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Griffins Adventure

Corporal is the only survivor of his detachment, and he'll relay to the others that the captain in that truck had a strange accent. Since the players will know the background, they won't take long to understand what happened. These survivors have to decide what to do. Warning the nearest HQ about these infiltrators is the top priority, and should be implemented in any case; Retreating further West is sensible; Pursuing those bloody Krauts is possible and truly gung-ho; Setting up an ambush or roadblock is unhealthy but, historically, a brave choice that was often made even by such small and makeshift outfits 6.

It would be a good idea to get a functioning set of wheels. This can be made easy, difficult, or impossible as most of the vehicles are now wrecks, and maybe the only repairable jeep is bumper-to-bumper with smoking hulks. If the survivors think of it, some of them might rummage through the less-damaged vehicles and they might find something interesting such as a bazooka or demolition charges , while others take care of the jeep changing tires and repairing minor problems, roll against Mechanic. For hard realism, the PCs should decide what to do with the wounded. A tough decision, as they can't treat them properly, nor transport them.

For a softer version, there are no wounded! Now the players will largely be in control of what the PCs will do. Given the situation the military euphemism would be "fluid" , anything could happen. Starting with the options above, let them wander along muddy country roads and through gloomy forests, have small clashes with aggressive recon elements, meet panicked stragglers withdrawing West and sullenly determined soldiers ready to make a stand.

Every time they meet a small group of friendlies, the players should never be sure whether they really are friendlies. As the strain of combat and of an impending defeat takes its toll, men nervously fumble with their weapons, say strange things, or just look suspicious. Are they tired Americans or treacherous Germans?


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For realism, the GM could devise a way to give the players a clue. Maybe they meet some G. The presence of a M. This will increase the number of interesting encounters see the Side Salads options below. But always, there will be the nagging feeling that the disguised Germans are ahead of the heroes. At crossroads, the posts have no arrows.

If the players decide to look for a HQ, the first they find is in shambles: If they decide to set up an ambush, they should survive it and then reel back to the task of hunting the griffins. They'll have a trail of blood and chaos leading up to a key bridge, where the final showdown can take place. The showdown should feature the defeat of at least one infiltrator team. If the PCs catch up with them at the bridge, the GM can prepare a detailed setting beforehand and have all kinds of American ordnance ready a retreating unit discarded a perfectly functioning [insert players' preferred toy here].

You could also have a final chase along one of those tortuous, muddy roads, littered with bomb craters, abandoned vehicles, slow-moving ambulances, fleeing civilians on foot and carts, unexploded bombs. VE and the sidebar on p. Or, especially if the Germans are encamped near to unwary Americans see the Extra Spice option 1 , the PCs might use some of the commando tricks on the commandos!

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They might ambush, employ sudden, accurate sniper fire, or sneaking up on them at night for bayonet work. This last idea is risky if the commandos are worth their salt. The heroes could also fail. Failure may mean death; these are one-shot characters, so don't be shy about it. Or, the PCs might blunder so badly they never see the commandos again.

Hunting Infiltrators In The Bulge And Elsewhere

In this case, have them wander uselessly through the wilderness for a few days, shot up, half-starved and frost-bitten, pick them up by means of some stern M. The GM may then debrief the players and help them understand their mistakes!


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    Lois Griffins Adventure

    Meg , their teenage daughter, who is frequently the butt of Peter's jokes due to her "homeliness" and lack of popularity; Chris , their teenage son, who in many respects, appears as a younger version of his father; and Stewie , their diabolical infant son of ambiguous sexual orientation who has adult mannerisms and speaks fluently with an upper-class affected English accent and stereotypical archvillain phrases.

    Peter is the father of the Griffin family, a stereotypical blue-collar worker. He has the mind of a child, basically, and a source of big laughs is when he does not realize he's doing something inappropriate. Lois is the mother of the Griffin family. Lois's morals are often questionable, as she went through a brief period of kleptomania in the episode " Breaking Out Is Hard to Do ", for which she went to prison.

    She also showed a gambling addiction when the family went to an Indian casino in " The Son Also Draws " during the first season. Various episodes have hinted that Lois is a drug user, but this is shown most clearly in " Deep Throats ". She revealed that she smoked marijuana when she was pregnant with Stewie, a claim backed-up by series creator Seth MacFarlane on a DVD commentary. Also, when asked by Peter where she got a tattoo on her lower back, she replied, 'Oh, I do not know Peter, meth is a hell of a drug' Prick Up Your Ears.

    She also hints that she engaged in similar activities when a younger Meg was around. When Meg is thought to have become pregnant, Lois tells her to "smoke and drink a lot" when Meg does not want to have an abortion, which Lois hinted at beforehand She also mentions, "but don't start, then chicken out halfway, or you'll end up with Chris," which implies she smoked and consumed alcohol while pregnant with Chris. Megan " Meg " Griffin , voiced by Mila Kunis. Meg is an unattractive, sensitive, and emotionally fragile teenage girl.

    Her multiple insecurities cause her to desperately try to be part of the "in-crowd", but this only results in her getting coldly rebuffed by Connie D'Amico , [34] the bullying head cheerleader of her school. Despite all this, another student named Neil Goldman has a crush on her.


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    Chris is an overweight, excitable, and outgoing teenage boy. Physically, he is a younger version of Peter, but intellectually, he often shows better potential, as shown from moments of articulation and coherence within his speech, and makes good points when especially talking about films, TV series, actors and actresses, etc.

    Similar to Meg, Chris deals with the problems that most teenage boys face: He, at one point, believed that he got a bad grade on a mathematics test when he tickled his brain by sticking an army man's rifle into his nose and accidentally puncturing a lobe. Stewie is the youngest Griffin family member at one year old. Stewie originally served as the main villain of the show. Though he was originally an antagonistic child-genius sociopath, hell-bent on killing his mother and taking over the world, in more recent episodes he is a much more friendly yet flamboyant and possibly homosexual character, though nonetheless still rambunctious and disrespecting towards his elders and peers.

    Stewie is considered to be the show's breakout character. Brian has lived with the Griffin family since Peter picked him up as a stray. Peter is his best friend, despite Brian's superior intelligence. Brian is often the voice of reason for the family, frequently reminding Peter how stupid or corrupt his ideas are.