0830 07 AUG 2000, Weilun, Poland
============================
We
approached Weilun from the south. The few guards they had posted were
old or injured. Definitely not front line material. A few attempted
to wave us down but a few gruff words from Potato and they waved us
through. I am not sure what he said but his hulking mass said enough.
We
passed an open air hospital where a few civilians were being treated.
They were sick but not wounded. I made sure to wash my hands twice
that day.
I
noticed some getting shots and others not. That seemed strange.
The
team survived the encounter with the marauders and took away a few
scars. Unfortunately the mission is still on and they continue north,
leaving Praszka in the rear view.
The
next stop on the whirlwind tour of apocalyptic Poland is Weilun. On
their trip south, the team did not pass through Weilun, as they
traveled south father west. They do not know the conditions of the
town nor do they know of any opposition. They do not, but we do.
We
can take some of the information from the Escape module and generate
the rest of the data. The town was, until recently, plagued by
marauders but then the Red Army moved in to save the day. They also
stayed and currently the rear services and supply dump of the 21st
Motorized Rifle Division are located in the town. I can use my
automated encounter tool to generate 20 military convoy units, which
can simulate the rear echelon troops in the town.
The
town details also give us a new NPC, Major T. B. Amramovich who is
commanding the rear echelon troops. He is probably not hard core
trooper, so I will set his experience level at Experienced. A couple
of card draws and some data copied from an old list of encounter
stats later and we have a NPC:
Major
T. B. Amramovich
Experienced
NPC (Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)
Motivation:
-----------------------------------------------------
Somewhat
Violent: The NPC is not frightened or intimidated by threats of
violence and will not hesitate to use violence if the situation seems
to warrant it.
Somewhat
ambitious: The NPC is inclined towards boastfulness and a desire to
impress his peers
Hits:
OOOOO
OOOOO OOOOO OOOOO -1 Initiative
OOOOO
OOOOO OOOOO OOOOO -2 Initiative
Note:
initiative modifiers are cumulative.
Main
Weapon: FN-FAL with 6 magazine(s)/belt(s) and 20 loose rounds
Equipment:
Steel Helmet, Flak Jacket, Combat Webbing, Pack, Flashlight, Sleeping
Bag,
Food:
4kg of Domestic Food
The
major has an interesting combination of motivations. It seems we may
have misjudged him. Let’s look at the town before we continue to
see what is going on there. Again a few rolls help us to flesh out
the town:
Weilun,
Poland
Settlement
Size: 2,500
Settlement
Attitude: Frightened
Settlement
Government: Corrupt Council
Settlement
Crisis: Disease, medicine needed
The
frightened attitude probably has to do with the fact the town was,
until recently, controlled by marauders. That will make you lose your
faith in humanity.
The
disease aspect is interesting aspect. In addition to a lot of food,
the Soviets also have medical supplies and more importantly, doctors.
The town needs these so we can assume that the Soviets are not just
handing the stuff out. Enter our corrupt council.
We
have a boastful major who wants to impress his peers and such
combined with a corrupt council and a community in need of medicine.
One can easily imagine a group of corrupt men fawning over the
boasting major and providing access to the medical supplies they may
receive from the major as a good will gesture only to those willing
to meet their price, whatever that may be. I like how this fits
together.
Now
we just need a disease. For simplicity’s sake, we will take
Cholera. Contaminated food and water are definitely going to be
problems. The relatively high infection number probably assures that
a lot of people are infected.
This
is the background as the team rolls into town.
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