• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Devil's Brigade - WWII - IC

Jim draws his knife and hold it in his mouth while he climbs out on the branch 'I'll cut some few cords to see if he gets lower. be ready to catch him if the rest of the cords snaps'

Climb +2
 

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About the time of the talking and movement in the tree Nuemiller wakes up. He is able to help out and between the squad you are able get him safely down.

It isn't long before you have regrouped and are headed for your objective.

OOC- Ilium you still have the few points of damage for the landing - nothing serious though. If no one has anything vital they need to do I will post the next part a little latter. I want to give everyone a chance to chime in if they need something.
 

Once safely on the ground, Neumiller shakes his head a little woozily and re-arranges his clothes. "Sorry, boss," he says with a wry smile. "Couldn't see the tree for the forest."
 

Harris laughs quietly. "You know, Johnny, this is just like the time you kept insisting that tree was a sentry when we were doing that night op a few weeks ago. In fact, I think you said the same damn thing then, too." The sergeant trails off into quiet laughter again.
 

March 12, 1943 – Location Unknown – 0312 hours

For the last five hours you have marched to your target. You have taken your time being careful as you were taught. Occasionally to stop to make navigational corrections, wait for what you thought might be enemy patrols, and to circle back on your tracks to see if you are being followed. Finally though you are overlooking your target.

As you sit looking over the barrel of your weapon, the thick white snow continues to come down, you can feel your clothes being soaked by the snow. As you slowly exhale you can see your breath. Looking down to the small camp you observe three sentries patrolling around the perimeter of your target.

You are to southwest of the target, about 1/2 mile distant. The main building is lit by one light on each side. The lights only illuminate out about 20 feet. Every once in a while you see a three man patrol pass under the lights. It is difficult to make out since the snow started falling about 2 hours ago.

In the distance you make out the occasional bark of a dog or two. And rarely do you see a truck pass up and down the road. No boats have been seen on the lake, but one is tied to the dock. The machine gun nests appear to be manned by what numbers you cannot make out.

A shiver runs up and down your body as the snow is starting to soak through your clothes.
 

Munroe will make a Survival check (he has the Track feat as well) to try and determine the level of patrol activity in our immediate area.

Chuck
 

'Taking a better look Sir' Jim looks up at the sky and down again at the target as he draws his binoculars drops his thompson and backpack and everything that can make noise except his pistol. Lies down on his belly and crawls 20 ft to the right and 20 ft forwards keeping hidden and making as little noise as possible. When he gets to a big rock and some low bushes he starts sweeping over the area looking for more guards making contrast with the with snow and keeping his ears open if he can ear any snow crunshing under military boots.

hide +14
move silently +14
listen +13
spot +15

 

Munroe checks the area for the patrol activity. From this distance it is hard to determine the exact number of people in the area, also because they are walking over there tracks it is even more difficult. But you are able to get a good idea of how long they have been here and the number of patrols.

You figure the guards have only been here about 2-3 hours max because of wear patterns in the snow and the path is not worn down. You figure there are two patrols of three. You also notice another 3 man patrol that is walking around the outer perimeter somewhere. The outer patrol has a dog with them as well.

You notice from the patterns in the snow that outer patrol ignores a large area. They enter and exit at the same point. Making you to believe there might be mines or something else in the untouched area.

Survival Check
[sblock] 1d20+8+2-4=17 [/sblock]

Jakobsen slithers down to the rock and branch concealment. Most of the others don't even notice you are gone. Jakobsen gets into postion and starts scanning and listening for the enemy.

It takes a few minutes but in time you are able to see the heat and breath off of the guards in the machine gun nests. You figure there are three in each.

You also hear the movement of a patrol just within the treeline. You finally spot them. There are three of them and a dog. All are carrying Kar 98 bolt action rifles.

You notice the three man patrol walking around the building is actually two three man patrols.

Skill Check
[sblock] Move Silent 1d20+14=29
Spot 1d20+15+2 = 34
Listen 1d20+13-4 = 28 [/sblock]
 

Neumiller scans the buildings and fence, mentally noting likely spots to place charges for maximum effect in minimum time, as well as trying to determine if the fence is electrified and if so how it can most quickly be disabled.

OOC: Demolitions +16, Disable Device +11
 

Nuemiller

You look at the fence and surrounding area. The fence is a zig-zag split rail wood fence. It stands only 3 feet high, it stands on the edge of the area were the guards have avoided walking. The guards don't walk on either side of the fence. They enter and exit through only one spot.

[sblock] No Disable Device check necessary - There is no way electricity runs to the wood fence. And you can jump over the fence or crawl under it if necessary. [/sblock]

The building itself looks to be an old powerplant or mill of some sort. It does not appear operational, in fact it looks like you will be doing the buidling a favor by destroying it. It is a 3 story brick building. On the west side is a smoke stack that is another 3-4 stories tall.

The overall area around the building looks long abandoned. There are no trucks in the yard (west side), there is no sound of machinery, and the wood and coal hoopers are long empty. The only light you see inside the building is on the southwest corner. It appears to be near a door and is part of an officer structure. You see no one inside.

Demo
[sblock] 1d20+16=25 - You figure there will be 3-4 central support columns inside the buidling 2 charges on each and 1-2 near the smokestake will take down the entire building. Looking at the buidling you will definately have to enter the building. There will be no way of destroying it from the outside alone. [/sblock]
 

Into the Woods

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