World On Fire: Shadow Ops [a Fantasy WWII Quest]

Should I make a thread in CD&W for you to make characters and draft nations?

  • Ye

    Votes: 4 40.0%
  • Ne

    Votes: 0 0.0%
  • Put the system in this thread

    Votes: 6 60.0%

  • Total voters
    10
  • Poll closed .
Voting is open
Adhoc vote count started by Zoosmell on Dec 29, 2020 at 2:27 PM, finished with 12 posts and 7 votes.
 
Il Gran Soccorso Pt. XIV
[><] Escape via top of Island, all we had time for

KRIEGSMARINE SUBMARINE BASE
24 MAY 1942
3:15 AM LOCAL TIME
The good news, at least, was that the moon had already set, its half-full light no longer shining down on the Mediterranean Sea through a cloudless sky.

Unfortunately, that did nothing to hide the sky absolutely full of stars. A dark ship was invisible against a coast even on an astronomically clear night, but open sea was another matter.

Compounding the issues, the most the Royal Navy will be able to send in a timely manner is the light cruiser HMS Newcastle and a handful of destroyers - the Rodney will arrive, eventually, but if it enters its effective firing range and you aren't finished, something will have gone dreadfully wrong.

The small motor of the motorized wooden boats your team rides towards the island in seem almost deafening to you, even over the quiet sounds of the Mediterranean, but you know that's simply because you're sitting next to it. Rowing the distance all the way from the small cargo ship you launched from was out of the question, and the ship didn't have rubber launches. So motorboats it was.

The island looms large in your vision, more as a lack of something than something. The cliff sides of the isle aren't quite straight up-and-down, but apart from the "front" they may as well be.

You raise your hand in the air as you slow the boat, and the others slow in turn. The two sewer entrances are on opposite sides of the island, conveniently the north and south ones, with the main entrance facing west, towards Malta. Looping around had slowed you down, but since the moon wasn't out anymore that was actually beneficial. With the HQ on the south side of the base, that means you'll be taking the south entrance.

Abigail gives a mock salute under the starlight, which you return.

"Good luck," she says with a grin before her boat heads off, not even giving you time to reply. You motor your own boat to the south side of the island, while Ethel and the many boats of the Marines head straight on to the rocky side.

Your own boat reaches the spot above the sewer entrance without incident - a place where the sea takes on a barely-detectable different color, and a very-detectable different smell.

The sewer tunnel, invisible in the night, is about six feet across and sticks out of a spot where the beach has been dug away - "beach" being a relative term, as there's only enough of an outcropping to stand on and give yourselves a bit of waterproofing - you and Doris use magic on yourselves, Indra, and Simon, while Marian's eyes glow and she's briefly surrounded by a violetish... field, that the spray of the waves slides off of. You turn to Liselot to give her some waterproofing as well, but she shakes her head and pats her armor.

"Already waterproof," she says. You raise an eyebrow, but don't question it. For all you know, knight armor is waterproof.

Thankfully, all your other equipment was already waterproofed, so you simply put on the gloves and goggles and dive into the water.

It's not a long way down by any means, but you have to swim with one hand anyway - even with your teeth firmly clamping your lips shut, you can still taste the sewage, and you don't want any of it in your mouth or nose. You pray internally that the seal around your eyes holds.

At length, you reach open air and a large septic tank, about the size of a bus, with a ceiling large enough to stand in. You climb up, thankful for the gloves, and resist the urge to react naturally to your surroundings. There are two hatches on the roof of the tank, both with ladders, but no vents - presumably the hatches are as much vents as they are entryways.

Being rather skilled in wind magics, it would be simple enough to quietly vent out the tank before the smell could draw any attention. On the other, the smell could attract guards, and what better place to hide a body than somewhere no-one would be willing to look, except as a last resort?

[ ] Vent the tank and sneak out towards the HQ
[ ] Leave the vent hatches open and wait for a guards to arrive that you can steal uniform(s) from (Requires a roll for number of guards)
 
You raise your hand in the air as you slow the boat, and the others slow in turn. The two sewer entrances are on opposite sides of the island, conveniently the north and south ones, with the main entrance facing west, towards Malta. Looping around had slowed you down, but since the moon wasn't out anymore that was actually beneficial. With the HQ on the south side of the base, that means you'll be taking the south entrance.
As long as we're not noticed, it's good.
"Already waterproof," she says. You raise an eyebrow, but don't question it. For all you know, knight armor is waterproof.
That's handy.
It's not a long way down by any means, but you have to swim with one hand anyway - even with your teeth firmly clamping your lips shut, you can still taste the sewage, and you don't want any of it in your mouth or nose. You pray internally that the seal around your eyes holds.
Ew.

[X] Vent the tank and sneak out towards the HQ

We don't want someone take a notice of missing guards this early.
 
[X] Vent the tank and sneak out towards the HQ

I'm less concerned about missing guards per se, but more that this is an assault or smash team, not an infiltration team.
 
Il Gran Soccorso Pt. XV
[><] Vent the tank and sneak out towards HQ
First time using the new vote opening system, be nice to me, I have no gotdam idea how it works
You decide to err on the side of caution and simply vent out the foul-smelling septic tank. You climb up one of the ladders, motioning for Doris to follow you on the other one. The ladders are mercifully sturdy, not making so much as a creak as you step up to the top. On the count of three, you gently open the hatches at once - just a crack.

You look around, unsurprised that you're level with the floor in a dark room. There are a few boxes and cleaning supplies here and there, but no people. Somehow, the smell of cleaning fluid and raw sewage is worse than the two combine, and you cover your nose.

Simply moving air around is something you can do with a mere wave of your hand, and with another round of gesturing you and Doris both clear the air. You all clamber out of the septic tank with all due haste, thankful for the ability to breathe fresh(er) air.

Simon dusts off his shoulder, shaking his head. "Well, I've been in fouler places, I'm sure, but off the top of my head I can't remember when."

You roll your eyes, and you and Doris get to work. Getting rid of smells on something is a bit more complex than merely blowing air around, but not that much, and with how much chemistry is involved in witchcraft it's something you're both familiar with.

Air cleared, and clothing de-stanked, you head to the door, opening it just enough to look around. This late at night, there aren't any guards about, which just means that whatever guards are present must be elsewhere, or inside the "buildings" so to speak.

Looking around, your a little ways west of the fuel tanks on your side, which means the HQ is farther than the armory, and it's a long walk.

Sticking to the shadows would have been hard any other time, but only a few of the lights are on - again, thanks to the late hour - and your boots make surprisingly little noise on the stone floor. It takes some minutes of silent walking, but soon enough you're at the entrance to the HQ, where the noise from the nearby powerplant forces you to talk well above a whisper.

The "building" is about two, maybe three, stories tall, with sturdy-looking wooden doors in the exact center of the wall on the first and second floors. None of the doors have windows, but there's light coming from beneath them. There's a grated metal stairwell to the second floor, and heavily frosted windows on both levels - only about half of which have lights on, and none of which seem to have anyone in the respective rooms - but with how opaque said windows are, that's a guess at best. There are, notably, no vents of any sort that you can see except for above the second floor windows, and a few small doors higher even than that - but the lack of windows there makes you suspect those doors are for maintenance, not entering.

Enter via:
[ ] First floor entrance
[ ] Second floor entrance
[ ] First floor window
- [ ] Lit
- [ ] Unlit
[ ] Second floor window
- [ ] Lit
- [ ] Unlit
[ ] Third floor vents
[ ] Third floor maintenance entrance
 
You roll your eyes, and you and Doris get to work. Getting rid of smells on something is a bit more complex than merely blowing air around, but not that much, and with how much chemistry is involved in witchcraft it's something you're both familiar with.
Good, the smell would alert the enemy easily.
Sticking to the shadows would have been hard any other time, but only a few of the lights are on - again, thanks to the late hour
All according to plan.

[X] Third floor maintenance entrance

Start either from the top or the bottom and sweep the building for any personnel, valuable intel and or prisoners of value.
 
Time to be very, very quiet in a dark, spooky nazi HQ.
 
Il Gran Soccorso Pt. XVI
[><] Third floor maintenance entrance

It'll require the most time on that noisy balcony, but the maintenance floor is your best bet, you decide. The noise of your teams' feet on the metal grating is almost deafening to you, but the glances you exchange amongst yourselves convinces you that it isn't really that loud - as does the lack of additional sound.

Opening the door requires an almost comical bit of choreography. You stand on Simon's shoulders to get to the handle, and Liselot stands ready to grab the door before it can make too much noise. Predictably, it is locked, but not terribly securely and a few bobby pins from Doris prove enough to open it after a few tense minutes. The door swings open towards you, and you nearly fall on your ass before grabbing the top of the door to catch yourself. Liselot catches the door before it can make any more sound, and you let go of the door once you feel Marian's telekinesis grip you - it feels like being wrapped in a tight, featureless blanket.

You carefully step inside onto a small metal platform, and pull Doris up. The two of you then pull Simon up, and he helps the rest inside. You look around, and your hand instantly snaps to cover your mouth and nose.

As one would expect, the maintenance floor is a network of metal and wood bars and columns, ducts, and pipes - little more than a crawlspace. And even as far south as Malta, the sea air that gets in through the cave entrance means it needs insulation.

On the floor, between the wooden beams, is a sea of blue-white clumps of asbestos.

The toxic fluff is everywhere, but thankfully does not look like it has been disturbed much, so there shouldn't be any in the air. Sure, it'd take years of prancing about in the stuff for you to have to worry about asbestosis, but you don't really want to give it that chance.

Tucking your head in and tugging your collar over your nose, you

[ ] Carefully walk along the beams (Harmless, but may make noise, make a roll of d5)
[ ] Slowly walk through the asbestos (Poisonous dust, but muffles your steps further)


before you reach a square hatch in the floor, with one of those pull-down ladders. It's unlocked, and like the main door opens without a sound.

[ ] Jump down
[ ] Use the ladder

Gonna need two standard (1d20) rolls either way, these to determine both how active the HQ is, and if there are any rooms that seem to have useful intel on this floor.
 
[x] Slowly walk through the asbestos (Poisonous dust, but muffles your steps further)
[x] Jump down

1st roll; someone take another.
silentorphan threw 1 20-faced dice. Total: 4
4 4
 
Last edited:
Opening the door requires an almost comical bit of choreography. You stand on Simon's shoulders to get to the handle, and Liselot stands ready to grab the door before it can make too much noise.
Heh.
The door swings open towards you, and you nearly fall on your ass before grabbing the top of the door to catch yourself.
Our brave leader, hanging from a door.
On the floor, between the wooden beams, is a sea of blue-white clumps of asbestos.
Damn, better not to start inhaling that shit.


[X] Carefully walk along the beams (Harmless, but may make noise, make a roll of d5)
[X] Use the ladder


Quieter the better.

Edit:
Nice, good roll.
Icipall threw 1 20-faced dice. Reason: Second roll Total: 17
17 17
 
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