Saturday, November 16, 2013

The Ambush



No game this week, but last week we played our third game in the new  Tour of Darkness Campaign - I just never got around to typing up the report. Rick finally made it out to a game and made another fire team leader – for an MG team! 

SITUATION

Early June 1965

The 173rd Airborne Brigade has been ordered to begin training for offensive operations in the Republic of Vietnam.

SCENARIO

After some practice in airmobile operations the platoon was been ordered to set up an ambush along a trail discovered during an earlier patrol near the Bien Hoa Airbase. It was suspected that the trail is being used by the Viet Cong to haul mortars and rockets up to a nearby hilltop to fire upon Bien Hoa.

Half the platoon was to be dropped off by truck a few kilometers south of the trail in late afternoon. They were to proceed to the trail and set up an ambush just before dark in hopes of catching Viet Cong along the trail at night.


FORCES

2Lt. William (Billy) Haverford IV
Ag d6, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Intimidation d6, Persuasion d6, Knowledge (Military Administration) d4,
Edges: Jump Qualified, West Pointer, Connections (Staff), Brawny
Hindrances: Overconfident, Stubborn, Vow (minor – win medals) 
Gear: Fatigues, Load Bearing Equipment, M14 Rifle, Grenades, M1911 Pistol, Poncho, Flashlight, Flak Vest, Binoculars

Radio Operator - Troop Quality D8/Morale D8 – M16 Rifle

Fireteam  Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.– Wild Card (Rick)
Ag d8, Sm d4, Sp d6, St d6, Vg d6,
Pace 8, Parry , Toughness 
Skills: 
Edges: Jump Qualified, Rank: NCO, 
Hindrances: 
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,


MG team Troop Quality D8/Morale D8
1x Gunner – M60 Machinegun
1x Assistant Machine-Gunner – M16 Rifle
2x Riflemen – M16 Rifle


Sgt. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle



THE GAME

During training and patrols it was discovered that Sgt. Malone had a real knack for spotting enemy force ambushers and actual booby traps on trails (that Danger Sense edge) so he more or less has permanently been assigned pointman. Unfortunately Sgt. Malone never really did learn to use a map and compass so well (no Knowledge: Navigatrion). Their platoon commander is equally useless in finding his way around in the bush… So in very short order the platoon got hopelessly lost. Around dusk they ended up approaching a village (there wasn’t supposed to be a village on their line of march) and worse they decided it was a different village on the map and marched off in the opposite direction that they should have…

An hour or so after dark they realized their error and turned about to retrace their steps. They then followed a path leading out of the village they figured would take them to where they wanted to get to. Unfortunately the path bent off in the wrong direction and they didn’t notice it was taking them around the wrong end of a hill/ridgeline until just before midnight. Turning and heading uphill they came across a trail along the saddle between two hills just after midnight and Lt. Haverford declared this must be the place!

(It wasn’t).

So they set up their ambush…

(Remember: click on the pictures for a bigger version)


The platoons ambush site.

Around 1AM a local wandered along the trail – from the south to the north and NO ONE even noticed her!? She returned and hour and a half later and was spotted this time by Sgt. Thomas (I think…) unfortunately he started when he spotted someone on the trail and she spotted him hiding in the bush… they starred at each other for a minute - Sgt. Thomas not wanting to do anything because he’d been ordered not to fire until Lt. Haverford triggered the ambush. Eventually the local made off back along the trail at a slightly quicker pace. Moving right past the next position completely unnoticed. Next she wandered by Lt. Haverford’s position and while Lt. Haverford didn’t notice her, his team did and they were looking at him awaiting his call. When he finally noticed his team looking at him he asked “is it the enemy” and one of his riflemen nearby nodded so Lt. Haverford fired his pistol blindly (as he could still see no one) triggering the ambush. The night was lit up by a dozen muzzle flashes pouring hundreds of bullets into the jungle across the soldier individual firing arcs (because no one else could actually see anyone!?)

After a minute or two of firing Lt. Haverford called at everyone to cease firing when they eventually did Sgt. Malone team was tasked with searching the kill zone. A dead woman was found with a pistol shot wound to her neck. No other enemy and no weapons could be found. The woman carried no identification, or anything else for that matter, which,  along with the fact that she was out after midnight seemed to indicate she was up to no good.

Lt. Haverford had the team moved back to an RV point just behind the ambush site and proceeded south to the hill top and found a large clearing where they set up a quick all-round position until dawn. At dawn they tried to get their bearings as best they could and make their way back to the road for pick up.

Again they went wildly off course and when they finally found the road they were nowhere near where they were to be picked up and much, much later than when they were supposed to be there waiting pick up… so they headed back in the direction of Bien Hoa (or what they hoped was the direction of Bien Hoa..). A few hours later they trucks – which had been driving up and down the road looking for them – and getting mighty nervous – finally found them and gave them a lift back to base…


Christian, again, wrote his own After Action Report for 2Lt. Haverford:

Patrol Report

A.  C/S Gridiron 1
B.  Patrol Leader - 2LT Haverford W.M.
C.  Patrol Size - 1 Officer (me), 18 enlisted men
D.  Patrol Composition - see above.  Also, 1 and 3 Fireteams, and Weapons squad.
E.  Mission - Gridiron 1 will destroy VC elements in the area of HILL 557 in order to deny them use of the hill as an OP.
F.  Departure - 1600 12 June 1965
G.  Return - 0800 13 June 1965
H.  Routes Out/In - See att map.
I.  Terrain - Think jungle crosscutted by trails and paths.
J.  Info Enemey - 1 Enemey VC KIA.  Enemey was encountered in squad strength, but got out of the Ambush area.  En was not in uniform.  En was moving from HILL 557 towards village HOE DUCK along root provided by INT.
K.  Map Correction - There are severals trails that are not marked on the maps.  See att mao.  The ravine on the east side of the rigde north of HILL 577 is a MAJOR obstacle.
L.  Misc Info - En was no match for our platoon, and was totally surprized.  Due to wild fire, the main enemy got away.
M.  Results of encounters with Enemy - 1 En KIA.  En VC had nno INT onboard.  No weapons were recovered, as the rest took it.
N.  Condition of Patrol - Excellemt.  Morale is high after our victory, and 1 PL is ready to resume offensive Ops imeddiately.
O.  Suppory received/requested - Transport to dropoff point was good, however, transport from the pickup spot was late and in the wrong place.  No other support required.
P.  Communications - The radios were used on the patrol for radio silence only.
Q.  Friendly/Neutrals - No contact with any locals was made.  Due to the stealthy nature of the patrol, we were not spotted.
R.  Conclusions/Recommendations - 1 PL performed very well.  Morale was high, feildcrraft was good, and the troops lived up to the AIRBORNE spirit.  1 PL needs to improve nightthime fire disipline, and maps and compassess need to be more used.  1PL will conduct navigation training soonest, as a minor error in navigation led to the ambush being deployed a little bit late.  The GOOD news is that 1 PL has defeated the EN VC in the area of HILL 557 for the moment.  Also, thanks for the report fprmat!


Coming soon on Savage Timmy’s Playhouse Blog:

One of these days I’ll post some character backgrounds for – hopefully before a report of next week’s activities….? 

Thursday, November 7, 2013

The Tunnel



We played a second game in out Tour of Darkness Campaign last weekend. Christian is back in town and was able to make it out and make up a new character 2Lt. William (Billy) Haverford IV – The platoon commander. 
 

SITUATION

Late May 1965

A few weeks ago, the 173rd Airborne Brigade arrived in the Republic of Vietnam from Okinawa. One battalion had been tasked to defend Bien Hoa airbase. So far the platoon has spent most of their time filling sandbags to bolster the defences around Bien Hoa. Occasionally they are sent out on security/presence patrols in the immediate vicinity of the Airbase.

SCENARIO

Half of the platoon is to conduct a security/presence patrol along a road near the Bien Hoa airbase.


FORCES

2Lt. William (Billy) Haverford IV
Ag d6, Sm d4, Sp d6, St d6, Vg d8,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d8, Shooting d8, Notice d4, Stealth d4, Intimidation d6, Persuasion d6, Knowledge (Military Administration) d4,
Edges: Jump Qualified, West Pointer, Connections (Staff), Brawny
Hindrances: Overconfident, Stubborn, Vow (minor – win medals) 
Gear: Fatigues, Load Bearing Equipment, M14 Rifle, Grenades, M1911 Pistol, Poncho, Flashlight, Flak Vest, Binoculars

Radio Operator - Troop Quality D8/Morale D8 – M16 Rifle

MG team Troop Quality D8/Morale D8
1x Gunner – M60 Machinegun
1x Assistant Machine-Gunner – M16 Rifle
2x Riflemen – M16 Rifle


Sgt. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Sgt.. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle


Local Force Viet Cong Troop Quality: D6/Morale: D8

4x Local Force Viet Cong – Rifles



THE GAME

While passing a village along their route everyone in the patrol – except 2Lt. Haverford – spotted four Vietnamese running towards the village.

(Remember: click on the pictures for a bigger version)


Patrol on the road in the distance. Four (suspected) Local Force VC heading towards the village.

Lt. Haverford, despite not actually spotting the suspected VC, called it in and ordered his troops to advance towards the village to investigate.


The Troops arrive at the village.


Eventually the locals were corralled up and the village was searched… and then searched again… The second time around they found a concealed pit inside one of the huts that dropped into the darkness. Sgt. Thomas and his fireteam were ordered to investigate and Lt Haverford called for some engineers.

At the bottom of the 10 ft deep 2’x2’ shaft they found a 2’ wide x 3’ tall horizontal tunnel which Thomas followed. After a couple of turns they found the tunnel opened into a room of sorts where Thomas spotted some people. Thomas and his team broke contact without a shot fired and fell back to the tunnel entrance. Thomas went back in with a smoke grenade and with a stunning throwing skill check (there were many raises involved) from the first corner, bounced it around the second corner and right into the room. HE again retired to the entrance and the tunnel was covered up with some mats.

Meanwhile, just outside the village, at the edge of the woods where Sgt. Malone’s team was checking out at trail, Sgt. Malone spotted smoke coming from a bush and discovered a ventilation shaft. He shoved another smoke grenade in there and then plugged it.

Very shortly after four skinny young men were at the tunnel entrance calling to be let out and trying to surrender. A small cache of weapons and supplies was discovered when the smoke cleared out of the tunnel. The Engineers eventually arrived and blew up the tunnel and the VC prisoners were hauled off.

Christian wrote his own After Action Report for 2Lt. Haverford:

Patrol Report - 1 Pl - 12 May 1965

2LT William Haverford IV, Platoon comannder - C/S Gridiron 1

This is a typed version of what I have already passed on to you and the OPS O.  Please excuse my poor typeing.

1. Mission - 1 Platoon was told to patrol the area of grids 4732, 4832, 4731, and 4831.  Establish ptterns of life, establish good relations with the local local people, and establish the enemy in the area.

2. CONOPS - I decided to take the platoon and traverse the area on foot so I could see the enemy locals and other locals and their villages and huts and infrastructures.  The platoon maintained security at all times, and used flankers throughout.

3.  Route - see att maps.

4.  Terrain - The area is mostly flat and is cut by roads which are above expensive rice patty networks.  There are 3 villages and in the north of the AO is some jungle with rising ground and jungle foilage.

4.  Local Activity/Patterns of Life:  The village at grid 476 328 is called KIM DONG.  There are approx 200 people living there.  They report no VC or communist activity.  The village is surrounded by open feilds and rice pattys, and the locals there seem favorable towards the American Way of Life.   The mayor's name is NOM NUYEN.  The village at grid 480311 is called FAP DONG, with about 350 people, similar to KIM DONG.  The locals there are friendly and seemed happy to see the troopers and men.   The Mayor there is named BIN HYUP.   This village has many Oxen and a temple.

5.  Enemy Activity:  Approaching the village of BEN GWA I spotted four armed locals armed with rifles and arms.  They proceeded into the village.  Rallying and organasing the platoon I led the platoon accrss the rice pattys and a stream before the village.  There was no sign of the armed locals, just unarmed with rice locals.  I gathered the villagers in the center and I searched them and talked to the village mayor whose name is CAN VONG.  He said "No VC" and "very happy".  I think my interpreter is a VC because he said way less than the mayor, but I don't speak Vietnamese and it could be very long.  His name is BIN TRANG.  The troops were reacting to my direction and I told them to search the huts in the village.  The village has about 100 people, some of who might be VC simpathisers because of the hole, see below.  I found a hole with 2 Fireteam.  It was in the floor.  I immediately sent a SITREP and led Fireteam 1 into the tunnel by directing SGT THOMAS down the hole.  He found VC, and retreated from them.  So I pulled back Fireteam 1 and ordered a smoke grenade into the hole.  Also SGT MOLONE found an airhole inthe trail and threw a smoke into it.  As a result of the platoons brave actions and calm leadership I took 4 VC prisoners, which were loaded into a helicopter and turned over to the MPs for interrorgating.  It must be noted that SGT MOLONE was the one who found the hole as well as the other hole and smoked it too.  I have commanded him for his good behavior and if he keeps it up he may win a medal as well.  The engineers found 230 pounds of rice and some ammuntiotn and four rifles and no int.  And a lamp.  The mayor CAN VONG told BIM TRANG that the VC made them host the hole and give them some rice, but he said "No VC" so I believe that he is a VC presence in the area, but I gave him some rations anyway, and he said "very happy" from BIN TRANG.  Oh yes, a boy ran away into the jungle, but I was able to miss him, for which I am glad.

7.  Reccomendations - I reccomend that AMERICAN forces regularly patrol BIEN GWA and look for VD and holes.  Also, BIM TRANG is maybe a VC and should be interrorgated, or learn more AMERICAN.  Also, I reecommend that ENGINEER asets be att to every patrol that might encounter a VC holee.
        a.  Patrols should carry more flashlights and pistols for tunnel fighting.
        b.    It would be useful to carry field phones on patrol for hole useage.
        c    Also, gas grenades.
        d.    It is clear that the VC is conducting operations on the AO of the patrol area, and therefore we should try and americanize the population of local Vietnamese locals. 
        e.  I suggest that the Veitnamese kids be taught football in their schools, so they will be more AMERICAN.  If directed, I will lazon with the local teachers and.  For this I will require more footballs.  I will talk to the QUARTER MASTER.

7.  Also, FAP DONG and KIM DONG do not seem to be VC and are nice to AMERICANS, they can be trusted so far.  The VC seem to be using the jungle to dig tunnels.  We should look for more holes in the jungle and smoke them.

8.  In closing, I believe that 1 PLATOON is the example of AIRBORNE spirit, and I will continue to lead them down the field for the big win so we can follow GEN WILLIAMSONS orders to be home by CHRISTMAS.

9.  Thanks.


BILL HAVERFORD

WR HAVERFORD IV
2LT
1 BN 503 PIR
BEN HO AIRFIELD
VIETMAN


Coming soon on Savage Timmy’s Playhouse Blog:

Perhaps some character backgrounds for Cpl. Gerry “Gums” Malone, Cpl. Jerome Thomas, and 2Lt. Haverford… and then a report of next week’s activities….? 

Sunday, October 27, 2013

In Country


I started a new Savage Worlds campaign… sort of… I’m running the Savage Worlds Tour of Darkness campaign, and we made a couple of Savage Worlds characters, but I’m going to be using Force on Force/Ambush Valley for playing out the skirmish battles that arise. Characters will use the appropriate dice for their characters traits when making tests and checks, where as their squadmates will just check against their Troop Quality or Morale die.

This evening we made characters and I introduced the setting and set up a quick little skirmish to try it out. Dave and Patrick showed up and both made Fireteam leaders.

SITUATION

America’s increasing it’s involvement in the escalating conflict in the Republic of Vietnam. General Westmorland has been calling for more ground troops and the first of the Army’s troops have arrived in the form of the 173rd Airborne Brigade from Okinawa. One battalion had been tasked to defend Bien Hoa airbase. After a few days of building barracks and bunkers the troops are taking patrols out into the area around the base.

SCENARIO

On a Patrol the Players squad is asked to search a couple of buildings that look abandoned on the edge of a rice paddy field.

If contact is made additional squads from the platoon are available as reinforcements – at the beginning of each turn the players roll a TQ die (d8) and a success means that another fire team from the platoon will arrive from the north edge of the table.



FORCES

Cpl. Gerry “Gums” Malone – Wild Card (Dave)
Ag d6, Sm d6, Sp d6, St d4, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6, Throwing d6, Repair d4, Tracking d6, Driving d4, Swimming d4
Edges: Jump Qualified, Rank: NCO, Alertness, Arcane Resistance.
Hindrances: Ugly, Quirk (Bull-shitter), Vengeful (Major)
Gear: Fatigues, Load Bearing Equipment, M16 Rifle, Grenades, Machete,

Fireteam 1 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
3x Riflemen – M16 Rifle

Cpl. Jerome Thomas
Ag d6, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d4, Shooting d6, Notice d6, Stealth d6, Intimidate d6, Persuasion d6, Healing d6, Gambling d4, Knowledge (demolitions) d4
Edges: Jump Qualified, Rank: NCO, Command
Hindrances: Habit (minor, smoking), Quirk (always has to have a cigarette in his mouth during combat)
Gear: Fatigues, Load Bearing Equipment, Helmet, Flak Vest, M16 Rifle, Grenades, Fighting Knife, Deck of Cards, Cigarettes, Lighter

Fireteam 2 Troop Quality D8/Morale D8
1x Grenadier – M79 Grenade Launcher
2x Riflemen – M16 Rifle


Local Force Viet Cong Troop Quality: D6/Morale: D8

6x Local Force Viet Cong – Rifles



THE GAME

(Remember: click on the pictures for a bigger version)


The two fireteams approach the buildings.


Cpl. Jerome Thomas’ fireteam sloshing through knee deep rice paddies.


The two teams converge on the buildings


As part of Cpl. Gerry “Gums” Malone team dashed from cover they started taking fire from the treeline.


The Americans return fire.


Reinforcements arrive as the detached part of Cpl. Gerry “Gums” Malone team makes it into one of the buildings and Cpl. Jerome Thomas’ fireteam rushes the other building.


Cpl. Malone’s team pours fire down on the enemy positions.


As soon as they stopped taking fire from the treeline, Cpl. Thomas’ fireteam rushed the enemy position to discover a number of seriously injured Local Force Viet Cong.

Five Local Force Viet Cong were captured, four of which were seriously wounded. There were no American casualties.


Coming soon on Savage Timmy’s Playhouse Blog:

Perhaps some character backgrounds for Cpl. Gerry “Gums” Malone and Cpl. Jerome Thomas… and then a report of next week’s activites….? 

Sunday, November 11, 2012

At Your Door Session 5 & 6 – Dawn Biozyme


It’s been a busy fall….  All through October there was never more that one (or maybe two) players available on any given weekend, so we haven’t played this campaign since mid-September (At Your Door – Session 4)?! I have to admit, I’d totally forgotten what was going on and what was to happen next and didn’t have a lot of time to reread the entire campaign module… Nevertheless we forged ahead! Amanda (Dr. Sarah Berenstain), Rick (Lord Stang),  Patrick (Joey Roberts),  and Dave (Leonard Tipple) were all able to make it out the past two evenings….

WARNING: SPOILERS CONTAINED WITHIN - If ever you think you might play the Cthulhu Now adventure At Your Door, read no further! 

Saturday Afternoon – 21 July 2012

After their meeting with Det. Sgt. Joe Macklin, Agent Van Alden was called away on some other business and the rest decided to follow up on some leads involving Peter Tait’s ex-girlfriend and co-worker, Jenny Armbruster. They went by the address they had listed for her to find it had been rented out for the last couple months. They also checked out the gym where she worked out and found they hadn’t seen her either for a few months.

Next they planned to see if they could get a tour of the Dawn Biozyme facility on Monday and took Sunday off.

Monday morning Dr. Sarah Berenstain phoned up DBZ to see if they could get a tour of the facility and after being switched around a few times and sitting on hold for a while she was eventually told they could have a tour on Wednesday. With a very (VERY) successful (unskilled) persuasion roll she was able to get in Monday afternoon.

Before heading over to DBZ they checked in with Det. Sgt. Bolling to see if he had any leads on Jenny Armbruster – perhaps through the DMV? a new address?

In the afternoon they drove out to the DBZ facility and had a rather extensive tour (though they were not allowed into the P7 Lab area – for safety reasons). They also got to meet Dr. Howard Finely and asked some very pointed questions about the nature of the nature of the “Special Projects” going on in the P7 facility – including asking about the missing tentacle creature from the lab. When he denied knowing anything about any tentacle creatures, they showed him pictures they had taken of it. He explained matter-of-factly that he head no idea what they were talking about and asked where they had found the creature and who had indicated that it had come from his facility. They told them that it had come from Peter Tait. He told them that Peter Tait had never been involved in the P7 facility and was likely disgruntled after have been given notice a couple weeks back and trying to get back at DBZ with this elaborate hoax.

Afterwards they convinced their tour guide to show them the warehouses where they discovered some odd stuff. A foul-smelling, large room that had a chain-link fence within in closing over the central area that was covered with a tarpaulin… rooms full of foul-smelling carboys and drums all labeled with biohazard symbols… A locked room at the back…

They decided they must break in that night…

Without much planning or forethought they drove off a highway across the field from the rear of the facility and hid their truck among some bushes. They hoofed it across the field and went over the wall cutting the wire and disarming the alarms.

They broke into warehouse two and went directly to the locked room at the back. Within they discovered more of the tentacle creatures in the same Plexiglas containment cylinders they had see the previous one in. There was some large equipment that was determined to be some sort of large electromagnetic filed generator and a computer that operated in and seemed to be running some automated timing program.

Then the cops arrived.

Then the field generator sparked up on its own and some other automated machined kicked, lights came on in the big room, video cameras monitoring the room showed they tarpualin being rolled up exposing a large cylindrical pit.

The investigators tried to pass themselves off as researchers running an experiment and told the police to come in and shut the door as they suspected bad stuff was about to go down in the next room. Unfortunately the players with the most convincing arguments had NO PERSUASION SKILL and they were so busy trying to talk to the cops that the player WITH persuasion couldn’t get a word in edgewise… They were unconvincing.

Then some other automated deviced kicked in and Shub-Nigguarth appeared in the other room. Leonard Tipple had a heart attack, Lord Stang was terrorized and suffered a new Major Phobia (Darkness… MWA-HA-HA-Ha-Ha-ha-ha-haaaaa…). Joey Roberts was unfazed – he’d seen scarier stuff in video games. Dr. Sarah Berenstain was also unfazed. The cops, however completely lost their shit…

At this point we had to call it a night.


The following week we started "in media res"…


As things were at the beginning of Session 6; Leonard Tipple on the ground suffereing from a heart attack. Lord Stang shaken and suddenly not liking the dark any more. All the  cops shaken (except one).

We’ve started using the Adventure Deck. It just so happened that Dave was dealt a card that allowed him to immediately heal one wound – but suffer some permanent scar – so I said he pounded himself in the chest and got his heart started but was no longer incapacitated – but still suffering three wounds. Someone else had a Rally card that allowed all allies to no longer be shaken…

The Dr. Finley appeared with a whole bunch of short Asian guys (Tcho Tcho) armed with assault rifles.

I forgot to take pictures of the action. I meant to at least get a picture of when Finley bustred in with the Tcho Tcho… alas… Here’s what it all looked like at the very end:


To make a long story very short there was some resistance, but in the end everyone ended up having their hand zip-tied behind their backs with bags over their heads – then they were jabbed with a needle…

Roberts, Stang, and Tipple awoke some time later, individually, and alone in a cell of some sort. A windowless room with a concrete floor (which they were laying on) with a drain in the middle. A single bulb in the ceiling dimly lit the room. The only entry/exit was a large heavy steel door. Roberts was missing a leg, Stand was missing his left arm below the elbow and Tipple no longer had any toes…. The wounds were roughly sewed up and bandaged – soaked with blood and smelling terribly.

Dr. Sarah Berenstain woke up in the woods… naked… covered in blood and vomit… with a whole bunch of new deep horrific-looking scars…

Aaaaaaand that’s where we left it….

Hopefully Sheriff Carter Jones and Agent Van Alden will be able to return to the case next week to figure out what exactly has happened to these guys!? 

Thursday, October 25, 2012

Expedition To Timbogo


Last week we were finally feeling better (or at least well enough to be playing games again...) but our friends who had joined the Greek Mythology Campaign were heading out of town. Rather than forge on ahead without them, we decided to try something a little different...

I set up a game set in the fictional African nation (or region, in this case) of Timbogo – the setting of many more modern wargames and adventures on the “Dark Continent”.

The scenario gave me the opportunity to explain foreign exploitation of African resources and colonization by Europeans. After that the kids decided they wanted to play the “good guys” (the African natives).


Central African region of Timbogo, Late Nineteenth Century.

SITUATION

The Lederhosen/Schnapps Expedition arrives in one of the last regions of Africa to be explored by Europeans. The region has thus far thought to be mostly devoid of desirable resources to be plundered combined with the fact that the area is so far from the coast or, until recently, any trains as to make exploitation of any resources not economically feasible. Also the rumours of the combative nature of the occupying tribes have thus far kept Europeans at bay. But as the map quickly gets gobbled up and colonies established the race for even the most desolate regions has picked up in pace…

SCENARIO

Lederhosen/Schnapps Expedition has to press through off the other side of the table with all of their expedition gear.

The Timbos must kill or capture the Europeans and/or their expedition gear/porters…

I had come up with a system of victory points for the scenario, but I forget what they were…

FORCES

Lederhosen/Schnapps Expedition
Heinrich von Lederhosen – Wild Card Explorer
Eric von Schnapps – Wild Card Big Game Hunter

African Porters
African Mercenaries

Local Tribesman

Kulumbo Ngonk – Wild Card Tribal Chiefan
Tribal Warriors
Young Warriors
Archers

THE GAME

(Remember: click on the pictures for a bigger version)


The Africans make their first moves.


Kulumbo Ngonk leading the Timbo Tribal Warriors. The Young Warriors can be seen behind them.


The Lederhosen/Schnapps Expedition


The Lederhosen/Schnapps Expedition enters the jungle.


Unsure if the movement in the bushes is angry natives or angry wild animals Lederhosen and Schnapps don’t take chances and open fire!


The Timbo Archers ruch out of the bush and pin-cushion the African Mercenaries.


The Timbo Warriors move out!


Wait… what are these guys doing…?


Point blank fire fails to stop the charge!


The last African mercenary goes down in a hail of arrows.


The warriors contact Lederhosen and Schnapps.


Things go from bad to worse: the Young Warriors arrive to plunder the baggage train!


Lederhosen and Schnapps attempt to surrender… for some reason Kulumbo Ngonk accepts their surrender and spares their lives. Later Lederhosen and Schnapps secure their release with promises of fire arms for the Timbos with which they can overcome their tribal rivals the Bongos.

And things have been going downhill in Timbogo ever since…. 

Saturday, October 20, 2012

Isle of the Satyrs - Part Two


We finally got back to playing this campaign last week and had some friends join us. After making up some new characters (Callimorphus, Demetrius, and Artemisia) for them we played a quick encounter.

Following on from our last game our heroes were preparing to leave the island when the brother of the head Satyr (who was killed) arrived at the town looking for REVENGE!

(Remember: click on the pictures for a bigger version)


Dionysophenes with some of the villagers.


Callimorphus (with the gree shield) charging into the thick of it… followed (at some distance) by Athis, Demetrius, and Artemisia


The fearsome Calimorphus is injured by the Satyrs arrows!


Athis, Demetrius, and Artemisia (and Artemisia’s dog Cronos) ganging up on one of the remaining satyrs!


Their foes vanquished. There was much rejoicing….

That was just over two weeks ago now.… last week I was sick… this week the Andersons were heading out of town… Next week is Book Club…

So maybe we’ll get back to this in November!? (Unless I get in a game with just the kids sometime...)

Sunday, September 30, 2012

Weird War Two at ToonCon 2012


Instead of running my regular Saturday night game last night I dragged my WWW2 stuff out to ToonCon 2012. I’d originally said I could run it for four, but planned to take up to five or six. When I arrived they told EIGHT had registered – I had enough stuff with me that I potentially COULD have run a game with eight… but with that many players it could very easily bog down and have players getting bored and wandering off. Luckily a few didn’t show up and I ran a game with five.

One player was a friend of mine from Calgary that came out for the convention (which is organized by a mutual friend). There was another participant names Amy, who I think is from Saskatoon, and three enthusiastic young fellows (I will call them The Three Amigos!) … I didn’t catch where they were from… One was named Jared and another Ethan… and I can’t remember other their friend’s name… or tell you which was which… (sorry guys...).

It was a fairly busy convention in a relatively small space and I found the room very LOUD. I had to shout – almost non-stop for the three and a half hours it took to play the game. So my throat hurts now... and my ears are buzzing. I also had to run around the table and stand next to anyone that was asking a question or saying something just to hear them. And it was a bit warm… Other than that thought, I think everybody had a pretty good time.


SITUATION

Stalingrad 1942. A senior Psionik with the BPO had detected the presence of a Nazi Blood Mage in Stalingrad. A team was sent to deal with him and hopefully capture the Blood Mage for interrogation and vivisection. When they arrived in Stalingrad the Blood Mages work was apparent – Zombies roamed about the streets.

SCENARIO

Locate and Kill and/or Capture the Blood Mage.

There is an NKVD MG team at the start line that will fire at any Russians that retreat!

FORCES

Leytnant Pyotr Iliyavisch Putin - Wild Card Platoon Commander – played by one of the Three Amigos
Ag d6, Sm d8, Sp d8, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6,
Edges: Command, Combat Reflexes
Gear: Pistol (Range: 6/12/24, ROF 1, Damage: 2d6)

Serzhant Alexi Timurvich Stanislav – Wild Card Platoon Sergeant - played by one of the Three Amigos
Ag d6, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 6, Toughness 8
Skills: Fighting d8, Shooting d8, Notice d6, Stealth d6, Intimidate d8,
Edges: NCO, Rock’n’Roll
Gear: Ppsh SMG(Range: 12/24/48, ROF, Damage: , AP: )

Ryadovoy Sergey Vasilovich Kruschev - Wild Card Machine-Gunner – played by one of the Three Amigos
Ag d8, Sm d6, Sp d6, St d8, Vg d8,
Pace 6, Parry 5, Toughness 7
Skills: Fighting d6, Shooting d6, Notice d6, Stealth d6,
Edges: Brawny, Rock’n’Roll
Gear: DP LMG (Range: 30/60/90, ROF 3, Damage: 2d8, AP: 2, Bipod, Snapfire)

Borys Pavelvish Trotsky - Wild Card BPO Psionik – played by Shawn
Ag d6, Sm d10, Sp d8, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d4, Notice d8, Stealth d4, Psionics d10
Edges: Arcane Background: Psionics,
Powers: Detect Arcana, Mental Bolt
Gear: Pistol (Range: 6/12/24, ROF 1, Damage: 2d6)

Ryadovoy Nadya Petyanova Gorbachev - Wild Card Sniper – played by Amy
Ag d8, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d10, Notice d8, Stealth d8,
Edges: Marksman
Gear: Mosin-Nagant Sniper Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Scope, Snapfire)


There were also Three Soviet Rifle Squads one started the game commanded by the platoon commander – the other two could be diced for whenever the Soviets drew a joker.
Soviet Riflemen (6)
Ag d6, Sm d4, Sp d6, St d6, Vg d6,
Pace 6, Parry 5, Toughness 5
Skills: Fighting d6, Shooting d6, Notice d4, Stealth d4
Gear: 5x Mosin-Nagant Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2),
1x Ppsh SMG(Range: 12/24/48, ROF, Damage: , AP: )


Germans
Nazi Blood Mage – Wild Card Wizard
Ag d6, Sm d8, Sp d10, St d6, Vg d8,
Pace 6, Parry 5, Toughness 6
Skills: Fighting d6, Shooting d6, Notice d8, Stealth d6, Spellcasting d10,
Edges: Arcance Background: Magik, Alertness, Command, Combat Reflexes, Rank,
Hindrances: Bloodthirsty, Fanatic, Overconfident
Powers: Zombie, Puppet, Fear
Gear: Luger (Range: 6/12/24, ROF 1, Damage: 2d6)

German Protection Detail
Ag d6, Sm d6, Sp d8, St d6, Vg d6,
Pace 6, Parry 6, Toughness 5
Skills: Fighting d8, Shooting d8, Notice d8, Stealth d6, Intimidate d6,
Edges: Rock’n’Roll, Combat Reflexes
Hindrances: Loyal, Bloodthirsty
Gear: MP40 SMGs (Range: 12/24/48, ROF3, Damage: 2d6)

German Sniper- Wild Card Sniper Ag d8, Sm d8, Sp d6, St d6, Vg d6,
Pace 6, Parry 4, Toughness 5
Skills: Fighting d4, Shooting d10, Notice d8, Stealth d8,
Edges: Marksman
Gear: KAR98K Sniper Rifle (Range: 24/48/96, ROF1, Damage: 2d8, AP: 2, Scope, Snapfire)

Zombies
Ag d4, Sm d4, Sp d6, St d6, Vg d6,
Pace 4, Parry 5, Toughness 7
Skills: Fighting d6
Edges: Undead
Gear: Bite/Claw Str+d6
Note: there wwere three or four Zombie Bombs – Zombies with bombs strapped to them and a crude triggering device attached to their chest – when they charged into close combat they could with a successful Fighting roll trigger the bomb. The Zombie would sustain 6D6 damage, the target (and anyone else in base contact) would get 5D6 damage, and anyone else within 2” got 4D6 damage. The bombs could be targeted with shooting which could detonate the bomb.


THE GAME

No one had played the game before so after shouting a bit of an explanation of how the game works and the mission for the team, I handed out some characters and had them set up at one end of the table.

Unfortunately it was very dark in the hall as well, so most of the few pictures I took turned out very, very out of focus. As I was trying to keep the game going, I also didn’t end up taking all that many…

(Remember: click on the pictures for a bigger version)


The players stared at the bottom edge of the table. A few Zombies could be seen roaming the streets.

The Platoon Commander, Sergeant, Machine-Gunner and squad of extras headed up the one side, while the Sniper and BPO Psionik headed up the other.


The Platoon Commander, Sergeant, Machine-Gunner and squad of extras beat on some zombies and sprinted past the survivors. One soviet riflemen was lost to a zombie bite, another to a sniper shot.


The players pulled many, many jokers and the reinforcement squads showed up fairly early. The second was taken over by the Sergeant, the third which showed up a turn or two later was taken over by Shawn.


In the middle of the pic is the sniper having a sniper duel with the German sniper (in the top left of the picture). BPO Psionik wandering about in the open after having just exploded a few zombie heads.


Dead German sniper. I can’t remember if it was the Soviet Sniper that took him out or the BPO Psionik… I think they both had a go at him and caused wounds…


Feeling a little cocky, the BPO Psionk wandered into a building that turned out to be full of zombies. It did not go well for him… Luckily Shawn still had the reinforcement squad to play!

You can see one of the zombie bombs milling about in the back. After this crowd ate the Psionik they came shambling out to meet the second reinforcement Squad – lead by the zombie bomb which detonated and took out the whole soviet squad (and a few zombied too!)

One of the other zombie bombs had been detonated by the Machine-Gunner, which also took out a few zombies. A third, encountered later, was detonated by the Sniper – taking a few more zombies with it. Everyone thought this was great fun.


Amy, with Shawn hiding behind her and two of the Amigos sitting. About half way through the game. The Amigos characters (and supporting extras had just over run a machine-gun team that had been hiding in the same building the sniper had been in.


Shawn’s reinforcement team mopping up Zombies.


The Blood Mage was finally located and the Three Amigos characters (and supporting extras) charged in!


The Blood Mage was actually taken out by his own minders – who were under orders to, under no circumstances, to allow him to fall into enemy hands alive. When three of the Protection Detail had been taken out, the remaining two riddled the Blood Mage at point blank range on their next activation.

(It was also getting late... I was getting tired...) 


The Sniper took out the last of the Protection Detail with a pretty awesome shot through a window…

Started at 7:30, ended around 11PM – three and a half hours of non-stop, action-packed fun…. Thanks to all that participated and thanks to John Burt for organizing the event.