First Campaign: Siege of the Alcazar

Spain: July 21st, 1936

We begin at a camp in the hills outside the city of Toledo. A great fortress looms in the distance: the Alcazar. It is being held by a coalition of pro-nationalist militias. Yet unbeknownst to the fascists, the Popular Front–a coalition of left-wing forces including the Spanish Socialist Workers Party, the Communist Party of Spain, the Republican Union, and the CNT-FAI–is preparing a siege.

Our party has just awoken from a restless night after several long days of travel. A fire is crackling. Water is being prepared for morning coffee. Rifles are being cleaned. Men gaze blankly into the distance, wondering if they shall survive the coming battle.

Game rules may be found
…or 8ch.net/leftypol/res/2196234.html if the first link doesn't work.

TARGET PARTY SIZE IS 5
TURN SPEED IS 60 MINUTES

Other urls found in this thread:

youtube.com/watch?v=ia3bgUBsfp4
twitter.com/SFWRedditGifs

*raises paw*
um how would me dying for this shithole collection of buildings grant me ownership of the means of production?

Time to go smashy on the fashy
Insurrectionary Anarchist

Well user, it is a strategically significant fortress for the war at large, and if we win the war, it will be much easier for you to seize the means of production, than if fascists take over the country.


Great. Four more players and we shall begin. Here are the Insurrectionary Anarchist abilities for reference:

Insurrectionary Anarchists: Alchemists
Black Powder Bomb (Combat Ability): Even roles deal 20 damage to target, and 5 damage to all other players, opponents, and neutral characters present. Target may be an object, in which case it is destroyed.
Flask of Mysterious Toxins (Combat Ability): Even rolls deals damage equal to the number shown on the die, and continues to deal this amount of damage each turn, -2 for each turn that has passed. Odd rolls have an analogous effect, but the damage is dealt to the player.
Healing Potion (Non Combat Ability): Even roles return a target player (may include self) to full health.

Fuck your binary class system, I'm going to be a Market Ego-Communalist
My abilities are:

The Unique One (Passive Combat Ability): Cannot be effected by spells, curses, hexes, or magic based hazards.
Range (Passive Combat Ability): In open terrain, this player need not engage enemies in melee combat to attack them. This player will only take damage from ranged attacks, unless the current scenario is close quarters.
Fiscal Tact (Passive, non combat ability): Items in shops and bought from merchants will cost half the price that they would normally.

Lol. As you don't have any specific active combat abilities specified, on even rolls you will deal damage equal to the number shown on the die.

Three more players and we will begin.

That's fine, I'm a support character anyway.

STOP

Join us, Enver.

the fuck are you on about m8?

Probably a mutualist.

Trot here, newspapers at the ready.

Dope. If we don't get the last player in the next 10 minutes I will go ahead and start with four.

Rouges: Trots
Melee Strike (Combat Ability): Even roles deal damage equal to the amount shown on the die. +2 bonus against sailors and mutineers.
Critical Support (Combat Ability): One other party member of choice gains a +4 attack bonus, and it becomes their next turn.
Split the Party (Non-Combat Ability): Player may leave the party, taking any other members who chose to join with them. They will be given a new scenario by the DM, and will compete with the original party for the remainder of the campaign.

10 labour vouchers he's gonna stab us in the back

NAZBOL

Start the "game," nigger. We have some subhumans to exterminate.

COMMENCING CAMPAIGN

The party is a motley crew of volunteer fighters. One Insurrectionary Anarchist as demolitions exert, a Market Ego-Communalist as sniper / support, two Trotskyists armed to the teeth with newspapers and one NAZBOL, fighting to appease the gods, and unite Eurasia.

These five men, after finishing their breakfast, set of towards town, taking care not to alert the Nationalist guards on patrol.

At the edge of town, along the top of a stone wall, the alchemist spots a group of three members of the gaurdia civil patrolling the perimeter. They are armed with rifles and swords, and are close to an alarm bell. However, they are facing away from our party, and don't seem to be paying much attention to their surroundings. They are out of range for all but our sniper, but the wall looks potentially climbable.

3x GUARDIA CIVIL PATROLLERS
20 HP - STANDARD DAMAGE, BOTH RANGED AND MELEE ATTACKS

Insurrectionary Anarchist, it is your turn.

There's only one Trot, I deleted my first post because I forgot to change my name.

Gotcha, the game will proceed with four players.

Don't worry guys, I can totally snipe the alarm bell before they can get to it.

youtube.com/watch?v=ia3bgUBsfp4

Thread theme.

lol this

Changing turn speed to 30 minutes. If Insurrectionary Anarchist has 6 more minutes before the turn passes to Market Ego-Communalist.

Market Ego-Communalist, it is your turn.

Okay, I totally know what I'm doing. If I shoot the alarm bell, will that just break it, or do I risk having it make too much noise?

Even rolls will break it, odd rolls will set it off.

Rolled 14 (1d20)
Those odds are statistically neither in my favor nor my harm.
I'll take the shot.

Forgot my name.

Hurry up the movie and get to the good part (violence)

also a bit dissappointing to have no liberals or Stalinist

Nice. Your arrow strikes the rope by which the alarm bell is hanging. It falls to the ground with an audible thud, but does no ring. The stand up and look around, confused, but still do not see the party.


Trot, it is your turn.

The guards** stand up…

"Not a bad shot!" I whisper Spanishly. "But I think you'd do a bit better without the sun in your eyes. Here," I say, holding up one of the hundreds of POUM newspapers I carry with me at all times to block the sun from the sniper's eyes, providing Critical Support. "Now go for the nationalist insect's head this time!"

Rolled 15 (1d20)Forgot roll.

Do you even need to roll for that ability?

Market Ego-Communalist, it is your turn, you have a +4 attack bonus, meaning that on an even roll, you will deal damage equal to the number shown on the die, plus four.


Critical support doesn't require a roll if I remember correctly.

Kool.

Rolled 20 (1d20)
Obviously I'll shoot at the patrollers.

...

Rolled 5 (1d20)

Rolled 6, 7 = 13 (2d20)
Mien gott.

Your arrow strikes the patroller directly in the throat, cleanly removing his head. The other two partollers look down, aghast as his body writhes and contorts on the floor.

As the last of his blood drains from what used to be his neck, the other two partollers mount their rifles, and take aim at the Market Ego-Communalist and the Trot, and fire.


What was that roll for?

How could an arrow remove a head?

Accident.

...

Rolled 8, 20 = 28 (2d20)
These

Market Ego-Communalist is hit, but barely, bringing his HP to 44. Our beloved newspaper salesmen is narrowly missed.


Gotcha.


Why is he using a bow and arrow in 1936?


Paladin, it is your turn.

Those rolls where an accident as well. Forgot to clear the field.

I guess there's no silencer

I pull out my steel icon of Mary and give it a kiss, then return it to my jacket pocket just over my heart. As I run to the wall, I mutter under my breath
hoping to activate my Protection Prayer on myself

Rolled 17 (1d20)
forgot roll and name

I'm back! Sorry for missing a turn. I was busy smashing windows in name of the revolution.

...

Rolled 4 (1d20)
Your prayer fails to awaken the NAZBOL gods.
The patrollers take aim at you, and the Trot, and fire.


No worries, your turn is next.

Rolled 12 (1d20)
Forgot 1 die, the first shot hits, bringing our Paladin's HP to 46.

The second shot also hits, bringing the Trots HP to 38.


Your turn.

I stagger back from a productive hour of smashing windows to see my comrades pinned down by a pair of fascist scumbags. I light the fuse of my Black Powder Bomb and throw

Rolled 18 (1d20)
Sorry, rolling

The bomb lands between the guards, and detonates before they have time, to respond. The explosion, deals significant structural damage to the top of the wall, causing the guards to slide from the wall on to the ground. They are now within range of all attacks.

The 18 damage , plus fall damage, is split evenly between the guards, meaning that they are each at 10 HP.

Shrapnel rains down from the sky, dealing 5 damage to each member of the party.

Insurrectionary Anarchist: 45
Paladin: 41
Trot: 33
Snowflake: 39

Use, less, commas.

Rolled 16, 18 = 34 (2d20)
Those where some unnecessary commas. Apologies for bad punctuation.

The guards draw their swords and attack the Paladin and Alchemist.

Rolled 8 (1d20)
Question: can I do basic attacks or can I only use bombs and poison?

fug, ignore roll

The Spanish are truly the niggers of Europe

Spain is a pretty backwards country. Of course they wouldn't have thought of using bayonets.

Amen

The Paladin is dealt 16 damage, putting his HP at 25.

The Alchemist is dealt 18, putting his HP at 27.


I was picturing just bombs and poison, but I am now kind of thinking that we should change the classes a bit so that everyone gets a basic attack, and the abilities are additional. What do y'all think?


Your turn, sniper.

lol

Rolled 1 (1d20)
These fascists will know the strength of market-based ego-communalism!

Kek

Rolled 14, 18 = 32 (2d20)
Your arrow fails to leave the bow.

The guards look at each other and chuckle, before proceeding to attack the alchemist, and the sniper.

+1 for basic attacks. Might want to modify the skill sets a little. Also the damage for the bomb was a little weird - realistic, but still, 20 damage evenly split and a flat 5 for everyone else might get a little unbalanced in larger encounters (4 opponents would have meant that they'd get as much damage as everyone else). Was it because I didn't throw at a specific target?

Holy shit we're getting wrecked

Rolled 1, 16 = 17 (2d20)
The alchemist is dealt 14 damage, putting his HP at 13, the sniper is dealt 18, putting his HP at 21.

Your turn, Trot.

Yeah I think your right. For future encounters, should it just deal the full damage to each opponent within a certain radius?

I wont implement basic attacks for this campaign, because it will mean I need to add abilities to all the sword based tendencies, as some of their abilities will be almost identical to the basic attack. I'll do it for future campaigns though.

(Unless our trot wants to come up with an additional ability for himself, in which case we can go ahead and implement it now)

Full (rolled) damage and a flat 5 to everyone else sounds good.
Also, we're getting destroyed really fast, probably due to all our opponents rolling every time one of us rolls. Is that intended?

Rolled 20 (1d20)
I'm for adding basic attacks, so I'll think up a new ability for myself. But for this turn I'll just use Critical Support on the smashie while I come up with something.

Roll was an accident but check that 20 tho.

Yeah, perhaps only one of them should attack each time? Your turn btw. You have a +4 attack bonus.

Checked.

Will you be implementing critical hits and critical misses? Spell crits too, assuming they require a roll.

How do you suppose that would work? Like certain numbers that had additional effects / extra damage?

That trot rolled a 20 for a +4 buff. Had it been a spell that actually required a roll it would have been +8

Gotcha, so doubles on 20? What about critical misses?

Would be better, certainly. I kick one of the guards in the balls

Rolled 7 (1d20)

What ability was that for?

Miss next round

Rolled 7 (1d20)Oh I see, ball kick. You miss and that guard (just one of them from now on) retaliates.

He misses as well. Paladin's turn correct?

Rolled 2 (1d20)
Basic attack. Would have been funny if I'd killed him with it

Rolled 4 (1d20)
I throw a heavy blow to a guard's crotch, since if they love their kike masters so much they should look like them too.

You basically just molested him

+2, he gave the crotch a light squeeze

Rolled 13 (1d20)How's this for an ability?

Permanent Revolution (Passive Combat Ability): A roll of 16, 18 or 20 when preforming a basic attack allows the Trot to make an immediate follow-up action.

Fucking god damn it why does the dice come back every time?

Bretty good tbh

Rolled 8 (1d20)
Useless if you can't get it started.

OH NO I WASTED A ROLL

Nah you wasted a fascist kike with a basic attack. Good job comrade

Rolled 16 (1d20)
You give the guard's crotch a firm squeeze as you shout
HETEROSEXUALS ARE JEWS

You deal 6 damage to the guard who retaliates.

Do any of you faghots have guns or wnat?

Apparently not.

The paladin takes 16 damage, putting you HP at 9.


Do you want to make that a basic attack?

Pretty immersive tbh

For reference, the turn order is:
1. Insurrectionary Anarchist
2. Market Ego-Communalist
3. Trot
4. NAZBOL


That looks good. Just make it even rolls above 10.

That'd be nice, yeah.

Aight, the guards are now at 3 and 2. The turn order is royally fucked up so either Trot or Smashy can go next.

Rolled 6 (1d20)
Forgot retaliation…

Rolled 5 (1d20)Sniper is at 15.

Ignore that roll.

Rolled 15 (1d20)
While the guards are busy getting fondled, I roll a lit Black Powder Bomb under their feet, duck for cover, and hope for the best

Rolled 10 (1d20)
So… I guess it didn't go off?

Ignore roll. Keep forgetting

Rolled 18 (1d20)
The bomb fails to ignite, the guard fires his rifle at you as you duck for cover.


Yeah we all do. Let's just agree to ignore irrelevant rolls.

Welp, I'm dead

I call dibs for being in the next game

Rolled 8 (1d20)
The guards bullet strikes our black clad comrade just before he makes it to cover. He collapses to the ground, gasping for breath. Enraged by the apparent death de su compañero, the Trot begins to see red.

It your turn, newspaper salesman.

Aren't we all, under the tyranny of capital?

Rolled 16 (1d20)
"¡Gilipollas!" I curse as I see my comrade fall to the dirt. "No, god damn it… I won't cry over a smashie." After dabbing my eyes with a newspaper, I roll it up, brandishing it high like a rapier, and make a tearful charge to deliver a swat at the fascist insect.

Damn

I thought you were going to split the party, but this is even better.

Rolled 9 (1d20)
After swatting down the guard with my newspaper, I hear a distant echo. Thoughts of comrade Trotsky's vision of permanent revolution, fill my brain as I swing my newspaper at the last remaining nationalist scum.

Rolled 3 (1d20)
Your strike the fascist pig square in the gut, he collapses to the ground, coughing up up blood. Beginning to feel dizzy, you make eye contact with the final living guard. He returns your gaze with the look of a man who knows he is looking at the last man he will ever see.


As you prepare for your final blow, your foot snags a rock and you approach is cut short. You fall to your knees and see hope return to the eyes of your opponent. He raises his sword and…

…misses disgracefully.


Your turn, unique one.

Rolled 5 (1d20)Filled with grief and rage at a fellow individualist, I go to shoot the last guard dead in the eyes!

Rolled 11 (1d20)
You miss, the guard now looks downright surprised at his luck. He returns the fire and…

Am I dead?

drumroll

Rolled 8 (1d20)
…misses again!


Holy one, from behind you, you hear that the alchemist is still breathing. Barely breathing, but still breathing nonetheless. If the NAZBOL gods hear your prayer, perhaps you will have a chance to save him.

Nah I just fucked up the order. It's your turn. See

Rolled 5 (1d20)
While the guards are engaged in a firefight with the others, I lean down to the injured man and whisper "chemistry is western european bourgeois nonsense, anarkid" before putting him out of his misery with a stab to his belly. I turn and face the guard to swing a heavy blow.

Rolled 7 (1d20)
Your sword is parried by the guard, who retaliates with a stab to the torso.

...

You leap out of the way just in time.


Your turn, finish them!

Rolled 6 (1d20)
My aim is true, my theory is best, and my newspapers are many. I throw with all my might, aiming a paper at the mailbox that is the fascist guard's head.

Huzzah! A glorious victory for comrades Hitler and Stalin!

The last guard falls dead. Here is your HP if I am keeping track correctly.

Insurrectionary Anarchist: ded
Paladin: 9
Trot: 33
Snowflake: 21

Do you wish to continue the campaign or call it good for today?

Well I will die on the next encounter since there is no way of healing me. Guards will come by to investigate the explosions and destroyed wall.

Also future campaigns should require a trip since anyone can jump in with a name and ruin it

There is a marketplace on the other side of the wall, perhaps you could find some food there if you did want to keep playing. Otherwise we can just work on adjusting the rules now that we know how it tending to play out.

I think your right about the trip, I also will be sure to specify that only one opponent attacks at a time. I also will add an advisory note to the GM that combat scenarios can be drawn out, so not to have more than one or two opponents this early in the campaign, as well as adjust the abilities so that all classes have a basic attack and alchemist bomb damage makes more sense.

Having ended the life of one fascist insect, I rest my sights upon another, eyes filled with righteous revolutionary hatred for the killer of my smashie comrade. "Comrade Special Snowflake, I have no intention of carrying on the siege of the Alcazar with this Russian fascist, this traitor to the revolution! You must decide now which side you are on, for I am splitting the party with or without you!"

No, don't do it! Once we liberate Spain, comrades Hitler and Stalin have this deal you see…

Choose your path, proletarian! Trotskyite revisionism? or red fascist class collaboration?

Rolled 14 (1d20)

To be honest, I always thought traps were gay anyway.
I'll stick with the trot!

this is high drama lads, keep it up

Nazbol and Stirner would have made for massive bants tho

Good choice. Rogue and Sniper, do you wish to climb the wall and enter town, or walk along the perimeter?

"We'll allow you to live, fascist, for this revolution needs numbers. But shall our paths cross again you may not be so lucky." I toss the Nazbol a newspaper as I turn away and suggest to my comrade we scale the wall into town to scavage some supplies for the upcoming fight.

What say you?

Rolled 20 (1d20)
We should head into town to procure healing goods for ourselves!

Checked.

Alright. I have to go to class and have some stuff to get done afterwards. We can continue this tomorrow, or someone can take my place as GM if there is still anyone spectating.

Cool, we'll keep the thread alive until then.