Over The Top

# Orphan Ideas

* Slowly losing track of yourselves
	+ Forgetting details
	+ Speaking the same language
* Trenches looping around on each other
* Soldiers from earlier and later wars starting to pop up
	+ Driven insane

# The Story

## Fog of War

> *Your commanding officer's whistle lingers behind your ears as you go over the top and enter No Man's Land. Charging towards the enemy, you slowly realize that somewhere along the way, the sounds of war fade into the background. You continue forward, attempting to break the enemies' defenses. You throw yourself into their trench with a surprising amount of ease, almost as if there's no one actually defending it. Assessing the situation, you realize that's exactly the case. Raising your rifle, you train your sights on [X] other soldiers, seemingly just as confused as you are.*
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Your party finds itself in the trenches of Bellegarde, France. Depending on your countries of origin, you may have difficulty communicating with one another, given the world aspect of this World War, but you should be able to approximate a mission statement. Welcome to... The Trenches!

## The High Command Office

* The Whistle
	+ Grab the Whistle

## Back Around & Back Around & Back Around & Back Around Again

Eventually a Perception Check will tell you that you've been going around in circles. [something something something] Grabbing the whistle from the High Command Office and blowing into it will trigger the rush into No Man's Land. Bodies will rush around you, going over the top, throwing you around, bumping into you, thrashing you around. Once everyone goes over the top, you'll be confronted by your first boss, The Major & His Men.

## The Major

After grabbing the whistle and blowing into it, you'll trigger the first major boss fight of the campaign... The Major and his men!

# Enemies

## Bayonetor

> *The most basic soldier. Bolt action rifle, bayonet the size of a sword, animalistic desire to kill anything in sight.*
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## Gasbag

> *Mustard gas emitting from behind their gas mask, stay away from these guys if they're alive. Or dead.*
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## Cavalry

> *Man fused to horse. Sword fused to arm. Gas mask on both faces. An affront to God.*
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## Buckshotter

> *12 Gauge buckshot and a bandolier of explosives. Watch out.*
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## Flamethrower

> *Block quote*
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**Armor Class - 13**

**Hit Points - 40**

**Speed - 45 feet (75 w/ Adrenaline)**

**Skills** Perception +6

**Senses**

#### ACTIONS

***Stream.*** *Ranged Weapon Attack:* 20 ft. reach, multiple targets. Constant stream. *Hit:* 2d6+6 Bludgeoning damage.

***Blast.*** *Ranged Weapon Attack:* 40 ft. reach, stops when it hits its first target. *Hit:* 1d8+8 Piercing damage.

## Machine Gunner

> *Heavy armor infused into their skin.*
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## Raider

> *Wrapped in barbed wire, armed with melee weapons, quick to close the distance.*
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**Armor Class - 13**

**Hit Points - 40**

**Speed - 45 feet (75 w/ Adrenaline)**

**Skills** Perception +6

**Senses**

#### ACTIONS

***Trench Club.*** *Melee Weapon Attack:* 5 ft. reach, one target. *Hit:* 2d6+6 Bludgeoning damage.

***Trench Knife.*** *Melee Weapon Attack:* 5 ft. reach, one target. *Hit:* 1d8+8 Piercing damage.

***Knife Throw.*** *Ranged Weapon Attack:* 40 ft. reach, one target. *Hit:* 1d8+6 Piercing damage.

# Bosses

## The Major

**Armor Class**

**Hit Points**

**Speed**

**Skills** Perception +6

**Senses** passive Perception 16

***Keen Smell.*** The bear has advantage on Wisdom (Perception) checks that rely on smell.

#### ACTIONS

***Reinforcements.*** The Major can use two rounds to summon 1d6 reinforcements.

***Truncheon.*** *Melee Weapon Attack:* +10 to hit, reach 5 ft., one target. *Hit:* 13 (2d6 + 6) piercing damage.

***Officer's Revolver.*** *Ranged Weapon Attack:*