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
[X] You've got plenty, head out so you can move on to sieging the base
-[X] Do not stash it at the moment. Split the items evenly by weight between yourself, Doris, and Marian.

No guarantee things don't go tits up in the process and we can't get back to the stash spot or the stash spots we have access to get blown up or discovered. Since the voted plan has us continuing the assault and has no provisions to send someone out to early exfil with valuable data, just keep it with us.
 
It is in the last room that you strike a jackpot. After fruitlessly searching for anything of greater importance to what you have already gathered, you find one of the alleged new Kriegsmarine Enigma Machines with four rotors, though this one doesn't have any of them inserted.

Your group rejoins after several minutes in one of the meeting rooms - you had initially thought of using the typewriter pool, but the hardwood floors discouraged that. The others have had as much luck as you. Indra's team finds a whole box of rotors, about the size of a cigar box, and Doris finds a codebook, as well as blueprints for a large U-Boat design.
Those are some good finds.

[X] You've got plenty, head out so you can move on to sieging the base
-[X] Do not stash it at the moment. Split the items evenly by weight between yourself, Doris, and Marian.

We found valuable intel in case the Plan A fails, so time to move to the next part of the plan and to let Team Cast inside. And keeping all those papers with us atm is the best idea.
 
[X] You've got plenty, head out so you can move on to sieging the base
-[X] Do not stash it at the moment. Split the items evenly by weight between yourself, Doris, and Marian.
 
[X] You've got plenty, head out so you can move on to sieging the base
-[X] Do not stash it at the moment. Split the items evenly by weight between yourself, Doris, and Marian.
 
Vote closed
Scheduled vote count started by Zoosmell on Feb 6, 2021 at 6:59 PM, finished with 9 posts and 5 votes.

  • [X] You've got plenty, head out so you can move on to sieging the base
    -[X] Do not stash it at the moment. Split the items evenly by weight between yourself, Doris, and Marian.
    [X] Check the first floor - there might be even more there
 
Il Gran Soccorso Pt. XIX
[><] Don't stash it at the moment

Ultimately, you decide against stashing your loot, much as you would love to. If worst came to worst, the best places to hide would likely end up getting wrecked by explosions or battle, and in a best-case scenario you wouldn't even be needed to help take the island. Instead, you gently take stock of your items, and split them evenly by weight amongst yourself, Doris, and Marian.

You make your way out the same way you came in, and your path likewise does not result in any attention being brought to you.

Your next stop is the powerplant. Admittedly, you don't really consider yourself an expert in demolition, not helped by the fact that unlike normal SOE missions, no-one in your team has had any experience with this particular powerplant's layout - there simply wasn't time to scout it out yourselves. And yet, if the battle drags on too long, the blast should provide an excellent parting gift for the Nazis.

Entering the powerplant proves much simpler than entering the HQ. There are no guards, and looking around there is no-one in the plant itself - its automation in full swing, or simply not running hard enough to need constant attention? You neither know, nor do you frankly care.

Your team plants the bombs, and you have them set the timers for

[ ] 6 hours
[X] 8 hours
[ ] 12 hours
[ ] Write-in


before heading to the long, long ladders that lead to the top of the island. Since you're already inside the island, there's little need to worry about guards, though there is need to worry about being shot at. As a result, you urge everyone to move up the staircase as quickly (and quietly) as you can.

For some reason, taking a long ladder like this makes you think of swing, and your head fills with a tune you don't recognize.

Dismissing the distracting thought, you soon reach the thick-looking hatch that marks the end of the ladder.

[ ] Go loud - this hatch is likely well-used, so it probably won't be quiet to open - roll 1d20
[ ] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
 
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[x] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)

Not entirely sure on the timers; I'll probably edit in my vote on that later. And since dice are needed either way...
silentorphan threw 1 20-faced dice. Total: 19
19 19
 
[X] 8 hours
[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
Brainarius threw 2 20-faced dice. Total: 16
2 2 14 14
 
I wonder how the other team is doing and what they found.
Entering the powerplant proves much simpler than entering the HQ. There are no guards, and looking around there is no-one in the plant itself - its automation in full swing, or simply not running hard enough to need constant attention? You neither know, nor do you frankly care.
Now that's a massive oversight in security.
before heading to the long, long ladders that lead to the top of the island. Since you're already inside the island, there's little need to worry about guards, though there is need to worry about being shot at. As a result, you urge everyone to move up the staircase as quickly (and quietly) as you can.

For some reason, taking a long ladder like this makes you think of swing, and your head fills with a tune you don't recognize.

Dismissing the distracting thought, you soon reach the thick-looking hatch that marks the end of the ladder.
This is going extremely well.

[X] 8 hours
[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
 
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[X] 8 hours
[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
 
no idea for the timer

[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
 
[X] 12 hours
[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)


The bombs are only a concern for if we've been forced off the island; If we're going to be arming them now, I'd rather like to minimize the chances of them blowing us up if the battle drags on too long.
 
[X] 8 hours
[X] Try and open the hatch quietly and sneak up on the guards (DIFFICULTY 2, roll 1d20 with difficulty and one without)
 
Vote closed
Il Gran Soccorso Pt. XX
[><] Try and sneak up on them

You decide that you may as well keep the stealth up until the last moment. Gingerly, you grab the handle of the hatch and turn it. It lets out a single mouselike squeak and you freeze, waiting for any sign you have been heard. It feels like hours, and the rungs of the ladder start to dig into your arches (more than they already have), but it must have only been a minute or so before you decide that it is safe.

It is not. As you swing the hatch open and lift yourself up into the night air, a guard is standing less than a foot away, staring down at the entrance.

"Oi, Helmut, no need to sneak arou-" he starts in German before realizing that you are clearly neither German nor in a German uniform.

You stare at each other for half a second before you launch yourself from the hatch in a flying tackle. The guard squawks and reaches for his gun, but one of your hands reaches for his throat, and the other presses against his sternum as you drive him into the rocky surface of the islet. He's out cold as soon as he hits the ground.

[ ] Finish Him
[ ] He's unconscious, leave him be


Liselot is the next one out of the shaft, and her armored fist smashes into the second guard as she jumps out with nearly as much speed as you did. A third guard is dispatched by Indra, though his attack on him with a knife is decidedly more lethal. None of them are able to get off a shot, and you don't hear Team Baker having to deal with any, either.

All three guards around the entrance are down, and after a bit of walking you meet up with Abigail, who has an impish sort of grin on her face.

"What did you find?"

Her grin grows wider. "Great big U-boat, not that that's a shock. Looks like the Krauts had the same idea as you Yanks - it's a carrier, submarine, and troopship all in one, though it wasn't nearly as big as the Gettysburg. You?"

You lift up the wooden box that holds the Enigma Machine. She actually looks surprised, and whistles - something she only relearned to do a few months ago.

"The boffins will love that. Best we find a place to keep it safe, though."

"We'll be safe enough up here," you reply as you turn towards the far side of the island, where Ethel and the US Marines are waiting. The sky is still dark, and the stars just barely provide enough light to see the boats up against the island - here, there is no shore. You sit on the cliffside, resting your legs a bit as Abigail flashes the signal to Ethel. A few seconds later, Ethel replies.

A few seconds after that, a swarm of grappling hooks rocket out of the night up the cliffside. You step away from the cliff a bit faster than would be dignified, but not much.

It takes a few minutes, but eventually all the Marines are on the surface of the island, and a few of them start gathering up the rope. Ethel walks up to you, and she doesn't seem as happy as the Brit.

"God, you'd think they'd never seen a female officer before," she complains, mostly to herself. She then turns to you. "They're all ready to go, as soon as you give the word."

"As are we," Abigail says, standing a little straighter.

[ ] Deal with the remaining guards on the island top first
- [ ] Send Marines
- [ ] Send a group (Who?)
- [ ] Go yourself
-- [ ] With who, if any?
[ ] Leave them be


Send in the Marines:
[ ] Send no assistance
[ ] Send Ethel
[ ] Send Abigail
- [ ] All of Team Baker
[ ] Go yourself
- [ ] All of Team Affirm
[ ] All of Team Affirm (except you)
[ ] Everyone (including you)
[ ] Everyone but you
- [ ] Everyone but the team leads
[ ] Send some other combination (Write in)

Make a 1d20 roll with (ACCURACY 2). Rolls will be accepted until I start the vote lock countdown. If you vote NOT to send yourself (or yourself and all of Team Affirm), depending on the success of the roll I'll timeskip to either the completion of the mission or retrieval of the bombs midmission.
 
[X] He's unconscious, leave him be
We have a concentrated force, keep the prisoners.

[X] Deal with the remaining guards on the island top first
-[X] Go yourself
--[X] With the rest of Team Affirm
---[X] Detach Doris to guard the prisoners and the captured intelligence

[X] Send Abigail
-[X] All of Team Baker
--[X] Detach Weronika to assist Doris on guard duty


Balanced, conservative split to start votes off with.
Spectrum threw 1 20-faced dice. Reason: Main roll Total: 6
6 6
Spectrum threw 2 4-faced dice. Reason: Accuracy Total: 3
1 1 2 2
 
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"Oi, Helmut, no need to sneak arou-" he starts in German before realizing that you are clearly neither German nor in a German uniform.
SURPRISE!!!
Liselot is the next one out of the shaft, and her armored fist smashes into the second guard as she jumps out with nearly as much speed as you did. A third guard is dispatched by Indra, though his attack on him with a knife is decidedly more lethal. None of them are able to get off a shot, and you don't hear Team Baker having to deal with any, either.
Good, good, nice and quiet.
Her grin grows wider. "Great big U-boat, not that that's a shock. Looks like the Krauts had the same idea as you Yanks - it's a carrier, submarine, and troopship all in one, though it wasn't nearly as big as the Gettysburg. You?"
Aha, I knew they had something there.


[X] He's unconscious, leave him be

[X] Deal with the remaining guards on the island top first
-[X] Go yourself
--[X] With the rest of Team Affirm
---[X] Detach Doris to guard the prisoners and the captured intelligence

[X] Send Abigail
-[X] All of Team Baker
--[X] Detach Weronika to assist Doris on guard duty


Edit.
Damn, those rolls!
Icipall threw 1 20-faced dice. Reason: Main Roll Total: 16
16 16
Icipall threw 2 4-faced dice. Reason: Accuracy Total: 8
4 4 4 4
 
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[X] He's unconscious, leave him be

[X] Deal with the remaining guards on the island top first
-[X] Go yourself
--[X] With the rest of Team Affirm
---[X] Detach Doris to guard the prisoners and the captured intelligence

[X] Send Abigail
-[X] All of Team Baker
--[X] Detach Weronika to assist Doris on guard duty
 
[X] He's unconscious, leave him be

[X] Deal with the remaining guards on the island top first
-[X] Go yourself
--[X] With the rest of Team Affirm
---[X] Detach Doris to guard the prisoners and the captured intelligence

[X] Send Abigail
-[X] All of Team Baker
--[X] Detach Weronika to assist Doris on guard duty
 
[X] He's unconscious, leave him be

[X] Deal with the remaining guards on the island top first
-[X] Go yourself
--[X] With the rest of Team Affirm
---[X] Detach Doris to guard the prisoners and the captured intelligence

[X] Send Abigail
-[X] All of Team Baker
--[X] Detach Weronika to assist Doris on guard duty
 
Voting is open
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