domingo, 28 de junio de 2020

AAR BATTLE REPORT MISSION 2 weird ww2 DER BUNKER

Mission 2: Der bunker




As our heroes advance towards the enemy lines, they discover a German vehicle with serious damages made by bombs stranded in a field beside the road. 

After checking the vehicle, they find a corpse inside disfigured by shrapnel, apparently a Nazi high officer that was fleeing to the area controlled by german troops. 

Along with the corpse they find enough documents and files that will be of great value to the Allied high command. Searching that documents, the sergeant discovers that this dead officer belonged to a German unit in charge of securing the outer perimeter of a bunker hidden in the vastness of the forest. 

According to that information, in the bunker there would be things of great value to the Reich, probably gold or stolen art pieces, although the document does not specify what is in the bunker. 

As the allies advance, forcing nazis to move back, the German high command has decided to seal the bunker and hide it, eliminating any trace of it, to open it again once they gain positions again and finally the German troops win the war. 

Sergeant Reickhart reads again the documents specifying the exact location of the hidden bunker ... 

...Hidden and filled with gold and looted pieces of art... 

That same day, Sergeant Reickhart and his unit set out on the way to the location of the Nazi bunker. 

Lost on forest roads, even with some detour that has been camouflaged and that would make the detour go unnoticed, they finally arrive at the location marked by the German documents...



Approaching the entrance to the bunker




After going through the door, they see a tunnel that descends on a slight slope with dim lights that hardly allow us to see.



And finally they reach the bunker floor...











They enter through the corner room, a kind of warehouse / distributor.




And they check room by room in this order.








The first rooms seem to be storage areas, they see technological devices that they  don't know what they are.

Many soldiers have said that this war was going to be decided by scientists, and the Nazis were not going to be left behind.

In several documents and files they find references that in this bunker they are investigating a new type of weapon or something like that.

And the report ends with the cryptic conclusion that a thousand-year-old Reich needs soldiers that last a thousand years...

They arrive to a huge room with panels, machines and a thousand technological devices...

Given the size of the room and the poor lighting, our heroes can hardly see the end of the room.





On a machinery station they find the controls that activate the energy in the bunker. Activating those controls, all the lights suddenly light up blinking slightly...

Various machines in the room start working with a powerful buzz. Suddenly many doors of the complex are unlocked with a loud metallic knock, being left open.




After the noise of the doors opening, the silence reach all the corners of the bunker...

...But silence is broken in just a moment...

Within seconds, moans begin to be heard that grow in number and closer. The soldiers hear feet shuffling...

And suddenly, by three of the doors of the rooms appear a group of German soldiers!

Unarmed, with white eyes, pale and with black veins marked throughout the skin.

As they enter the room they continue to moan and advance stretching their arms  towards the members of 101 and their jaws open.







The soldiers move back firing to the undead Nazis, although they only manage to delay them, as they do not fall under the Allied first attack.



More and more undead appear in the room through the doors.




The soldiers move back split in two groups to two storage rooms they had already seen, followed by a horde of Nazi undeads.






The group of 4 soldiers, closer to the main door of the complex, manages to reach the entrance running followed by the undead.




The other two soldiers are surrounded and caught by the undead.









The two soldiers, locked in melee, are outnumbered and attacked by a growing group of zombies.




The sergeant and the three soldiers at the door stop listening the shots of their companions to start hearing their screams...

Once the screaming stops, the four of them leave the complex in silence, sealing the door on the outside with a wheel lock similar to that of the submarine hatches.




The only four survivors of 101 leave the premises and head towards the allied lines, hiding among their belongings the documents that indicate the location of the bunker, thus preventing it from being located by either side. 



Conclusions: 

The part of the bunker depends too much on the events, in each room that entered, an event was triggered and I made a roll on a table, and more than half a bunker was left without exploring and very cool events haven't happened either. 

Also, as the event of the zombies appearing happened in a room that was near to the entrance, the game became a race for reaching the door. 

But the truth is that the exploration of the bunker has been fun, really tense with the events triggered, and in part it has reminded me of dungeon games. 


2 comentarios:

  1. Looks good! Maybe something stops them going out through the in door and each room has concealed locks - or a zombie has the key - to exit. The way out of course is only available after x clue points are collected? Just thoughts. Would love to see the scenario written up :)

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  2. The "you need to collect x plot points" is the one I usually use, but in this mission, the events/clues where triggered by entering a new room...

    The main problem seems to be that I underestimated the zombies when designing the scenario (or overestimated the firepower) because when luck it's not on your side on die rolls, you see your heroes smashed by a horde of zombies, that's why I had to run away.

    Hope you like it!!

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