Thursday, December 24, 2020

0119 - The Great Escape - Part IX - Heading Home - Day 2

 0600 10 AUG 2000, Near Szczercow, Poland
===================================

  • "He has a good heart, Logan does. He would try to save anyone and anything and that is what we love about him. He would give anything to save us and we know that. That is why no one questioned his decision to stop when we rolled up on that IED scene. He cannot do anything that goes against his principle that everyone can be saved. The marauders that showed up later did not seem to share his morals."

Morning Shift
Worried they may be headed into hostile territory, the group recruits some of the POWs to assist in the defense, if necessary. The group does not have much, but they have the following to arm the troops with:
  • PM Pistol (Griff) w/3 8-round magazines 9x18mm magazines
  • PM Pistol (Potato) w/1 8-round magazines 9x18mm magazines
  • PM-64 (Robinson) w/3 25-round 9x18mm magazines
  • PP-19 (Robinson) w/3 64-round 9x18mm magazines

Weather: The weather roll is a 1. The sky opens up and heavy rains fall as the group breaks camp. Food will be running out soon, so the group decide to continue on south, hoping to reach the road

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: The group must make a survival roll to avoid getting lost. Griff is navigating with Wally as an assistant.
  • Task: Navigate the woods in heavy rain
  • Ability Die: Intelligence B (D10)
  • Skill Die: Survival C (D8)
  • Modifiers: +1 being assisted by Wally = +1
  • Mod. Ability Die: Intelligence A (D12) [+1 Steps]
  • Mod. Skill Die: Survival C (D8) [unmodified]
  • Ammo Die: N/A
  • Roll: 8,6,--
  • Result: 2 successes

Navigating by skill (which is what he tells the group, but mostly by practiced guesswork), Griff leads the group through the heavy rain. The group will not get lost and would normally need two shifts to cross the wood hex, as the movement is x1/2. Fortunately we do not want to cross the hex, just reach the road.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, -1 Terrain (Woods), -2 Heavy Rains = -3
  • Mod. Ability Die: Agility C (D8) [- 1 Step]
  • Mod. Skill Die: --- [Removed - 2 Steps]
  • Ammo Die: N/A
  • Roll: 6,--,--
  • Result: 1 success

Against all odds, Wally found a safe path and guided the delapatated trucks safely through the forest in heavy rain. Put that man in for a safe driving award. The group avoids any hazards this turn.

Encounters: Time to see if the characters stumble across anyone in the woods. The card is the four of Diamonds (Viper's nest), which is a road encounter and ignored.

Record Keeping: 
  • 12l of alcohol used (154l of alcohol left for both trucks)

Day Shift

Weather: The weather clears up a bit and becomes cloudy.

Light Conditions: Light

Activities: Macron and Griff are on watch. Wally and Robinson are driving. The rest are resting in the back as best they can..

Navigation: As the group is no longer traveling off-road, a navigation check is not necessary.

Hazards: Time to check for Hazards. Wally will make the roll with Robinson assisting.
  • Task: Hazard roll during travel
  • Ability Die: Agility B (D10)
  • Skill Die: Driving C (D8)
  • Modifiers: +1 Robinson assisting, +3 Terrain (Road) = +4
  • Mod. Ability Die: Agility A (D12) [+1 Step]
  • Mod. Skill Die: Driving A (D12) [+2 Steps]
  • Ammo Die: N/A
  • Roll: 7,4,--
  • Result: 1 success

Encounters: The group will need to check for an encounter for each hex entered. During the shift, the group can possible travel through eight hexes. It will probably be an eventful trip.
  • Hex 1 (Bełchatów, Poland): 7 of Diamonds (Desperate Times) - a large group of refugees (276) clog the road ahead.

Wow, that is a lot of people. Desperate people swarm the trucks, begging for anything, holding up starving children and generally wailing in desperation. This a very hard situation for the characters. Although they would want to help, they do not have enough to food for everyone. Giving out a little would help some but probably lead to a riot as the truck were swarmed.

Klasha, assisted by Wally and Potato with his PKM at the ready, will try to persuade the group to let the trucks pass, showing them the POWs and claiming they have no food either, neither for themselves nor the POWs.
  • Task: Convince the refugees to let the trucks pass
  • Ability Die: Empathy B (D10)
  • Skill Die: Persuasion B (D10)
  • Modifiers: +2 assisted by Wally and Potato, +1 refugees are sick/hungry, +1 case well presented, as they do have 60 POWs, -1 there are a LOT of refugees, -1 the refugees have nothing to gain by letting the group pass = +2
  • Mod. Ability Die: Empathy A (D12) [+1 Step]
  • Mod. Skill Die: Persuasion A (D12) [+1 Step]
  • Ammo Die: N/A
  • Roll: 6,7,--
  • Result: 2 successes

Grudgingly and with an increase in the volume of their desperate pleas, the refugees let the team pass.
  • Hex 2 (near Bełchatów, Poland): Jack of Hearts (The Carnage)

Driving Northeast, the characters hear a loud explosion and see a cloud of black smoke on the near horizon. A couple minutes of driving brings them to the sight of the explosion. A UAZ-469 has become victim of what appears to be IED. Dead and wounded Soviet soldier lay scattered around the vehicle, near the crater. The cries of the wounded can be heard by the characters.

Now the character personalities come into play. Logan needs to help everyone. Banging on the roof of the truck, he jumps down before the wheels stop, calling for the others to assist him. Marshall moves to help Logan. Wally and Robinson scrounge the truck (also true to character) while the rest and the armed POWs set up a perimeter. There are 9 dead and 9 critically wounded Soviets.

After a bit, the marauders responsible show up to check on the results of their IED. The initial encounter range is 8 (as in really, really short). There are 18 marauders (also a lot). No good deed goes unpunished.



No comments:

Post a Comment