Showing posts with label Weilun. Show all posts
Showing posts with label Weilun. Show all posts

Wednesday, August 26, 2020

0103 – The Great Escape – Part VI – On the Way to Zloczew – The Hunters

 1045 07 AUG 2000, Near Weilun, Poland

============================

Not everyone you meet is tryin’ to kill you. It is hard to remember that little bit of wisdom these days but that does not make it any less true. We had a chat with those hunters and, although they could not help us get the supplies delivered, they were a welcome break to lead being slung over our heads at high speed.

Wally thanked them for their time and handed over a clip for their AK. The really liked that and then everyone went on their way, still breathing.

Just to recap, the team has met a group of hunters from Zloczew. They are frightened but unwilling to run so that they won’t be perceived as doing something shifty. They are not willing to talk but the leader is very ambitious. Where to go from here is the big question.

Both Wally and Klasha speak Polish, although Wally is the only native speaker. Klasha is also seriously wounded, so we should probably leave her out of the action for a while.

It is probably not a good idea to dismount Wally alone but at the same time, the group does not want to appear as a threat. One other member should accompany him, excluding the driver (Robinson) and the gunner (Potato). Potato would probably be a threat just by his presence. That being settled, Wally and Macron dismount, Macron slightly behind and to the left of Wally as the approach the group. Wally has his weapon slung and Macron has his pointed up, trying hard to be non-threatening.

The characters had an interaction with Zloczew when they drove out the stragglers that had taken up residence in the town. Therefore, it is possible that the hunters know the group, as they are responsible for the civilian’s weapons. Still, we can ask the GME.

[GME: Do the hunters recognize the characters after they come close? - Chaos Rank 6Somewhat Likely (80% - it is a large town but the group stayed a couple of days and may have met more people but probably not everyone) - 33% - Yes]

Now that the hunters know who the group are, there may be a chance that they are more inclined to talk to the group. The characters helped them out once in their time of need and has only had a positive impact on the community.

[GME: Will the hunters now talk to the group? - Chaos Rank 6Very Likely (90%) - 52% - Yes]

So now everyone can relax and start talking to each other. The initial reluctance probably comes from the fact that the hunters do not recognize Wally, as he was brought onboard after Mitchell was killed in an ambush while the group was recovering the OT-64. Marshall probably watched the whole thing.

Wally dismounted and approached the group, his hands hooked into his web belt. The hunters still clutched their weapons, watching his every move. When Macron came around the end of Can-Can, a hint of recognition passed over their faces. One of the younger ones then pointed toward the turret where Potato’s bulk filled the turret hatch. After that, the group relaxed, knowing we meant them no harm.

A good day then, no one has to die. The easiest solution would be for the hunters to travel farther south and deliver the medication to the townspeople of Weilun. That would, however, be a major risk for the group. Still, one can ask.

[GME: Would the hunters be willing to smuggle the medication into Weilun for the characters? - Chaos Rank 6Very Unlikely (45%) - 74% - No]

I did not really expect them too. In the current state of the world, that is asking a lot. There is probably a lot of trade between the towns, maybe the hunters know of a merchant or smuggler that would be willing to take over the transport.

[GME: Do the hunters know of someone that would be willing to smuggle the medication into Weilun for the characters? - Chaos Rank 6Somewhat Likely (80%) - 96% - No]

Would have been too good to be true anyway. Guess there is not much more that the characters can hope to learn from the hunters, so they can probably part ways.

On to Zloczew.



Sunday, August 23, 2020

0102 – The Great Escape – Part V – On the Way to Zloczew

 1045 07 AUG 2000, Near Weilun, Poland

============================


After strapping the generator on the back deck and stowing the small freezer with the blood and plasma, the team can prepare the package for the civilians. The drugs most needed to combat the outbreak are:

Item

No. Available

Antibiotic – (Liquid or Oral)

95 Units

Mild Pain-Reliever

163 Units

It would have been nice to have more and a lot of people got hit for very little return, but that is the way it goes sometimes.

After the package is prepared, the team is left with:

Item

No. Available

Blood, Whole

2 Units

Plasma

3 Units

Sedative, Strong

160 Units

Doctor's Medical Kit

2 Kits

Small Freezer

1

1.5kw Generator

1

The greatest problem now is how to get the medication BACK to Weilun. It would probably not be advisable to roll on back into town, drop off the wounded civilian and the drugs. Better to maintain the appearance of a marauder raid.

Instead the team can continue on to Zloczew. They have been there before, freeing the town from the control of a group of stragglers. The townspeople will probably not be very upset to see them and maybe the team can find a way of getting the medication back to Weilun.

We have not had a random encounter during this period of travel so I can just go ahead and roll. The territory around Zloczew used to be classified Terrorized, as the stragglers had taken over the town and had their way with it before the officer showed up and restored order. Since the characters drove off the stragglers and rearmed the town, I would classify the territory as Insular. The town is not keen on a repeat. The territory type will not add a modifier to the encounter roll.

The terrain type is, of course, Road. A roll of 3 gives us the encounter type Group and a second roll (5) reveals that they are Hunters. The terrain is open, so the encounter distance is just over 2km (2,100m). Using my generator tool, the group can be fleshed out.

Encounter: Hunters unit with 7 hunters. (Observation 16)

=============================================

Veteran Polish hunter #1

(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:

-----------------------------------------------------

Very ambitious: The NPC will be overwhelmed by a desire to manipulate and control the people around him, to become a ruler of men.

Moderately violent: The NPC is aggressive and inclined to view violence as the preferred means of resolving disputes.

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: AK-74 with 1 magazine(s)/belt(s) and 10 loose rounds

Grenades: HC Smoke Grenade q

Equipment: Flak Jacket, Combat Webbing, Pack, Gas Mask, Sleeping Bag,

Food: 5kg of Wild Food

*****************************************************

Experienced Polish hunter #2

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Double-Barreled Shotgun with 4 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Club

Equipment: Pack, Sleeping Bag,

Food: 1kg of Wild Food

*****************************************************

Experienced Polish hunter #3

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Crossbow with 7 arrows/bolts

Grenades: Antitank Grenade q

Equipment: Kevlar Vest, Combat Webbing, Pack, Sleeping Bag, Gas Mask,

Food: 7kg of Domestic Food

*****************************************************

Experienced Polish hunter #4

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Pump-Action Shotgun with 5 magazine(s)/belt(s) and 10 loose rounds

Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,

Food: 3kg of Wild Food

*****************************************************

Experienced Polish hunter #5

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Double-Barreled Shotgun with 4 magazine(s)/belt(s) and 20 loose rounds

Grenades: Fragmentation Grenade q

Equipment: Pack, Sleeping Bag, Flashlight,

Food: 1kg of Wild Food

*****************************************************

Novice Polish hunter #6

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: .22 Semiautomatic with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Hatchet

Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,

Food: 4kg of Wild Food

*****************************************************

Novice Polish hunter #7

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

qqqqq qqqqq qqqqq qqqqq -1 Initiative

qqqqq qqqqq qqqqq qqqqq -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: .22 Semiautomatic with 4 magazine(s)/belt(s) and 20 loose rounds

Grenades: 140mm HEAT Rifle Assault Weapon (RAW) rifle grenade q

Equipment: Kevlar Helmet, Combat Webbing, Pack, Sleeping, Pack, Flashlight,

Food: 9kg of Wild Food

-----------------------------------------------------

The unit is mounted on horses with riding saddles.

Time to check surprise. The characters are moving in a vehicle, making the roll Average for the Hunters. There are seven hunters in the group (-7) but the characters have a vehicle (+5), making the asset 14.

[Detect the approaching characters in a vehicle – Asset Level 14Average (x2) – Target Number 19 – Roll(s): 6] – Outstanding Success.

That was to be expected, as the OT-64 is not known for its stealth characteristics. Can the characters pull off the same trick?

The highest Observation for the characters is 15, minus 5 for the vehicle, plus 7 for the number of people in the other group, for a total of 17. The hunters do not have a vehicle, so the roll is Difficult.

[Detect the Hunters – Asset Level 17Difficult (x1) – Target Number 19 – Roll(s): 13] – Success.

Both groups detect each other. Now to see how it play out.

On the road to Zloczew, the group could probably come from either town, so a random roll (1-3 Weilun, 4-6 Zloczew), reveals that they are from Zloczew. Still, maybe there are open to a deal.

We can use the settlement attitude table to set the basic attitude for the group. I roll one D6 and add 3 because of the territory type, resulting in the group being Frightened. This is understandable, as the group is out trying to find food for their community and a lot of armed bands are dangerous. How will they react? We can ask the GME.

It is very unlikely the Hunters will just attack the group out of hand, as they are definitely outgunned. Still, we have to know.

[GME: Will the group attack the characters? - Chaos Rank 6Very Unlikely (45%) - 100% - Exceptional No]

Wow, not only will they not attack, they will go out of their way to avoid conflict with the characters. This means that they would probably flee, but we can ask the GME anyway.

[GME: Will the group flee from characters? - Chaos Rank 6Very Likely (90%) - 100% - Exceptional No]

Now that is strange, two 100s in a row. So are the ways of the mysterious die gods.

The group does not flee, so this means that they let the characters approach, but why? Maybe they want to take the chance and contact the character group.

[GME: Are the Hunters willing to talk? - Chaos Rank 6Unlikely (50%) - 55% - No]

Maybe they are concerned if they flee that may make them a target. This is likely, given the present state of the world.

[GME: Are the Hunters scared to flee because they may be seen as a victim or threat? - Chaos Rank 6Likely (85%) - 50% - Yes]

So they remain where they are in order to not give the impression that they have something to hide. That is great, so we can assume the characters are allowed to approach, stopping near the group. We can also assume 50m is close enough. Marshall was there, so she can tell us.

We rolled up slowly on the group. There was no sense scaring anyone, as that would just have led to some more early departures from this world. We had had enough for today.

The group fanned out in front of us, probably to avoid us getting too many wit the KPV, if we decided to mow them down. Better safe than sorry and they seem to have been around the block a couple of times.

It was a rag tag group. They were obviously civilian but they had some military hardware in there stocks, including a well used AK. They seemed serious but we had the impression that they were generally trying to avoid a fight. That suited me just fine.

Now, where to go from here?



Monday, July 20, 2020

0101 – The Great Escape – Part V – Weilun (Scene Ia – Aid Station – The Parking Garage – Gettin’ Out)

1000 07 AUG 2000, Weilun, Poland

============================

We heard the truck engine a while away. In this post-modern apocalyptic nightmare that has become our realit, things are quieter than they used to be. Not a lot of traffic now and you can usually hear it coming.

The truck came around a nearby corner before slamming on the brakes. They found themselves looking down the business end of the KPV. There was appearently some heated discussion in the cab before they threw the truck into reverse and left the way they came. That was probably their best option besides dying.

We threw our vehicles into gear and left town, the turret swiviling back and forth, on the lookout for trouble as we did.

The team has driven off the guards and the medics. Since the team did not have enough time to search the aid station, they have decided to steal the truck with the supplies instead. The barricade has been moved, allowing the truck to exit the garage.

The Soviets have used the time to organize a counter attack. There are several units nearby with AT weapons:

  • Military convoy unit #1 with a M203 PI with 7 rounds

  • Military convoy unit #4 with a RPG-16 with 5 rounds

  • Military convoy unit #8 with an AT-7 'Saxhorn' with 2 rounds

  • Military convoy unit #14 with an AT-3 'Sagger' with 1 round

  • Military convoy unit #15 with a RPG-16 with 5 rounds

A random roll (1-5 = 2) determines that Military convoy unit #4 will attempt to stop the characters.

Military convoy unit (Soviet) #4 with 6 soldiers.

*****************************************************

Veteran Soviet soldier #4-1

(Initiative: 4, Attributes: 7, Assets: 13, UCD: 4)

Motivation:

-----------------------------------------------------

Just: The NPC sees justice as the greatest virtue in a person and the only important consideration in deciding on a course of action. He will display great justice in his dealings with others, will have no respect for cheats, and will wholeheartedly assist any attempt to right an injustice.

Very violent: The NPC loves a good fight and either is or wants to be a warrior.

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: Vz-61/62 Skorpion with 2 magazine(s)/belt(s) and 10 loose rounds

Grenades: Antitank Grenade []

Equipment: Fatigues, Kevlar Helmet, Kevlar Vest, Pack, Shelter Half, Gas Mask, Combat Webbing, Personal Medkit,

Food: 2kg of Domestic Food and 2kg of Soviet Field Rations

*****************************************************

Experienced Soviet soldier #4-2

(Initiative: 3, Attributes: 6, Assets: 11, UCD: 3)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: RPK with 1 magazine(s)/belt(s) and 10 loose rounds

Sidearm: AKM with 1 magazine(s)

Grenades: Fragmentation Grenade [] Thermite Grenade []

Equipment: Fatigues, Steel Helmet, Pack, Flashlight,

Food: 10kg of MREs

*****************************************************

Novice Soviet soldier #4-3

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: L1A1 with 6 magazine(s)/belt(s) and 20 loose rounds

Grenades: Fragmentation Grenade []

Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,

Food: 2kg of Wild Food

*****************************************************

Novice Soviet soldier #4-4

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: SVD with 5 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Knife

Equipment: Fatigues, Flak Jacket, Personal Medkit, Combat Webbing, Flashlight, Pack,

Food: 3kg of Domestic Food

*****************************************************

Novice Soviet soldier #4-5

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: PPSh-41 with 2 magazine(s)/belt(s) and 10 loose rounds

Melee Weapon: Spear

Grenades: Fragmentation Grenade [] Thermite Grenade []

Equipment: Fatigues, Flak Jacket, Gas Mask, Combat Webbing, Pack, Flashlight,

Food: 2kg of Wild Food

*****************************************************

Novice Soviet soldier #4-6

(Initiative: 1, Attributes: 6, Assets: 9, UCD: 1)

Hits:

OOOOO OOOOO OOOOO OOOOO -1 Initiative

OOOOO OOOOO OOOOO OOOOO -2 Initiative

Note: initiative modifiers are cumulative.

Main Weapon: L1A1 with 6 magazine(s)/belt(s) and 20 loose rounds

Melee Weapon: Spear

Equipment: Fatigues, Kevlar Helmet, Pack, Gas Mask, Combat Webbing, Personal Medkit, Sleeping Bag,

Food: 1kg of Domestic Food and 3kg of Wild Food

-----------------------------------------------------

The unit has a/an RPG-16 with 5 rounds

The unit has a/an 2 1/2-ton Truck

The unit has food as cargo.

In addition, the unit has 3 set(s) of IR Goggles

At this point, we have to consider that the NPCs represent real people that have survived several years in a combat environment and, although I have already created the map, the question remains if 5 troopers in a 2½-truck are going to want to tangle with an OT-64. Sure, they do have an RPG but not much in the way of cover. The leader likes a good fight but that does not make him suicidal. They are also, man to man, outnumbered, although they may not know that. Time to let the GME decide.

I am going to set the likelihood at Unlikely. Although I am sure there is a certain reluctance, pre-war medical supplies are a very valuable set of items.

[GME: Will the reaction force engage the characters? - Chaos Rank 6Unlikely (50%) - 97% - Exceptional No]

Not only are they unwilling to engage, they will probably warn other units in the area away from the group. Looking back, it is the best possible alternative for the reaction force.

We can now make the assumption that the group can roll out of town, emerging north of Weilun, headed for their next destination. One open question remains and that is what medical supplies the characters found in the vehicle.

Several types of medications would be useful in treating the cholera outbreak in Weilun. Logan should be aware of these, as he has probably dealt with this problem before. The medications are:

  • Antibiotic – (Liquid or Oral) (R/R) = (+2 to recovery roll)

  • Mild Pain-Reliever (R/R) = (+2 to recovery roll)

  • Antifever (R/R) = (+2 to recovery roll)

  • Antibiotic± (Liquid or Oral) (R/R) = (+1 to recovery roll).


IV Fluids (+3 to recovery roll) would be good too, but they are not on the list. We can make the assumption that they are also (R/R).

Other medical supplies might be of interest, such as:

  • Anesthetic, Local (R/R)

  • Anesthetic, Total (R/R)

  • Atropine (R/R)

  • Atropine (Autoinjector) (R/R)

  • Blood, Whole (1 Unit) (S/S)

  • Personal Medical Kit (S/S)

  • Plasma (1 Unit) (S/S)

  • Sedative, Mild (R/R)

  • Sedative, Strong (R/R)

  • Surgical Instruments (R/R)

  • Doctor's Medical Kit (S/S)


Three additional pieces of equipment may be necessary, of whole blood and plasma are found. Whole blood requires refrigeration and plasma is stored frozen, according to the Red Cross (https://www.redcrossblood.org/donate-blood/how-to-donate/types-of-blood-donations/blood-components.html). This will require either small refrigerator or small freezer, depending on the type of item stored. Both will require electricity, so we can assume that there is a 1.5kw generator present too. These items will be automatic.

As a side note, for those looking to bog down their game with realism, this page gives an overview of the frequency of blood types by country: https://en.wikipedia.org/wiki/Blood_type_distribution_by_country. Might be useful.

Since this is a medical unit, I would use the availability classes of a town (Rare on 1 or less on a D10, Scarce on 4 or less on a D10). Items packaged in 100 unit boxes will have 2D100 available. Personal medical kits will have 2D10 available, as will autoinjectors and IV Fluids, all others will have 1D3 available.

Now for some rolling. I use a dice roller in internet (https://www.wizards.com/dnd/dice/dice.htm) but you can do this manually if you want.

Item

Availability

Unit Size

Die Roll

No. Available

Antibiotic – (Liquid or Oral)

(R/R)

100 Units

1

95 Units

Mild Pain-Reliever

(R/R)

100 Units

1

163 Units

Antifever

(R/R)

100 Units

4

--

Antibiotic± (Liquid or Oral)

(R/R)

100 Units

7

--

IV Fluids

(R/R)

10 Units

10

--

Anesthetic, Local

(R/R)

100 Units

9

--

Anesthetic, Total

(R/R)

100 Units

9

--

Atropine

(R/R)

100 Units

7

--

Atropine (Autoinjector)

(R/R)

10 Inj.

7

--

Blood, Whole

(S/S)

1 Unit

3

2 Units

Personal Medical Kit

(S/S)

1 Kit

10

--

Plasma

(S/S)

1 Unit

3

3 Units

Sedative, Mild

(R/R)

100 Units

9

--

Sedative, Strong

(R/R)

100 Units

1

160 Units

Surgical Instruments

(R/R)

1 Set

5

--

Doctor's Medical Kit

(S/S)

1 Kit

6

--

Since both blood and plasma are available, the truck also has a small refrigerator and small freezer, as well as a 1.5kw generator.

Not as much as they would have hoped for, but at least a little to help the people. Not bad in a days work for our heroes.