Spiking the Guns

The PCs are charged by Captain Anezka Loudova to disable the howitzer that the Soviets are using to defend the Fortress. The howitzer is a Soviet 122mm towed piece and is kept in a square in the centre of the fortress.

If the PCs want, Captain Loudova will give them four sticks of dynamite. The PCs can either try to sneak into the fortress or talk their way in.

Sneaking In: Presumably done at night. Requires three RECON checks, the first one opposed, to make it past the guards. Also requires a MOBILITY check to climb the fortress walls. This will get the PCs to the centre of the town. The artillery piece is attended at all times by two guards and a single bombardier. If the PCs can overcome them silently they can try to dispose of the howitzer at their leisure. If they make any noise, a five person patrol will arrive in D6 rounds, and they will keep arriving at this rate until the PCs are overwhelmed. If the PCs achieve stealth, the patrol will arrive in D6 stretches. It will take another three RECON checks to get out.

Talking In: The PCs will have to get in as per a normal Suspicious settlement. Once in, they will be under curfew, but will be able to access the square with only a single RECON check.

Once the PCs have destroyed the howitzer, Captain Loudova will give them a letter to General Korinek and send them to Horice with an escort of five soldiers and a Lieutenant to vouch for them. Once they reach Horice, General Koricec will speak with them, then send them on to Vrchlabi with a letter where they can claim 2,000 shells worth of military supplies from the depot there.