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  1. - Top - End - #691
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    Default Re: Worse Than the Disease 2 IC

    When Sean is back again for N-th time and notices the captives are awake, he wakes up Richard and one militia man, whom is given Bart's NVGs for the time of his shift, then takes a nap, instructing to wake him up some time shortly before dawn or if something happens. He does not take his armor off for the nap.

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    Okay, Richard, your turn!

  2. - Top - End - #692
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    Default Re: Worse Than the Disease 2 IC

    Richard spends his shift alternating between joining the awake militiaman on watch and spending some time with the prisoners. They're not exactly in the state for a prolonged interrogation, so for now he keeps his questioning simple, seeking to find out ahead of time of what exactly is down in the underground section they've found - whether it's a small hidden storage area/panic room or whether it's a larger facility, what people or monsters are down there (he hasn't forgotten what trail brought the exiles there), and an idea of what exactly the raiders were using it for (even if he had strong suspicions).
    Last edited by Volthawk; 2023-01-29 at 09:16 PM.

  3. - Top - End - #693
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    Default Re: Worse Than the Disease 2 IC

    The raiders spill the beans.

    The ladder and elevator go down to a really big section of The Gutter.
    In particular, the section was home to a big gang of mutants and their Old World laboratory.
    The raiders took over the lab, killing or enslaving the mutants.
    Then they used the lab to create some sort of infectious monster from corpses, to use as a terror weapon against Bread Basket.
    Anachronism will never high-light the folly of my convictions!

  4. - Top - End - #694
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    Default Re: Worse Than the Disease 2 IC

    Sean wakes up fully rested. He expects everyone else to be not quite so, but we do have Modafinil available for those who feel the effects. Still, it's just before dawn and we still have a whole day to go to get tired or, possibly, rest. When briefed about the specifics of the complex, and of the inhabitants thereof, Sean's main concerns are:
    1. The number of rooms.
    2. Gun turrets and stuff.

    Having the lot of guards ready in those tight spaces is also somewhat problematic, but maybe something we could deal with. So far, we do not have a full-fledged strike team, something Sean is now inclined to be fixing, and the Vermont Rangers seem like they take their time, so... what do we do, really? Sean is soliciting opinions from whole of the lot. Send a small team down to see how it goes? If so, maybe Sean, Richard, Bart, one dog and one guide from the locals? The rest would be hard-pressed under a serious attack, but we can give them grenades and will leave them a dog to stand some guard duty. Sean rather intends to do something before the inhabitants vacate or re-fortify the whole gig, and does not trust Bread Basket.

  5. - Top - End - #695
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    Default Re: Worse Than the Disease 2 IC

    DAY 76

    The gas station is an ugly sight in the morning light. Not just rusty and faded, but now a good portion of it is gutted by fire.

    As the sun goes up, Sean spies a big line of people approaching the gas station from the north-east. Over 3 dozen people are marching along, most of them in chains or in cages on wheels, forced along by armored men with guns at the ready. Most of them are walking, but four guards are on motorcycles riding alongside the line.
    Last edited by Shoot Da Moon; 2023-01-31 at 09:41 AM.
    Anachronism will never high-light the folly of my convictions!

  6. - Top - End - #696
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    Default Re: Worse Than the Disease 2 IC

    "My f*cking god!" Whispers Sean pointing in the direction. Not that he believed in any, but the feat of running such a busy place with no one actually noticing was borderline divine. Probably, someone has some explaining to do, if we know who, exactly, and know how to ask. "I'm going to flank them. Get ready to shoot as soon as they seem to notice anything. Yours, guys, are the motorcyclers. A suspicion will do." The remark about the motorcyclers was, apparently directed at anyone except Richard, who is laft to do as he will.

    He then moves to flank the caravan, with his rifle in hand, and a minimal complement of just three grenades.

  7. - Top - End - #697
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    Default Re: Worse Than the Disease 2 IC

    Sean manages to sneak up on the marchers.

    He spies on the people and takes in more details.
    The armed men are carrying rifles. The same make and model as the other raiders he's encountered were carrying. The body armour they are wearing is thickest around the torso. No head armour.
    The armed men have black tattoos on their neck, too. He thinks they're the same design as the ones in the gas station?
    The people in chains and cages look to be in poor health. Probably starving or/and thirsty.
    The motorcycles are loaded with packs, no doubt supplies for the convoy.
    Anachronism will never high-light the folly of my convictions!

  8. - Top - End - #698
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    Default Re: Worse Than the Disease 2 IC

    Sean relays his findings about the armor, but he does not expect modern trauma plates, so proposes that everyone but Bart simply aims at the heart. He aims at one of the walkers, intending to get more than one when he actually shoots.

  9. - Top - End - #699
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    Default Re: Worse Than the Disease 2 IC

    When Sean gives the signal, his side unleashes a hail of gunfire.

    In less than a second, all four men on motorcycles are blasted dead, falling off with a thud as their thundering machines beneath them tip over uselessly. Sean murders two patrollers on foot at the same time with rifle shots to their chests.

    The bad guys were not expecting an attack. Screams of terror rise up from the prisoners and the armed men look around for their ambushers wildly.

    (OOC: Richard, you get an action at the same moment Sean and your comrades act, before combat time starts. I say you achieved surprise and the bad guys are mentally stunned.)
    Anachronism will never high-light the folly of my convictions!

  10. - Top - End - #700
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    Default Re: Worse Than the Disease 2 IC

    On his end, Richard takes aim at one of the pairs watching the prisoners and fires with the others, aiming to take one out with a headshot and then swing down to hit the other center mass.

  11. - Top - End - #701
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    Default Re: Worse Than the Disease 2 IC

    Richard's burst only hits the first target twice - but it blows the bad guy's head apart without a problem.

    The second burst misses his target.

    TURN 2

    Sean sees the bad guys are still mostly active, but relatively easy pickings for now...
    Anachronism will never high-light the folly of my convictions!

  12. - Top - End - #702
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    Default Re: Worse Than the Disease 2 IC

    Sean shoots a short burst at the next pair of guys.

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    Militia's aiming.

  13. - Top - End - #703
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    Default Re: Worse Than the Disease 2 IC

    Sean bull's-eyes both his targets, killing them both with shots to the heart.

    They fall silent right in front of the prisoners they were prodding along.

    (OOC: Richard, please post...)
    Anachronism will never high-light the folly of my convictions!

  14. - Top - End - #704
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    Default Re: Worse Than the Disease 2 IC

    Seeing that the second of the pair he shot at is still up, Richard tries to finish the job.

  15. - Top - End - #705
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    Default Re: Worse Than the Disease 2 IC

    Richard picks up the spare, slaughtering the one he missed.

    The militiamen and Bart aim at new targets.

    The four bad guys still alive, realizing they are under attack, scramble into whatever waist-high cover they can find or going prone if they cannot. They're also more spread out.

    (OC: Move 6, the 4 remaining hostiles are in cover or prone - half one, half the other. Going from one target to another in the same burst will waste 6 bullets now.)

    TURN 3

    Sean can still target the enemies, but it will be a harder shot...
    Anachronism will never high-light the folly of my convictions!

  16. - Top - End - #706
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    Default Re: Worse Than the Disease 2 IC

    Sean shoots at the next pair from his end. They are somewhat spread out, but that is not a huge problem. Militia men shoot at two guys from their end. Bart aims.

  17. - Top - End - #707
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    Default Re: Worse Than the Disease 2 IC

    Richard keeps up the rate of fire, finding another target and firing a final burst before running empty.

  18. - Top - End - #708
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    Default Re: Worse Than the Disease 2 IC

    Sean kills one target (who is not quick-thinking to avoid ALL the bullets coming his way) and the other fairs no better.

    The militiamen are not as on point, hitting only one and leaving him badly injured.

    Richard blasts the last of his magazine and is rewarded with his target taking a lethal hit to the chest.

    (OC: forgot to include the -3 for prone in the active defense rolls. So they all failed.)

    The last injured enemy surrenders, tossing his rifle out and begging for mercy. The fight is over. Meanwhile, his comrades are all deceased, their former prisoners kicking the bodies or frantically searching the dead for key to their shackles.
    Anachronism will never high-light the folly of my convictions!

  19. - Top - End - #709
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    Default Re: Worse Than the Disease 2 IC

    Sean makes sure our men free all the prisoners from bonds, cages and such. He instructs everyone to remain in the area until a further notice. We will provide food and water for immediate consumption in whatever amount (just let's have it accounted for). The guy who has surrendered is bound and turned over to Richard. Sean is interested in where this caravan has come from and what was the purpose of bringing these people here (the first question is obviously also answerable by the captives). While Richard is busy chatting with the guy and the freed men, the militia is busy tending to the freed captives and Bart with his pair of dogs keep watch for anyone or anything coming from both outside and inside the building, Sean runs a quick account of the stuff captured, including gear, supplies, transportation and what not.

  20. - Top - End - #710
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    Default Re: Worse Than the Disease 2 IC

    Every one of the captives wants food and water. They scarf down whatever the exiles give them and chug the water. It seems the armed men were keeping them too weak to escape by not feeding them.

    (OOC: there is 36 prisoners total. They all want at least 3 rations and 2 pints of water, do you have enough?)

    The surrendering scum barely manages to stay conscious as he is bound, the wound he got is pretty nasty.

    (OC: the defeated raider is at less than 0 HP, so each attempt/roll at interrogation will require him to roll his HT 12 to avoid passing out under intense focused questioning.)

    The militiamen keep order and tend to whoever they can. Bart is on guard for any more danger.

    Sean finds 87 rifle bullets in the enemy guns (the 14 men all had the same rifle), plus armour on every one of them. The armour is mostly light except for the light concealable vest plus anti-stab plates on their torso. The four motorcycles look okay even after the battle. Their fuel tanks are one quarter full. The men riding the motorcycles were all carrying big rings of keys - not just keys to the shackles, the cages and cuffs on the prisoners. Some of the keys look like home door keys. The motorcycles all have backpacks containing lots of rations, water bottles, camping tools and a few medical supplies.
    Anachronism will never high-light the folly of my convictions!

  21. - Top - End - #711
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    Default Re: Worse Than the Disease 2 IC

    Richard fails to get answers out of the surrendered man for 45 minutes. It seems the man is too resentful of the gunshot wound to co-operate.
    Anachronism will never high-light the folly of my convictions!

  22. - Top - End - #712
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    Default Re: Worse Than the Disease 2 IC

    As people are getting themselves fed and watered, Sean proposes they take arms and armors to defend themselves until we get them somewhere safe. This would go as follows:
    1. A total of 36 concealable vests (including 14 with anti-stab plates).
    2. A total of 14 rifles.
    3. A total of 22 grenades (M67 x11, ARGES x11).

    They might be in much less than perfect shape, and not everyone might be skilled, but the numbers should compensate for that some.

    Then Sean asks the first bunch of raiders a question: does any one of them want to be released and 100% free to go? The catch is guiding us through the lab. We'll give him two or three vests and a forward position.

  23. - Top - End - #713
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    Default Re: Worse Than the Disease 2 IC

    The prisoners take the gear they need to defend themselves. But they will still need at least a day of rest with food and water before they can fight particularly well.

    They ask how many bullets they have for the guns.

    The captured raiders all meet Sean's offer with scepticism. They all seem to regard the below-ground lab as too well-protected to attack without dying.

    (OOC: reaction roll at a basic -4 plus whatever modifiers Sean or Richard has.)
    Anachronism will never high-light the folly of my convictions!

  24. - Top - End - #714
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    Default Re: Worse Than the Disease 2 IC

    After a bit more cajoling, one of the raiders decides to accept the offer.
    He claims that he knows the layout of the labs and the security systems.
    He warns them that he may need lots of protection, food, water and medical attention if he is do the job for them.
    Anachronism will never high-light the folly of my convictions!

  25. - Top - End - #715
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    Default Re: Worse Than the Disease 2 IC

    Sean finds the proposed terms acceptable. We sure can provide medical services, food, lodging, protection while at it and then either employment with our allied forces or a ride at any specified point in the state, we'll see how it goes. In either case, there will also be a sum to start with the new life. Sean gives the man a few pages from his notebook (without the notebook itself), a pen, and ample opportunity to use these. He'll want, at a minimun:
    1. A map of the lab and its immediate surroundings, including exits and entrances, as far as this gutter stuff goes.
    2. Markings with type/purpose of every room and connection.
    3. Markings for any and all security features - guns, cams, traps, strong doors, dedicated guard posts and so on.
    4. Detailed information about the gun turrents, including, but not limited to:
    4.1 Their locations as part of #3 above.
    4.2 Their armaments (the exact types of guns and ammo involved).
    4.3 How they are aimed (cameras on the gun or elsewhere, are they robot guns or operator-controlled, centrally or individually).
    4.4 How they are powered (battery and/or mains).
    5. Any night vision on any of the cameras (including those in #3 and #4.3).
    6. How would it be possible to shut down the whole gig (meaning power connection, power room, IT room and stuff).

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    @GM: I'd like to see it, actually. Hand-drawn in Paint would be fine.

  26. - Top - End - #716
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    Default Re: Worse Than the Disease 2 IC

    The captive nods and gets to work writing and drawing.

    All the doors in the place are strong metal Old World electronics.
    They have bear traps and landmines set up at the checkpoint.
    Cameras are in every room. They cover every part of the rooms. They have infrared vision.
    The turrets shoot the same rifle bullets as their own guns. They are made of metal and are controlled by a computer in the barracks.
    There's guards stationed past the turrets - the turrets are stationed at the door to the checkpoint.
    The security systems are connected to external power, via an Old World generator.
    The computer and control panels for all this stuff is in the main lab.

    Anachronism will never high-light the folly of my convictions!

  27. - Top - End - #717
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    Default Re: Worse Than the Disease 2 IC

    Sean does not quite like electronics on strong metal doors, and does not like the lack of a map, but continues to explore the prospect of gutting the site. Follow-up questions:
    7. Are the metal doors all normal anti-burglar doors or are there full-fledged blast doors anywhere? Regarding normal doors, do they have locking bars extending on the lock side only or on all four sides?
    8. How are the landmines placed? Are they camouflaged into the structure anywhere? Like maybe behind the drywall, false ceiling and what not. Or they are mostly visible not unlike the bear traps have to be? Are they at any spot remotely controlled?
    9. Are there any cameras above ground? Around the way down? Along the way from the lift to the lab? Are their hidden or are placed openly?
    10. How many bullets are loaded into a turret? What is the rate of fire? (OOC: And I'll also want the rough damage class, so far I am not sure what rifles we are talking about)
    11. Are all the turrets generally in one place? How many of them? Are they particularly armored?
    12. Is the security set up generally around that one checkpoint?
    13. Are the checkpoint defenses targeting the lift and the ladder?
    14. Are any defenses targeting the lift and the ladder?
    15. So, they run a generator there under the ground 24/7? Where is their vent?
    16. Do people there have any night vision or infravision besides the cams?
    17. Do they carry grenades?
    18. Are there any chemical weapons or irritants that the defenders can use?

  28. - Top - End - #718
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    Default Re: Worse Than the Disease 2 IC

    (OC: not sure if the image on my post is working.)

    Quote Originally Posted by u-b View Post
    7. Are the metal doors all normal anti-burglar doors or are there full-fledged blast doors anywhere? Regarding normal doors, do they have locking bars extending on the lock side only or on all four sides?
    8. How are the landmines placed? Are they camouflaged into the structure anywhere? Like maybe behind the drywall, false ceiling and what not. Or they are mostly visible not unlike the bear traps have to be? Are they at any spot remotely controlled?
    9. Are there any cameras above ground? Around the way down? Along the way from the lift to the lab? Are their hidden or are placed openly?
    10. How many bullets are loaded into a turret? What is the rate of fire? (OOC: And I'll also want the rough damage class, so far I am not sure what rifles we are talking about)
    11. Are all the turrets generally in one place? How many of them? Are they particularly armored?
    12. Is the security set up generally around that one checkpoint?
    13. Are the checkpoint defenses targeting the lift and the ladder?
    14. Are any defenses targeting the lift and the ladder?
    15. So, they run a generator there under the ground 24/7? Where is their vent?
    16. Do people there have any night vision or infravision besides the cams?
    17. Do they carry grenades?
    18. Are there any chemical weapons or irritants that the defenders can use?
    7) They are all normal anti-burglar doors. The normal doors have bars on the lock side only.
    8) Just laid out on the floor, detonating on proxy.
    9) No cameras above ground. On the way down, yes. Along the way, yes. Not hidden.
    10) 300 bullets. Fires as fast as an military assault rifle. 7.52mm.
    11) All in one place. Five. Steel armour, as good as a security door.
    12) Yes.
    13) No.
    14) No.
    15) Yes. The vent is in the barracks.
    16) No.
    17) No.
    18) No.
    Anachronism will never high-light the folly of my convictions!

  29. - Top - End - #719
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    Default Re: Worse Than the Disease 2 IC

    19. Do cameras with infrared vision use IR illumination + near infrared sensor or are they passively imaging in thermal infrared?
    20. Are the turrets equipped with their own sensors to aim through? Do these have infravision?
    21. How are the wires running from the turrets to computers and power protected? Like steel conduits or burried under the floor or something?
    22. Where is this vent on the ground level and how it is protected against things thrown or poured in?
    23. How is the vent protected against being blocked? What the people inside could be expected to do if it is blocked for an extended period of time?
    24. Is there any backup power (including backup generators and/or batteries)? Is it lab-wide and/or local so some things? What are these things and how long can the lab and/or the things run in that backup power?
    25. Could people inside expect any help expected to arrive today? If so, what and when that could be?
    26. How can they contact the outside world from there?

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    Does Richard has more questions to the man?

  30. - Top - End - #720
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    Default Re: Worse Than the Disease 2 IC

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    For reference, the map's working for me as-is.


    Richard's got a few thoughts:
    • To confirm, the way down we've found goes into the checkpoint, right? If so, surely there's a route from there to the door that doesn't hit the mines, given that they need to get inside to use the place. Does the guy know it?
    • Does he know anything about that bit of the wider Gutter connected to the lab?
    • How are the prisoners down there being held? What kind of cells, how they could be opened, etc.
    • What do they have in storage? Anything he's aware of that might be hazardous to be around, dangerous to expose to the dangers of a gunfight and/or explosives, or the like?
    • Last he saw, were they currently any of those monsters in the labs being worked on?
    • How much a supply of food and other essentials do they have down there?

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