The second season of The Colony continues.
VOPA sends out a message via an abandoned telephone (Listen 15 to hear it): THIS IS THE VIRAL OUTBREAK PROTECTION AGENCY. HELICOPTERS ARE BEING DEPLOYED TO ALL VOPA SAFE ZONES IN TWENTY-FOUR HOURS.
Tick realizes what this call means. If VOPA sent the message out to every available form of communication, any place identified as a VOPA site will be under scrutiny by raiders.
One helicopter arrives with a supply box. Unfortunately, the more the chopper circles, the more attention it garners. It drops a crate that explodes on contact with the ground.
Six raiders show up in an attempt to take whatever they can. It’s up to the colonists to defend the VOPA package, which is unfortunately destroyed.
Scavengers (CR 1, HD 1d8+1d10+4)
Occupation: Blue Collar Human Strong Ordinary1/Tough Ordinary1
N Medium Humanoid
Init +1 Spd 30
Listen +2, Spot +2
AC 13 (FF 12, Touch 13)
hp 14 (Disabled -2/Dying -15/Injury 14)
Saves: Fort +4, Ref +1, Will +0
Atk +3 base melee, +2 base ranged; Grapple +3;
+3 Melee (Club 1d6+2/crit 19-20/x2)
+3 Melee (Unarmed strike 1d3+2/crit 20/x2)
Strong Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0; Tough Ordinary Features: Defense Bonus (No Armor) +2, Reputation Bonus +0,
Abilities: STR 14, DEX 12, CON 15, INT 13, WIS 10, CHA 8
Feats: Alertness, Brawl, Simple Weapon Proficiency.
Skills: Craft (Mechanical) +1, Drive +5, Intimidate +3, Knowledge (Popular Culture) +2, Knowledge (Streetwise) +2, Listen +2, Profession +4, Repair +2, Spot +2, Swim +3.
It includes: bread, crackers, cheese, tuna, apples, rice, cookies, flour, and a cellular phone with a USB hookup. The camera contains videos of relevance – it’s up to the GM as to how to use this (videos from family, friends, or other important contacts).
Getting the larger boat in the water will require a vehicle, and the tractor is the best bet. It needs new tires (Search 10 to find, Repair 15 to fix).
Two outsiders enter from the northeast to scout for resources (Spot 15). This is undoubtedly an advance force. It’s time to get out of town.
Tick outlines a defense plan. He recommends dividing the colonists into two groups: group one is on the roof, group two is in the house. A person stands guard in each corner of the roof. In the house, the strongest colonist is designated the gatekeeper. The Quick Reaction Force (QRF) are the fighter-types. Negotiators, preferably a man and woman team, help with communications, with only one person speaking – whoever starts the conversation continues the conversation.
This is also a good time to build up defenses, like tower shields (Craft (structural) 15).
This massive shield is nearly as tall as you are. In most situations, it provides a +4 bonus to defense, allows a maximum Dexterity bonus of +2, and an armor check penalty of -10. However, you can instead use it as total cover, though you must give up your attacks to do so. You cannot bash with a tower shield, nor can you use your shield hand for anything else. When employing a tower shield in combat, you take a -2 penalty on attack rolls because of the shield’s encumbrance.
Another viable weapon is a water cannon, which is considerably more complex (Craft (mechanical) 20).
A water cannon has a 10-foot range increment and can fire continuously for 2 minutes before needing to be refilled. A person struck by a water cannon takes 1d10 points of nonlethal damage per round, and must make a Reflex save (DC 15) or be knocked prone by the force of the blast.
Now we’re talking! With Tick leading the way on security, a lot of the whining has stopped. In some ways, Tick doesn’t have to do anything – it’s the confidence his presence lends to the colonists that has transformed them. What’s so refreshing is that Tick doesn’t ask for opinions, he doesn’t have a vote, and he doesn’t give a crap about what anyone else thinks – he gives orders.
It’s also becoming clear why it’s taken so long for someone like Tick to take over. Becka thinks Tick is pushy (seriously?) and Amber professes that she’s an anarchist (uh…okay). It seems like the personality types don’t lend themselves well to group cohesion, which is perhaps to be expected from a group of volunteers in a post-apocalyptic scenario.
The VOPA response was an interesting way of triggering an attack. One of the flaws in last season was the means in which the colonists “just knew” they were about to be attacked. In season two VOPA’s circling helicopter is a recognizable sign that everyone can agree puts them in danger.
The conclusion ends with a major conflict – the same mob that hit the colonists so hard in the first episode returns, only this time the colonists are prepared. I’m looking forward to the showdown.