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  1. - Top - End - #91
    Firbolg in the Playground
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    Default Re: Worse Than the Disease 2 IC

    The information about Blackwire's reputation and role has Richard concerned - if this was their enemy trying to infiltrate the exiles with one of their agents, someone with Blackwire's skillset would be their choice. But at the same time, if he was legitimate...an assassin might know a lot of useful information, things that someone with Stone's role might not be privy to. Decisions...

    "Why don't we go to see Blackwire for ourselves? Perhaps it'll make it easier for us to make the proper judgement call if we can actually talk to him face to face, and see what he has to say for himself."

  2. - Top - End - #92
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Sean responds to Blackwire as follows:
    1. We won't start the deal by providing the housing, but this can be done.
    2. This radio channel is being monitored. Unless Blackwire has a high-rech radio capable of establishing a secure channel over an insecure channel like ours can, we should discuss the details in person.
    3. [If no secure communication] The meeting will be near the hideout of Oscar Rex Stone. We will provide the details when Blackwire is there. He is to choose, and announce, the time.

  3. - Top - End - #93
    Ogre in the Playground
     
    Shoot Da Moon's Avatar

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    Default Re: Worse Than the Disease 2 IC

    Blackwire does not have good encrypted communications, so he sets up a face-to-face meeting.

    Blackwire can get his gang over to the meeting place near Stone's hideout in three days of travel. He'll need to travel slow and careful to avoid getting caught by those who want him dead.
    Anachronism will never high-light the folly of my convictions!

  4. - Top - End - #94
    Ettin in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    We do nothing much for the rest of today. Tomorrow morning Sean plans to operate some radio. The party Sean wants to contact in the morning is the Funny Platoon and the questions he is going to ask are as follows:
    1. Have they intercepted the party's comm with Blackwire? If so, have they an approximate location of where he was at the time? Have they intercepted other noteworthy activity from the same general area, even if on different frequencies?
    2. We would be very interested in any radio transmissions pertaining Blackwire. In particular, we would like to hear about anything with him on the radio as well as any ongoing effort to to help or hunt Blackwire from yesterday on, including in the future. We kindly ask to be promptly notified about any such stuff.
    3. Have they intercepted anything from the subordinates of Oscar Rex Stone? Of particular interest is whether they seem to have moved anywhere since the moment we got their boss, but anything else might be of use. We kindly ask to be promptly notified about any transmission from or to these guys for, say, a week, assuming they are still in the area.

    Spoiler
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    UPD: Using secure encryption, of cource.
    Last edited by u-b; 2022-02-19 at 11:38 AM.

  5. - Top - End - #95
    Ogre in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    (OC: everyone eats their meals for the day.)

    The exiles turn in for the day, and get some sleep. Tariq is no longer aching, but he still has scars where the bullet hit him.

    DAY 70

    The exiles wake up the next morning to rough winds.

    Sean gets on the radio and contacts the Funny Platoon.

    He learns the Funny Platoon did not intercept communications, they simply learned of Blackwire's efforts through second-hand informants. They figure Blackwire was probably hiding out in the backcountry at the time, near the abandoned farmland along the biggest trails. Activity in general is thick around the area, but no large settlements are there and no reliable intelligence operations are embedded there. Not that Sean would be cleared to know about it if there was.

    The Funny Platoon is reluctant to share what they know about Blackwire with the exiles. They simply note that Blackwire is a wanted man, for very good reasons. Lots of people want him dead.

    The Funny Platoon share that many of Stone's former subordinates have panicked and scattered since their commander was defeated. Raider bands have dropped their flag or simply fled the region across the border to the south.
    Anachronism will never high-light the folly of my convictions!

  6. - Top - End - #96
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    Default Re: Worse Than the Disease 2 IC

    Sean proposal is that we check all the raiders' camps in the region marked as occupied in Stone's papers as of the day we got him. This will achieve two objectives:
    1. Make sure the area is secure indeed.
    2. Maybe they have left in a hurry and we can scavenge something.

    Sean does not insist on taking Tariq with him if the man would prefer to spend the time with his grenade launcher. After all, if the group does find an occupied campsite, we can turn back and come another day.
    Last edited by u-b; 2022-02-20 at 10:17 AM.

  7. - Top - End - #97
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Well, Tariq is finally at full health, and you had asked him to make some multi-flechette shotgun rounds a month and a half ago IRL (it took that long to heal up, in part thanks to a streak of really bad rolling), so he was going to start with that. What do we have to use for parts? Is it lines 54 and 55 of the spreadsheet?

  8. - Top - End - #98
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    Default Re: Worse Than the Disease 2 IC

    Having preliminary information that the gangs have vacated the business, Sean takes most of the party for a ride to visit the sites they have supposedly left. Hopefully, they have left in a hurry, after all they were monitoring Stone's frequency, weren't they? Sean takes some care in case some gangs feel themselves brave enough or have left some surprises.

    Spoiler
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    Quote Originally Posted by Shoot Da Moon View Post
    OC: everyone eats their meals for the day.
    Done.
    Last edited by u-b; 2022-02-21 at 03:49 AM.

  9. - Top - End - #99
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    Default Re: Worse Than the Disease 2 IC

    (OC: each such site is 2dx5 (roll individually for each camp) miles away from Stone's base camp and cabin, if we have not already established the distance. If we have not established the number of camps, let's call it 1d+2 camps on the map.)
    Anachronism will never high-light the folly of my convictions!

  10. - Top - End - #100
    Ogre in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Sean and his comrades drive a decent amount (35 miles) through the wrecked backroads of Vermont to arrive at a raider camp near the power plant.

    Being sensible and cautious, Sean has the car camouflaged and slowly sneaks up to the camp on foot. He finds the well-trod camp site is deserted, previously well used by a gang of six, and horse tracks leading into the wilderness. Trash and remains of people living rough litter the area.

    A dead body, picked clean by scavengers, was left hanging on a tree. It is mostly naked.

    Looks like this site's a dry hole.
    Anachronism will never high-light the folly of my convictions!

  11. - Top - End - #101
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    Default Re: Worse Than the Disease 2 IC

    Sean searches the deserted campsite for anything of significance, takes anything of value, then plans to leave for the next site, in some sensible order.

    Spoiler
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    Rolls in #947.

    As for the buggy shells, I think if they are clearly identifiable, we just discard them to simplify accounting.

  12. - Top - End - #102
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    Default Re: Worse Than the Disease 2 IC

    Sean tosses over a few logs of cut down trees and discovers a box of ammo left behind, no doubt due to severe hurrying.

    The box contains 20 pistol bullets, 15 shotgun shells, and 20 rifle cartridges, all of it ready to fire and wrapped up in waterproof plastics.

    There is nothing else of any use at this camp site.

    (OC: the closest camp site closest to here is now 10 miles away.)
    Anachronism will never high-light the folly of my convictions!

  13. - Top - End - #103
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    Default Re: Worse Than the Disease 2 IC

    When Sean drives the car to the next X on the enemy map, he finds what appears to be a small settlement built out of old cars. The rusted out automobiles have been converted to secure people shelters, with raised platforms and barricades on the ground. A large fire pit, black with constant use, is at the center of the camp. In the tree-line, Sean spots four dead people left hanging from branches and well past rotting. The ground has lots of motorcycle tracks tearing up the soil, leading in and out of the camp site.

    All is quiet here.
    Anachronism will never high-light the folly of my convictions!

  14. - Top - End - #104
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    Default Re: Worse Than the Disease 2 IC

    Having not spotted any guards, Sean leaves Ricahrd and Bart on position where they can observe the settlement, then takes a tour around it to make as sure as possible that it is all clear, there are no bikes and seem to be no people, and that the latest footprints in and out are not too recent. If that is the case, he sneaks in to take a closer look.

    Spoiler
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    Any signs of continued presence? An antenna or smoke would be those, but there might be others.
    Last edited by u-b; 2022-02-24 at 10:27 AM.

  15. - Top - End - #105
    Ogre in the Playground
     
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    Default Re: Worse Than the Disease 2 IC

    Walking through the site is disappointing. There is not sign of recent human activity here. No smoke, no electronic equipment set up (let alone turned on), no food waste, no unfurled sleeping bags...

    More horse tracks into the wilderness can be found at the outskirts, near abandoned hitching posts and scraps of hay. All tracks he finds are too old. Blood stains are dried well past brown.

    Another dry hole.

    (OC: Next closest camp site is 10 miles away.)
    Anachronism will never high-light the folly of my convictions!

  16. - Top - End - #106
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    Default Re: Worse Than the Disease 2 IC

    Sean spends one hour searching through the site for anything usable, packs whatever he finds, then drives to next one and follows the standard procedure of camouflaging the car, approaching on foot, and taking a good look through the scope.

  17. - Top - End - #107
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    Default Re: Worse Than the Disease 2 IC

    Sean's insistence pays off when he discovers a small case left behind, under a car ruin.
    Inside the case, there's 4 HMG cartridges and 15 LMG bullets.

    Pretty good for a gutted hideout.

    Moving on, Sean drives 10 miles, and takes care to camouflage the car before sneaking around. The road to this camp site has been blocked by newly wrecked cars. Sean hears the growls and patting of a wild dog pack around the area as he makes his approach. When he finally gets a good angle on the site, he finds 5 feral canines chewing on corpses in a barren and ruined camp - the fire place still has a few scant embers. Sean counts six dead bodies of raiders still intact enough to be confirmed as freshly dead people. A tipped over and destroyed stagecoach (with no horses) is at the far end of the camp.

    (OC: The next unexplored camp is 10 miles away.)
    Anachronism will never high-light the folly of my convictions!

  18. - Top - End - #108
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    Default Re: Worse Than the Disease 2 IC

    Having finished preliminary observations, Sean tries to sneak upon the dogs and kill them all, for meat and profit. When all the dogs are dead or away, he proceeds to examine the site, the corpses, their possessions, and also asks for Richard's expert opinion on what might have happened here.

    Spoiler
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    Who and when might have most recently left the site is of particular interest, but also generally what happened.
    Last edited by u-b; 2022-02-25 at 02:39 PM.

  19. - Top - End - #109
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    Default Re: Worse Than the Disease 2 IC

    Sean successfully avoids attracting the attention of the dogs and fires a nasty barrage of lead their way, killing them all and wasting only 2 shots in the havoc.

    The shots tear through the hounds and leaves them dead on the ground. With the threats taken off the board, Sean and Richard can have a good look at the grisly scene before them. The dog tracks are recent, of course. So are the dead raiders, who all have the black tattoos (the ace of spades, eight of spades, ace of clubs, eight of clubs) on their necks.

    The dog were also certainly rabid, foam around their mouth suggesting hydrophobia. The raiders all died of bites to the throat and major veins. They were all carrying small knives, bloodied. They were wearing padded leather armor under cloaks. Tucked into the trousers of one dead raider is an emptied and cheaply made derringer, recently fired. Going through the pockets of the dead, they find a total of 24 pistol bullets, unloaded into guns.

    The stagecoach looks like it was sideswiped by a car and then run over - there's nothing left inside it. The two horses galloped off in a panic. Bullets holes from less than 4 hours ago are embedded in the surrounding wood and rock. Spent brass is nowhere to be found.
    Anachronism will never high-light the folly of my convictions!

  20. - Top - End - #110
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    Default Re: Worse Than the Disease 2 IC

    The fact that the dogs turned out to be rabid was somewhat disappointing. Sean leaves them when the bullets caught them. He pockets the knives, the bullets and the casings from his own shots. Sean wonders how long ago have the horses ran away, but does not set to track them right away. Instead, he spends one hour to search the site for any valuables while Richard and Bart stand guard. If this ends up without any surprises, the group then sets after the horses - they are presumably herd animals, so probably are to be found together. The dogs are to be let loose by Bart, then followed by Sean while Richard is driving the pickup and Bart rides the pickup in the open to issue any dog-related commands.
    Last edited by u-b; 2022-02-26 at 07:55 AM.

  21. - Top - End - #111
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    Default Re: Worse Than the Disease 2 IC

    (OC: the -4 penalty to Scrounging skill means the roll fails. Sean finds nothing.)

    The site is a gross carnival of offal, dirt, bodily waste and small bits of materials. Sean can not scavenge anything useful from the wreck.

    Bart's dogs go forth and lead the way through the woods. Sean and his allies follow behind for 30 minutes, until they all arrive at a clearing. There, grazing on fresh grass, are two horses with damaged barding. They certainly have saddles, bits and braces, blinders, reins and all the usual gear you'd put on them for travel. Both horses seem healthy, their manes groomed and their coats a rich brown.
    Anachronism will never high-light the folly of my convictions!

  22. - Top - End - #112
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    Default Re: Worse Than the Disease 2 IC

    Sean takes an aim at the horses, but lets Bart try to handle them first, in case they are human-friendly enough (or at least human-tolerant enough) to tie them to the back of the pickup and lead them home.

  23. - Top - End - #113
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    Default Re: Worse Than the Disease 2 IC

    Bart approaches the horses and gets them under control, taming them enough that they'll allow Bart to take their reigns.

    The exiles can take the animals back to their cars.

    (OC: Back to the Waffle House is 35 miles.)

    Sean and his comrades make the journey without incident.
    Anachronism will never high-light the folly of my convictions!

  24. - Top - End - #114
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    Default Re: Worse Than the Disease 2 IC

    Back at the Waffle House, Sean gets someone competent to appraise the horses - some guys have cared enough to put barding on them, so maybe they are worth more than their meat value. Sean then gets their gear summarily appraised and checks for anything that might be in the saddlebags. With all of this done, he checks back with Tariq to share the news and rest for the evening and night.
    Last edited by u-b; 2022-02-27 at 02:03 PM.

  25. - Top - End - #115
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    Default Re: Worse Than the Disease 2 IC

    The animal handler at the Waffle House looks the horses over and finds that they're minorly injured but otherwise pretty good draft animals, capable of pulling a coach or cart. Their gear is also up to snuff. The saddlebags contain supplies for the horses - hair brush, feed bags, spare horseshoes, blankets...

    Sean checks back with Tariq no problem.

    (OC: Richard and Tariq, anything to discuss or get done before the day is done?)
    Anachronism will never high-light the folly of my convictions!

  26. - Top - End - #116
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    Default Re: Worse Than the Disease 2 IC

    Sean gets on the radio and:
    1. Contacts Gunmetal to check if they have, and will sell, a broken Desert Eagle instead of one of our pre-allocated fully operable sidearms. The motivation stated is that we are low on funds, but should be able to repair the thing. Sean would not be surprised if this "item" is out of stock.
    2. Also with gunmetal, checks if they have a stock of cheap and/or broken WWII-grade rifles. Springfield M1 Garand would be ideal and we'd be willing to procure upwards of a dozen.
    3. Contacts Chalmers to check if the man has news.

    All of the communications should be securely encrypted.

    UPD: In the evening, Sean has a chat with power plant people to:
    1. Explain them the suituation (mostly "all clear").
    2. Give them new ammo instead of conventional shots.
    3. Ask if they want additional armed escort (if so, Sean will arrange with Waffle house to provide said escort funded out of our account and partially equipped by us).
    Last edited by u-b; 2022-02-28 at 10:34 PM.

  27. - Top - End - #117
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
    Sean gets on the radio and:
    1. Contacts Gunmetal to check if they have, and will sell, a broken Desert Eagle instead of one of our pre-allocated fully operable sidearms. The motivation stated is that we are low on funds, but should be able to repair the thing. Sean would not be surprised if this "item" is out of stock.
    2. Also with gunmetal, checks if they have a stock of cheap and/or broken WWII-grade rifles. Springfield M1 Garand would be ideal and we'd be willing to procure upwards of a dozen.
    3. Contacts Chalmers to check if the man has news.

    All of the communications should be securely encrypted.

    UPD: In the evening, Sean has a chat with power plant people to:
    1. Explain them the suituation (mostly "all clear").
    2. Give them new ammo instead of conventional shots.
    3. Ask if they want additional armed escort (if so, Sean will arrange with Waffle house to provide said escort funded out of our account and partially equipped by us).
    The Gunmetal merchants are a little reluctant to sell the exiles a Desert Eagle, as that is a very high tech and powerful pistol...They'll discuss the matter for a hour and then get back to Sean.
    (OC: Sean, make a reaction roll at an extra -4.)

    In the meantime, they discuss the old rifles in stock. They can sell the exiles 3 semi-junk items, but no more than that. The rifles won't work without getting fixed thanks to broken firing pins and wrecked internal springs, and they're well-worn to the point of needing new parts anyhow.

    Chalmers confirms that mutant attacks have been increasing, while raider gangs have been pulling out and breaking off attacks. He claims that one of their patrols discovered multiple raid camps in Newport.

    In the evening, Sean gets in touch with the power plant crew. They accept the new ammo shipment, and would prefer an armed escort just in case, thanks.
    Anachronism will never high-light the folly of my convictions!

  28. - Top - End - #118
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    Default Re: Worse Than the Disease 2 IC

    Sean defers the negotiations about the broken (or cheap; I think we can stretch a bit to afford cheap) Desert Eagle to Richard, who would be the one to use it and who's better at talking. Richard is told to mention two horses worth of food if the negotiations don't go as expected, but no sooner than that.

    Sean asks Chalmers about the deal with Shelter 43 and progress there, if any. He also asks about those "raid camps" - whose camps they are, are their locations known, will someone do something about that or we better do it ourselves... that sort of thing.

    Sean then talks to Waffle House people and asks if they can allocate three men to accompany power plant people. They are free to allocate more, no problem with that, but three is the number we can equip almost to our standard and the power plant men will have at least 20 guns among them, so we are talking more about bringing in some qualitative edge. We will be on-call nearby and check the site before everyone is there. The assignment is to last until no longer needed and to be funded from our account with the Waffle House.

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    So three cheap broken Springfield M1 Garands for $204 apiece?
    Last edited by u-b; 2022-03-01 at 09:48 AM.

  29. - Top - End - #119
    Orc in the Playground
     
    AssassinGuy

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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by Shoot Da Moon View Post
    (OC: Richard and Tariq, anything to discuss or get done before the day is done?)
    No, Tariq is good for now.

  30. - Top - End - #120
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    Default Re: Worse Than the Disease 2 IC

    Quote Originally Posted by u-b View Post
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    So three cheap broken Springfield M1 Garands for $204 apiece?
    (OC: Yes, 3 cheap broken Springfield M1 Garands for $204 apiece.)

    The Gunmetal merchants come around to accepting the deal, they need the food. They offer the exiles a broken Desert Eagle for the rations.

    Chalmers simply says the Shelter 43 thing has come to peaceful terms, but the settlement within wants everyone to stay away from the Shelter for now, as part of the accord negotiated. He says the raid camps found had dead and dying mutants left behind by their previous inhabitants. He informs the exiles that the general region around Newport is where such camps were found.

    The Waffle House settlement agrees to committing three more men to the power plant workers. They record the account changes.
    Anachronism will never high-light the folly of my convictions!

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