genial as she can until the discussion turns to the Germans. She was not planning to be as open as Dan is about how they feel about the Germans, but the man puts it all on the table before she can stop him. Placing a restraining hand on the soldier’s arm, she speaks to their hosts in German.

"Wir wollen hier keinen Ärger machen. Wir brauchen nur etwas Hilfe bei der Reparatur unseres LKWs. Und wenn deutsche Soldaten in der Nähe sind ... sagen Sie ihnen bitte nicht, dass Sie uns gesehen haben."
OOC:
Sorry for the delay. She’s saying…
Quote:
We do not mean to cause trouble here. We only need some help in repairing our truck. And if there are German soldiers nearby... please, do not tell them you saw us.
Last edited June 24, 2023 12:20 am
Jun 24, 2023 12:30 am
OOC:
As they're suspicious, this will take an Insight + Persuasion test, difficulty 2, to convince them you're who you say you are.

No current Momentum, but if you wish to have one attempt to assist (Sabine has the better stats for this test), then here are those rules:

If the situation allows, characters can work together as a team when attempting a skill test, with one character acting as the leader, and the others as assistants. To assist with a skill test, you must describe how you are assisting the skill test’s leader. If the gamemaster agrees, then you roll only 1d20, using your own attribute + skill target number, and your own focus (if any). So long as the leader generates at least one success, then you add your successes to theirs. You can still generate complications as normal.
Jun 24, 2023 8:27 am
OOC:
Letting Dan roll his help first, to see if I need to use some resources to pass. How much Momentum do we have? (And are we tracking that somewhere I’m forgetting?)

Lastly, is there some way for Sabine to leverage formerly being a sister? Are there signs of them being religious in the house, etc.? I’m thinking of tapping her "Crisis of Faith" Truth to lower the difficulty if it makes sense to do so.
Jun 24, 2023 12:17 pm
OOC:
Momentum depletes at one per scene, I believe this is the second scene since the combat, so you do have 2 left.

There are no real religious signs, other than a cross hanging near the door.
Status Table
Momentum: 2
Threat: 12

Jun 24, 2023 4:19 pm
Dan notes the arm grip, but that's Dan. Tends to talk first and think later. He hated the Germans and by golly wasn't he going to hide it. He was convinced that sharing their sentiments would help the couple open up to them.
Last edited June 24, 2023 4:51 pm

Rolls

Insight 9 (helping), Observation 3 (instincts) - (1d20)

(7) = 7

1d20

(10) = 10

bonus die from 2 successes, Insight 9, Persuasion - (1d20, 2d20)

1d20 : (4) = 4

2d20 : (715) = 22

Jun 24, 2023 4:56 pm
OOC:
Offline I suggested to Windyridge that if she succeeded on an Insight+ Observation(Instincts) D2 test, I'd give her a bonus die to the Insight+Persuasion roll to assist Sister Sabine. She did get the D2, and then achieved two successes to assist Sabine. So if Sabine gets even one success, those two will be added to her own, and she'll meet the D2 threshold to convince the old people that you're not German spies.
Jun 24, 2023 9:20 pm
OOC:
Insight (10) + Persuasion Test (1), D2. Spending one point of Momentum for an extra d20. Speaking of such things, I think the Assist action Dan is taking is limited to 1d20, no? What was the bonus die for?

Edit: Two successes, so that’s a total of either 3 or 4 — put all the extras to Momentum, please.
Last edited June 24, 2023 9:21 pm

Rolls

Insight (10) + Persuasion (1) - (1d20, 1d20, 1d20)

1d20 : (2) = 2

1d20 : (8) = 8

1d20 : (16) = 16

Jun 24, 2023 9:49 pm
OOC:
ah yes, I asked her to roll one too many. Taking the first dice dropped, that's four total successes.
As you talk, Darius finishes making tea for all of you and sits to discuss things. Their suspicions of you quickly vanish.

Darius and Ihrin tell you the following, with Ihrin translating Darius' German into English:

Zaltna is a tiny village and only remains populated at all because of the stubbornness of the locals and a single small silver mine that remains workable. Two hundred years ago the area was dotted with mining villages like this but over time the mines were exhausted and now the whole area is virtually wilderness.

Ten days ago, a huge airship with glowing blue lights underneath it passed over the mountains to the north.

Two days after that, eight German soldiers entered the village, gathered the men and women of working age and recruited them to work at the ruins of the old castle. They claimed it was part of an archaeological dig. Most of the villagers didn’t believe this story but accepted the offer anyway as the promised pay was very good. Of the forty inhabitants of the village, only seventeen currently remain, mostly the elderly, a nursing mother, and a few children.

None of those who joined the working party has returned. A young man named Edy, who declined the offer, went to investigate a week later but he also has failed to return.

Having had no news about their friends and family Darius and Ihrin are nervous.

Status Table
Momentum: 3
Threat: 12

KCC

Jun 25, 2023 11:51 am
"Shite. What’s keeping them? Maybe we ought to move in and make sure everything’s alright?" the man sticks the nail of his thumb between his teeth and starts chewing. The taste of the dirt beneath the nail doesn’t seem to bother him in the slightest.
Jun 25, 2023 2:40 pm
For the sake of gameplay, at some point, Sabine and Dan have realized there is no German threat in this town, and have fetched Irish and James.

Let's have the four of you together inside Darius' hut.
Jun 25, 2023 11:47 pm
Minutes Later…

"So we must also try and find out what they ‘ave done with the villagers," the former nun finishes explaining to her fellows, who have also come into the hut…
Jun 26, 2023 1:30 am
"Forced them to do their dirty work no doubt. I shudder to think what," Dan says almost visibly shivering at the thought.

"Yes, we need to find out what they've done with them." Turning to Ihrin and Darius he asks, Have you seen the airship at any other time and if so did it head in any other direction?"
Jun 26, 2023 2:10 am
They have not seen the airship since that time.

KCC

Jun 26, 2023 4:19 am
The mission had just become that more complicated. Not only had they to capture or destroy the German weapon, but they also had to ferry possibly wounded or starving villagers back down the mountain.

"Christ. The bastards aren’t planning on making it easy for us, are they? Give us the names of some of your men. We’ll see if we can’t break them out.

How far did they travel, do you reckon? Could you place it on a map?"
Jun 26, 2023 11:25 am
"Shouldn't be to hard to find, castles have a way of sticking out." Not to mention, be huge and hard to guard. That should work in the teams favor. Old castles are usually riddled with sally ports, not to mention old walls that crumble if your not careful.

KCC

Jun 26, 2023 11:33 am
OOC:
Swann planning a breach via the garderobe, perhaps?
Jun 26, 2023 4:10 pm
Darius says that there is also a hunting trail that he remembers, which winds around the side of the mountains to a small cave that he used as a camp in the past. Darius can sketch a rough map for the team showing the location of the castle, the cave, and the paths that can be used to approach it.

Ihrin says, "If you want to know more about the castle, you should speak to Mother Miroiu, the oldest woman in the village and a collector of stories."
Jun 26, 2023 4:28 pm
"Mother Miroiu, huh? How would we go about finding her in the village? Would she be open to talking to us?"
Jun 26, 2023 5:01 pm
Ihrin indicates Darius, "He can take you. She's a few doors down. She lives to tell stories, so she will be glad of the audience."
Jun 26, 2023 8:10 pm
"That works for me. How about you come with so we appear less threatening?" he asks Sabine. It seems like a stroke of luck to meet someone willing to talk happily. "Or if you can put in a good word, we could all go. The more ears the better as long as we don't overwhelm the woman."
Jun 26, 2023 9:17 pm
Darius, with Ihrin accompanying, will lead the team to another cottage where they will be introduced to a very elderly, frail woman, bundled under a thick layer of blankets. She is almost blind, but when Darius explains that he has brought some visitors who wish to hear her stories her wrinkled face becomes animated, and she begins to talk in rapid Romanian. Ihrin will translate the story for the team.

THE FALL OF CASTEL PIATRA ALBASTRA

Three Hundred years ago this area was prosperous and happy. The people tended their flocks and mined silver from the ground. The local lords were just and fair. The old Baron died, and his son became the new ruler. People say that he was a sorcerer who used magical stones to make himself powerful and that he had killed his father to claim a treasure that was found beneath the castle. The new Baron hired workers to dig a new mine directly below the castle itself. The people continued to tend their flocks, to mine their silver and life went on as normal, but as the years passed, the Baron became cruel and selfish. The miners would speak of how he was always pushing them to dig deeper and deeper below the castle, but they found no silver, no gold and they begged the Baron to allow them to return to their own mines where there was wealth to be found. The Baron refused.

Then one day a miner came staggering into the nearest village clutching a handful of sapphires to his chest and muttering "he killed them, he killed them all." Half mad with fear and exhaustion the miner collapsed and was cared for by the villagers. That night the Baron came. Some say that the miners must have dug too deep, that they had pierced the walls of hell itself, for the Baron came with an army of demons at his back. Crazed he was, thirsting for vengeance against those he called thieves and traitors. His demons laid waste to the village and when the sun rose the following morning, nothing remained but a few smouldering ruins.

The other villages heard of the Baron’s assault from those few poor souls who managed to flee his wrath. The men gathered, arming themselves with whatever weapons they could find. Together they marched on the castle to hold the Baron to account. As the men approached, they cried out in terror at the sight, for from the walls were hung the bodies of those miners who had toiled so long in the Baron’s mines. The Baron himself stood atop the gatehouse and called down to the assembled villagers. He said it was not he who had brought the demons to their lands; that he was seeking the weapons he needed to defeat them. The men below did not believe the Baron and they began to attack the castle gate, hammering at it with axe and pick whilst the Baron pleaded with them to leave for their own good.

As the villagers continued their assault black clouds began to swirl in the sky, forming a dark spiral centred on the castle. The Baron retreated from the walls, disappearing within the castle. The villagers became afraid, fearing dark magic at work. A susurration began, a chittering from the stones themselves. The villagers clutched their heads in pain as the voices of a thousand demons sought to claim their souls. Some fled, others were driven into an animalistic rage and fell upon their friends in a wild frenzy. Still the clouds circled, and the sky turned black. An echoing scream reverberated across the valley, a bolt of lightning erupted from the castle and into the blackened sky. The azure light could be seen for miles and time seemed to stop. Then a silent explosion tore the castle apart, sending a shockwave across the valley, flattening everything in its path. The remaining villagers were torn limb from limb and even those who had already fled to higher ground were deafened by the blast and pelted with debris.

In the days after the event men from the villages returned to the site of the castle to recover the remains of the dead and attempt to find some reason for the disaster. The castle was almost completely collapsed in upon itself as if swallowed by some great beast from beneath. The stories say that those who tried to explore the flame-scarred ruins went mad, some of the men took their own lives, others attacked their families, following the orders of the dead Baron, who commanded them from beyond the grave. From that time until now we have avoided the whole of the valley, it is a cursed place and no good will ever come of unearthing the secrets of the past


Her story told, Mother Miroui becomes tired and ask everyone to leave her. Darius invites you to stay in the home of his son for the night if they wish. His son, Codrin, and wife, Helena, both joined the working party, and their house is currently empty.
Jun 26, 2023 9:37 pm
When they leave Dan mutters out loud, "I wonder if the Germans are looking for those sapphires. They don't want to risk going mad themselves so why not sacrifice a few young men. Bastards. Either that or demons or God knows what."
Jun 27, 2023 12:32 am
In the House

Inside, Sabine sits with the old woman as she talks, comforting her as best she can, variably holding her hand, straightening her bedclothes, and mopping her brow, cheeks and chin with a damp cloth. The former nun cannot forget her calling as the woman recounts REDUNKULOUS amounts of details, and she finds herself feeling badly for the enormous amount of translation that Ihrin has to to.

When the story is done, Sabine thanks the ancient women, then does everything she can to make her comfortable, and to help with her plight. The Frenchwoman has a real appreciation for the elderly, for the wisdom and knowledge they gather, and for the fact that their descendants often ignore their advice.
OOC:
Is there anything Sabine can do, medical-wise, to help the woman? She has the Lifesaver Talent, and Focuses in both First Aid and Infectious Diseases… and she has a medical kit with DRUGS.

Edit: maybe Reason or Instinct + Medicine? Would be the same number in both cases. Spending one Momentum for an extra die.
Results: one success, unless it *is* an infection, in which case her focus would mean that’s two!

Outside

Outside, in English with her voice lowered, she agrees with Dan. "Oui. Just the kinds of horrific things that monsters like those in the Cult of the Black Sun, of the Nachtwölfe, would be interested in. After resting, we should lose no time in the morning going after them."
Last edited June 27, 2023 1:56 am

Rolls

Reason (10) or Instinct (10) + Medicine (2) - (1d20, 1d20, 1d20)

1d20 : (19) = 19

1d20 : (1) = 1

1d20 : (13) = 13

Jun 27, 2023 1:13 am
OOC:
I'm happy to have you make a medical roll. A D1 will help ease a temporary ailment, a D2 and I'll be able to treat a lingering infection.

KCC

Jun 27, 2023 10:20 am
"And if there’s a great big army of demons, and lightning, and a nice, big, undead baron to deal with?" Irish asks, as the others are gathered outside.
Jun 27, 2023 10:43 am
Sabine lifts her delicate eyebrows slightly.

"Then we mark the site, find a crystal set and call for bombers, non?"

KCC

Jun 27, 2023 11:40 am
"Very sterile. Maybe it’s a man thing… wanting to test yourself against the bloody Baron and his freak show."
Jun 27, 2023 11:54 am
Swann smiles at Irish's enthusiasm, "It's actually a young man thing Irish, you tend to grow out of it. If you get older. Why do you think Churchill sits in a bunker ordering bombing raids? Adjusting his gear, more as a matter of habit than anything else.

"But I'm sure you get a chance test yourself before we get out of this.
Jun 27, 2023 1:53 pm
"What will we do in the meantime then before we head out tomorrow?"

As always Dan was antsy, especially now that they'd heard the woman's story. He was seething at the Germans even more than usual.

KCC

Jun 29, 2023 3:57 am
Irish wondered then if Churchill had ever carried a pack, or felt the wet sink into his boots on a march. Irish didn’t know…

"Spose we set up in one of the empty houses. Fill our bellies and keep a watch. Maybe it’s best we keep out of their way, case the Jerries come around."
Jun 29, 2023 4:48 am
Sabine nods at Irish when Dan shows his impatience. "Rest. It was a long day; we need to recover our strength and be ready for what tomorrow brings."

KCC

Jun 29, 2023 8:29 am
"Don’t suppose they’ve anything to drink. Bet they’ve got the strong stuff up this way. Homemade and all!"
Jun 29, 2023 2:01 pm
Darius will invite the group to stay in the home of his son for the night if they wish. His son, Codrin, and wife, Helena, both joined the working party, and their house is currently empty. You're given some hooch and you find things to cook and eat in Codrin's cellar.

The next morning, after you leave Jaltna...

The path Darius indicated is rocky but relatively clear, some signs indicate the recent passage of a horse and cart. The team wend their way around the side of the mountain until the village is well out of sight. A fork splits the path. The right fork is the main track into the valley where the ruins lie. The left fork will take you around the edge of the valley giving you access to the mountainside cave and providing a clear view of the valley itself.

The path is treacherous, with steep drops. Coarse spiky bushes have almost overgrown the path in places and in others fallen rocks and scree obscure it completely.

Make Agility + Survival tests with a difficulty of 1. Failure will result in taking 2 stress from falling.

Eventually, the team will climb over a rise and see the valley before them, some one hundred and fifty yards below. At the south-eastern edge dark coniferous trees are clumped together, becoming sparse as they spread northwest up the valley, following a small river. The ruins of the castle can be seen about a mile and a half to the north. The land surrounding the ruins, and for almost a mile around them, is almost completely devoid of plant life. A few hardy bushes cling to the sides of the two waterways but most of the ground is rocky and uneven with many small outcrops and depressions.

Almost directly north from their current position the team can see the objective of their mission. Floating completely motionless in the air almost exactly level with the agents is an enormous cigar-shaped Zeppelin. Even at this distance, they can make out three ball-shaped turrets along the side, another on top, and a small plane slung underneath the gondola.

Following the trail along the mountainside, the agents will find the cave mentioned by Darius. Extending 30 yards back into the cliff face its entrance is shielded from view by a twisted alder tree and the angle of elevation would make it almost invisible from the floor of the valley. There is no evidence that the cave has been visited recently.
Jun 29, 2023 4:21 pm
Dan takes Sister Sabine's advice to heart and sleeps like a log at Darius' son's house, having decided to leave any hooch they might find to the poor villagers. The next day he was glad for the restful sleep as the journey was a challenging one. But they found the prizes they sought.

"Shall we get rich on all the sapphires we are going to find?" It was a dumb question but Dan felt he needed to fill the air with some dialogue as was sometimes his way.

Rolls

Agility 8, Survival - (2d20)

(129) = 21

Jun 30, 2023 11:21 am
It's not often you get a house to stay in during a mission, hopefully it was a good sign for what's to come. Swann had been hiking trails most of his life and the mountains weren't much different. The desolate foliage around the castle implied the story of the castle might have some truth to it. By the look of that Zeppelin, the reports that brought them here are true as well.

Rolls

Agility 7, Survival 3 - (d20, d20)

d20 : (9) = 9

d20 : (6) = 6

Jun 30, 2023 4:31 pm
Sabine thanks the villagers sincerely before the group sets off, checking one last time on the old woman before departing, doing everything she can to help.

As they climb into the mountains, despite the packs they carry, the woman proves sure-footed and able to keep up with the men. Not an overly talkative person generally, she lets Dan fill the air with his ramblings as they walk, smiling at him and nodding or offering short responses when they are needed. When they reach the cave and the valley, the castle, and then the zeppelin come into view, her mind races with the options before them.

"What is the plan?" she asks a bit breathlessly, putting down her pack and rifle for a moment. "Does anyone ‘ave binoculars? We should search for lookouts, watch towers and such."
OOC:
Is anything visible on the field surrounding the castle? Like an encampment, vehicles, etc.? Is there a place where the dirigible can land?

Also, I think she just generated +1 Momentum.

Oh! And let’s do this:

Bizarre Insight: Your mind often shows you glimpses of things you couldn’t otherwise know. Once per scene, you may generate 1 Threat to Obtain Information (ask the GM a question) without passing a skill test.

Have 1 Threat, GM! What does Sabine glimpse / see / experience? I’m thinking cave, zeppelin, or castle-related… Edit — I see I need to ask a question. Where is the Eldritch energy concentrated in all that lies before her?
Last edited June 30, 2023 4:42 pm

Rolls

Agility (7) + Survival (1) - (1d20, 1d20)

1d20 : (8) = 8

1d20 : (5) = 5

Jun 30, 2023 7:20 pm
Dan slips during the home, and shudders some minor cuts and abrasions.

James and Sabine both do admirably, each generating a Momentum.

Sabine's instincts honed by experiences that leave her shivering in the night, tell her that the castle, visible at the end of the valley, is the largest source of Eldritch energy. From the team’s location, she can make out the ruins of the castle at the north end of the valley. They consist mostly of large, collapsed sections of stonework. There seems to be no activity at the site of the ruins themselves.

Insight + Observation tests can be made by the team to work out more details, but also time spent observing will give results.

Status Table
Momentum: 4
Threat: 13
Jun 30, 2023 7:46 pm
Then, under her breath, Sabine adds, "Dark things stir at the castle. Maybe… beneath it."
OOC:
Look at allllll that threat. We should wait for KCC as well, but I’d be for spending a little time observing before just moving out.
Jun 30, 2023 8:21 pm
Swann looks from Sabine to the castle in the distance. Tactically, the castle would be where you'd put the important stuff, however, the way she shivered as she spoke... Well, it wasn't Swann's first trip chasing dark powers and trusting your teammates to know things you didn't was part of the deal.

"We should set up here and observe. The caves are tempting, as they offer cover, but they could just as easily be a one-way passage into the teeth of the enemy."
Jun 30, 2023 8:45 pm
Embarrassed by his cuts and abrasions, Dan tries to laugh them off but a breather was certainly welcome and it made sense.

"Sure. I'm all for watching and waiting."

KCC

Jul 1, 2023 5:47 am
OOC:
Post Pending…

Rolls

Agility 11, Survival 1 - (2d20)

(41) = 5

KCC

Jul 1, 2023 5:53 am
"So that’s the bloody thing there?" Irish says, rubbing his wound which was thumping nicely from the hike.

"What was it the Germans call it? Hitler’s Willy, was it? I barely listen to the briefings, truth be told."

Trust the man to make it all about their privates.
Jul 1, 2023 1:14 pm
OOC:
Anyone have binoculars? Presume we should now make some observation checks. Will we make a group check, individual checks, etc.?
Shielding her eyes from the sun as she tries to make better sense of what she's seeing, Sabine hides a small smile at the Irishman's comment. To Swann, she says over her shoulder, "Should we not at least check the caves to make sure they do not contain ambushers or 'ostile wildlife?"

Rolls

Insight (10) + Observation (2) - (1d20, 1d20)

1d20 : (19) = 19

1d20 : (15) = 15

Jul 1, 2023 2:40 pm
OOC:
Individual checks. The more accumulated successes, the more information you'll glean.

Rolls

Secret Roll

Secret Roll

Jul 1, 2023 3:07 pm
"Damn, I wish had binoculars. But sure, checking the caves isn't a bad idea on the surface but we could easily be ambushed as Swann has suggested."

Rolls

Observation focus 3, Insight 9 - (2d20)

(1017) = 27

Jul 1, 2023 9:28 pm
OOC:
What's the Difficulty? Is the crit range expanded? If so, oops!

KCC

Jul 2, 2023 7:10 am
"I can get us up there nice and quiet! Else I wouldn’t be here." Irish remarks. Getting up close and personal was his speciality. "You spot somewhere you want us to be, you let me know!"

Rolls

Insight 7, Observation 1 - (2d20)

(1914) = 33

Jul 2, 2023 5:35 pm
OOC:
Terrible rolls, such poor observation. Decreasing Momentum for the day passing (scene changing).
Toward the end of the afternoon, having observed during the day, here's what you learn:

The valley is rocky and uneven, and it is likely more difficult than normal to avoid detection if you attempt to sneak through it. Running through it would be treacherous.

The zeppelin remains stationary in the air, unnaturally so. Irish notices that the glowing blue discs running in lines along the sides of the zeppelin and the top of the airship seem to glow at different levels depending on the windspeed and direction.

Below the zeppelin are six field tents arranged in a circle around a central storage area. You can see metal drums, wooden crates, and two metal boxes the size of coffins. Sabine and Dan work out that four of the six tents are housing for sixteen Nachtwolfe soldiers, one is being used for two officers, and the final one might be a mess tent and general storage. The camp is guarded by two soldiers at any time, on a four-hour rotation.

There is a second tented encampment near the cliffside, with four large field tents and two smaller ridge camps arranged in a rectangle. This is likely the workers from the town.

At 1pm, the zeppelin lowered down to about 20 yards above the ground, and then dropped a 4-meter wide mesh-sided box to the ground from the gondola. Three men get off the platform, and then four men get on, which is then winched back up. The zeppelin then rises back to his regular altitude.

At 2pm, four Nachtwolfe troopers left the zeppelin camp and gathered ten workers from the cliffside camp, then went to the mine entrance. Another group of workers were then escorted from the mine back to the cliffside camp.

The Germans don't look like they're on high alert.

Status Table
Momentum: 3
Threat: 13

Dan's Stress taken during the hike heals.
Jul 2, 2023 6:03 pm
OOC:
Are the escorted workers under duress or are they going voluntarily?
Jul 2, 2023 7:12 pm
They're not happy about it, but resigned, and plod along as if already tired.

KCC

Jul 3, 2023 11:36 am
"We won’t all get across that without being spotted. We could wait until it’s dark, to give us a better chance of getting to the other side.

But we’d be over there in the dark. Who knows what they’ve got over there that comes out at night…"
Irish says, creating phantoms in his own mind.
Jul 3, 2023 1:42 pm
"Yeah. I'm with Irish. We could sneak in under the cover of darkness. Don't let your imagination run away with ya, Irish. We'll be fine," he says, patting the man on the shoulder." It's really the only way I see to figure out what's going on. Maybe we could snatch a conversation with one of the locals depending on how well they are being guarded. Maybe hightail it to that cluster of four field tents and sneak into one of 'em."

Dan's biggest enemy wasn't the ghosts that were messing with Irish's head. It was more his hatred of the Germans that smothered him with anger. He needed to control that and stay focused.
Jul 3, 2023 2:37 pm
Warming her hands by rubbing them together -- they haven't risked a fire -- Sabine agrees. "Oui. Approaching after dark seems most prudent. If we are caught in the open -- this would be bad."

Standing, overlooking the valley lit by waning sunlight, she asks, "Where first? The Nazi camp? The worker camp, or the mine?"
OOC:
The castle is separate from all this, yes? How far from the German camp to the worker camp and the mine?
Jul 3, 2023 3:30 pm
Here's a map of the valley. On the bottom left you will see a dotted white line, the path you took from the town. You're perched at the spot marked "First Sight of the Valley".

As you can see from the scale, it's under 500 yards/meters to the work camp, 900 from there to the Germans, and another 500-ish to the mine and castle ruins.

https://i.imgur.com/MlQPbYg.jpg

KCC

Jul 4, 2023 4:51 am
"If we go to the workers first, they’ll scatter. Specially if they think they’ll get away. Some will head to the mines to grab their family… It will be a mess. We won’t know who’s who or what’s what.

Better to get them all gathered up before we let them know it’s them we’re here for… kind of. Mine first? We don’t want the guards from the camp retreating there to hold up, either."
Last edited July 4, 2023 4:52 am
Jul 4, 2023 4:37 pm
OOC:
Thanks for the map. Super helpful. The mines are below the castle!
Sabine nods at Irish, then points northward, to where the trail they are on descends the cliffside, into the valley -- near the caves. "At dusk, we could descend to the valley floor there, then hug the cliff as we make our way around north and east to the mine. In poor light, our approach would be difficult to see."

Squinting harder at the terrain, she adds, "After liberating the workers at the mine, we might be able to use that river bed to move unseen towards the main camp..."
Jul 5, 2023 1:56 am
"Yeah, yeah, ok. Makes sense. So the mines it is then at dusk. Quiet as mice northeast along the cliff. I wouldn't mind blowing up a few Nazis on the way out either as a bonus."

KCC

Jul 5, 2023 5:00 am
"I’d consider it a mission failed if we didn’t give it to a few Nazis at the very least."

The large man starts to unpack his climbing gear from his pack.

"Will we be wanting use all this then?"
Jul 5, 2023 12:41 pm
"Let's not forget, the Zeppelin is the mission. Won't hurt to find out what's coming out of the mine and Nachtwölfe's objectives. But the Zeppelin, destroyed or captured is the goal. I think the miners best bet is for us to ignore them. Once we start making a hullabaloo for the Nazi's, the attention will be off of the locals.

Looking across the valley and towards the sun, "We shouldn't need to wait until dusk to get moving. We're on the west side of the valley, anyone looking towards us after noon will be staring into the sun. " Grimacing slightly at the boys' enthusiasm, "I'm fairly certain there'll be plenty of opportunities for you to use up your ordinance the way God intended it."
Jul 5, 2023 5:03 pm
Sabine sees the wisdom in Swann’s focus and approach, but hates the idea of the workers being hurt, killed, or used as hostages once things start happening. She voices as much, then adds, "Is there some way we could warn them, tell them to look for a signal for when to make their escape?"

KCC

Jul 6, 2023 12:58 pm
"Never was much good at reading a map. Rather have my eyes on a place and just go from there, you know? Maps are too… theoretical ain’t the word… Two dimensional, is it? Can’t get me head around them."

He pulls up the pack with the German uniforms inside. As if to answer Sabine’s question, he presents one to the group:

"Reckon the brass would mind us using these things? Is it against the rules, as it were?"
Last edited July 6, 2023 12:59 pm
Jul 6, 2023 2:37 pm
"That's why we stole the truck. Figured it would be easier to blend in despite our language skills or lack of 'em. Hah, fuck the rules Irish."

Cutting a glance toward Sabine he ponders her suggestion. "It's a nice idea but like Irish said, they might panic and want to run to their families. It's too risky. We don't know how they will react. Anyway, like Swann said, we shouldn't wait and get moving toward that Kraut balloon."

KCC

Jul 7, 2023 10:31 am
"So, we march right up there and hit them before they know what’s happening! Sounds easy enough!" he remarks, testing the size of the uniforms against the others.

The thought creeps into his mind that it was all or nothing on the villagers. If they were connected to the blimp’s disappearance, that village is the first place any leftover Germans will go and shoot up…
Jul 7, 2023 11:57 pm
"I will make a poor Nazi," Sabine says lightly as Irish sizes up the uniforms. The grey clothing is unlikely to fit the woman, and even if it did -- she would be an awfully small German soldier.

She is quiet about the villagers, but clearly troubled regarding their pending fate.
OOC:
How many uniforms do we have?
Jul 8, 2023 1:25 am
OOC:
Four, but remember that they're all bloody in some places, depending on where they were shot, stabbed, or both.
Jul 8, 2023 1:55 pm
"You could be our prisoner," Dan says to the woman, his face lighting up like it's the brightest idea in the world. "We can tie you up, gently of course, and put you in the back. How does that sound?"
Jul 8, 2023 2:49 pm
"That does not sound ideal," Sabine says, "but I do not 'ave a better idea."

As the others change, the woman averts her eyes, looking back down into the valley. "Though perhaps I could go unbound. I am no threat to three strong German soldats. You could say I was from the village, come to work with the others."
Jul 8, 2023 5:10 pm
"I don't like that at all. They could call your bluff and say, we need you here, Achtung get out! Then we're screwed."

KCC

Jul 9, 2023 1:01 am
"Is that your German accent, Gregg? Jesus, but we are up shit creek after all."

Irish clears his throat, and smirks at what he’s about to attempt, clearly very amused with himself:

"It’s more like zis! Vu need more tvang! More bhlegm! Achdung Achdung!"
Jul 9, 2023 4:04 pm
If Swann hadn't seen the other's in action with the guards, their flippancy would be worrying. As it is, he'll take the relaxed attitude as competence.

"Actually lads, Sabine tied up or not is less suspicious than either of you speaking. I think we're discovered the first time someone expects us to speak German. Best leave her untied and do our best to be unobserved."
Jul 9, 2023 5:34 pm
Alright, recap. What's the plan? Make your way to the mines, sneaking past the worker camp and the blimp base? Are you going now or waiting till it's dark?

KCC

Jul 10, 2023 12:10 pm
OOC:
Swann seemed sure that we didn’t need to wait for dark. Given that some of us have costumes to wear, I say we make for caves and work out. End at the blimp for a successful, villager-full lift off.
Jul 10, 2023 2:29 pm
OOC:
Agreed! And the sun will be in the German's eyes too, for awhile at least.
Jul 11, 2023 5:39 am
OOC:
Sounds good. Sabine isn't certain of the plan, but going to the mine in a stealth way is a good start.

KCC

Jul 11, 2023 11:49 am
OOC:
"This is no mine. It is a tomb."

Let’s hope!!
Jul 11, 2023 4:56 pm
The ruins of the castle lie at the top of a barren hill. Reaching them without being seen is best achieved by traversing the mountain from the cave to the north to the back of the ruins before lowering themselves down a 20-metre cliff using rope. The ruins are quite exposed, positioned as they are at the top of the hill, including the entrance to the mine. Any attempted approach during the day it should become obvious to them very quickly that they will be easily spotted by anyone on the Huginn.

Will your uniforms withstand scrutiny from afar? That is the risk you're taking.
OOC:
Moving is forward. Adding 1 Threat because of the unexpected position of these new "German" soldiers, reducing Momentum by 1 for changing the scene.
You get to the ruins and find the mine you saw the workers being taken to. At the centre of a several yards deep depression within the ruins, a vertical shaft has been uncovered between two blocks of stone. A rope has been secured at two points, using metal spikes hammered into the stone. The rope is thirty yards long and piled in a loose coil next to the hole. The shaft descends vertically, the walls a mix of stone blocks and cold earth. Climbing down without the aid of a rope is a tricky.

Status Table
Momentum: 2
Threat: 14
Jul 13, 2023 6:25 am
OOC:
Out of town and rarely posting until Sunday. Sabine will go with the flow / the others!
Jul 13, 2023 11:34 am
"Bother, pulling the rope up means we have to leave someone up top. That or once we go down, we come out the other side before we're discovered..."
Jul 13, 2023 2:54 pm
"Oh man, I don't know. I mean we don't know how far it is to the other way out or what's even down there exactly."

Dan is on his haunches playing with the rope, gazing down the mine hole, thinking strategies.

"Too many unknowns but I'm not sure there's an alternative. Anyone got any bright ideas?"

KCC

Jul 13, 2023 3:21 pm
OOC:
Are we pulling the rope up to hide the fact that we’ve used it to travel down the hole in case someone comes along?

If so, I have climbing gear. You lot use the rope, climb down. I pull it back up, and then climb down myself using whatever I have in my pack. Picks, or some such! ;)
Jul 13, 2023 4:59 pm
OOC:
Dan is good at jury-rigging stuff in a pinch so there's that too.
Last edited July 13, 2023 5:00 pm
Jul 13, 2023 11:18 pm
Climbing down without the aid of a rope is a tricky Agility + Athletics test with a difficulty of 3 as the walls are clammy and damp.
Jul 17, 2023 4:52 am
OOC:
It's the castle ruins we've come upon? Okay with descending via the rope here...
Jul 17, 2023 11:27 am
"I doubt we have time to muck about and If we need to leave before we get caught, it'll be faster with the rope. Let's toss it down and get moving."

As usual, all the good options forgot to tag along on the trip. Swann considered the current situation, between the one guard truck missing and the daylight fading, speed was their best option now.
OOC:
@KCC - that was my thought, if someone came by and the rope was down, there'd be an alarm. But if we need to get out in a hurry, having you make a tricksy climb to lower it back down would just slow us down. Better to have a quicker escape if we need it.
Jul 17, 2023 4:26 pm
OOC:
I'll let you decide on the rope after the first one goes down.
After approximately twenty yards down the shaft suddenly breaks through the roof of a larger chamber. The floor of the chamber lies 5 yards below, the rope reaches the floor.if you weren't using a rope, climbing back up you'd have to climb the walls, then traverse the ceiling for several yards, then make the turn up into the shaft up. Very difficult.

The belay is only safe for one person to use the rope at a time. From the bottom, the first down would think that it might be safe, and highly prudent, at this point to use illumination, if not you will be operating in pitch darkness,
From the opening in the ceiling, you can see down into the chamber below. It must once have been vaguely circular and at least forty yards across but half of the chamber has collapsed, leaving a semi-circular room with a high, vaulted ceiling supported by eight stone pillars. Rubble and debris cover the floor in heaps, fallen from cracks in the ceiling. Shadows dance in the room almost independent of any light source and a deep chill penetrates your body as you breach the ceiling. From this vantage you can make out the figure of a huge man, perhaps a statue, slumped on its knees, head raised towards the roof. Surrounding the figure, partially concealed by fallen stones are the crushed and shattered bodies of something not human. Chitinous shell-like structures and claws can just be made out amongst the detritus but from here it is difficult to make out the shape or form that these creatures would have taken. The air is heavy, and the chamber is silent but from a partially collapsed passageway exiting the chamber to the north comes a faint hammering, as if of stone on stone.
Jul 19, 2023 4:09 am
Sabine waits her turns to descend into the darkness, a lump forming in her throat as she thinks about the climb. She's not a weak or clumsy woman, but this kind of physical test is not the kind of thing she's ever undertaken. Well -- in England there had been training grounds and obstacle courses and the like, along with a barking Sergeant who seemed to hate himself as much as he hated his trainees -- but it was nothing like this.

"I'll go next," she says quietly to the others, pulling on a pair of gloves as the first of their number starts his descent.
Jul 19, 2023 3:11 pm
"You gonna be okay?" Dan senses Sabines nervousness and offers some reassurance.

"You'll be fine. I'll keep an eye on you from up here and come down after your feet touch down."

Dan was in fine shape and the rope shouldn't prove to be much of a challenge.

He watches the woman climb down then calls down after her, "How's it look?"

As soon as the rope goes slack he climbs down himself.

KCC

Jul 20, 2023 1:00 am
Last to make the climb, Irish checks their tracks once more before committing to the rope. With a resigned sigh, he readies himself and starts down.

Once his feet hit flat stone, he looks about. With a whistle, he asks:

"What’s all this then?"

The starts to walk around the room, approaching the insectoid corpse.

"Christ. What are we walking into down here? Hope everyone cleaned their weapons last night!"
Jul 20, 2023 4:04 am
At the bottom, after giving Dan a nod before descending, Sabine is double-checking her SMLE. The husk-like remains bother the woman, reminder her of certain... things... in the book. The one Father Cartier wanted secreted away, and that the Black Sun was willing to do anything -- anything -- to find.

She shivers as she shoulders her pack and approaches the statue with her light and rifle...
Jul 20, 2023 12:59 pm
Once everyone is down, Swann crosses himself at the creatures. It looks like someone succeeded in crossing the line once before. At least they were stopped, hopefully, we'll be as lucky.

"Dan, Irish, check that corridor. Let's see if we're good to move out. Sabine, let's not spend to much time on that statue. I know it might be helpful, but we can't afford to study this scene for long."

KCC

Jul 21, 2023 3:12 am
"Those villagers climb that every day?" Irish says, incredulous. "On whatever rations the Germans give them? Maybe down, but no way they make it back up." he says, sure of himself.

"There’s another way out of here. God as my witness!" as if the idea needed supernatural backing!

He nods when Swann says he should check the tunnel. He arms himself; sword in one hand, pistol in the other. He creeps forward, listening fist and then looking!
Jul 21, 2023 3:52 am
The huge figure at the centre of the chamber is the body of a man, long dead but remarkably well preserved. His skin is yellowed with the texture of old parchment, but the body has not rotted and remains unsupported in a kneeling position. He wears blackened plate armour on his upper body, that looks as though it has been scorched by fire, supplemented by leather trousers and shirt. The figure’s mouth is open as if screaming at the sky, and the eyes, whilst clouded and dull, occasionally seem to flash with a faint blue glow from within. The man’s arms are at his sides, one hand clenched into a fist. The right hand is missing, leaving only a ragged stump. There are no obvious wounds or damage to the corpse, except for the missing hand, which appears to have occurred postmortem.

There are four of the non-human bodies arranged in a circle around the larger corpse. The bodies are preserved, but not as well as the human figure, and they clearly died as a result of violence. Arms have been severed, shells have cracks and slash marks upon them and each of them is partially crushed beneath fallen rubble.
OOC:
A Reason + Academia test with a difficulty of 2 will identify the remains.
Jul 21, 2023 6:39 am
Sabine nods without looking at Swann as she walks a slow circle around what she thought was a statue...
OOC:
Spending one Momentum to get an extra d20, and giving the GM Threat for a fourth d20.

Edit: Boo! And the 20 is called what, a complication?
Last edited July 21, 2023 6:39 am

Rolls

Reason (10) + Academic (3) - (1d20, 1d20, 1d20, 1d20)

1d20 : (9) = 9

1d20 : (20) = 20

1d20 : (17) = 17

1d20 : (17) = 17

KCC

Jul 21, 2023 7:21 am
OOC:
https://i.imgur.com/dOgxYvY.gif
Jul 21, 2023 3:15 pm
"I can check the corridor in a minute," Dan says to Swann, "But first, what the hell is all this? I'm inclined to agree with you Irish. There has to be another way out."

Dan circles the tableau, frowning and drumming his fingers on his belt.

Rolls

Reason 10, Academia 2 - (d20)

(15) = 15

1d20

(7) = 7

KCC

Jul 22, 2023 12:48 am
OOC:
Reason 6, Academia Zilch

Rolls

2d20

(173) = 20

Jul 22, 2023 5:39 pm
None of you are able to identify the weird non-human remains. However, a search of the rest of the chamber will reveal three further bodies. Two are the remains of men in Nachtwölfe uniformsone of whom had been decapitated. The last body is a human male who looks like a local worker.

I would like two separate rolls from each of you, please:
1) to learn more about the causes of deaths of the three bodies, a Reason + Medicine test with a difficulty of 2
2) It's a creepy place: roll Will + Resilience test with a difficulty of 2


However as you try and get better angles, Sister Sabine attracts attention. The hammering noise from the corridor will cease, to be replaced by a metallic scraping. Seconds later a hunched human in miner’s clothing emerges, staggering through the doorway dragging an enormous sword behind him. The man stares around the room wide-eyed, mouth open. He utters something incoherent in slurred Romanian. He charges the nearest agent (Sabine!), swinging the massive sword around in a wide arc as he does so.

Sabine may act first. After her action, the miner will go, unless someone spends 2 Momentum from the pool to act before him.

Everyone should make the above requested rolls right away.


Status Table
Momentum: 2
Threat: 15
Jul 22, 2023 5:52 pm
"Oh shit. More bodies ...."
Last edited July 22, 2023 5:53 pm

Rolls

Reason 10, Medicine 2 - (2d20)

(1110) = 21

Will 7, Resilience zip - (2d20)

(41) = 5

Jul 23, 2023 12:55 am
Dan determined that one on the Nazis was killed by several gunshots to the chest and that the other has been decapitated. The last body is a human male who looks like a local worker, who was bludgeoned to death.

KCC

Jul 23, 2023 1:25 am
"Christ on a bike! Say something to him in Romanian, Gregg!

Friend! Friend!"
Irish tosses out, though in English!

Rolls

Reason 6 Medicine 0 - (2d20)

(165) = 21

Will 7, Resilience 1 - (2d20)

(1917) = 36

Jul 23, 2023 5:12 am
Sabine paces the room slowly, taken her time to inspect the bodies when the terrible discoveries are made. "I do not understand," she's saying about the dead villager and the dead Germans -- when the sword-wielding maniac spouting Romanian appears and charges her.

"Arrêt!" the ex-nun fairly shouts, wrestling with her rifle. She's not trying to shoot the man, but rather wield the weapon defensively, holding it like a quarterstaff. Should he rain blows on her with his sword, she hopes to defect them with the wood and steel of her Lee Enfield.
OOC:
Create Truth is being used to model her wielding her rifle like a quarterstaff, defensively, trying to block any incoming sword blows. (This should increase his difficulty by 1 if its successful.)

Edit: Aaaand not successful at *any* of that. D2 sucks!
Last edited July 23, 2023 5:18 am

Rolls

Reason (10) + Medicine (2) for Causes of Death, D2 - (1d20, 1d20)

1d20 : (12) = 12

1d20 : (17) = 17

Will (9) + Resilience (2), D2 - (1d20, 1d20)

1d20 : (17) = 17

1d20 : (10) = 10

Create Truth using Brawn (7) + Fighting (1), D2 - (1d20, 1d20)

1d20 : (10) = 10

1d20 : (10) = 10

Jul 23, 2023 5:49 pm
The mad Romanian swings his ancient sword, clearly trying for a killing blow.
OOC:
That's 8 damage (the 2s are 2 each, and they 6s are as will as it had the Brutal 1 property). That would be reduced by any Armor Sabine is wearing.

Unless Sabine is wearing Armor 4 or less, she'll take at least 5 Stress which gives her an Injury. (+1 to Complication range, and with 3 Injuries she'd be down.) That injury will be called "Massive Laceration".
Each of the rest of you can go in whatever order you post.

Rolls

Fighting 11(3) - (2d20)

(116) = 17

Secret Roll

Damage roll (with +1 momentum) - (7d6)

(6236234) = 26

Jul 23, 2023 6:18 pm
"Yeah, I'll get right on that Irish." Dan is in his element ... sort of. Sword fighting was not something he came across every day or even at all but they were fighting. Drawing his lockpick knife, he feints to the right, then lunges in with the blade taking advantage of the unwieldy sword the Romanian is holding, he hopes.

Rolls

Fighting 1 Agility 8 - (2d20)

(193) = 22

Damage piercing 1 - (1d6)

(5) = 5

Jul 23, 2023 6:33 pm
OOC:
Melee is opposed rolls.
Dan's blade cuts the Romanian.
OOC:
That thumb knife had Piercing 1 so ignores 1 Armor with an Effect rolled (5 or 6), so the 5 rolled inflicts 1 Stress.
Status Table
Momentum: 2
Threat: 14

Rolls

Opposed melee vs Dan 11(3) - (2d20)

(1917) = 36

Jul 23, 2023 9:58 pm
Sabine isn't quick enough to block with the rifle, and she cries out in pain as steels slices through cloth, skin, and flesh. Blood runs from the woman's arm as she falls back in anguish, injured!
OOC:
Qralloq says:
Unless Sabine is wearing Armor 4 or less, she'll take at least 5 Stress which gives her an Injury. (+1 to Complication range, and with 3 Injuries she'd be down.) That injury will be called "Massive Laceration".
So Sabine has no armor, but she gets to make an opposed melee roll, right? Agility + Fighting?

Rolling in case that's true to keep things moving. No Momentum or Threat spend. Edit: aaaand it looks like it doesn't matter. :)

(I should have rolled Brawn instead of Agility, but both are 7.) So eight stress and 1 injury then.
Last edited July 23, 2023 10:08 pm

Rolls

Counter / Defend - Agility (7) + Fighting (1) - (1d20, 1d20)

1d20 : (14) = 14

1d20 : (10) = 10

Jul 23, 2023 10:39 pm
OOC:
I had used your blocking roll with the rifle as your defense, but same result.
Jul 24, 2023 3:43 am
Qralloq says:
OOC:
I had used your blocking roll with the rifle as your defense, but same result.
OOC:
Gotcha. Totally different action, though -- I was trying to create a truth. All good regardless.

KCC

Jul 24, 2023 11:55 am
"Shit! You bastard!" Irish curses, bursting into action as the woman falls away from the scrum. He goes to work on the man; Irish in his element at these close quarters.
OOC:
I have close quarters and melee weapons advances. I can’t recall what they do right now. Will check!

Rolls

Brawn 10 Fighting 5 - (2d20)

(715) = 22

Jul 24, 2023 12:30 pm
"No plan survives contact with the enemy... Swann thinks. As well, It appears the quite option has left the creepy tunnel.

Surveying the scene, Swann tries to gather what intel he can. With the arrival of the sword swinging nutter, Swann will draw his pistol and move behind the man, opposite of Irish. Providing Irish does not kill the man, Swann will shoot him, preferably in the back of the head.
OOC:
Rolls: Spending a Fortune point on the Attack roll for a Critical Success.

Rolls

Reason (10) + Medicine(0) - (d20, d20)

d20 : (16) = 16

d20 : (14) = 14

Will(10) + Resilience(1) - (d20, d20)

d20 : (5) = 5

d20 : (19) = 19

Coordination(9)[Fortune Point] + Fighting(4) - (d1, d20)

d1 : (1) = 1

d20 : (6) = 6

Jul 25, 2023 2:17 am
@KCC Those two focusses allow you double successes if you roll under your skill (5), which you didn't. But you still get two successes from the 7 and 15 you rolled (under or equal to your target of 10+5=15). The sabre does 5 damage (3 base +2 for high Brawn) and has the Effect Piercing 1, which might reduce the effect of the Romanians armor. That is, unless the Romanian wins the opposed test...

He does not, but gets one success, reducing Irish's successes to 1. A successful attack. Please roll 5d6 for damage dice.

Rolls

Opposed melee vs Irish 11(3) - (2d20)

(1610) = 26

KCC

Jul 25, 2023 2:27 am
OOC:
A scholar and a gent…

Rolls

5d6

(36435) = 21

Jul 25, 2023 2:45 am
Two damage plus two Effects. The Piercing negates his Armor and he takes two more Stress.

He's still up, so processing James attack: that's 3 successes with the Fortune Point, so @Esidrix, you can roll 4, 5, or 6 of the d6 damage dice (that is, spending 0, 1, or 2 of the 2 Momentum he generated for additional damage dice, and what you don't spend will be added to the pool).

Status Table
Momentum: 2
Threat: 14
Jul 25, 2023 12:01 pm
OOC:
Spending 1 momentum.

Rolls

Damage 5d6 - (d6, d6, d6, d6, d6)

d6 : (2) = 2

d6 : (6) = 6

d6 : (5) = 5

d6 : (5) = 5

d6 : (5) = 5

Jul 26, 2023 1:54 am
That's 10 Stress. The weapon had the Vicious 1 property so does an extra damage with each Effect rolled. That reduces his Stress to 0, so he takes 2 Injuries. One more hit and he's down and out.
Jul 26, 2023 2:14 am
Next round starts with the side that didn't go last in the prior round. That's the Romanian. He's basically mindless and attacks whoever is nearest. As that's the three of you who are in melee with him. I'll roll to see who's closest.

Bad luck, Sabine. One success. Opposed roll please, Agility + Fighting.

Updated Momentum. +1 banked by James, -1 for new round.

Status Table
Momentum: 2
Threat: 14

Rolls

1: Dan, 2: Irish, 3: Sabine - (1d3)

(3) = 3

melee vs Sabine 11(3) - (2d20)

(164) = 20

Jul 26, 2023 2:47 am
OOC:
Stabby stabby

Rolls

Agility 8, Fighting 1 - (2d20)

(1914) = 33

Damage - (1d6)

(4) = 4

Jul 26, 2023 4:53 am
Despite being bloodied by the blades of Dan and Irish, and then shot by Captain Swann, the sword-wielding manic is still on his feet, and still coming for Sabine! The woman backpedals desperately, trying to escape his reach!
OOC:
Nope, and that's even spending a point of Momentum! Rolled a 20, too...
Last edited July 26, 2023 4:54 am

Rolls

Agility (7) + Fighting (1), using one Momentum for an extra die - (1d20, 1d20, 1d20)

1d20 : (14) = 14

1d20 : (13) = 13

1d20 : (20) = 20

KCC

Jul 26, 2023 12:55 pm
OOC:
Which side is Harrigan on, exactly?!

KCC

Jul 26, 2023 12:57 pm
"Tough bastard, ain’t he?" Irish says through gritted teeth, and he aims to bring the bugger down with his sword!
OOC:
Got them raises too!

Rolls

Brawn 10, Fighting 5 - (2d20)

(107) = 17

Damage? - (5d6)

(14261) = 14

Jul 27, 2023 11:40 pm
OOC:
Rolling damage on Sabine
Sabine takes 7 damage (before armor). That will be 2 more Injuries (one for clearing out her Stress boxes, and one for dealing 5+ damage in one attack.

Dan misses with his attack.

Irish's attack is solid but the insane Romanian blocks it with his flamberge.
OOC:
James Swann is up, @Esidrix. Any damage at all should drop him.

Rolls

Damage vs Sabine 6D with Vicious 1 - (6d6)

(135235) = 19

Opposed roll vs Irish's two successes - (2d20)

(97) = 16

Jul 28, 2023 5:01 am
OOC:
Well, that knocks Sabine out. She's Defeated, Knocked Prone, and Dying.

If I spend a Fortune Point, does she still have the three injuries? Does her stress track reset? Wanna know before I post and potentially use a point of Fortune.
Jul 28, 2023 11:32 am
Seeing Sabine fall, Swann attempts to end this combat quickly.
OOC:
Hoping to repeat the last attack. Firing the revolver again.

Rolls

Coordination(9) + Fighting(4) - (d20, d20)

d20 : (15) = 15

d20 : (13) = 13

Damage - (d6, d6, d6, d6)

d6 : (6) = 6

d6 : (1) = 1

d6 : (5) = 5

d6 : (2) = 2

Jul 28, 2023 7:41 pm
OOC:
After spending a Fortune, the character is no longer counted as Defeated (so they can take actions normally), as if they had taken fewer than 3 Injuries. The player character still has 3 injuries after Avoid Defeat has been used; they don’t avoid or remove the injuries they suffered, just the state of being Defeated. If the character suffers any additional injuries after that, they become Defeated. If a character takes an injury while Defeated, they die immediately.
The Romanian's brains spray all over Sabine's injured form.

COMBAT IS OVER

Rolls

Secret Roll

Jul 29, 2023 5:42 am
Before Swann shoots and takes down the wild man, the Romanian brutalizes Sabine with another pair of vicious sword strokes. She ends up on the ground at the end of the melee, bleeding and badly injured, but conscious. She groans and retches when brains spray in her face...
OOC:
Spending Fortune to Avoid Defeat. What injuries am I adding, Q? Make more sense to add two, or a big one?
Last edited July 29, 2023 5:43 am

KCC

Jul 29, 2023 11:20 am
Irish crosses immediately to the felled woman, crouching to see if she’s alright:

"She’s alive!" he tells the others, relief in his voice. "Bloody hell. I hope they’ve got squads a little more put together than us lot." he laughs, letting the adrenaline and worry seep out.

"We nearly got done in by a hungry Romanian farmer. Thought you lot were the best of the best?

They only sent me along so we’d have one good looking one in the group."
Last edited July 29, 2023 11:23 am
Jul 29, 2023 1:48 pm
Dan frowns at Irish and quickly kneels next to their prone injured compatriot. "We need to get Sabine fixed up. She's looking pale. Need to stop the bleeding."
Jul 29, 2023 2:13 pm
"Dan, do what you can, she should have plenty of supplies in her medical bag."

Swann replaces the two rounds in his revolver and moves back to the only obvious exit, the way the swordsman came from and take up watch while Dan tries to put Sabine back together.
Jul 29, 2023 3:39 pm
OOC:
@Harrigan, how about one big one, "Broken shoulder with a gaping wound". You'll have difficulties attempting anything that requires both arms, and any sudden jarring (additional damage) will reduce you to Defeated and Dying once more.
The partially collapsed doorway the insane Romanian came through leads to a six-metre passageway coming to an abrupt halt at a pile of rubble and fallen masonry. Several steps leading upwards can be made out at the base of the pile, the obvious route worn by many feet crossing over top of the pile.
Jul 30, 2023 1:42 pm
On the ground, Sabine is shuddering from the shock of her injuries, but she directs the soldier to her medical bag and offers advice to Dan as best she can while he cleans and bandages the deep wound to her shoulder. Bones have likely been broken, she knows, but there's no time to stop and properly diagnose her injury.

Eventually she's back on her feet, but it's not hard to tell that a stiff breeze would blow the woman over. It's an injury that would normally require hospitalization, but... they have a mission. Onward they go.
OOC:
So she's at +3 Difficulty for anything where these injuries would play a factor, yes? Oi.
Jul 30, 2023 2:24 pm
Dan looks at the rubble and the steps and turns to Sabine. "Are you going to be able to navigate those steps okay? I can lend a hand if you need one."

Dan had a lot of respect for the woman. She was one tough cookie. He couldn't imagine what kind of pain she was in.
Jul 30, 2023 2:46 pm
As independent as Sabine is, as she always wants to be -- now is not the time to be prideful. She nods graciously at the American, accepting whatever help he'll offer when the way forward isn't clear.
Jul 30, 2023 3:35 pm
OOC:
No, it's not +3 Difficulty, but +3 to the complication range on every roll (complications on 17-20 now). However, the injuries each have their own truth, so with a broken shoulder, doing anything with two arms will be exceedingly problematic.

Healing injuries will take time and treatment. However, if Sabine can get some rest, she can recover her Stress. This is would occur at the start of the next scene, assuming she has had time to rest.
Jul 31, 2023 4:45 am
OOC:
Gotcha. I'll try to remember that extended range. I was remembering the Truths & Complications rules on p21. For those things requiring two arms, you could indeed rule that she can't do it at all, or it might have a +2 to difficulty since I think technically her injury is 'Broken shoulder with a gaping wound 2'. And she still has the Massive Laceration 1 on her arm. ;)
Jul 31, 2023 11:20 am
Swann will advance to the top of the pile and peer over.

KCC

Jul 31, 2023 11:30 am
Irish will stick to the rear. While it seemed likely that another attack would come from ahead, they couldn’t discount the possibility that another villager was waiting to pounce from some crevice somewhere.

"We better hope theres another way out. She’ll never climb that rope. I’d have to strap you to my back, Sister."
Jul 31, 2023 2:30 pm
Dan sticks next to Sabine very concerned about her wounds and broken bones. "There's got to be more than one way out of here. What do you see, James?"

His mind starts envisioning ways to climb the rope with Sabine if it comes to that. He's pretty adept at finding atypical solutions to problems with whatever material or tools he can find at hand
Jul 31, 2023 10:15 pm
The path over the pile leads to a shaft downward, where the sounds of mining begins to pick up again. Looking over the pit, you see the workers, dirty but dressed like the people from the village, mining hard rock and putting small blue crystals into a bucket. They have a couple of lanterns, but it is mostly dark down there. There is no way out for them, but there is a rope ladder bunched up at the top.

You surmise that the Nazis lowered the workers down, and will retrieve them at shift end.
Aug 1, 2023 5:23 am
"Don't worry about me," Sabine says when there's talk about how hard it will be for her to go back the way they came. "I'll manage, somehow."

When they spy the villagers-turned miners, a determined look crosses her face and she makes for the rope ladder, meaning to cast it into the mine to allow the townsfolk a means of escape...
Aug 1, 2023 11:40 am
Seeing the townsfolk below and Sabine's pained but determined motion, Swann, being the closest to the rope ladder tosses it down.

Turning to look back at the others, "Dead end, let's get out of this hole and get moving before anyone comes to check on the villagers."

KCC

Aug 1, 2023 12:04 pm
"Should we try to get one of them’s attention? See if they are all, you know… like that last bastard."

They didn’t need a few dozen zombies closing in on all sides.
Aug 1, 2023 5:15 pm
"No wait," Dan says to James. "Yeah, we should, Irish. Find out what we can and then scarper."

"Pssst, hello." Dan tries to attract the attention of one of the miners. "Hello there! You, hello!"
Last edited August 1, 2023 5:15 pm

KCC

Aug 1, 2023 10:25 pm
Irish readies his weapon, preparing to take the brunt of an attack, should another of them turn out to be violent.

"Aye! Better to find out now instead of at take-off, isn’t it?"
Aug 1, 2023 11:03 pm
The villagers climb out, carrying their small bucket of blue rocks. When they get close to the top, and you help them climb out the last bit, you see that the blue rocks are crystals. Something tweaks in your minds about those. They're sweating, smelly, and exhausted, worn down mentally and physically, but the fact that you're not Nazis fills their eyes with the idea of hope.

One speaks German, and asks, "Who are you to relieve us? Are the Germans gone?"

A D2 Academia - Occultism test will identify the significance of the blue rocks.
Aug 2, 2023 2:34 am
<"We have not seen them,"> Sabine says back in German, greeting the enslaved villagers as warmly as she can as they come up. She's worked out a kind of sling for her arm by now, and continues as they all climb up and out. <"The zeppelin is still nearby, and the camp is still active. You will need to be careful to remain undetected. Travel under the cover of trees, or in the dark. Soon enough we will have them distracted.">

Looking at one of the blue rocks, she asks, <"What can you tell us about what they have you mining here?">
OOC:
Spending a point of Momentum for an extra d20. Edit: Looks like a failure, despite her Focus on Occultism.
Last edited August 2, 2023 2:37 am

Rolls

Reason (10) + Academia (3) (Has Occultism Specialty) - (1d20, 1d20, 1d20)

1d20 : (10) = 10

1d20 : (18) = 18

1d20 : (17) = 17

KCC

Aug 2, 2023 3:11 am
OOC:
Harrigan Benefits From The Extra D20 Challenge (Impossible Edition)!

Bad luck with these dice! :/
Aug 2, 2023 4:20 am
OOC:
Consistently bad!
Aug 2, 2023 11:06 pm
The German speaker translates it for the others, and the miner with the bucket holds up the bucket. <"Blue crystals. Don't know why.">

They agree to follow you out.

It's at the shaft back to the surface that you face your next challenge. You can hear movement up top, and the rope is gone. Carefully so as not to expose yourself, you see some German faces looking down into the hole, rifles at the ready. But looking from light into dark is never easy, so they don't see the quick look.

KCC

Aug 3, 2023 1:25 am
OOC:
Who brought grenades?
Aug 3, 2023 2:14 pm
Dan motions for the team to back away from the hole. If they can retreat unobserved they could buy some time to make a new plan.
OOC:
Dan thinks the miners could act normally and exit the mine, presuming they are done for the day, while the team remains below for the moment.
Aug 3, 2023 5:34 pm
There are shouts down the hole in German. "Achtung! <We heard the gunfire. Now we want everyone to lie face down below the hole, or you will die down there. We have the only way out.>
Aug 3, 2023 11:19 pm
OOC:
I don't speak German, so I'll have to wait for the translation - After that, my question would be to the Miners, "Is that hole truly the only way out?"
Aug 4, 2023 4:47 am
Sabine, who lacks grenades, translates quietly for her fellows.
OOC:
Making sure I'm picturing this correctly... We entered, found the statue and the bodies... descended via rope to the area where we fought the nut with the sword. The explored and found another shaft leading down, with miners in it. We lowered the rope and they came up... and now we're back near the shaft going back up to where the statue and the dead bodies were? (And that's where the Germans are...)
Aug 5, 2023 12:55 am
Harrigan says:
Sabine, who lacks grenades, translates quietly for her fellows.
OOC:
Making sure I'm picturing this correctly... We entered, found the statue and the bodies... descended via rope to the area where we fought the nut with the sword. The explored and found another shaft leading down, with miners in it. We lowered the rope and they came up... and now we're back near the shaft going back up to where the statue and the dead bodies were? (And that's where the Germans are...)
OOC:
Exactly so.
The miners confirm that going up is the only exit they are aware of.

KCC

Aug 6, 2023 9:35 am
"No sense in all of us going up there." Irish whispers. "Shite…" he says, thinking frantically of a way out. He pulls off his pack.

"My climbing gear is in there. I’ll go up, and tell them it’s just me. What are they going to do, climb down and check? You lot climb up later and break me out. If they don’t shoot me dead, that is."
Aug 6, 2023 4:57 pm
"They do not know we are down ‘ere," Sabine says quietly to her compatriots, but especially to Irish. "Could we simply lie low, and climb out once they are gone? We do ‘ave this rope ladder as well. If one of you able bodied men could climb up and anchor the ladder…"

Looking at the Irishman, she adds, "Same idea, but perhaps we won’t need to rescue you, or leave it to you to rescue yourself."
Aug 7, 2023 11:15 am
"If we stay put, they have to come down here. There's now way to force us out and they want the crystals."
Aug 7, 2023 3:59 pm
"We'd be at an advantage if we stayed down here. They'd be very vulnerable if they climbed down. And I think they could force us out with a few grenades or starve us if they did notice us. They are bound to find out we are here. One of the miners may spill the beans. I say we lie low and hope they don't discover us. Our options seem few."

KCC

Aug 8, 2023 5:43 am
"Right! Let’s pretend we’re not in. Should we havethem lot tell the Germans that there’s no one here? Or just…"

Do nothing…
Aug 9, 2023 2:24 am
Fight, surrender, or hide?
Aug 9, 2023 5:55 am
OOC:
I'm for do nothing if the area we're occupying is fairly large, which I think it is. If it's so small and there's nowhere to hide, a single dropped grenade on their part will ruin out day. If we can go to ground and pretend we're not in here... better. So --hide.
Aug 9, 2023 11:18 am
OOC:
Dig in. We're not really made for a frontal assault up a rope.
Aug 9, 2023 12:36 pm
OOC:
Agreed, as Dan said, lay low and hide.
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?"

KCC

Aug 17, 2023 10:15 am
"Simple enough. Two of us put the uniforms on. Climb back up, keeping our heads down, mind you! Wait for our chance and then kick the other bastards back down into the hole!

Foolproof!"
Aug 17, 2023 2:38 pm
These Nachtwolfe troopers have grenades and their own weapons: they each have a MP40 machine gun, a Luger P08 handgun, and two Stielhandgranates.
Aug 17, 2023 2:57 pm
"Naaa, we don't know how many there are up there and we'd be sitting ducks as we emerged from the hole. We need another plan," Dan whispers. "A diversion of some kind?"

KCC

Aug 18, 2023 12:49 am
OOC:
Are we 100% this place is a dead end? The villagers said so, but has the DM confirmed?
Aug 18, 2023 1:21 am
You haven't searched everywhere, not thoroughly for secret passages or hidden crevasses, and the mystery remains... where did the mad Romanian with the flamberge come from?

KCC

Aug 18, 2023 3:01 am
"Right. Shit on this. Wait here, and keep quiet…"
OOC:
Irish will try to comb as much of the space as he can in a reasonable amount of time.
Aug 18, 2023 6:19 am
Sabine nods, then tells one of the boys that she'll tell him what to say in return if the Nazis call down from above, looking for their men...
Aug 18, 2023 11:17 am
Swann begins searching in the opposite direction of Irish.
Aug 18, 2023 2:21 pm
Not to be left out, Dan also gets ready to search for another way out.

"I'm not waiting. You'll be alright, Sabine? That Romanian bastard had to have come from somewhere."
Aug 19, 2023 1:42 am
Sabine merely gives Dan a lead on nod, intending to follow him into the gloom.
Aug 19, 2023 2:56 am
Behind a bit of rubble, out of the way, you find the way in that the Romanian must have taken. A narrow crevasse leads into a chimney, and a way up into the castle ruins proper. It's a hard climb, especially for those of you who are injured, but the narrowness actually makes it easier.

You find your way up into a crypt. Most of the sepulchres are empty, or crushed in a collapse, save one. A sprinkling of blue crystals sits around the empty spot where a body recently lay.

From there, you can force open a door and climb to the surface.
Aug 20, 2023 4:03 am
It's a trial for Sabine to make the climb with one good arm, even with help, and she's hard pressed to maintain her composure when they finally make their way up into the crypt.

Soot and dirt-streaked, after a moment she brings her light closer to the blue crystals and the bare spot for a closer look. Was this an ancient burial that's been disturbed?

KCC

Aug 20, 2023 6:59 am
Irish forces Sabine up, using his shoulders as a stepping stone for the woman. With a grunt, he says:

"Won’t be long until they raise an alarm, will it? Time for us to move our arses!"

When they finish the climb, he picks up a few of the crystals, examining them.

"Spose HQ will want a handful of these for testing?"
Aug 20, 2023 1:44 pm
Dan looks at the crystals as he catches his breath from the climb, frowning as he wonders what it is about them that makes them so damn valuable.

"I imagine the bosses will Irish. Yeah, we better get moving. But not before we open that thing," he says, pointing at the only unopened tomb. "Anyone got a crowbar? Failing that we can try my knife."

Examining the area around them he thinks about what Sabine says. "Seems like it. Maybe someone or something is upset about that."
Aug 20, 2023 3:54 pm
"The crystals," Sabine muses, "they are associated with the airship somehow?"

When Gregg approaches the unopened tomb, Sabine places a gentle but restraining hand on his arm. "Wait," she says quietly, checking over the tomb for any markings or signs for who or what it might contain...
OOC:
Didn't we see like lights on the outside of the zeppelin or something?

And so investigating the crystals, the spot on the ground, and the tomb. Will Academia/Occult help on any tomb markings? If we're just going to open it, I'll give the GM one threat and have Sabine have a vision:
[ +- ] Bizarre Insight
Aug 20, 2023 4:31 pm
OOC:
I wasn't clear, but the sepulchre was open and empty, and the blue crystals were inside.
[ +- ] Sabine
Aug 20, 2023 6:05 pm
Moving inside the tomb with Irish and Dan, Sabine is walking slowly, carefully. There are realizations dawning. Touching the Irishman gently on the wrist, she has him turn his hand over and open his palm so she can see the shimmering blue crystals he collected. "There is a strange energy in these," she murmurs. "And I think that German airship was studded with such crystals."

Then, pointing to some scuffing tracks on the floor, she adds, "The man we fought, with the sword... 'e was long dead. 'E was resting in ’ere. These crystals were disturbed somehow... and they woke him. That angered 'im, and... well. You know the rest."
OOC:
Say, what did we do with that sword, and did we search the body well?
Last edited August 21, 2023 7:02 pm
Aug 20, 2023 6:25 pm
OOC:
The two Nazis that came down sent the sword up to the top, as ordered by their sergeant on the surface.

KCC

Aug 21, 2023 10:12 am
"The crystals woke him up? You think they can bring people back to life?" Irish wondered with a grimace. The thought of a half million undead Germans storming the Maginot Line swam into his mind.

Worse than the real thing…

"I don’t suppose we can rub one over your should and it might patch you up? Might work different on the living, eh?"
Aug 21, 2023 12:21 pm
"That's a nice thought Irish, but I'd think if they were for healing, the Nazi's wouldn't be decorating the airship with them. Anyways, let's get this door open and move on. "

Swann sets to the task of prying open the door.
Aug 21, 2023 2:58 pm
"I'd try anything at this point. It doesn't feel like the normal rules of the universe apply here. I mean if they are some kind of fuel, who knows what else they can power up? Healing? Maybe. I don't think touching them causes any obvious harm. At least not right away. Want to try and see, Sabine?"

Dan feels foolish for asking but it was worth a shot in his estimation and he hopes being living or dead doesn't matter to the blue gems.
Aug 21, 2023 7:04 pm
"Non," Sabine answers simply as Swann works on the door. "Not before we study them, understand them."
Aug 21, 2023 8:58 pm
You pry your way through the door and climb the rest of the way to the surface. There, you find yourselves roughly a 100 meters from the Nazis, gathered around the hole. You can hear one of them shouting into the hole, ordering the two men he sent down to respond. The other three Nazis have the workers and gun point. It's a tough call for the Nazi sergeant -- does he send more men down, and if he does, are there enough to watch the workers? You see the horrible calculus work its way, and he nears the decision: it would be easier to kill the workers and send his whole squad down to confront whatever threat is down below.

He draws his luger.

KCC

Aug 22, 2023 10:55 am
OOC:
Irish is a stealthy lad. How realistic might it be to stealth rush up on him? Maybe toss him down the hole!
Aug 22, 2023 1:56 pm
OOC:
Dan is also stealthy, so the same question. If more than one of us rush ....
Aug 22, 2023 2:44 pm
OOC:
I knew there was a reason I brought the suppressed Sten gun...

Do we need an initiative or do I just hose the guy?
Aug 23, 2023 1:43 am
You've got the drop on them. James can act first, then we'll be in initiative (where another player can act before the Nazis. You are certain, however, that the sound of non-suppressed gunfire is going to be heard throughout the valley, if it turns into a firefight, so best start thinking about what comes next.

Status Table
Momentum: 2
Threat: 15
Aug 23, 2023 11:35 am
Swann steps out into the clear and introduces them to His Majesty's submachine gun.
OOC:
Spending a Momentum for an Extra d20 and a Fortune point for a Critical Success.
Suppressed Sten

Rolls

Coordination 9 + Fighting 4 (13) - (d1, d20, d20)

d1 : (1) = 1

d20 : (9) = 9

d20 : (2) = 2

Aug 23, 2023 11:44 am
OOC:
If I'm reading it right, it's 4 successes, That should trigger some Area and Stun effects.

Rolls

Stress Dice - (d6, d6, d6)

d6 : (2) = 2

d6 : (2) = 2

d6 : (2) = 2

Aug 23, 2023 11:45 pm
[ +- ] Salvo, Suppressive Fire, Area
OOC:
James scores 4 successes. One to be used for the got, and 3 bonus ones. Care to roll the extra 3 Stress dice? You'll need 5s and 6s to trigger the Area effect.

KCC

Aug 24, 2023 4:49 am
OOC:
Area Effect? By God, he’s killing the Romanians himself!

And not just the Romanians, but the Rowomanians and the Rochildrenians, too!
Aug 24, 2023 11:14 am
OOC:
Oh, I guess there's just a lot less of the one Nazi. Also, to be clear, the gun is Suppressed, I wasn't doing Suppressive fire.
Last edited August 24, 2023 11:17 am

Rolls

Extra dice - (d6, d6, d6)

d6 : (2) = 2

d6 : (1) = 1

d6 : (2) = 2

Aug 24, 2023 5:44 pm
James unloads with the Sten, and fills the would-be executioner with hot lead. The man drops to the ground, his luger hitting the ground beside him.

That was 11 damage (2s count as 2, 1s count as 1), which drops him instantly. We'll start initiative and any of you can go next, or, if you spend two Momentum from the pool, two of you can go next. After that, you choose one of the Nazis to go. You're 100 meters away, so melee weapons are not going to cut it, and unsuppressed firearms will make noise throughout the valley.

Status Table
Momentum: 2
Threat: 15

KCC

Aug 27, 2023 12:01 pm
OOC:
Well if shan’t be me, folks! I have a sword and that’s it! Have to retrieve my weapons from the Nazis! Someone else ought to fire a shot!
Last edited August 27, 2023 12:02 pm
Aug 28, 2023 3:21 am
OOC:
You don't have any other weapons?
Staying back under cover as best she can, Sabine has braced her rifle and prepares to fire it one-handed, drawing a bead on one of the Germans. She knows firing the Lee Enfield will make a hell of a racket, but sees no way to avoid the coming cacophony. The gun thunders, striking the former nun hard in the shoulder, but it's a miss.
Last edited August 28, 2023 3:22 am

Rolls

Coordination (8) + Fighting (1) - (1d20, 1d20)

1d20 : (19) = 19

1d20 : (17) = 17

Aug 28, 2023 11:37 am
As Sabine shot rings out, Swann opens up again with the Sten, the Nazi's bunched up looking in the hole might be close enough for him to drop en masse.

Rolls

Coordination 9 + Fighting 4 (13) - (d20, d20)

d20 : (17) = 17

d20 : (4) = 4

Damage - (d6, d6, d6)

d6 : (1) = 1

d6 : (2) = 2

d6 : (1) = 1

Aug 28, 2023 2:35 pm
Sabines shot ricochet off a broken rock from the castle rock, whining into the air.

James opens up with the Sten again, and fires.bullets chew into one of the scrambling Nazis.
OOC:
Four stress to one, no Effects proc for additional targets.
Aug 28, 2023 2:55 pm
Dan figures, well hell if they are making noise already .... he pulls out his Thompson and lets 'er rip at one of the scrambling Nazis that he can draw a bead on.

Rolls

Coordination 10, Fighting 1 - (2d20)

(912) = 21

damage - (5d6)

(56262) = 21

Aug 28, 2023 4:09 pm
OOC:
There's the roll you needed. So the Thompson had the Quality of Area. Area: The attack or hazard hits one additional target within Close range of the initial target for every effect rolled. Secondary targets suffer the attack’s full effects.

Dan's roll is 7 damage plus three Effects. This means he does 7 damage to four Nazis. With their Armor of 2, they reduce that to 5 Stress. But that's what you need to take them out.
Dan's Thompson submachine gun roars into life and he sprays the barrel across the Nazis. They all take multiple hits and topple to the ground. One (possibly named Wilhelm) falls into the shaft with an iconic scream.

Combat is over.

You're certain the gunfire was heard across the valley. You make your way to the workers, and free them. Lanterns are blooming at the Nazi camp possibly as the sounds are reporteded by the sentries.

The four dead Nazis are armed like the two underground. They each have a MP40, and a Luger P08. Two of then have Stielhandgranates.

KCC

Aug 29, 2023 1:37 pm
"Bollocks. Time to get a move on, lads. Let’s get our arses to the balloon and make our getaway!

All in favor?"


He says, raising a hand, before running off to the opening of the cave.

"If we are lucky, we can sneak around them. They might leave the blimp alone if they come see what all the gunfire was about."

He looks back at the others:

"Drop those bastards in the hole, and get a move on!"
Aug 30, 2023 3:37 am
OOC:
There are ten workers. I don't think I've been clear about that. They'll not be familiar with MP40s, but some could manage Lugers in a pinch.
Aug 30, 2023 3:42 am
Sabine is struggling to sling her rifle as she approaches the dead Germans, and the gathered villagers.

<"You must go! Avoid the Germans, go home, gather anyone else you can! They will be coming here, and we will distract them!"> she says in German.
OOC:
Shall we say Sabine's complications (I forget about the extended crit failure range too) has her mark off a couple of points of ammo on the rifle, leaving her with one?
Aug 30, 2023 11:53 am
Swann was about to make the same suggestion as Dan, pulling the weapons off the dead Nazi's, he starts dropping them in the hole.

"Pass out the Lugers to the villagers and get them moving. We should all grab an MP-40, if nothing else, our gun fire will sound like theirs.

Swann picks up one of the MP-40s and tucks a Stielhandgranate in his belt.
Aug 30, 2023 11:46 pm
One of the romanian workers responds in bad German, <"We could help. Ambush. We shoot they come, then you blow them."> He makes an explosion pantomine, and then repeats it in Romanian, and the others nod, but one says something back, and it's translated. <"He says that the work is not so bad. Germans only work us a few hours a day for their blue crystals."

Another one pipes up, and it's also translated: <"We have work at home. Family. We cannot stay any longer. I say we fight.">
Aug 31, 2023 3:44 am
As the guns, ammo, and grenades are inventoried and doled out, Sabine collects a submachingun and shakes her head at the man saying the work isn't so bad.

<"These crystals are dangerous, and the Germans were just preparing to shoot you all. They are vile! They visited things upon the nuns of St. Lucien's Abby that I dare not repeat! Horrific things!">
OOC:
Sabine doesn't care if we let them join up or send them on their way, but she'll continue to argue passionately about them -not- just returning to work.

KCC

Aug 31, 2023 10:27 am
"Right, well we can’t just sit in here and wait for them. They’ll throw things down here until we are in bits and pieces. We should spread out on the hillside, and wait for them to approach."

He suggests calmly, though he knows all too well what damage some of the German weaponry could cause.

Minced meat…
Aug 31, 2023 5:23 pm
The Romanians will help fight, and might serve best as a distraction. However, your goal is the Huginn, and a protracted gunfight might result in the zeppelin retreating to a safe distance. You could go around the next Nazi patrol that comes to investigate the gunfire, and attempt to sneak onto the airship when it next lowers itself to pick up supplies, or you could fight it out now and attempt to reduce their numbers.

You're told by the Romanians that there are (were) 20 Nazi troopers, two officers, and couple scientists, and several specialists that never seem to leave the airship. You've killed six of the troopers.
Sep 1, 2023 2:44 pm
Dan grabs a Luger and a Stielhandgranate. "Look, we need to get that zeppelin. Why not let the Romanians help us with that goal and we agree to free them from the Nazis? The scientists on the ship might not fight us. So ambush first, then head to the airship?"

They would just have to convince the Romanians who were unsure about helping them.
Sep 2, 2023 5:28 am
"They 'eard the gunfire, no doubt," Sabine voices. "But can we not avoid them, and make straight for the zeppelin? They will surely outnumber us if we dig in for some pitched battle."

KCC

Sep 2, 2023 12:44 pm
"There’s still time to get these on!" Irish says, revealing the German uniforms they’d taken the day previous.

"We meet an Germans, and we tell them we had to put down a few of the villagers, to keep the others in check." he says, with a shrug and a face that says the plan is far-fetched.
Sep 2, 2023 2:23 pm
"You know what, Irish? There is time. Let's do it and run for the zeppelin. Good plan Sabine." Dan strategically places the grenade and the Luger where he can quickly grab them and readies his machine gun.
Sep 2, 2023 4:55 pm
You pull on the dirty bullet ridden uniforms, and then with their weapons and head toward the patrol you're expecting.

What's the exact plan? It's a small force so even in the dark they might expect to recognize voices. There were six men in the squad, but only four of you, including a woman. Your uniforms are shot up and bloody, which will be recognized as such with any scrutiny. But if you can skirt by them and call out from a distant that you were attacked and some of the others fell, maybe they'll rush to the rescue. Or maybe into an ambush if you set that up with the workers.
Sep 2, 2023 8:28 pm
OOC:
I've got to think with her injuries, stature, and femalenessness, Sabine is acting the part of a captive -- or perhaps a translator...

KCC

Sep 4, 2023 3:41 am
OOC:
Have the Romanians go up and tell them the others have been attacked, down in the tunnel. We hide out for a second, and wait for them to scoot in there.

Then we make for the zeppelin with whoever can make it. The outfits only need to be good from a distance, right? As we approach, we shouldn’t look toooooo bad to anyone that might be watching from above.
Sep 4, 2023 7:14 am
OOC:
If the Romanians go engage with them, they're gonna get marched back to work, aren't they?
Sep 4, 2023 3:25 pm
OOC:
Maybe not initially since they will want to investigate what happened in the tunnel?

KCC

Sep 5, 2023 6:25 am
OOC:
"Remember the mission!" - Not Irish.
Sep 5, 2023 11:35 am
"Alright, let's grab our gear and get moving towards the zeppelin. The locals can stay here and start shooting at the next batch of Nazi's that come. We need to get up the trail and look for a place to bypass that next group so we can get close to the zeppelin. Once we're close we can sort the best way onto it."
Sep 5, 2023 1:10 pm
"Alright. It's a plan."

Dan double-checks where he put the new gear, especially the grenade which he wants readily accessible, checks the Thompson, and shoves the Luger into his pants. The uniform stinks and the dried blood makes it stiff in places but it might buy him and the others some extra time.

"Ready?" he asks the group. "Let's move out."
Last edited September 5, 2023 1:11 pm
Sep 5, 2023 3:04 pm
Handing over her rifle, and arranging with someone the quick transfer of an MP40 to her hands if it’s needed, Sabine nods and prepares to follow along. The German machine pistol will be easier for the injured woman to handle than her full-sized Lee Enfield, and she of course also keeps her Walther PP in a handy pocket.

"Lead the way, mon Capitaine," she says to Swann after speaking quietly one last time with the person she identifies as the leader of the villagers. Every recruit brought to the cause will slow, and eventually destroy the Nazi war machine.
Sep 6, 2023 12:16 am
You descend out of the ruins and keep low behind broken terrain, cutting wide around the incoming Germans. You see them with their torches, lighting up the growing darkness.

Careful not to draw watchful eyes on the Huginn, you make your way. By the time you're halfway across the valley floor, gunfire opens up behind you in the ruins. The flames of muzzle flame light the old castle rifle with flagging staccato bursts.

You continue on, hoping the Romanians fight as good as they need to to survive the precise Nazi patrol.

Close to the Nazi camp...

Shouts come from camp below the zeppelin. The camp wasn't emptied, but you see the strange blue lights on the Huginn glow more deeply. Definitely the same color as the blue crystals mined underground. A loading platform comes down, winched from up high, with two men on the platform. Two more wait on the ground with a small trunk to send back up.

KCC

Sep 6, 2023 3:29 am
Irish stops, the sound of gunfire suddenly bringing the plan into sharp focus. He thought to go back; to small join the German with blade and boot. The Romanians were dead, surely. They would have been in a week regardless. Perhaps this way was all the better.

He pushes on. When they stop to take stock of the situation, he speaks:

"No time for pleasantries, lads. We need to get up on that." following the route of the platform with his eyes.

"Quick, or quiet? I can do quiet, but I’ll need help!"
Sep 6, 2023 11:27 am
OOC:
Had we determined a rough interval for them lowering the platform? And can we see who's manning the winch up above?
Sep 6, 2023 2:15 pm
Dan spares a thought for the Romanians, hoping they do some damage and don't suffer terrible losses. Against the Nazi's though, it was probably wishful thinking.

"They are getting ready to leave. Looks like they are loading up. We have to move quickly! Let's try and get as close as we can, better assess the situation and decide on our next move then. We might be able to distract them. Maybe throw a grenade away from our position. Get them confused. Or we can take out the winchman when we toss the grenade. We could take out the winch itself too with some well-placed shots."
Sep 6, 2023 11:35 pm
OOC:
The platform comes down twice a day. The winch is on the platform itself, operated by the two men bringing it down.
Sep 8, 2023 11:29 am
"Alright lads, we need to capture the winch and the platform so we can lift ourselves up to the zeppelin. We'll need to move as fast as we can so that they can't lift the platform away."
Sep 8, 2023 2:28 pm
OOC:
Sorry, couple questions — are the men manning the winch on the zeppelin, or on the ground? Is the winch electric or muscle-powered? Also, how big is the platform — could it fit all of us? A vehicle?
Sep 8, 2023 10:29 pm
OOC:
Neither! The winch is on the platform, and the two men on the platform are hand cranking it. The platform is two and a half meters wide by one and a half. It's big enough for eight friendly people, but not a vehicle.

KCC

Sep 9, 2023 8:32 am
OOC:
A final question: is the winch lowering or lowered? By that I mean, is there time to take out the two on the bottom while the two on the platform are unaware?
Sep 9, 2023 5:02 pm
OOC:
The ones on the ground are waiting for the platform to descend. Call it halfway.

KCC

Sep 11, 2023 10:24 am
Eyeing the platform as it descends, Irish knows there isn’t time to plan every move.

The perfect move…

"Bollocks. With me!" he grunts, scurrying towards the waiting guards below.
OOC:
Infiltrator archtype.
Stealth 3
* in camouflage and rural stealth

Silent Step: Your footsteps are eerily quiet and passing unnoticed is as natural to you as breathing. Whenever you suffer a complication when attempting a Stealth skill test, you may spend 1 Momentum to prevent that complication from happening.

They Don’t Like It Up Em: When the fighting gets up close and personal, you’re an expert with cold steel, scattering enemies with your irresistible charges. When you move into Reach of an enemy and make a melee attack, the first bonus d20 you buy for that attack is free, and if successful your target is knocked prone.
OOC:
Intending to have them gone (dead?) and replaced with us if a jiffy!
Last edited September 11, 2023 10:24 am
Sep 11, 2023 11:37 am
'Bollocks is right' Swann thinks as Irish scurries towards the two guards.

Whispering to Dan. "Dan, Sabine's going to need your help to get to the platform. As soon as Irish starts in on 'em I'm backing him up. Once they're down, you two get to us as fast as you can. We'll be waiting to take the two on the platform when they're in reach."

Swann double checks his Suppressed Sten and makes ready to move towards Irish as soon as he's engaged.
Sep 11, 2023 3:36 pm
Make your stealth roll, Irish, and if you get one or more successes, you get the drop on them, so add an attack roll.

James readies his weapon, aware that it isn't silent, but only quieter than gunfire, and might be misheard over the sound of the winch.

How do Sabine and and Dan prepare?
Sep 11, 2023 4:46 pm
"Got it, James. Tell me what you want me to do Sabine and I'll get you up there. I can cover you guys while you take the platform."

Dan looks to Sabine for guidance and readies his Thompson for cover fire.

KCC

Sep 12, 2023 8:35 am
OOC:
Rolling!
OOC:
One success, right? Barely!
Irish lunges at the German, seeking to end the thing in barely a moment!
Last edited September 12, 2023 8:42 am

Rolls

Agility 11 - (1d20)

(15) = 15

Stealth 3 (edges in rural stealth and camouflage) - (1d20)

(10) = 10

Brawn 10 - (1d20)

(5) = 5

Fighting 5 (Edge Close Quarters, Melee Weapons) - (1d20)

(5) = 5

Sep 12, 2023 11:58 pm
OOC:
That's four successes on the attack. Want to roll 6d6 damage? Or 3d6 and bank 3 Momentum? Or something in between? You'll need to do at least 5 damage to take this guy down. Recall on the damage dice: 1=1, 2=2, 3,4=0, 5,6=1 + an effect, and the sabres effect is to ignore armor.

KCC

Sep 13, 2023 3:01 am
OOC:
Go big, or go home!

Sabre Melee Weapons 3 Piercing 1 Major Parrying 2

Rolls

Damage - (6d6)

(631351) = 19

Sep 13, 2023 7:12 am
As Irish is rushing and Captain Swann is telling Greg that Sabine will need help, the Frenchwoman scowls, hefts her German Schmeisser as best she can (the strap helps), and takes aim at the German without the vicious saber wound. She'll fire only if Swann and Dan can't take the man down.

"I don't need 'elp!" she says as she struggles to cock the submachinegun. "Make ready to run for the platform!"
OOC:
Aiming at and will fire at the second German if necessary, but I'm seeing her going last in the ground. If they are both down, she'll book it!
Sep 13, 2023 2:50 pm
Dan raises a hand in mock fear and nods at Sabine. She's a tough bird, he thinks while he raises his Thompson and fires at one of the Germans on the platform.

Rolls

Coordination 10, Fighting 1 - (2d20)

(49) = 13

Damage - (5d6)

(32453) = 17

Extra Momentum damage! - (1d6)

(5) = 5

Sep 13, 2023 3:51 pm
OOC:
Whelp, that’s it for surprise / stealth then!
Sep 13, 2023 4:08 pm
OOC:
Irish was already lunging at the German so...
Sep 13, 2023 4:36 pm
OOC:
…you opened up with a Thompson submachinegun. :D

Don’t get me wrong — love it. Just not subtle!
Sep 13, 2023 5:36 pm
OOC:
Dan is a little blustery...heh
Sep 13, 2023 5:58 pm
OOC:
Four damage, less two for armor, plus two effects. The effects are Area and Stun. Area won't help because Irish took out the other guy. Stun, however will leave the guy unable to act on his next turn. Sound good?
Sep 13, 2023 6:11 pm
OOC:
Sounds perfect to me!
Sep 13, 2023 6:18 pm
Irish runs out of the darkness, padfooting in his boots, and when they hear him coming, his sabre strikes one down. The man crashes to the ground clutching his chest as blood pours forth.

The other Nazi reaches for a weapon when the excitable Dan Gregg unloads with the Thompson. The man suffers a number of impacts, staggering backwards and stunned by the savagery of this evening shift change. The powerfully loud Thompson M1911 lights the area with muzzle flash and its booming reverberations.

The loading platform stops descending as the two on that peer over the side to determine WTF.
OOC:
James can open up with the Sten if that's his goal. Sabine can attack as well.

BTW, I'm spending 5 Threat to wake the five enemies sleeping in the camp near you, mwa haha.
Status Table
Momentum: 2
Threat: 10

KCC

Sep 14, 2023 5:50 am
OOC:
Climbing equipment or burglars tools will surely have a grappling hook, right?
Sep 14, 2023 1:11 pm
OOC:
I guess the salient point is how high is the platform ?
Sep 14, 2023 2:05 pm
OOC:
It's about 5 or 6 meters from the ground. If you would like to use a grappling hook, then make an Athletics (Climbing) test, difficulty 2. If he is successful, how are the rest of you going to keep the 2 men on the lift from cutting the rope, or kicking it off?
Sep 15, 2023 12:26 pm
OOC:
The old fashioned way.
Swann aims the Sten at the two men on the platform.
OOC:
A I reading this right, if a weapon has multiple 'Effects' they are all trigged by the effect dice. Meaning I hit the additional target (since there is only one) and then both targets take 2 Stun?
Last edited September 15, 2023 12:31 pm

Rolls

Coordination 9 + Fighting 4 (13) - (d20, d20)

d20 : (11) = 11

d20 : (11) = 11

Damage - (d6, d6, d6, d6)

d6 : (6) = 6

d6 : (1) = 1

d6 : (2) = 2

d6 : (6) = 6

Sep 16, 2023 12:46 am
Following Swann's lead, Sabine opens up with her recently acquired MP40, bracing it as best she can as the machine pistol barks and rattles and shakes, spitting lead at the platform and the two men on it, throwing sparks and splinters off the lift.
OOC:
Minor Action to aim, so she can reroll one of the d20s. Complication range is 17-20 as a result of her injuries.

Edit: I suspect she cannot reroll the 18, which is a Complication, so rerolling the 11... and I *think* that's a hit, so rolling damage. Looks like 5 damage?
Last edited September 16, 2023 12:52 am

Rolls

Coordination (9) + Fighting (1) - (1d20, 1d20)

1d20 : (11) = 11

1d20 : (18) = 18

Rerolled d20 - (1d20)

(4) = 4

Damage - (1d6, 1d6, 1d6, 1d6, 1d6, 1d6)

1d6 : (3) = 3

1d6 : (2) = 2

1d6 : (3) = 3

1d6 : (1) = 1

1d6 : (2) = 2

1d6 : (4) = 4

KCC

Sep 16, 2023 5:58 am
OOC:
I believe!
Thinking to climb up the remainder of the way, Irish quickly tosses his grappling hook, hoping to snag one of the corners, and then quickly claim the platform.
Last edited September 16, 2023 5:59 am

Rolls

Agility (11), Athletics (4) - (1d20, 1d20)

1d20 : (9) = 9

1d20 : (19) = 19

Sep 16, 2023 3:21 pm
Dan is right behind Irish, ducking and covering him in case any more Germans appear as the man throws the grappling hook which successfully gains purchase on the platform. Dan attempts to climb up onto the platform, hopefully before the stunned German starts firing.

"Cover me now!" he calls back to the others when he sees Irish not make it up.

Rolls

Athletics 8 - (2d20)

(44) = 8

Sep 16, 2023 3:33 pm
Effect symbols rolled trigger all of the weapon effects a given weapon has, and many weapon effects have a greater impact the more effect symbols are rolled.

Any die can be rerolled, with no prohibition on the complication, so Sabine doesn't trigger one.

The complication range is 19-20 for D2 actions (and correspondingly larger as the difficulty increases, so Irish got one success and one complication. I'll rule that he slides back to the ground.


As the Nazi soldier on the ground shudders from the Thompson, Sabine and James clear the platform, riddling the two soldiers with fire. One or killed and the other is near death, but stunned.

Irish attempts to climb up, but his hands slip and he tumbles down.

Dan leaps up and just like in infantry school, climbs the rope and slides over the edge as the Nazi there attempts to recover.

The second soldier on the ground was stunned for two rounds, as well. So everybody can act again. Both the soldier on the grind and the one on the platform are hurt bad but still capable of shooting.
Sep 17, 2023 1:03 am
Dan starts to lower the platform and move the hook out of the way, then quickly provides cover fire for the others.

"Come on, Irish. Easy on this time, huh?"
He glances at the stunned soldier and knowing that he will be at him soon enough he pulls out his pistol and fires.

Rolls

Coordination 10, Fighting 1 - (2d20)

(179) = 26

Damage - (5d6)

(26661) = 21

KCC

Sep 17, 2023 9:52 am
Irish turns back to beckon for the others.

"Move your arses, and quick. Once we’re up, we’re away! They can’t follow!"

He rushes to the platform, pulling his gun, and ready to lay down suppressive fire if any Germans show their faces while the other squad members make the mad dash for the platform!
Sep 17, 2023 3:20 pm
Running from cover, breaking for the platform, Sabine winces at the effort but also targets the German on the ground who is still alive. She loosens a quick burst from her weapon, trying to put him down for good.
OOC:
Movement and Attack. Must admit, the way automatic weapons work in his game is wonky. Hurts my head a little.

Edit: Misses unless the Difficulty was 0 due to him being Stunned.
Last edited September 17, 2023 3:21 pm

Rolls

Coordination (9) + Fighting (1) - (1d20, 1d20)

1d20 : (11) = 11

1d20 : (18) = 18

Sep 17, 2023 5:56 pm
Dan hits and should roll 5d6 damage. That's 6 damage plus three Effects. The M1911 had Vicious 1, so each Effect is +1 Stress. A total of nine.

No, the penalty for being Stunned is just losing an action. Sabine misses and suffers a complication.


On the platform, Dan pulls his gun and shots the wounded Nazi in the face, the back of the man's head exploding in a spray of gore.

Irish climbs up the rope, taking his time to do it right.

Sabine fires at the surviving man in the ground as the camp behind them erupts into a frenzy, but her wounded arm twinges pulling the barrel high and she drops her gun to support it. She loses sight of it in the dark.

With that arm, there is no way Sabine will be able to climb the rope.

James is up.

KCC

Sep 18, 2023 1:03 am
OOC:
Depending on how close we are to the ground…
"Grab it! Grab the jaysus thing and I’ll pull you up!" Irish shouts to the woman. He prepares to dig his heel into this platform and pull the woman up with him.
Sep 18, 2023 1:21 am
The platform begins lowering as Dan cranks the hand winch.

Three rounds to lower it, one if Irish and Dan work hard together.
Sep 18, 2023 7:02 am
Cursing at the machine pistol, Sabine kneels and pulls out her pistol while she waits for the platform to lower...
OOC:
She'll hop aboard just as soon as she can. And if there's time before it comes up, she'll try again to shoot the lone surviving German.
Sep 18, 2023 11:17 am
Swann pulls one of the Stielhandgranates and lobs it in the direction of the Nazi camp. He doubts it'll get anyone but confusion and a little fear may slow them down.
OOC:
As soon as the boys have the platform low enough, Swann will climb aboard.
Sep 19, 2023 12:48 am
Give 'er a roll, James. 5d6.
Stielhandgranate 24: (Throwing), Close range, 5 Area, Stun, Munition

KCC

Sep 19, 2023 6:18 am
"Fuck!" Irish grumbles, as the woman refuses the rope, and so he scrambles to the contraption, and starts helping to lower the platform. He looks up at the hole above while he does so, expecting to see faces at any moment.
Sep 19, 2023 11:41 am
OOC:
Rolling

Rolls

Grenade!! - (d6, d6, d6, d6, d6)

d6 : (6) = 6

d6 : (4) = 4

d6 : (1) = 1

d6 : (3) = 3

d6 : (6) = 6

Coordination 9 + Fighting 4 (13) - (d20, d20)

d20 : (10) = 10

d20 : (15) = 15

Sep 20, 2023 2:30 am
Dan leans over and tries to help them both up, especially Sabine who looks a little pale to him. When he sees that with her injured arm, a rope climb would be impossible, he helps Irish crank the pulley to lower the platform all the way down. Even though they didn't have the luxury of time, there was no choice. Swann's diversion would at least buy them some valuable minutes if not kill a few of the enemy.

"Come on, Crank 'er as fast as we can."
Sep 20, 2023 3:03 am
James lights up the night with concussive force, blasting the Nazi to smithereens.

Irish and Dan get the platform down and Sabine and James climb on, then you all start to winch your way up. It rises above each of anyone's on the ground before a soldier gets to you.

Below you, the camp soldiers are checking the perimeter, and one yells a query at the four of you on the platform.

(In German) <"Where is the attack coming from?">
Sep 20, 2023 5:33 am
OOC:
Does anyone else know German? If not, Sabine can whisper some words for one of the men to repeat loudly, with perfect pronunciation.
Sep 20, 2023 11:56 am
OOC:
Pretty sure your the only one that Spricht Deutsch.
Sep 20, 2023 11:50 pm
OOC:
That's my understanding, Sabine is the only one who has spoken German.
Sep 21, 2023 3:27 am
Her voice low, so that only her companions can hear, Sabine says, "One of you! Point to the west, away from 'ere, and repeat what I say! Carefully!"

Then, in German, she says, "Von dort aus dorthin!" A pause, and then, "Sie haben sich einfach geduckt!" And finally, "Beeilen Sie sich und holen Sie sie sich!"
OOC:
<"From there, that way! They just ducked down! Hurry and get them!">

KCC

Sep 21, 2023 8:33 am
Irish clears his throat and repeats:

"Van dort aus dorthin! Sie haben sick fucks geduckt.

Be Eileen, sie sick und hole sick sick sick!"


He points authoritatively to the west!
Last edited September 21, 2023 8:33 am
Sep 21, 2023 1:23 pm
After puzzling through Irish's slurred speech, the lieutenant quickly orders the Nazi soldiers into two groups, sending them in flanking positions around where Irish has pointed.

He then checks the load in his luger and calls up, (In German) <" Who all is that up there?">

You've winched halfway to the zeppelin, and it's tough work.

KCC

Sep 21, 2023 2:20 pm
"What the fuck is he saying now?" Irish asks the Sister. "Should just drop a grenade on the bastard’s head and be done with it!"
Sep 21, 2023 2:52 pm
"You could but instead, save your energy to get this motherfucking platform up to the balloon, will ya?"

Dan is panting with the exertion but hopeful that the diversion will work long enough to make it up the rest of the way. As luck would have it, the Nazis seem to have fallen for the man's attempt at their language.
Sep 22, 2023 3:24 am
"Keep pulling!" the former nun says hoarsely. "And answer them, they want our names! Say Schultz! And Haas! And... and Müller, and Bergmann!"
Sep 22, 2023 3:01 pm
"We're going as fast as we can!" Dan turns toward the direction of the Germans and shouts, "Schultz! I hope that sounded Germanish."

KCC

Sep 23, 2023 12:57 am
"Und House!" Irish calls after, keeping the ruse up, as they drag their way skyward!
Sep 23, 2023 3:18 pm
OOC:
Spending one threat. There is no Schultz in the German contingent.
(In German) <"Achtung! Imposters."> Gunfire rings out, ricocheting off the platform. <"Nein! The Huginn, don't shoot."> The Nazi officer begins shouting in German at the zeppelin, trying to warn them of das dopplegangers.Status Table
Momentum: 2
Threat: 9
Sep 23, 2023 6:25 pm
Qralloq says:
OOC:
Spending one threat. There is no Schultz in the German contingent.
OOC:
Foul! And also, hilarious!
Sep 25, 2023 1:30 pm
James grabs the grenade off of Irish's belt and drops it over the side, "Here's your Schultz."

Rolls

Coordination 9 + Fighting 4 (13) - (d20, d20)

d20 : (15) = 15

d20 : (1) = 1

Grenade!! - (d6, d6, d6, d6, d6)

d6 : (5) = 5

d6 : (6) = 6

d6 : (3) = 3

d6 : (4) = 4

d6 : (5) = 5

Sep 25, 2023 2:19 pm
That's a hit, with an extra success. Do you want to add that to the shared Momentum pool, or roll an extra damage die?
Sep 25, 2023 7:48 pm
OOC:
I will add it to the Momentum pool, and hopefully someone might spend it on 'reducing the time' it takes to crank us up to the zeppelin.
Sep 25, 2023 9:50 pm
OOC:
Lots of SFX activated too, yeah?
Sep 26, 2023 1:48 am
The effects are Area and Stun, and 3 are triggered. Also, 3 Stress, less armor, to whoever was in the vicinity.

The grenade pops below you, and buffets the platform.

You're approaching the top. There are people calling from up in the zeppelin. What's your plan when you get high enough to board?
Sep 26, 2023 2:24 am
OOC:
Oh, ooh, ooh, Um, Sabine, Say Germish words!!

KCC

Sep 26, 2023 3:51 am
"No prisoners. The Brass didn’t ask us to bring any boffins back, so I say we spray and pray once we reach the top. If it moves, put it done.

If they think the zeppelin is lost, they’ll probably open fire soon enough!"


Irish handles his gun, ready to open fire on whoever is above. Time was of the essence here.
Sep 26, 2023 5:11 am
Sabine tries to make out what the Germans are saying above, and makes a terribly realization. "If we open fire from 'ere... we risk 'itting the dirigible... and setting it aflame. It's filled with 'ydrogen! At least if it works like their other zeppelins... we'll all be killed!"
Sep 26, 2023 4:16 pm
OOC:
'hydrogen. Love it! 😁
"e's He's right. But what do you suggest? Hand to hand? But they'll spray us as we reach them."

KCC

Sep 27, 2023 1:30 am
"Shite. The Sister is right. I suppose that means that they won’t be in a rush to fire guns around either though!"

The man puts away his gun and draws his long blade.

"Ready for a wee do-si-do?" Irish chuckles, ready to fall on the German with blade and fist.
Sep 27, 2023 3:39 pm
"I'm always ready," Dan replies to Irish as he too puts away his gun and draws his knife. "Stealthily we go, huh? We all ready for this?" he asks the others.

To Sabine he says, "You can hang back and let us soften them up a bit."
Sep 27, 2023 8:00 pm
Swann takes over the winch as the lads get ready to rush onto the zeppelin.
Sep 30, 2023 12:42 am
Sabine just nods at Dan as she looks up, he eyes peeled for opportunities, for enemies targeting them, for an understanding of how the underslung portions of the zeppelin are laid out...
OOC:
Sabine is pretty good at engineering, being the handy one who looked after the boiler and the truck at the church. Can she roll here to determine some info about vulnerabilities, layout, crew compliment, etc.?
Sep 30, 2023 3:44 pm
OOC:
You're certainly in a position to make sudden an engineering roll, but I'll give you the immediate layout.
The Huginn is huge, the envelope nearly two hundred meters long. The gondola itself (that you are winching into the middle of) is at the forward part of the superstructure, and is thirty meters in length itself.

The Huginn
https://i.imgur.com/pfiYU4N.jpg

The Gondola
The Gondola of the Huginn is a thirty-metre boat-shaped hull constructed of steel and aluminium attached to the bottom of the main balloon near the front. The gondola houses the control systems for the Zeppelin as well as officer’s quarters and living facilities

You're entering from below into a wire mesh cage in the center.
https://i.imgur.com/g7xm8sx.png

There are two Nazis up top waiting for the platform to come up. They're suspicious, or at least anxious, because of the explosions and gunfire. Still, you're ready and in control of when you pop up from out of sight.

One of you may act first, then choose one of the two Nazis (let's call them A or B) to go next. Alternatively, someone else can spend two Momentum (or add Threat) to act before them.Status Table
Momentum: 2
Threat: 9
Oct 1, 2023 3:45 am
OOC:
I vote Irish goes first and Dan spends the 2 momentum to take out the second Nazi. Notice how I assume Irish will be successful, no pressure.
Oct 1, 2023 4:34 am
OOC:
Aye, let's gop Irish!

Also, making that engineering roll... two successes. What was the difficulty? I'm a little turned around on one thing -- I'd like to "Obtain Information" about the use of the crystals in the airship, or look for weakpoints, or its secret purpose / power. But it looks like that *only* comes from spending Momentum?
Last edited October 1, 2023 4:44 am

Rolls

Reason (10) + Engineering (2) - (1d20, 1d20)

1d20 : (3) = 3

1d20 : (12) = 12

KCC

Oct 1, 2023 2:59 pm
As soon as the Germans come into view, Irish is charging over the lip of the still ascending platform and going at them (German A) with sword!
OOC:
They Don’t Like It Up Em: When the fighting gets up close and personal, you’re an expert with cold steel, scattering enemies with your irresistible charges. When you move into Reach of an enemy and make a melee attack, the first bonus d20 you buy for that attack is free, and if successful your target is knocked prone.
OOC:
Edges in: Close Quarters + Melee Weapons

Rolls

Brawn 10, Fighting 5 - (1d20, 1d20)

1d20 : (15) = 15

1d20 : (8) = 8

They Don’t Like It Up Em - (1d20)

(10) = 10

Oct 1, 2023 3:16 pm
Esidrix says:
OOC:
I vote Irish goes first and Dan spends the 2 momentum to take out the second Nazi. Notice how I assume Irish will be successful, no pressure.
That works for me.
Oct 1, 2023 3:22 pm
[ +- ] Harrigan


Irish leaps out of the cage before the platform is even fully in place and slashes with his blade.
OOC:
Two successes. The sabre does 3 damage base, but you could either bank the extra success as Momentum, or add an extra damage dice. So roll 3d6 or 4d6 damage.

KCC

Oct 1, 2023 3:38 pm
OOC:
Bigger number more good!

Rolls

4d6

(5121) = 9

Oct 1, 2023 3:47 pm
Irish nearly takes the head off off one soldier with his blow, the man's unarmed body taking the full force of the sabre.
OOC:
5 damage plus an Effect, but these air troopers aren't wearing armor. That's enough to take him out.
Oct 1, 2023 4:15 pm
No armor no problem, Dan thinks as he lunges toward the remaining Nazi on the platform.
OOC:
Spending momentum to go before the nazi.
Last edited October 1, 2023 4:16 pm

Rolls

Brawn 7, Fighting 1 (focus melee) - (2d20)

(205) = 25

Oct 1, 2023 4:21 pm
OOC:
One success, but one complication. I'll noodle on that while you resolve this.

Roll damage. That's 2d6 if unarmed, 1d6 if using the thumb knife.
Oct 1, 2023 4:28 pm
OOC:
Using the thumb knife.

Rolls

damage - (1d6)

(4) = 4

Oct 1, 2023 4:34 pm
Dan stumbles on the edge of the platform, and slashes with his thumb knife, but merely cuts the Nazi's uniform across the chest. He stumbles and falls to the ground, at the man's mercy.
OOC:
For the Complication, I'm going to ignore any Morale check this round for his buddy going down, and award him a d20 for an attack against Dan. Dan can buy that off by paying two Threat.
Status Table
Momentum: 2
Threat: 9
Oct 1, 2023 5:55 pm
OOC:
Dan will spend the threat for self-preservation.
Oct 1, 2023 6:18 pm
OOC:
I take those two Threat and make it 4d20 mwa haha. Just kidding, I won't do that. Also, I keep forgetting that melee are opposed rolls
The airman smashes a heavy wrench down, attempting to bust open Dan's defenseless head.
OOC:
Also, I keep forgetting that melee are opposed rolls. Dan, make another Ability+ Fighting roll. One or more successes and he misses.

Rolls

Agility 8 + Fighting 1 (Melee Weapons) - (2d20)

(813) = 21

Oct 1, 2023 6:27 pm
OOC:
rolling dice

Rolls

Agility 8, Fighting - (2d20)

(37) = 10

damage if hits - (1d6)

(5) = 5

Oct 1, 2023 6:34 pm
Dan blocks the arm, deflecting the wrench swing, and the heavy weapon rings off the floor harmlessly.

James and Sabine are up. One Nazi, armed with a wrench but a Luger in his belt.
Oct 2, 2023 12:04 am
As the platform comes into view, Swann sees Dan on his knees in front of the Nazi. He immediately fires his revolver at the Nazi.
OOC:
If I read this right, the 'Handguns' focus only kicks in if I get a 4 or less, since that's the skill that has the focus?
OOC:
So I'm landing 3, + 3 for Vicious. Vicious: The attack or hazard is especially potent. Add
+1 to the total stress inflicted for each Effect rolled.
Last edited October 2, 2023 12:11 am

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d20, d20)

d20 : (13) = 13

d20 : (6) = 6

Damage - (d6, d6, d6, d6)

d6 : (5) = 5

d6 : (3) = 3

d6 : (6) = 6

d6 : (6) = 6

Oct 2, 2023 12:07 am
Stepping forward, and out from behind Gregg, Sabine bares her teeth as she comes at the Nazi with her one good arm -- and fighting knife!
OOC:
I keep meaning to ask -- does Sabine still have all that Stress, or was there enough downtime during our scene switches to clear it?

Trying to stick this Nazi like a pig. And Aw, I didn't even get to roll damage. ROLLING ANYWAY!
Last edited October 2, 2023 2:44 am

Rolls

Agility (7) + Fighting (1) - (1d20, 1d20)

1d20 : (5) = 5

1d20 : (8) = 8

Here Comes My Knifey - (1d6, 1d6)

1d6 : (6) = 6

1d6 : (1) = 1

Oct 2, 2023 12:22 am
OOC:
That's correct, Esidrix. James hits and he's going down. I'll allow you to bank the extra Momentum.
Sabine drives her blade in as the Nazi airman lunges away and takes James' shot in the throat. He falls to his knees, clutching his neck and then dies with a gurgling sigh.

Combat is over.

Status Table
Momentum: 1
Threat: 9

Rolls

Opposed melee 9(1) - (2d20)

(117) = 18

Oct 2, 2023 11:17 am
Swann will secure the platform while everyone else collects themselves.
Oct 2, 2023 2:25 pm
There are two doors, one headed for the back, and one towards the front. You don't hear anything from the back, but the muffled sound of a questioning voice comes from behind the bow-ward door.

KCC

Oct 3, 2023 12:49 am
"No sense in hanging about, is there?" Irish says, fully aware that the German’s might destroy the blimp sooner than see it depart in Allied hands. Once all hope was lost for its recovery, they’d start shooting.

He runs for the bow-ward door, and starts kicking it to break through!
Oct 3, 2023 1:11 am
"Nope. I'll go to the other door then." Dan is prepared to bust through it if he has to but he will try it first.
Oct 3, 2023 2:22 am
OOC:
You're splitting up? Excellent. Mwa haha
Oct 3, 2023 3:23 am
James seeing Sabine standing, hurries after Irish. Hopefully they can secure the forward area and he can double back to check on Dan.
Oct 3, 2023 6:11 am
Pistol in hand, Sabine moves to back up the American...

"I think it ees powered by the crystals -- there ees no boiler, no power plant!" she says to Danny Boy as they move.
Last edited October 3, 2023 6:12 am

KCC

Oct 3, 2023 10:46 am
"Kick man, kick!" Irish grunts, as he pounds his foot into the door again and again. He shuffled aside a few inches to make space for the second man!
OOC:
Adding a roll, just in case!

Rolls

Brawn 10, Athletics 4 - (2d20)

(36) = 9

Oct 3, 2023 2:36 pm
Qralloq says:
OOC:
You're splitting up? Excellent. Mwa haha
OOC:
Hell yeah!
Oct 3, 2023 10:24 pm
The door bursts open and you see a man standing there, he appears to be guarding a door to the left. He has his gun at the ready, but wasn't expecting bloody Nazis.

(In German) "Who are you? Who is your commander?"

One of you can act first. After that, the Nazi will (unless you bank enough Momentum to intercept that).

Status Table
Momentum: 1
Threat: 9

Toward the back, what is Dan doing as they kick down that door?

KCC

Oct 4, 2023 9:52 am
"Come here, ya bastard!" Irish shouts, as he goes for the man again, just the next in line for the sword!
OOC:
Oopsie!
Last edited October 4, 2023 9:52 am

Rolls

Agility 11, Fighting 5 - (2d20)

(209) = 29

Oct 4, 2023 11:44 am
OOC:
To answer a previous question, @Harrigan, and others, if you had any Stress from the fight at the mines, that's cleared. Injuries remain.
The man is enormous and has a sabre of his own, he swiftly pulls at it and grins, unafraid of Irish's attack.
OOC:
Rolling opposed fighting for melee
He brushes aside the sabre blow, and finishing drawing his own retaliates.
OOC:
Irish, another melee roll please to defense against his attack.

Rolls

Dietmar Fighting melee 13(4) - (2d20)

(34) = 7

Secret Roll

Dietmar Fighting melee 13(4), attacking Irish - (2d20)

(516) = 21

Oct 4, 2023 2:07 pm
Meanwhile, at the otherside of the chamber

Dan and Sabine move to the other door, and then step through it. They see a small hallway with nine more doors. There are four on the left, four on the right, and one at the far end. The second one on the right is actually open, an arch rather than a door. There are no signs of airmen in the hallway, or any other obvious telltale noises.
Oct 4, 2023 2:09 pm
"I think you are right, Sabine," Dan says while hearing the commotion by the other door. He knows he has to work quickly. As he steps through he is presented with too many choices.

"I suppose we should try the second door on the right since it's already open, for lack of any better ideas." He turns to Sabine for her assent.
Oct 5, 2023 4:06 am
Sabine nods and tries to keep aim over Gregg's shoulder, covering him against any emergent Nazi threat. "These are the crew quarters, be careful," she says quietly. "There is a chance many soldiers are here, resting or asleep."

A droplet of sweat beads on the side of the woman's brow. "The galley should be beyond, and beyond that, hopefully a way up to the auxiliary bridge and engine room."
OOC:
Stress happily cleared! Other items:

1 - Is there a main bridge as well, above / to the right?
2 - I'm forgetting! Our purpose here is to sabotage, steal... understand?
3 - I think A!C has simultaneous melee combat. Not only is it opposed, the defender can inflict stress. Sorry KCC!
Last edited October 6, 2023 12:36 am

KCC

Oct 5, 2023 11:43 am
"Engarde, you kraut bastard!"
OOC:
Stop rolling 20s…

FOR FIVE SECONDS!
Last edited October 5, 2023 11:44 am

Rolls

11, 5 - (2d20)

(520) = 25

Oct 5, 2023 2:29 pm
Irish jams his sabre into a wooden door and falls to the ground.

James is up.
[ +- ] Your Mission

At the back.

You look into the open space and see that it's the galley. This area feels killer it's probably crew quarters, and if anyone heard the gunshot, they haven't come out yet. There are no noises other than the sounds of fighting where Irish and James went.
Oct 5, 2023 4:47 pm
Swann nods at Irish's tactics, distract and dodge. Well done. With Irish in the clear, James levels the Enfield Revolver and introduces Old Faithful to another Nazi.
OOC:
Firing revolver, spending Fortune point for Crit.

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d1, d20)

d1 : (1) = 1

d20 : (14) = 14

Damage - (d6, d6, d6, d6)

d6 : (5) = 5

d6 : (1) = 1

d6 : (3) = 3

d6 : (3) = 3

Oct 6, 2023 12:51 am
@esidrix With two successes you have an extra Momentum. Do you want to spend it for an extra damage die, or bank it?
Oct 6, 2023 1:38 am
Dan hears the gunshot but keeps focused on the task at hand, trying to hear above the commotion. No one appears to be in the galley and it's quiet. He wonders if anyone is hiding in their quarters and advances slowly. His plan is to check all the cots. With all the noise, surely someone would have come out by now if anyone was in here.
Oct 6, 2023 4:35 am
Sabine tags along with her pistol out, providing cover for Dan as he goes room to room.
OOC:
Should Sabine roll to create a "Covered" or "On Watch" Trait / Advantage?
Last edited October 6, 2023 4:44 am
Oct 6, 2023 11:50 am
OOC:
Hrm, I think DIE!

Rolls

DIE - (d6)

(6) = 6

Oct 6, 2023 11:09 pm
James' revolver has the Vicious 1 quality, so the 2 Effects add +1 each to the damage, totalling 5. Unfortunately, this man is no lightly armored mook, and with Armor 5 takes no damage.

End of the round. Momentum decreases by 1, and initiative passes to the 'side' that did not act last in the prior round. That's big man Dietmar.


The gunshot staggers the huge man, but doesn't slow him down any. He slashes two-handed at Irish, his big sabre whistling through the air.

@KCC Irish needs to make an opposed melee fighting check. I'm spending a Threat for an extra d20 -- 2 successes.

Status Table
Momentum: 0
Threat: 8

Rolls

Dietmar Fighting melee 13(4), attacking Irish - (3d20)

(19136) = 38

KCC

Oct 6, 2023 11:34 pm
OOC:
All the usual edges!
Having lost his sword in the door, Irish raises a foot to try and persuade the blade to one side or the other!
Last edited October 7, 2023 12:35 pm

Rolls

11, 5 - (2d20)

(1118) = 29

Oct 7, 2023 5:04 am
Hearing the scuffle, Sabine takes Dan by the arm, hissing, "Monsieur! I think they might need our 'elp!"
Oct 7, 2023 3:17 pm
Dan feels Sabine tug at his arm and stops walking. "Yeah, you're probably right. We should go back and help. Doesn't seem like anyone is here anyway or if they are, they don't seem to be willing to cause us trouble yet."

He turns and now follows Sabine.
Oct 7, 2023 8:07 pm
The huge German warrior slashes Irish heavily, although Irish does avoid some of the blow. Still, his chest is torn open, blood spraying.

That's 9 damage and ignores one point of armor. Irish has Armor 2 so that's 8 Stress. Because it's 5+ Stress in one attack, that causes an injury.

Injury 1: Open chest wound, can't lift arms above shoulder level.

Both Irish and James are up.

Dan and Sabine run back toward the sound of fighting. You'll get to go in the next round (following the German's next attack).

Rolls

6D Piercing 1, Parrying - (6d6)

(211622) = 14

KCC

Oct 8, 2023 7:28 am
Irish is rocked by the wound. If things weren’t so immediate (if he had been wounded like this in a field somewhere), he might have lain down to die. But as things were, he was like a cornered animal, forced to try and survive so that the end might not be so violent.

He pulls his weapon and fires at close quarters!
OOC:
High Standard HDM Pistol
Handguns Close 3 Vicious Minor Close Quarters, 2

Rolls

11, 5 - (2d20)

(1113) = 24

Oct 8, 2023 11:01 pm
OOC:
One success is a hit, roll damage please. 4D with Vicious 1.

KCC

Oct 9, 2023 12:02 am
OOC:
Blammo!

Rolls

4d6

(4415) = 14

Oct 9, 2023 11:24 am
"Oh bother."

More Revolver.

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d20, d20)

d20 : (16) = 16

d20 : (14) = 14

KCC

Oct 9, 2023 12:10 pm
OOC:
Oh, great! We are doing that scene from Saving Private Ryan where I get stabbed by a Nazi, while Swann watches on helplessly!
Oct 9, 2023 1:06 pm
OOC:
This is indeed that scene.
Gunfire opens up on the big Nazi but his armor seems to absorb all of it.

He slashes again at Irish, looking to take out one of you at a time. He laughs.

Opposed melee roll from Irish. One success or more and he misses.

From inside the door he was guarding you hear a questioning tone yelled in German.

Status Table
Momentum: 0
Threat: 8

Rolls

Dietmar Fighting melee 13(4), attacking Irish - (2d20)

(1513) = 28

Oct 9, 2023 2:06 pm
Sabine blanches when she sees Irish’s injuries, and the huge Nazi’s armor. Quickly pocketing her pistol, she instead unshoulders her SMLE and tries to brace it on a piece of equipment so she can fire it one-handed. Working the bolt to fling a piece of .303 brass into the air, she waits for a clear shot!
OOC:
Not sure if or when it’s her turn, but thus is her action, and the shot if she can manage it.
Oct 9, 2023 2:41 pm
OOC:
Go ahead and add your roll, Sabine. I'll resolve it after Irish's defense, at which point everyone is able to act.
Oct 9, 2023 3:07 pm
Dan holsters his knife and pulls out his Thompson. The gig was up. It was time to spray the big guy with machine gun fire. As quickly as he could he pointed at the man's head, where the armor wasn't and squeezed the trigger.

Rolls

Coordination 10, Fighting 1 - (2d20)

(116) = 17

Damage - (5d6)

(26555) = 23

extra success - (1d6)

(5) = 5

Oct 10, 2023 5:06 am
As the Thompson chatters, spitting .45s at the German, Sabine's rifle reports as well, thunderously loud inside the gondola!
OOC:
I think Minor Action to draw the SMLE, Major Action to attack -- KAPOW! Handing the GM two Threat to roll an extra d20.

With two successes, adding one Momentum to the pool. And it looks like 11 Stress and two Stuns?
Last edited October 10, 2023 5:14 am

Rolls

Coordination (8) + Fighting (1) - (1d20, 1d20, 1d20)

1d20 : (3) = 3

1d20 : (5) = 5

1d20 : (10) = 10

Damage - (8d6)

(22612642) = 25

KCC

Oct 10, 2023 5:44 am
OOC:
Oops! Waiting for me!
Irish is desperate, and so tries to block the blow with his gun, little protection though it may be!
OOC:
Oof! Not good!
Last edited October 10, 2023 5:45 am

Rolls

2d20

(1420) = 34

Oct 10, 2023 11:52 pm
OOC:
Nice. Resolving damage from Dietmar first. 5 plus 3 effects (Piercing 1) so he bypasses up to 3 armor.
The slash hits hard, and Irish takes two wounds, one from running out of Stress, and one for 5 Stress in one attack.

Once you have suffered 3 injuries, in any combination, you are defeated. If you are defeated and have more physical injuries than mental ones, you are also dying. At the end of each of a dying character’s turns, roll 1 . If you roll an effect, the character dies from their injuries.

However, you can spend a Fortune to Avoid Defeat: The character may spend a Fortune point when they are defeated to immediately return from defeat, either as soon as they are defeated, or at some point later in that scene.

Rolls

Damage - (6d6)

(114665) = 23

Oct 11, 2023 12:03 am
Dan: 2 successes, and he spends the extra on damage. 7 damage plus 5 effects. He has Armor 5, so that's 2 Stress. That's Stun 5. He's stunned and cannot take any actions next turn.

Sabine: 11 damage, less 5 armor is 6 more Stress. That's also an injury, but he's not a mook and so easily defeated. His Resilience is 3, and so isn't stunned. One more injury and he's down, though.

@esidrix: James is up.

KCC

Oct 11, 2023 12:42 am
OOC:
In the arms of the…
OOC:
… Devil, baby! You can’t kill me!
The blow rocks Irish, cutting into him like a hot knife through butter. The man feels the life blood seeping from his chest, but can do nothing to stem the tide.

His vision swims, and then goes dark. He faintly hears the din of battle still raging over his head.
Last edited October 11, 2023 12:44 am

Rolls

1d6

(4) = 4

Oct 11, 2023 1:11 am
I've been miserly with the Fortune Points, so since Irish is going to survive anyway, then everyone can take 1 Fortune.

KCC

Oct 11, 2023 9:48 am
OOC:
Is Irish going to survive? The man will never use a currency to cheat death! It’s all dice, baby!
Oct 11, 2023 3:58 pm
"Shot him again Sabine, dead center."
OOC:
Talent
Direct: In an action scene, as a major action you can select a single ally you can communicate with, that
character may immediately attempt a major action. If this action includes a skill test, you assist them, using
your Tactics skill. Tactics 4
Oct 11, 2023 8:40 pm
Dan is stunned and can only watch, his body refusing to move, as he sees Irish is hurt badly. All Dan can do is think, and though not a religious man, he offers a prayer to no one in particular.

Please help the Irishman. Don't let him die.
Oct 11, 2023 11:18 pm
@harrigan, free action to you (James passes his to Sabine).

@esidrix, want to make a Tactics test? This is a 1d20 using your Coordination and Tactics as target number and focus i.e., 13(4).
Oct 12, 2023 12:28 am
OOC:
Totally, wasn't sure how an 'assist' worked.

Rolls

Coordination 9 + Tactics 4 (13) - (d20)

(7) = 7

Oct 12, 2023 5:50 am
Stepping forward, a determined look on her face, Sabine nods at James and closes to point-blank range before leveling her .303 at the big German. Ignoring the pain in her injured shoulder, she grits her teeth, fires and shouts, "Die, you Nazi couchon!"
OOC:
Spending a point of Fortune to auto-crit-hit. Setting the first d20 to d1. So I think that's three successes; let's use the extra two for damage JUST TO BE SURE.
Last edited October 12, 2023 5:51 am

Rolls

Coordination (8) + Fighting (1) - (1d1, 1d20)

1d1 : (1) = 1

1d20 : (9) = 9

Damage - (10D6)

(4431551464) = 37

Oct 12, 2023 5:54 am
OOC:
Wait! There's an extra success from Swann! One more damage die, though I think the Nazi is still going to laugh all this off.

Yup, figured. So 5 damage and the SMLE appears to have no special effect. :(
Last edited October 12, 2023 5:55 am

Rolls

Forgotten Damage - (1d6)

(4) = 4

KCC

Oct 12, 2023 5:59 am
OOC:
Hehehehehehe it’s almost my turn again!
Oct 12, 2023 3:43 pm
OOC:
Terrible roll, look at those useless 3s and 4. with Armor 5, that inflicts no additional Stress. The Lee Enfield does do Vicious on a Salvo (where you spend one Ammo before the roll to empty the clip at him).
Sabine's shot strikes the stunned man in the center of his chest, but he just staggers back.

Everyone is up again. Let's see if Irish survives another round. Saving him from ongoing death checks will require a Coordination + Medicine test difficulty 2.

KCC

Oct 12, 2023 11:13 pm
OOC:
No need! I’m about to get to my feet!

Rolls

1d6

(2) = 2

Oct 13, 2023 12:04 am
OOC:
So.... If I'm reading the rules correcly and you just gave us a Fortune point. I can spend that point on a 'Make it happen' roll which seems to be a temporary reality adjustor. That said, (tell me If I'm stretching the rules or just getting it right) I'll spend the Fortune to say that Sabine's shot shifted the Nazi's armor, giving James an 'Armor free' angle for a shot before the Nazi can straighten things out. Then, I'll generate 2 threat for the extra d20.

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d20, d20, d20)

d20 : (19) = 19

d20 : (20) = 20

d20 : (7) = 7

Damage - (d6, d6, d6, d6)

d6 : (4) = 4

d6 : (5) = 5

d6 : (2) = 2

d6 : (1) = 1

Oct 13, 2023 2:21 am
OOC:
That is likely in the more potent use of a Fortune Point, but as it is just one action, I think that's fine. Coincidentally, the handgun has Vicious quality, you do 5 Stress which causes an injury and defeats him. Also, a nice shiny natural 20.

Also, I added the full pregen to the bottom of James' sheet, so I don't have to keep looking up your weapon stats.
James' handgun barks and catches the bodyguard in the mouth. He chuckles to the ground chawing at his chest for some reason.

Complication

The gunfire draws the next door forward to open and two junior officers step out, guns ready.

Sabine and Dan can act next as the newcomers arrive on scene mid-action. (Their actions are to move into position.)

Status Table
Momentum: 0
Threat: 10
Oct 13, 2023 2:18 pm
"Huh?" Dan claws out from underneath his stupor and moves into position, wondering where the hell the other Nazis came from. He readies his machine gun to blast a few more Nazis to hell glad to see one of them falling to Jame's shot.
Oct 14, 2023 1:57 am
Falling back as soon as she sees more Germans enter the room, and as she sees what a sorry state Irish is in, Sabine sets down her rifle and opens her doctor's bag, hoping to save the Irishman's life.

"Irish! 'Old still! And shoot them, Dan! Shoot them!" she shouts as she gets to work on her companion's wounds.
OOC:
Sabine has a Medic's Bag, which I think is a minor item and has 3 Momentum for healy things? If so, she'll spend two now.

Rolls

Stabilize the Dying (Coord 8, Medicine 2) using two uses of the medic kit - (1d20, 1d20, 1d20, 1d20)

1d20 : (13) = 13

1d20 : (9) = 9

1d20 : (3) = 3

1d20 : (14) = 14

Oct 14, 2023 2:44 am
Glad to see Sabie attending to Irish, Dan fires at one of the Nazis.

I'm back! Die, motherfuckers."

Rolls

Coordination 10, Fighting 1 - (2d20)

(820) = 28

Damage - (5d6)

(41232) = 12

Oct 14, 2023 2:54 am
OOC:
2 successes on the medicine check and Irish is saved. He's still defeated, but after this combat, can get up. He'll have three injuries, but be mobile.
Sabine quickly applies a compress and smelling salts, and keeps Irish from shuffling off the mortal coil too soon.
OOC:
Dan: one success is enough to hit, then 5 damage. These guys have no Armor and only 1 injury rank, so 5 Stress takes one out. That natural 20 is a Complication, so let's use a Gun Jam. One action to reload and clear it.
As the two lieutenants burst in, Dan says "Huh?" and immediately swings his Thompson to bear. With a burp from the muzzle, the Nazi on the left is flung backwards and lands on a chair, smashing it. The gun jams as the circular clip runs dry.

The other Nazi officer shoots back at Dan.
OOC:
Spending a Threat on the retaliatory shot. But despite that, it's a miss.
James, Sabine, and Dan can all go next.

Status Table
Momentum: 0
Threat: 9

Rolls

Coordination 9, Fighting 1 - (3d20)

(161713) = 46

KCC

Oct 14, 2023 11:09 am
"Shiiiiite!" Irish comes up, as if gasping for air. "What have you done to me sister? I feel like a bag of hammered shit!" he says, uselessly from the ground!
Oct 14, 2023 8:02 pm
"Only saved your life, you ungrateful oaf!" Sabine says with a smile as she finishes cleaning and bandaging the worst of Irish's wounds. "Now come on -- we 'ave more Germans to kill!"

Standing, Sabine draws and fires her Walther PP multiple times at their lone remaining foe, aiming center-mass.
OOC:
I think that's 7+2=9 stress!
Last edited October 14, 2023 8:06 pm

Rolls

Shooting! Coord 8 + Fighting 1, Minor Action to Aim - (1d20, 1d20)

1d20 : (2) = 2

1d20 : (6) = 6

Damage (using the momentum for an extra die, using ammo for salvo) - (6d6)

(165121) = 16

Oct 14, 2023 8:18 pm
Sabine empties her clip into the officer and he falls backwards arms flailing with each shot until he crumples against the wall.

Combat is over for a second or two.

You know that there are more Nazis here. Who was the big man guarding? (The door to your left.) Beyond the room where the junior officers are is the bridge, and you know that will be manned.
Oct 14, 2023 9:02 pm
If the lone German yet lives, Dan fires his Thompson again.

She's a tough bird, that one, he thinks about the injured Sabine.
OOC:
Yay we cross-posted Q.
Last edited October 14, 2023 9:03 pm

Rolls

Coordination 10, Fighting 1 - (2d20)

(1918) = 37

Damage - (5d6)

(33311) = 11

Oct 14, 2023 10:06 pm
We'll ignore they horrible attack by Dan since the Nazi is already dead.

KCC

Oct 15, 2023 5:58 am
OOC:
Combat being over means Irish is back up?
Last edited October 15, 2023 5:58 am
Oct 15, 2023 1:56 pm
OOC:
Irish is still "Defeated" but conscious and mobile. Until the Scene™ ends your Stress boxes are still full and you have three injuries, so any damage will kill you outright. At a Scene™ break, you'll recover the Stress boxes.

Now, the question is, what is a Scene? This is defined somewhat in the GM's book, quoted here:
Quote:
No Rest for the Wicked
At the end of a scene you could rush the players headlong into the next one. If the next scene is only a short time later, with no opportunity to rest between them — perhaps the characters haven’t had time to regroup, or the next scene begins only moments later — the GM should spend two Threat to reflect this.

In this case, the players do not remove any of the stress they’ve suffered, and lingering effects from the previous scene don’t end… but they also don’t lose any Momentum. This connects the two scenes so that short-term effects carry from one scene into the next.
So my question to myself is, do you have time to rest, or should I spend 2 Threat and have the next bunch come in? Given the small quarters and the gunfire, there is no way the Nazis aren't investigating. I'll spend two Threat as you don't have a chance to rest and recover Stress.
As you help Irish to his feet, wobbling and injured badly, (although the bleeding had slowed), the door beside you (from cabin.4) bursts open and you see a tall, slim man in his late 30s with a sharp, narrow face and dark hair slicked back from a widow’s peak. From the insignia on his uniform you can tell that he is one of the senior research engineers of the Nachtwölfe Aeronautics division. He had a sword cane and a Walther P Series handgun. He looks ready to fight but speaks first. Your bloody Nazi uniforms give him reason to pause.

(In German) "What is going on... Who are you? What have you done to Dietmar?"



https://i.imgur.com/VTV9GyO.jpg

You've explored most of the Huginn gondola, and can guess the layout. The fight just finished was in the corridor between 4 and 5, and the two junior officers came from 2 which is now empty. The bodyguard was guarding cabin 4. The bridge is area 3.

Status Table
Momentum: 0
Threat: 2
Oct 15, 2023 3:29 pm
<"Dietmar lost his mind!"> Sabine says in German, turning from where she now pretends to be working on Irish further.

<"I am a worker from the mines, and we have made a discovery! But when these soldiers wanted to report the finding to you, Dietmar stopped them, saying he'd had enough of your incompetence! He wanted to see to the artifact personally, and claim the credit!">

Stepping back from Irish, so the officer can see the extents of his wounds, she adds, <"And then they fought!">

Rolls

Will (9) + Persuasion (1) - (1d20, 1d20)

1d20 : (11) = 11

1d20 : (15) = 15

Oct 15, 2023 3:58 pm
@Harrigan please make a Persuasion roll. One success, he'll keep talking, ignoring (for now) the fact that a worker from they mines would be carrying so many weapons, or any weapons, and with two successes he'll accept your story.
Oct 15, 2023 6:00 pm
The man takes in Sabine's weaponry, the way the other two are defensive, and the seeming trust between you all. That and her French accent.

(In German) <"Intruders! Guards, come now!">

Combat has started. A PC may act first, then the engineer will. A few things to note:

The bodyguard Dietmar had dropped a sabre on the floor, but also had a repeating shotgun someone can grab. He didn't use it so it's likely fully loaded.

Behind him you see the cramped two by two-metre cabin contains a desk, cabin bed with storage underneath and a bookshelf containing many books, papers, and engineering diagrams.

Beyond the navigation room is the bridge. There are a couple glass windows between those rooms and a face flickers into view behind one. There are people in the bridge and they're likely going to join the fight.


Status Table
Momentum: 0
Threat: 2
Oct 15, 2023 6:57 pm
OOC:
Alright who has grenades? :)

KCC

Oct 16, 2023 1:21 am
Irish groans and moans on the floor, clutching his wounds. Visions of heroic sacrifice fill his mind; of lunging over the edge of the zeppelin, dragging the German boffins along with him until they hit they rocky floor of the camp below.
Oct 16, 2023 2:51 am
Swann brings up his revolver and Aim's for the Engineer and fires.
OOC:
Using the Aim to reroll the 17.

So with the Handguns focus that's 3 successes?

So 2 stress + 2 stress from the Vicious. Ok, looks like I should have declared the bonus success Momentum spend before rolling damage. :( I guess I'll bank the Momentum for the team.
Last edited October 16, 2023 3:03 am

Rolls

Coordination 9 + Fighting 4 (13) (Handguns) - (d20, d20)

d20 : (17) = 17

d20 : (4) = 4

Reroll for Aim - (d20)

(6) = 6

Damage - (d6, d6, d6, d6)

d6 : (6) = 6

d6 : (3) = 3

d6 : (6) = 6

d6 : (4) = 4

Oct 16, 2023 1:53 pm
The engineer is unarmed so the shot hits him full force. He takes 4 Stress.

Someone can spend those two Momentum to act first, or he will go.

For openness and education on the system, here are his stats:
Armor 0, Stress 4/12, Injuries 0/3
Coordination 9, Fighting 2 (melee weapons)


Status Table
Momentum: 2
Threat: 2
Oct 16, 2023 4:12 pm
Dan thinks about making a dash toward the shelf with the diagrams but realizes that it is best left until after this German is dispatched. Perhaps Irish can make the grab and anyone with a grenade could chuck it into the bridge.

He fires at him and shouts at Irish. "Grab those engineering plans! Anyone with grenades, chuck them into the bridge!"

If they end up scuttling the ship, they would still have the plans presuming they came out alive.

Rolls

Coordination 10, Fighting 1 - (2d20)

(116) = 17

Damage - (5d6)

(24363) = 18

Oct 16, 2023 5:07 pm
OOC:
Dan spends the two banked Momentum to act before the engineer, and hits, for three damage and 1 effect. The Thompson's qualities include Area and Stun. There isn't anyone else to shoot, and the engineer's Resilience is 3, so 1 effect of Stun doesn't actually stun him. He does take 3 Stress.
The engineer, taking a few shots, and seeing the others raising their weapons, drops his weapons and holds up his hands. In decent English, he says, "Nein. No, stop, don't kill me! I beg you!"

Status Table
Momentum: 0
Threat: 2

KCC

Oct 16, 2023 10:57 pm
OOC:
The only thing Irish can grab is his gut wound, right?
Oct 16, 2023 11:18 pm
OOC:
Irish can act normally. Your Complication range is 18-20 for the three injuries, and with no Stress boxes left and 3 injuries, any directed attack at you that gets through your armor will kill you outright. Choose your actions accordingly.
Oct 18, 2023 4:38 am
Sabine aims her pistol at the engineer’s face and advances towards him, speaking German as she goes.

<"Tell those in the bridge to stand down, to drop their weapons! Or you will die next, German!">

KCC

Oct 18, 2023 10:03 am
Irish stutters to a start, as he tests how painful it will be to even move with such fresh wounds. He knew that at any moment, advancing on the plans could be met with a desperate hail of bullets from the defenders.

Yet, he marched forward. Steadily and unsteadily, he moved towards the plans, until he could clutch them in his hands; carefully trying to keep them free of blood.
Oct 18, 2023 2:52 pm
Dan spies Irish struggling toward nabbing the plans and nods. When Sabine threatens the German he tries to stop 'er.

"No, they won't listen to him, Sabine. That's surrendering the entire ship and I would bet they outnumber us. The bastards will probably sacrifice him. We need another plan. If Irish has the ship plans we'd at least have those and whatever else he can grab and then leave with our lives. We can blow up the ship and complete our mission."
Oct 18, 2023 11:54 pm
The engineer looks at Dan, holding his hands up "No, I can, they'll listen. You can't trust them, but ... They listen to me! I built the Huginn. It's mine!" He turns to the bridge.

(In German) <"Come out. Now, I demand it! We are surrendering.">

The door opens and a junior airmen steps out, hands raised.
Oct 19, 2023 11:06 am
"Let's give them a chance Dan."

Swann holsters his pistol and brings up the Sten in case the crew disagree.
Oct 19, 2023 2:34 pm
Dan shrugs but keeps his weapon ready.

"Alright." Turning to the Nazi he says with a glare, "You've got one chance."
Oct 19, 2023 10:38 pm
With the engineer's selfish instinct for self-preservation above anything, you capture the Captain and the two airmen on the bridge. You have control of the Huginn it seems, except ....

After you have tied up the captain (Captain Klein) and the airmen, the engineer (Johannes Vester) tells you in his accented English, "There is an auxiliary bridge in the superstructure near the stern. That's where the powerplant is, and the controls for the engine. The bridge gives commands via a wired telephony system, there, hanging from the ceiling." He's quite proud of his design, and makes no bones about showing it off.

Assuming you take ten or fifteen minutes to recuperate, sip some water, and have a snack, you can all recover all of your Stress.
Your injuries remain.

KCC

Oct 20, 2023 3:24 am
Irish looks to the big brains on his own squad, as he gets patched up a little further.

"What in God’s name does all that mean? Is this not the place? What kind of a machine doesn’t have command over its own engine??" Irish asks irritated, as the language was all a little over his own head!
Oct 20, 2023 11:56 am
OOC:
As best as I can count, James did not receive any stress. So he will solider on.
With a pat on Irish's shoulder, Swann says quietly, "Catch your breath Irish and have a biscuit." Turning to the Engineer, "Alright, so what do we need to do to get underway?"
Last edited October 20, 2023 11:58 am
Oct 21, 2023 12:41 am
The engineer Vester says, "I'll order the engine room to give us propulsion. You decide where are we going, ja?" He takes the telephony receiver and calls up to the auxiliary bridge.

(In German)<"All ahead full. There are Americans fighting below and we will take the Huginn out of the valley. It must not fall into the hands of the westerner swine!">

KCC

Oct 23, 2023 1:10 am
"We’re going as far away from here as we can manage!"

Irish groans, though he wonders how they’d stop the thing once they arrive where they are going…
OOC:
Back to Italy? Or Merry Old England? That’d be quite the spin!
Oct 23, 2023 3:14 pm
OOC:
Italy would be enemy territory. You came via plane from England to Lisbon and then Athens.
Oct 23, 2023 3:38 pm
Dan smiles at Vester. He's convincing at least.

To Irish he says,"The boss said to find out what the enemy was doing in the mine, then disable the zeppelin or destroy it, or best case, bring it back. We've done most of that. What we do next is up to us. I say we bring it back home. Irish you still got those papers, right? Could be a goldmine in those not to mention bringing..." he nods at the German engineer ..."him."
Oct 23, 2023 5:15 pm
Vester is nervous at this turn of events. "The crew will become suspicious if we fly west that long. What do I tell them? If they suspect treason, they might sabotage the Huginn rather than let it fall into enemy hands."
Oct 23, 2023 6:40 pm
"Can we make it without them? Tell them we're heading for Berlin, but will crash if we're in danger of capture. Have them get us moving and then abandon ship. "
Oct 23, 2023 7:39 pm
Vester has an uneasy feeling. In for a Reichspfennig, in for a Reichsmark, as they always say.

"Yes, they could leap to safety with parachutes and the escape plane. Then we would need someone to go up and man the engines, but it's possible."

KCC

Oct 24, 2023 4:23 am
OOC:
You know… I was thinking Italy didn’t sound right. Greece! That was it!
"If it’s possible, then that’s what we’ll do!" Irish grunts. They had done much of what they’d set out to do, but everyone knew that the big balloon was the real prize.

"No time like the present!" he says, thinking of both the Romanians and their foes. One would be quickly returning to camp at the sound of grenades exploding. The other would be holding out hope that Irish and the others could get them out of here, or at least help them get themselves out of here.

But no way to know which side had come out on top in these conditions…
Oct 24, 2023 6:27 am
Sabine had reluctantly lowered her gun when the German inventor and the two airmen had surrendered. She didn't trust them -- any of them.

Listening to the various ideas and plans being bandied about, she finally says, "We should kill all the Germans in the engine room. They will sabotage the vessel, or find a way to communicate with the ground once they realize what is 'appening." Still brandishing her automatic, she adds, "Until we figure out 'ow to do that, tell them we are making for France."
Last edited October 24, 2023 10:17 pm
Oct 24, 2023 2:34 pm
"It's what I was thinking. It's the only way. They won't sit back idly and watch us commandeer the ship." His eyes glance at the papers if they are still in Irish's hands and then at Vester.

"What in all those drawings? Plans for this ship and maybe others? What else? Mining reports. Notes on the crystals? I don't suppose directions on how to drive this thing. There are too many to go through at the moment."
Oct 26, 2023 12:24 am
The firefight in the superstructure would be a legendary affair, full of possible aerial shenanigans, if you were less clever, or there were more crewmen.

Tying up the captain and the two crewmen from the bridge, you find clean uniforms, and arm yourselves with German weaponry. Then, leaving Vester also tied and gagged, you leave Sabine in charge of the bridge with Irish guarding her, while Dan and James make their way to the auxiliary bridge. Dan's mechanical expertise will best be used there, once you secure the superstructure.

There, you find a single crewman, operating the mechanical controls. Expecting no ambush, you take him down before he's even aware enough to go for a weapon. Again, you tie him up to deal with as you will.

The engines are managed by three engineering crew, who are not soldiers although they would fight if you didn't get the drop on them too. Again, you tie them all up, possibly to toss them all over the side later, or drop them off, or keep them as prisoners to return to Britain.

Aftermath

Vester himself is pragmatic. Having surrendered himself and the ship into the team’s custody he is even cooperative in assisting you to fly the vessel back to Britain. His work and research are far more important than the war, and in any case, he realizes that his life would probably be forfeit if he returned having lost a valuable war machine on an unauthorized mission.

The agents manage to return to Britain at the helm of a stolen Nachtwölfe Zeppelin filled with recovered Blauer Kristall and the notes of Johannes Vester. The mission is an outstanding success. Although Hunter may grumble at the difficulty of keeping such an outrageous result from the newspapers there can be no doubt that the team have achieved something truly remarkable. Section M will be particularly interested in the Bluestone Flamberge; examining the strange alloy from which it is made could lead to valuable breakthroughs in the development of weapons effective against Mythos threats.

Further, Vester's genius design is partially based on the Blauer Kristall enhancer electricity generator running off blau gas, which provides large amounts of electricity to power the guns, communications and control systems, and the shock field generators that provide stability (the glowing blue pads you saw from a distance).

https://i.imgur.com/t7w93jg.jpg
THE END

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