1115
07
AUG 2000, Zloczew,
Poland
============================
We were
back again. We had been there before and a few things had changed.
The militia manned their checkpoints, weapons at ready. They gave us
a few waves of recognition before turning to scan the horizon again.
It seems there are determined to keep their independence.
Arriving at
the central market, stalls had been set up and business seemed to be
good. A few merchants were in town, bartering and haranguing as best
they could. Now to find someone headed south.
The
characters arrive at Zloczew after a short, uneventful drive. The
militia is back in force and stops them at the first checkpoint.
Recognizing Potato and Robinson, the group is waved through and
continues on into the town proper, finally arriving at the market.
Referee’s
note: as the characters did well in the last few encounters, the
Chaos Rank will be reduced to 5. In
addition, this “side quest” is taking a lot more time from the
original story-line
than I wanted. Therefore, by the power vested in me as both GM and
Players, I am going to assume that we can contact the council and
arrange for both the medications and the wounded citizen to be
transported back to Weilun. Plot line closed.
We will, however, be keeping the generator and refrigerator.
Something tells me we will be needing it.
The
team will take a break to rest and replenish. First
on the list is medical care. Assuming we are here for 24 hours, which
is reasonable, the characters can heal their scratch wounds. The
little boo-boos are then removed from the character sheets.
That
leaves us with the real wounds. The majority of the wounds were
suffered during the drive-thru of the ambush in Praszka. We have the
following wounds:
Marshall
– Head (Serious), Right Arm (Slight)
Klasha
– Head (Serious), Left Arm (Serious)
Logan
had performed first aid before so the team members are out of danger,
but they will need rest. Driving around in the back of an OT-64 will
not be considered adequate rest.
The
second issue is ammunition. The
ammunition can be resupplied from the ammunition carried onboard of
the OT-64 or from the personal stores, so that is not a problem.
Third
on the list if fuel. The team has approximately 80km or a little bit
less than half a period of travel, which we can round up to half as
there were a couple of detours off-road. This means that Can-Can just
swallowed 40×3 (consumption modifier for ethanol) = 120l of ethanol.
We should probably get that replaced.
Since
the group is in town, they could probably grab some local food for
the day, meaning we can add 18kg of domestic food to the shopping
list.
The
last item on the list is tricky: the coax was damaged during the
ambush in we need replacement parts. Add on PK to the list and we
should keep an eye out for more ammunition for both the PK and KPV.
That being said, off to the market.
I
will be using the house rules I posted before, in case anyone is
wondering how I came to the result that I have. I am not going to
reiterate them here but you can find them in the post archives.
The
shopping list
contains
the following:
Item
|
Amount
Needed
|
Availability
|
Base
Price
|
Ethanol
|
120l
|
C/C
|
$15
|
Domestic
Food
|
18kg
|
C/C
|
$5
|
PK
Machinegun
|
1
|
R/S
|
$2000
|
7.62mm
L
|
As
much
as possible, if
we get a PK
|
S/C
|
$70
|
14.5mm
B
|
As
much
as possible
|
S/C
|
$30
|
Zloczew
is a town, so we will use the availability ratings for a town. First
of all, to find a merchant willing to sell fuel (C, meaning 10 or
less on a D10). The
merchant is a coward (Jack of Diamonds) and moderately greedy (5 of
Diamonds), raising all base price rolls by +10% for selling and -10%
for buying. Griffin and Potato will go shopping with Wally as a
translator. The highest Persuasion asset is 5, from Griffin.
For
the fuel, the merchant is asking 120% (including the +10%) for the
fuel. This would bring the total price to 120x15x1.2 or $2160. Wow,
that is a lot. Maybe
Griff can get him to lower the price a bit.
[Convince
the merchant to lower
the price for the fuel
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
4]
–
Success.
The
price is lowered by 10%, bringing it down to 110%. Griff can try
again at one level more of difficulty.
[Convince
the merchant to lower
the price for the fuel
– Asset Level 5 – Formidable
(x1/2)
– Target Number 2
– Roll(s): 8]
–
Failure.
So
that is final offer. The total price will be 120x15x1.1 = $1980.
Still a lot of money.
Thankfully
we have some medical equipment from Weilun to trade 160 Units of
strong sedative ($5 each base price) and two Doctor's Medical Kits
($1000 each base price).
The
merchant is willing to give us 80% of the base value for the
sedatives but only 30% for the doctor’s medical kit. Strange but
something we don’t want to probe into too deeply at the moment.
Maybe
Griff can convince him to up his offer.
[Convince
the merchant to raise his offer for the sedatives
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
10]
– Griff cannot change his mind
on the sedatives.
We
can try to bump the price on the medical kits, as 30% of their value
is not a lot, to be honest.
[Convince
the merchant to raise his offer for the medical
kits
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
4]
– Griff gets
him to up the price by 10%.
We
definitely need to try raise the price yet again, although there is
little chance of that succeeding.
[Convince
the merchant to raise his offer for the medical
kits
again
–
Asset Level 5 – Formidable
(x1/2)
– Target Number 2
– Roll(s): 3]
– Almost
but not quite
After
all this haggling, we can bring to the table the sedatives (160x5x0.8
= $640) and the medical kits (2000x0.4 = $800), totaling $1440, much
less than the characters wanted.
At
this stage, we can continue to throw things on the pile or try
doing
something a character would do. Potato will use his bulk to convince
the merchant. Potato
brings 96kg (212 lbs) of fighting prowess to the table and attempts
to pressure the merchant into accepting the medical supplies in
exchange for the fuel.
Potato
is large and we know the merchant is a coward at heart, so there is
some chance of success. If the attempt fails then the deal is off. If
it is an exceptional no, then violence will ensue with the merchant
and his guards. We can ask the GME to determine the result.
[GME:
Can
Potato convince the merchant to accept the price by threats?
- Chaos Rank 5
– Somewhat
Likely
(65%)
- 42%
- Yes]
Although
the merchant is not happy about the exchange, he grabs up the medical
supplies, questions the characters lineage and gives them the fuel.
This
is a good example of using the GME to cover holes in the rules. Of
course I could have just made say a difficult roll against Potato’s
strength for intimidation purposes, but I find this solution better
and a good use of the solo engine.
Next
on the list is food. The needed amount of food (18kg) has a base
price of 18x5 = $90. Food is commonly available in town, so we can
skip the roll. I assume we will have to take our business somewhere
else so we can draw the motivation of the next merchant (Queen of
Diamonds – Lustful and Seven of Clubs – Moderately Violent). This
could get interesting.
The
merchant is asking (90x120%) $108 for the food. That is a lot but we
do have a lot of mouths to feed. Maybe could trade in the Soviet
Field Rations we have. No one really likes them anyways. The merchant
is willing to give us 80% of the value for the field rations. Time to
haggle.
[Convince
the merchant to lower
his price for the domestic food
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
20]
– Catastrophic
failure. The price even manages to go up by 15% to $124.
Maybe
we could get a better price for the rations.
[Convince
the merchant to raise his offer for the field
rations
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
13]
– The
merchant is sticking to his price
Looking
back, it might have been worth our wild to take a bit more food with
use, but space is limited and we need place for the prisoners.
We
can just drop the deal and continue on. Looks like MREs and such
tonight.
Next
on the list is the PK. The item is scarce but one is available for
sale. The price is 2000x80% or $1600. The merchant is not
particularly greedy, so that helps a lot.
That seems like a fair price and we will let is stand.
We
do not have enough chemical defense suits for everyone anyway, so we
can probably spare 2. The merchant will offer us 2000x90% = $1800. Of
course the characters would try to up the offer.
[Convince
the merchant to raise his offer for the chemical
defense suits
– Asset Level 5 – Difficult (x1) – Target Number 5 – Roll(s):
3]
– The
merchant raises
the price by 10%
We
get full price for the defense suits and I am not going to risk
blowing that. The difference is $400. The merchant has ammo for the
PK and offers to cover the difference in ammunition. The ammo is
worth $70x1.2=$84 per 100-round belt (7
belts available) to
him. He
also has 14.5mm B available for $30x1.1=$33 per 100-round belt (3
belts available).
The
group will then trade for 3 belts of 14.5mm B ($99 value) and 3.5
belts of 7.62mm L. Good trade and the equipment is added to the list
on the vehicle sheet.
Wally
can repair the PK (yes, I know it is probably not that easy but it is
a game, after all) with a successful roll.
[Repair
the PK Coax
– Asset Level 8
– Difficult (x1) – Target Number 8
– Roll(s): 2]
– Success.
The PK is back in action.
The
team also gains 1 skill point and 1 initiative point for their trials
and tribulations up to now. Now
time for some rest.