Friday, March 20, 2020

0089 – The Great Escape – Part III - Continuing North


0830 07 AUG 2000, Weilun, Poland
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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:
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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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