(WOTD) ~ Razz's Complete ~ war of the dead ~ Campaign Report

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Jordan Peacock
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Re: The start of chapter 2 question

#21 Postby Jordan Peacock » Wed Jul 17, 2013 11:05 pm

Razzielle wrote:With the start of chapter 2 it has you push ahead in time.

Questions

1. Have you started chapter 2 status quo and simply jumped ahead?

2. Have you started chapter 2 a different way?

I'd be interested to hear anyone who had run WotD what they did to start chapter 2.

I have an idea how I will do it...just like to hear others.


At risk of repetition (I don't know how many of my previous posts you might or might not have read), we had a bit of a break between Chapter 1 and Chapter 2. The PC group ended up splitting due to irreconcilable differences (we had one "shoot-first-don't-ask-questions-later" guy who rendered attempts at negotiations impossible, versus one pacifist preacher who wanted to save everyone) -- at which point I took a detour into a slightly refitted "Zombie Run" campaign (and the preacher's player joined back in with a more "mercenary" character who'd fit in better).

When we decided to go back and try Chapter 2 as a "continuing campaign," we had more players, and we followed the continued adventures of the preacher and the NPCs he'd taken along with him. Our group's "Samantha" actually became a PC. (I used a different NPC for the "kid capture scenario" in Sanctuary.)

I went with the idea that the survivor convoy set up a base in the Blue Ridge Mountains, and made it through the winter. I ran a few mini-exercises to represent PCs helping with hunting, scavenging for supplies, etc., as a sort of modified Dramatic Task that would impact how many NPCs survived the winter, and in what condition the PCs were when the chapter would begin. A prerequisite for any PC joining the group at this point had to be that the PC would be motivated to head west for further adventures rather than staying at the camp.

I experimented with scrambling the order of events in Chapter 2 ... and in retrospect, I don't think it really worked as well as I'd hoped. My premise was that the PCs were heading to Sanctuary (in Texas, in my version, west of Dallas/Ft. Worth) because they managed to establish contact via radio. They would FLY to DFW airport, and be met by an escort team of soldiers. I basically then started the chapter at a point that originally would have been POST-Sanctuary (the part where the PCs visit the airport and deal with cannibals and pick up new NPCs), moved forward, and THEN looped back around to material roughly corresponding to Chapter 1, eventually ending at a point where the PCs saved Sanctuary, but quite possibly at the cost of their own lives. (If we ever continue with "Chapter 3," it will be revealed that they didn't get killed off after all, but simply left town and headed off toward Colorado. ;) )

This didn't really work all that well, because, in addition to having to shuffle things around to justify my different order of events, the PCs also had a different motivation to keep moving forward -- and quite often this meant that they would just barrel on past potential encounters. I tried to make up for this by making events in Sanctuary last a bit longer, but I think this might have given the impression of "stalling for time."

...

If I had the chance to do it again, I would have done this somewhat differently, but I'd keep a few things differently.


Different:
I would have tried to keep closer to Chapter 2 as written. My experiment with shuffling the order of the "Weeks" and involving an airplane flight really only complicated things needlessly. PCs' motivations were significantly impacted, and we ended up skipping over a lot of what gave Chapter 2 its "character."


Same:
I'd still have had some time to pass between Chapters. It felt like I had more leeway to enact more radical changes, such as survivor settlements having more effective fortifications (piling up all those cars takes time!), gasoline being in much shorter supply, etc.

I'd also do the "NPC clean slate" approach, but rather by having extras stay behind rather than being gratuitously killed off. If Chapter 1 had gone differently and Dalesbury had survived, I'd have the Extras stay there. If it'd gone as I'd played it, and the PCs still escaped Dalesbury with a convoy of refugees, I'd have them settle in the mountains just as I did this time around.

One thing I also did -- that I'd still keep -- was that I "leveled the playing field" for XP. We had two "veteran" PCs from Chapter 1, and I used the XP total of the more experienced PC, rounding it down to the nearest Advance. I also significantly whittled down the amount of supplies that the surviving PCs had hoarded, justifying that as necessary to last through the winter. I declared that all PCs for Chapter 2 would start at this number of XP. After such a long hiatus, after all, it was essentially a new "campaign," and I had some completely new players. All in all, it was just easier to let everyone start at the same point -- and of course one of the prerequisites was that you'd play a survivor who'd be willing to head westward rather than sticking with the settlement.

Our justification was taking our known "immune" character (the preacher) westward to Sanctuary for further study, in hopes of finding a "vaccine." If it hadn't been for that, I would've gone with just the idea that the group would be heading west in hopes of reaching the Colorado Citizen Relocation Zone ... or maybe someone had heard a RUMOR of the town where UNIMED has its headquarters, and had some idea that perhaps that medical facility might hold some secrets to the "Z-virus," etc. I'd just need a hook to get them rolling westward, and then I'd pick up Chapter 2 from there.

That's my thought, anyway.

I've got all of one player who has expressed an interest in Chapter 3, and in the meantime I've got players who have a wish list of OTHER things they'd like to do, so -- alas! -- it's likely to be a while before I get around to it.
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#22 Postby Wibbs » Thu Jul 18, 2013 3:25 am

For me, Chapter 2 started pretty much as written, with the only NPC travelling with the group being Samantha. This was more by luck than judgement though because I remove plot armour from all NPCs no matter how 'important' they are to the overarching story.

I had no problems with the start of the chapter, and all characters already had a strong motivation to be travelling to the CRZ anyway. I bodged together some rules to determine how many of their supplies they had used in the weeks between the two chapters that worked well, and had everyone make vigor rolls for hunger etc to signify that food was getting scarce.

All in all it was a pretty easy start and I did not feel the need to change much at all from the written adventure.

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#23 Postby DGMiller » Thu Jul 18, 2013 9:03 am

I had some time pass and then kicked off Season 2 with the Dead of Night one-sheet, albeit slightly modified.

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#24 Postby Razzielle » Thu Jul 18, 2013 7:32 pm

Session 7

It's been a little over 4 weeks since the characters were introduced to the outbreak of the living dead aboard the Pinnacle Cruise ship. Since that time the group has survived weeks at sea with minimal provisions, a run in with the biker gang leader Hell and his Ghosts, a foray into the devastated town of Fairport, an encounter at a country church with new zombie types and Hell again. Furthermore, dealt with a number of crazy rednecks, the catastrophic fall of the Rescue Station and finally an unwanted journey into the infected city of Jacksonville and escaping with 1000's of infected converging on them. The group needed a plan. They set their sites on going west. The relocation zones sounded like their best option.

Leaving Jacksonville
With the quick destruction of the Rescue Station and the infested city of Jacksonville the group of survivors travels out of the city in a RAM pickup and a cargo van complements of Jake. Quarters are camped but the group prefers that to walking. As they travel the road they see the remnants of the Jacksonville Rescue Station with infected by the 100's wandering around it inside and out. They did think of maybe raiding it but the numbers were too many.

Organized Assault

The pcs discuss how the attack happened. From want they recall it was an organized assault. Which was a lot different in how they attacked up till now. They came up with a few theories.
1- the zombies are simply getting smarter.
2- the zombies get smarter when they are in a horde with some sort of horde mentality.
3- some new unseen zombie type is controlling them.
4- it was just pure luck they attacked that way.

Heading West
After talking with Corporal Hauser the group decides to head west and try their luck with the relocated government and safe zones being set up near the Rocky Mountains. They determine that they can keep their fuel up by siphoning gas from the numerous stalled and useless vehicles that litter the roadways. Furthermore. They believe they can raid homes and stores for needed food supplies. Ammo will be more tricky but believe most households likely have some form of firearm, which means ammo. They also believe large populated areas should be avoided unless its a quick foray. Jake Ritter (who looks like a young Tom Selleck) their new member does mention that he knows of a gun collector in the town of Dalesbury not too far from here. They all think that maybe a good place to start instead of randomly checking building after building.

Playing chicken with a helicopter
After checking their map on their journey to Dalesbury they realize they are getting close perhaps about 20 miles out. Then Sydney spots the Blackhawk helicopter they saw a while ago, it is flying towards them then it begins some erratic flight. For a moment the pcs are wondering what is happening. They realize then that the chopper has lost control and is heading directly towards them. I gave the drivers a chance to get out of the way as the chopper slams into the road in front of them and rolls end over end and explodes. The pcs are successful in getting their vehicles out of the way of the main crash path and take secondary damage as a parts of the helicopter slam into both vehicles. A few pcs and some extras are able to leap from the vehicles. It is a horrendous accident and soak rolls all over are made. Many of the extras are injured but the pcs if injured are just minor. However, Private Dice and 9 year old Emily Treymore are severely injured. There are no skilled doctors in the group so it looks grim. John Treymore is horrified and tries to figure out how to help his little girl. An injured Cyrstal tries to calm him and applies first aid. Infected begin moving in from up the road, the tree line etc. the pcs and extras find some guns and begin firing while moving away from the flaming wrecks. Then they hear the tell tale sign of a sprinter moan and out of the tree line rushes a group of sprinters towards the pcs. The pcs are once agian thinking about abandoning all the injured extras and going it alone. Hmmm seems they always say that when this sort of thing happens. Then....

Militia arrives
from up the road 4 pickups arrive each with 2 men in the back and they begin firing at all the zombies. The battle is quickly won. One of the men introduces himself as John Meyers and says he's from Dalesbury a small town just up the road. The pcs are surprised a town survived and ask how many. Meyers mentions only a small fraction survived but what's important right now is medical care and that they have a doctor in town that can treat all their wounds. The pcs vehicles are destroyed so they all gather into the pickups including the injured and head off to Dalesbury.

Into Dalesbury
When the pcs and their extended group arrive at the town they see that it is set up similar to the Rescue Station. Numerous vehicles are placed bumper to bumper around the perimeter of the town. At various points larger vehicles like trucks are placed and a few people can be seen with guns keeping watch. On the main road into town a wooden structure has been built with chain link fencing connected to hinges. This gate system opens when the vehicles arrive. The pcs think its odd that they were not stripped down at the gate and checked for bites. Meyers mentions that will be done at the doctors office. Many of the guards eye the group as they move through the gate.

As the vehicles drive slowly down the Main Street, they see that a few streets criss-cross the Main Street. On their travel to the Medical Clinic the pcs see. A large old style movie theatre with the movie title "Return of the Living Dead". Johnny D chuckles about that and Meyers mentions one of the local teens thought it was funny. They just never got around to taking it down. They also pass by two town bars, a dentist, a diner, clothing store, hardware store, hair salon, a small grocery store, a small sheriff station and a number of small homes can be seen.

At the Medical Clinic
At the clinic they meet Doctor Lewis (he looks like Jeff Goldblum). Doctor Lewis treats all the injured, since it is within 2 hours. However the severely wounded. Private Dice and Viollet stay. He mentions he'll need to perform surgery on both. Dice has a fractured skull and broken scapula. Emily has likely internal injuries that he needs to open up and explore. He asks them to leave so he can get to work. John wants to stay with his daughter and Lewis begrudgingly agrees. Lewis mentions the nurse will take care of minor injuries and will acquire blood from everyone for testing. The pcs initially balk at that. But the doc simply says he needs to determine who has compatible blood with the child so he can perform surgery. Gypsy, John, Cindy, Duke and Tbone have the same blood type.

What the pcs don't know is Emily is immune and Lewis will find out when he tests her blood. That will set into motion the Lewis's plan. They will also be careful about how they do it.

Game Note: In our game to be a medical doctor you must take the professional edge medical doctor, otherwise your healing skill is just first aid. A doctor can treat the first 2 hours as golden with a bonus to your healing. Furthermore, you can go on and take the professional surgeon edge. This will allow you to heal up to 3 levels of damage.

Arrival of the Mayor
John Lewis (looks like Russel Crowe) arrives and talks with the pcs. The pcs tell him about their adventures since the cruise ship. To the pcs the mayor seems open and pleasant ( ha fooled them I did!). The mayor informs the pcs they are welcome to stay. He also mentions that they will have to pull their own weight once they are better and Lewis mentions they can discuss that later. More rp happens as the mayor leads the characters down the street to a single family home. He tells the pcs that they can have use of this home and that he'll send someone from the diner by to drop off food and basic supplies. He also mentions for the pcs to rest up. I warned the pcs that any who decide not to rest will have to make a roll to see of they gain a fatigue level from lack of sleep. Well this time the players took the hint. They tried this previously and some of the players paid for it and had to deal with a fatigue level. The players are also realizing more and more the importance of other skills in the game. They post guard shifts throughout the day.

Return of the mayor
the mayor returns to see the pcs before sunset. He tells the pcs there will be a town meeting in the old movie theatre. At the meeting he will intro the pcs and put it to a vote as to whether they should stay longer once their group has recovered from injuries. A whole bunch of rp'ing goes on and Corporal Hauser requests to see his man and Sydney, Cindy request to see how Emily is doing. John Treymore does not request and expects to see his daughter. The mayor agrees and they head over with a few of the extras. Sometimes it is a real pain tracking so many extras but I think I got it down to a fine science.

At the medical clinic
The pcs see the two are doing well with the nurse keeping an eye on them. The doctor says he'll take good care of them. I had to have the mayor be convincing enough and not to spook my players into thinking anything is up.

Here's what I do not like about the module. They take the soldier and any group in their right mind would think something is up. It will be very difficult to convince the group that the soldier simply left. So I wanted to make sure that the Lewis's were smart about abducting outsiders for food. As the outsiders needed to still be alive to use as feed for the lab zombies. Therefore I did not have the Lewis's take the injured soldier. No they had something better planned.

On their way to the Theatre
On their way to the theatre they notice a number of the town vehicles pumping up at the towns only gas station. They discover that the town received a major shipment of gas from Fairport just before the outbreak. The fuel they learn is only used for the patrol vehicles and the towns power generators. The Duke mentions to the mayor with his tech skills he should be able work up a wind generator or solar power unit to suppliment the generators. The mayor thinks on that. It is also learned from the mayor that they received a radio broadcast that many major cities have been lost to the infected. It also seems that most of the military on the Eastern seaboard are in total disarray or worse. The Central government apparently relocated somewhere out west. The mayor goes on to mention that he believes the virus was carried back by soldiers from overseas. Some more rp goes on at this point.

The Theatre Scene
Well I did not hold out much hope for them in this scene. All but one character ( the Gypsy) has literally no charisma what so ever and even that character is limited. They are pretty much a scarey group on first impressions.

Well the entire group gathers on the stage. The scarey looking pcs, Tbone, the gorgeous women Cindy, Cyrstal and Sydney, the cute little girls Samantha and Violet, as well as all the other extras. Corporal Hauser and his small unit are there scanning the room. The assembled town eyes them. The mayor speaks....I read from the module modifying it a little.....

Theatre part one
The pcs begin to tell their story from the beginning. I wanted each pc tell a portion of the story and they did just that. Here's the results...
1. The pcs told about abandoning ship early in the outbreak. Not good (-1 to roll)
2. Not helping other life boats or those in the water. Not good (-1 to roll)
3. Johnny D mentions how he blew Mrs Hartten's head off for betraying the group. Man not good but he is playing his character (-2 to roll)
4. Talk of fighting the ghost gang and how the gang has been following them. Not good (-1 to roll)
5. Saved the old couple Henry/Eleanor. Good (+1 to roll)
6. Doing missions to help the resuse station before it fell(+3 to roll)
7.Saving Crystal on the road (+1 to roll)
8. Soldiers tried to take RV (-1 to roll)
9. Leaving everyone behind when the warehouse fell (-1 to roll)
10. Wanting to kill a person bitten immediately instead of waiting till they turn (-1 to roll)
11. Helping the people at the church (+1 to roll)
12. Being capable fighters by wiping out the Redneck raiders and other enemies (+2 to roll)
13. Having an engineer in the group and proving his skills on the com tower (+1 to roll)

The Theatre Part 2
1. Skills question on what they can offer town - pcs do well with combat abilities, engineering, salvaging. (+5 to roll)
2. Biker gang question and other potential raiders - do well in explaining how to deal with them and any other raider type (+1 to roll)
3. Zombie horde fear question- pcs answer well in how to defend(+1 to roll)
4. How they deal will town authority - did not answer well (-1 to roll)

Well I apply all the modifiers and have each character make a persuasion roll. Well they are all unskilled at persuasion. Looks pretty grim.

The mayor has the town vote. Many raise their hands and the town accepts them to join. Secretly though the town has been moved to friendly and have told the mayor NOT to use the group as food for the living dead. So much for being unskilled.

The planned trap
Now the mayor needs to nab one or more of their group without the locals seeing it as well and will require a little more planning on his part. So the mayor decides to set up a number of patrols. Making sure to separate them into twos or threes. Then he'll have his men ambush the targeted patrol at a certain predetermined point.

Duty Time
Now the pcs have time to explore the town. Before long the mayor sends one of his men to the pcs house and explains they have patrol duty and gate tower duty tonight. Some of the pcs take tower and ground patrol duty to the west. Hauser assigns 2 of his men and himself to ground patrol duty to the north and the other ground patrol duty south is assigned to Hausers other soldier, Cindy and Jake. The final ground patrol duty to the east is manned by Tbone and John Treymore.

Exploring the Town

Jakes Collector Friend
Tbone, Maddy and Jake - head over to Jake's collector friends home. They find it abandoned and the collection removed upon further investigation with the locals they find out that the mayors militia are making use of it.

Ken's Bar
A number of the pcs check out the bar. They trade some smokes for warm beer. The group gets into an arm wrestling challenge. They eventually lose to a big farm boy named Earnest. They also talk with locals and learn more about Dalesbury. The pcs also hear some of the survivors in their group are very interested in settling down in this town (planting the seed)

Clothing Store
When the pcs arrives here. The owner gives the pcs a fresh set of clothes.

Fortifications
A few of the pcs explore the car wall and with their military training realize there are week points in many locations. They compare it to the rescue station and it is much weaker and we all know what happened there when the horde hit. The pcs realize they likely will not have anywhere near enough bullets to take out a horde and will have to find more creative ways to protect the town against an inevitable horde attack. They also realize talking with the locals. That many of the ideas that the pcs have come up with that the town does not have such supplies or equipment. Perhaps neighbouring towns will have what the pcs are looking for. One of the locals suggest the Home Depot in Wallisburg. But to that they would require permission to use town vehicles.

The Diner
The pcs eat at the diner and get ready for patrol duty at night.

Session Ends

Interlude
The group sits in Ken's Bar. It is here where they discuss the town fortifications. The Duke goes on to talk about a cool engineering project he did in Holland when he just got out of university. He talks about the large dikes he helped build and how he might be able to do it if. But he would need time. Cappi the gypsy discusses the flying trapeze act he was part of in the circus. Tone the extra talks about one of his UFC fights he took part in out of St. Louis.
Last edited by Razzielle on Thu Jan 01, 2015 10:39 pm, edited 2 times in total.

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#25 Postby Jordan Peacock » Fri Jul 19, 2013 8:19 am

Razzielle wrote:Now the mayor needs to nab one or more of their group without the locals seeing it as well and will require a little more planning on his part. So the mayor decides to set up a number of patrols. Making sure to separate them into twos or threes. Then he'll have his men ambush the targeted patrol at a certain predetermined point.


Very shrewd! That sounds like a far more calculating plan -- and one that (depending upon how it plays out) is less likely to immediately set off suspicions with overly game-savvy PCs. I'm going to take a wild guess that the patrol populated by Extras is the one that's doomed. ;D
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#26 Postby Razzielle » Fri Jul 19, 2013 3:13 pm

Jordan wrote
Very shrewd! That sounds like a far more calculating plan -- and one that (depending upon how it plays out) is less likely to immediately set off suspicions with overly game-savvy PCs. I'm going to take a wild guess that the patrol populated by Extras is the one that's doomed. ;


Yes you guessed it one of the extra patrols will be taken. I think the mayor will make it look like raiders took them and set it up. of course the pcs could get lucky through dice rolls and try to determine what happened...if they even think to do that. There have been in a number of raider encounters that they will likely take the mayor's explanation at face value. The players themselves will likely not get tipped off as well.

We'll find out soon

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#27 Postby Razzielle » Mon Jul 22, 2013 10:56 am

Session 8 & 9

Current Group

Cast of player characters
Duke...Canadian pot farmer from the province British Columbia. Also the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). A female sniper need I say more.
Johnny D... X Canadian army from the province Ontario. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). We'll see where he takes this pc.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus.

Group of Extras
Sydney- looks like Jennifer Garner. Red Bull Advertising Representative. Attractive women, yet stubborn. Has been with pcs since the Pinnacle infestation.
Cindy- looks like Jennifer Aniston. Bartender, attractive, very friendly, however, has the tendency to be to trusting. Has been with pcs since the Pinnacle infestation.
Cyrstal- looks like a young Heather Locklear. Mysterious woman, does not say too much, escaped from police prisoner transport during infestation. Pcs rescued her just oustsie the town of Fairport. has not told anyone of her past yet.
Tbone- looks like Van Deisel. A IFC fighter and extreme sports athlete. Has the Heroic hindrance and likes to say "man" and " dude" alot when he speaks. Has been with the group since the Pinnacle infestation.
John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Samantha and Violet- both are 6 years old and have blonde hair. They were rescued by Tbone when the rescue station fell. Sydney and Cindy look after them.
Billy- looks like A young Asian man. He is a former pizza delivery person from Jacksonville a high school dropout and thief. Has been with group after the fall of the rescue station.
Corporal Hauser ( looks like a young Steve Austin )- Soldier from National Carolina Guard, loyal to his unit and to those he respects and trusts. Rescued by pcs from Redneck raiders in a town outside Jacksonville.
Private Douglas- rifleman - huge brawny man
Private Jackson - rifleman - loves to read
Private Dice - rifleman - wears military shades all the time and says very little
Private Frosty - rifleman - loves overweight women
Jake Ritter - looks like a young Tom Seleck. Former Jacksonville cop. Now owns a gun store. Got fired from the force by internal affairs for being on the take. His wife was dying and he could not afford the high additional medical bills. Otherwise, he is a good guy. He has the heroic hindrance. Has recently joined the group out of the city Jacksonville.
Jake

Session Start

Patrol Duty-the pcs did a slight change from last session. Hmmm I almost thought there goes the mayor's plan up in smoke. I thought the pcs would split themselves into all the groups but they decided to be in only one group no tower duty.
Patrol one- this patrol consists of the five player characters. They gear up to patrol the west sector of the town of Dalesbunry.
Patrol two-consists of the extras Corporal Hauser, and 2 of his soldiers, Private Jackson, Private Douglas. They patrol the North sector.
Patrol three- consists of the extras Private Frosty, Cindy and Jake. They patrol the South sector.
Patrol four- consists of the extras Tbone, John Treymore and Sydney. They patrol the East sector.

The Mayor's Plan
The mayor has set an ambush up at a road side gas station named Earl's Gas Shack in the South sector. I will obviously not have to play through this as they are extras. However, I have planned out how the ambush went. If the pcs were to investigate then they may discover clues as to what happened. However, the mayor did plan this carefully and yet Murphy's Law does rule. The pcs I hope will be upset that Cindy was taken since she has been an extra of the group since the cruise ship.

Patrol to the West
The pcs start on foot to the west. There basic route is to head along Concession Road 16, up to the town of Lanniston, recon Lanniston and head back along Concession 15. Once back report to John Meyers(looks like Sylvester Stallone) the militia leader.

The pcs head out along Concession 16 and decide to hug just inside the tree line instead of walking the road. They notice small groups of Shamblers in numerous places. Usually around wrecked or stalled vehicles, or wandering aimlessly. They also come across a group of Sprinters that pay them no heed as the pack just killed themselves a cow and are gorging on it. The pcs wisely decide not to just start shooting. I give them bonus to their stealth checks to move away.

The Farmhouse
They see a farmhouse in the distance and see smoke coming from the chimney. They decide to investigate. When they arrive they find all the windows boarded up and the front and back doors locked and numerous zombie corpses laying on the front lawn. They knock and Duke exploded his notice dice and could swear he heard people talking in their in a low whisper as well as the tell tale sound of multiple shotguns being pumped quietly. Only Duke gets to draw a card as the pcs are surprised.

Four shot guns slugs rip through the door and tear into Maddy the marine and Johnny D. They both soak the damage. Duke responds on his turn by diving for cover behind a close by barrel. On the next round Maddy pulls a joker and rushes the door thinking whoever is inside has no time for a hold action yet. She sees 4 Ugly rednecks behind a table in the front lobby. She also notices a man swinging back and forth having being hung in the kitchen. She lets loose with full auto and blows one of the rednecks shoulders to bloody pieces and he falls out of site. Maddy then moves to the side of a door way for cover. The Gypsy goes next and acrobatically rolls into the room and comes up into a kneeling position and fires a round right into the eye of a redneck. His brains make a new Picasso work on the wall behind him. The gypsy finishes his move behind a wood chair. Johnny D goes and the minute he steps into the room the two surviving rednecks on hold go and successfully beat Johnny D's agility. The rednecks fire two shotgun slugs into Johnny D's chest. Luckily Johnny D has Kevlar with ceramic inserts. The dual slugs slam Johnny D off his feat and crashing to the deck at the door entry. He also had to spend a Bennie as I rolled really good damage. He finishes his turn by using the door as cover and shoots a 45 slug which strikes a lantern and the flames explode out setting a hallway drape on fire. The duke moves to the other side of the door peaks around the corner and sends a 9 mm into the shoulder of a redneck. The redneck screams in pain and falls behind the table out of site.
The last surviving redneck decides to surrender. The fat redneck is told to drop his weapon, put his hands on his head and step out. The redneck does that. Johnny D wants to waste him. So does everyone else. They tell the redneck to convince them not to blow his brains out. So the redneck tries to do just that and critically fails. What I had the redneck do then is while he was talking he kept calling the female in the group Maddy the Marine the bitch word. Maddy warned him once then killed him. I guess rednecks don't persuade well.

Well after the quick fight. The pcs investigate and discover infected converging on the farmhouse only Shamblers but two pcs keep watch for sprinters as they have a few minutes till they get to the house. The others check the house and discover a survivor family was here all killed by the rednecks. The father hung, shot in the head. The mother and teenage daughter raped and killed upstairs. This sent Maddy into a fury as her character hates rapists. They take the guns and a few supplies they found. The fire previously set was put out but they decide to burn the farmhouse and say a few departing words for the family in the afterlife. I gave each pc a bonus Benny for this.

Continued Patrol
The pcs make it to the outskirts of Lanniston and Maddy picks a good spot for them to recon the town. They see no survivors in the small town but a lot of infected. They also see a county public works yard that is still fenced. Inside it are a few vehicles. An old style road grader and two tractors with backhoes. Hmm this did get the pcs thinking about how these could be used to help fortify the town. This is what I was hoping for. They circle the town and on the other side they see an old style dumptruck and more infected. The town though does look like the main stores have been looted. They can see many of the windows smashed. Also the hardware store is missing the entire front entrance. Upon closer inspection that notice a pickup has crashed right through the front and rests deep in the store.

Heading back
On the return down Concession 15. They notice a small horde of about 100 infected heading to the east of Dalesbury. They decide to keep their distance and track it for about 2 miles and sure enough it moves away from the town. This is part of the lead bits and pieces of the Jacksonville horde that will eventually make its way to the town.

Furthermore, the pc's notice activity far ahead. They witness two pickup trucks resting at the side of the road on a hill. When they look through the binoculars they see at least seven men and one woman. One of the men is standing in the back looking at them with binoculars. The pc's move on now aware others are in the area.

Back in Dalesbury
The pcs report to John Meyers(looks like Stallone) about the results of the patrol. They also mention the use of the heavy equipment that could be used to help the town in Lanniston. John says he'll run it by the mayor.

Billy the Thief
John Meyers also mentions to the pcs that a member of their group named Billy was caught in the grocery store trying to steal food supplies from the back store room. He apparently came in from the roof vent. No one would have noticed if it were not for Ed Narks who was just happening to lookout his second floor window to shoo a bird away. He saw Billy enter through the roof vent and reported it. A bunch of rp'ing happens. The pcs head over to the Sheriffs office.

Note: the pc's could really care less about Billy and have no plans on busting him out or helping him in anyway.

At the Sheriffs
The pcs arrive and see the sheriff. The sheriff looks like an old Burt Reynolds with a moustache and slight beer gut. He saunters up to the pcs and discusses the charge. The sheriffs only concern is the safety of the townsfolk. Also the sheriff does not take kindly to stealing in town. A bunch of rp'ing goes on. The pcs persuasion skills are not the best that is for sure. Billy is placed in lockup for the next few days. The sheriffs next mentions if Billy steals again he'll be banished from town. The pcs head back to their housing joking about how Billy can rot in jail.

Missing patrol
The extra, Corporal Hauser says that the patrol with private Frosty, Jake and Cindy have not reported in as they are overdue. Hauser says he's going out to search for them with his men. The pcs rp here for a bit and decide to join in the search. After talking with John Meyers they learn of the patrols basic route. The pcs gather some supplies and head out.

Note: Meyers does not know what the mayor did.

The Search
The pcs head out with Hauser, Jackson and Douglas. The Duke who can track picks up their trail easily as they were not trying to hide it. They head down concession road 12 along the edge and over a few farm fields. The group avoids a few undead groups. The tracks then lead to a gas station.

The Gas Station
Well this is where we'll find out if the players suspect snything or not. They check out the station. Outside the station they find numerous bullet holes. Upon further investigation they surmise that the station took gun fire from multple directions. They also find a corpse of a ragged fat human with half his head missing. The pcs think he's a raider ( few...just made it easier. Also good thing no ones a doc cause the body is a few days old and that would have been a clue). Now they head inside to check. Inside they find blood and private Frosty's helmet and Cindy's shirt ( both planted by the mayor's men). Upon further investigation a notice roll made by the Gypsy discovers a dog tag sitting under a table( one of the mayors men dropped this by accident when taking Cindy ..ah yes Murphy's Law). The players think they have been taken by raiders. They search and find tracks that led to a vehicle that moves onto the road towards Jacksonville. They also find a pile of beer bottles where the vehicle stopped. The pcs head back to town and report to John Meyers.

Note: the pc's never bothered with the clues as events started happening faster. If the pc's investigated the dog tags they would have discovered they belonged to one of the mayors's militia men. The pc's also never learned of the fate of Cindy or Private Dice but did guess that is what happened when the sheriff had his say.

Decisions
Hauser is furious and plans on going after the raiders. The pcs are not very committed to that task. A bunch of rp'ing happens. I try to interest the pcs more by having the mayor show up at the pcs house with a bunch of his men to help in the search. The mayor mentions that they are part of the town now and we protect our own. I have the mayor lay it on thick. The pcs decide to go.

Search for the Missing
During their search with the mayor's men they hear the rumbling sound of many vehicles, at first they think it's raiders or even the Ghosts. They hanker down behind a hill and see 5 military Humvees, 1 military transport truck, a small military fuel tanker truck and one Bradley APC appear up the road. The pcs have Hauser look through their binoculars. With excitement Hauser says that's Major Morgan (looks like Rutgar Hower) We need to contact him. The mayor's men suggest otherwise. This surprises the pcs and creates some suspicion. Anyways the pc's with Hauser flag down the military convoy.

Major Morgan (looks like Rutgar Hower)
The pcs have a rp session with the major. They learn about what happened to the National Guard at Jacksonville. Which was a complete loss. They also learn they have not been in contact with other units. Last orders were to make there way out west to regroup near the Rockies. The major mentions they have picked up a few soldiers along the way here. The major asks Hauser to join up. The corporal salutes and says yes sir and orders his men to a Humvee. The pcs tell the major about Dalesbury. However, Maddy notices that the mayor's men are a little nervous about that. The pc's also say they that they are trying to track down some missing people. Once the major learns a soldier is missing he decides to help. He asks the pc's and the mayor's men to board the truck. The mayor's men refuse and say they'll head back to town to inform the mayor what has happened. The major mentions to the pc's they noticed a group in pickups not that far from here but that group gave the troops a wide margin.

Checking out the Raiders
With the major and his soldiers they head out to where the group of raiders was spotted by the soldiers. When they arrive the pickups are long gone and they call off the search since it is close to sunset. The Pc's with the large group of soldiers returns to Dalesbury.

The Big Argument
When the group arrives they are met at the town gate by the mayor and what appears to be his entire contingent of militia. At least 50 militia are located at various places along the car wall. The major fans out his vehicles with the Bradley sitting centre. I have a player play the major and let the player know the major likes to play hardball and is serious about protecting US citizens and getting medical care for his soldiers. He also likes to be the one in control but does recognize legitimate civilian rule. So quite the arguement errupts between the mayor (Russel Crowe) and Major Morgan (Rutgar Hower). It got tense for a bit. The pcs were no help with their unskilled persuasion ability. Either way the extra Corporal Hauser was able to calm things a few times. The mayor agreed for the troops only to be in town for 24 hours no longer. Which should be enough time to patch up his men. The Major assured the mayor that he will leave by then. The major then headed into town and with Sergei's high notice roll he could have sworn he saw the mayor sweating after his negotiation and is obviously angry.

Military camp
The military set up a make shift camp on the edge of the town inside the car wall. The major begins to set up guard rotations and another arguement breaks out where I have a player play a lieutenant who is telling a militia man they will be taking over patrol duties beyond the wall. Well,the mayor shows up for another verbal bashing and the mayor agrees to a combined patrol duty. The mayor also banned the soldiers from the town bars. The mayor really does not like the military here and does not hide his displeasure.

Some quick R&R
The pcs take some time for food and rest before heading out to search for their friends. Otherwise a fatigue roll if they do not.

Ken's Bar-Maddy, the Duke and Sergei head to the bar. Barter for some food and drink with cigarettes. They get a game of poker going with some of the locals. However, no one had a gambling type Occupation. They end up losing at cards but while at the bar they learn from some of the locals that a few of them do not like John Lewis the mayor. They also learn that both Lewis's arrived here a few months before the outbreak. Furthermore, they learn that John Lewis took over when the former mayor died in the outbreak. They are thankful for that but some still do not like them.

The Diner-the Gypsy, Johnny D, the extras Tbone, and Crystal head to the diner for some food. While there they learn the same as the pcs at the bar. The pcs also talk with locals about how they can improve their wall.

Searching again during patrol
The pc's and some of the pc's survivor friends, and the military put together a fairly comprehensive search grid. They make use of the five Humvees and head out in various directions. The pc's search for a while heading up towards Jacksonville. Once they get about 20 miles from Dalesbury. They see the inevitable, the massive Jacksonville horde is heading in the direction of Dalesbury. All they see is a mass of infected bodies. The pcs radio this to the major. The Major wants to see this horde and arrives at the pc's location. The Major mentions there is no way they could evacuate the town in time. He also does not think the mayor would agree to that. The Major also mentions the towns fortifications will not hold against something like that nor would there be enough ammo. The pc's agree as they have been through something similar at the Rescue Station. The Major mentions they need to get back to town and let the mayor know the bad news. The Major asks the pcs to talk with mayor about this as they seem to get along better with him. The pcs agree. They all head back to town.

Preparations
When the pcs arrive they need to find the mayor and begin asking around. They learn he is having dinner with his brother at he Diner. Before going to the Diner they ask Tbone to round up their group and meet back at the house and to ask Hauser as well. At the Diner they first have to get through the mayor's bodyguards and the Duke could not resist intimidating them by talking tough. One of the guards did look scared.

The mayor greets the pc's coldly as he is still pissed the pc's brought the military here. The pc's ask Doctor Lewis how Emily and Private Dice are doing. They learn they are fine and recovering well. With my hidden rolls previously the pc's notice nothing of the Doc's nervousness about discussing Emily. The pc's tell the mayor about the horde. I make sure the pc's realize the mayors's attitude completely changes and is now all business. He sends a guard to assemble town for an emergency town meeting at the theatre in 30 minutes. The mayor realizes the need for better fortificatins. He asks the pc's about the heavy equipment they saw at Lanniston. They discuss what they could do with it. The mayor agrees and also asks the pcs to scavenge the Home Depot over in Weston as it is still stocked. He mentions they already scavenged everything from the walmart warehouse in Weston. The mayor says he'll send 4 of his men with them. Now the pc's do not like this and object. However, the pcs persuasion skills suck and are stuck with the mayor's men.

The pc's Home Meeting
The pc's head back to their home and talk with everyone there. They mention the horde. I thought the pcs' might simply mount up and leave Dalesbury to the horde. The pc's were arguing this point. I used the extras to try and convince the pc's to stay. All my extras wanted to settle here. The pc's agree to help out but plan on taking off if the sh*t hits the fan big time and prep and escape plan.

Supply Hunting
The pc's head over to Lanniston to gain the heavy equipment they found a few days ago. They determine the best way in is to breach the fence line of the depot. The mayor's militia agrees to stay at the vehicle and guard it. As they breach the outer fence to the Public Works Yard. They hear a scream from behind them and gunshots. The mayor's men are being attacked by a pack of Newborns. The pc's leave them to their fate and move into the yard. The noise though has attracted the undead in the yard to the pc's. The pc's defeat the zombies. The Duke begins to see if the vehicles are of use. They are considered useful as they have no electronics. The Duke gets them prepped up and fuelled. The pcs end up with two tractor backhoes and one dump truck. They end up leaving the pickup behind as numerous infected have swarmed it and feed on the mayor's men. The pc's climb into the heavy vehicles and begin journeying to Weston.

The road to Weston
On the road to Weston they easily push through stalled vehicles blocking road access. Also the pc's have a lot of fun crushing infected under the large tires of the heavy vehicles. While moving they come across a military transport truck on the side of the road. They decide to investigate. However a group of 8 Sprinters rush the pcs from the tree line. A battle ensues and Sergei needs to make a soak roll. The pc's look in the transport and find to their amazement a shipment of mines. A PC played a card and this is what I gave them. The Duke gets the transport running. They head into Weston.

Weston
They view Weston from binoculars and see that the town had a similar setup to Dalesbury and the rescue station. But the town looks like it has fallen to the infected. The pcs see a Wallmart warehouse outside the towns failed wall and a Home Depot on the other side outside the barrier. The pcs ignore the Walmart Warehouse and move over to the Home Depot. Inside they deal with 12 Shambers and 3 Sprinters. Two of the pc's had to make soak rolls when I had Two Shamblers surprise the pcs in a bathroom. In the Home Depot they load up the dump truck with wood and other building supplies that are left. With all the noise the undead in that time converge on the Home Depot. The pc's when ready open the gate and basically drive overtop of the undead in quite the gore fest. They head back to Dalesbury driving over any infected that gets in the way.

Fortifying Prep
The pcs help with fortifying the town. The town works non stop to prepare for the horde. This is what is done...
Moat trench - a moat trench is built around the entire town perimeter next to to car wall using the backhoes.
Fortify the car wall-the car wall is fortified with more vehicles from the surrounding area.
Mines- the pc's decide to mod the mines as thrown explosives. The Major likes that idea and gets his troops to convert them but the troops are the only ones to use them.
Molotov cocktails- are created using alcohol from the bars and dispersed to the combatants.
Ammo- ammo is divided up.
Secondary Defence- the pcs decide to create a secondary fall back position in case it's needed.
Escape- pcs prep there own escape. They take the dump truck to a place fill it with supplies and gear.
Rammer- the pcs put a group together with the town vehicles that will act as Rammers. If the zombies breach the Rammers will ram and kill the zombies with the vehicles. The pcs acquire their Dump truck this way and make sure one of the extras Sydney will drive it.
Scout- major Morgan has a scout unit out keeping track of the horde.

Emily Missing
With the fortifications about as complete as it can be. John Treymore comes rushing to the pc's that Emily is missing. The pc's learn he went to check on her and take her from the clinic. When he arrived no one was there. He did find the nurse dead at the clinic. The pc's and John rush back to the clinic. They discover that the nurse has been killed with a knife wound to her throat. Maddy puts a knife through her eye to make sure she does not turn. They also find two of the Major's soldiers dead in their recovery beds with throats slit. The pc's also make sure they put them down for good as well. At this point 4 of the mayors militia show up and attempt to help the pc's in their search but mainly there to keep tabs on the pc's and possibly mislead them if they can. The Duke could not find any specific tracks as there are tracks everywhere. They decide to head over to the Sheriff's station.

Note: doctor Lewis through blood tests has found out about Emily's immunity to the virus. He has discussed this with his brother and they have planned what to do to make use of her. Well with horde bearing down on Dalesbury then Lewis's had to push ahead their plan with Emily. So then Doctor took Emily and killed everyone at the clinic. He took her to their lab at the Walmart warehouse in Weston.

Sheriff's Station
At the sheriff's they rp for a bit and the sheriff releases Billy. Billy is happy to be out of that cage. The sheriff asks if the pc's are good with ammo and then notices that the pcs are there for a purpose and asks what's up. They mention the child Emily is missing. The Sheriff is furious. As the town favours the pcs and the mayor was not to take any of them for feeding in their lab especially the children. The Sheriff vocally mentions about the crap of taking outsiders to feed the contained infected in the research labs. The mayors men all fire and kill the sheriff instantly. They the aim their guns on the pcs.

The battle at the Sheriffs office
Cards are drawn for a close quarters gunfight. Hmm that's a lot of shotguns going off death is going to be messy. Maddy goes first and since her big weapon is slung over her shoulder she decides to grab a militias shotgun and wins a strength check she turns it and places the barrel on the guys chest and pulls the trigger. Messy! The militia members go next. They blast away causing the Duke and johnny D to make soak rolls. Billy who was just released by the sheriff has his stomach blown away. He's dead before he hits the ground. The military move to take cover. The rest of the pcs go and after another round the militia men are killed.

What the Sheriff Knows?
The sheriff gives off a low moan and the pc's are amazed he is still alive. But he'll be dead in mere seconds. The sheriff tells the pc's what he knows. He suspects the Mayor has taken Emily to the lab at the Walmart Warehouse in Weston. At this point gun fire errupts from the walls of Dalesbury it appears the infected have arrived. In all the carnage the pc's forget to off the sheriff. So I will have him rise as an infected and another strike against Dalesbury surviving.

What will they Do?
The pcs needed to make a decision now. To go after Emily now and that is what John Treymore is about to do no matter what the pc's say. Or do the pcs stay and help fight the living dead in town. The pc's after some Rp'ing decide to after Emily. To do this they make use of the Dump Truck escape vehicle plan. As they quickly move to the truck they realize that parts of the walls are threatening to be breached by the infected but the gun fire, 50 cal machine guns, improvised explosives, Vehicle mounted auto cannons are going off and precariously holding them at bay. however to get out the pc's need to breach the wall and they due. it also causes the infected to start poring into the breach. another strike to Dalesbury's death.

The Battle for Dalesbury
I modified the battle rules in the model a little and we played through it quickly here is what happened while the pcs went off the rescue Emily.

I had 1000 living dead attack the town. I gave Dalesbury 300 people to defend it. Only half the town has firearms. The living dead have 20 tokens and the town 6 tokens. Each token represents 50 people. Dalesbury receives +1 for firearms, +1 for improvised explosives and a +1 for a semi fortified position, +1 for vehicles used for ramming. The infected received a +8 due to more numbers. +2 to moral. The result the town fell to the infected. The pc's will witness its death throbs upon their return.

The Walmart Warehouse
The pcs don't stealth well. Therefor a good offence is what they want. Now I had to do some thinking here. In the module the pc's are to be captured. I know very well that would not work. If I ran the scene as it suggests it would be a blood bath in the warehouse...which will likely kill all the pc's. They rather die then be captured. So I had to change the way this warehouse act was to be done.

The pc's notice guards out front with assault rifles. They scan more of the building and decide they will try to go on through the roof. They just need to climb up from the north side hidden by the garbage containers. They successfully make it to the roof even when Sergei stumbled on his climb. They discover they can get in via the airconditioning unit. The Duke works at removing the screens quietly. They do accidentally drop the screen on a critical fail. This results in the guards investigating the sound. The pc's go quiet and ready their weapons in case the guards climb up to the roof. Luckily the guards come across a lone Shambler by the ladder and think that made the sound. The guards kill it with a baseball bat.

The pcs move into the air ventilation unit and come out in the mechanical room. They decide to try and be stealthy. They send Maddy the Marine ahead to take point and scout it out. The pc's now move in standard D&D party formation. Upon moving ahead Maddy comes across the infected Custodian. Maddy kills it with a combat knife before it can moan a warning. They come across the entrance to the warehouse. It is lit up and filled with numerous skids and crates of what looks like useless supplies. Lots of hiding areas is what the pc's determine. They look on the wall map of the warehouse. They watch the guard movements and determine a location where this lab could be. They watch for a little longer, eventhough Treymore is getting antsy. They also notice Doctor Lewis come out of a doorway from across the warehouse and turn to go down a hallway where the pc's noted other guards headed down. The doc then returns carrying some food. Guards station themselves at the door. That must be the lab.

They go back to the mechanical room and look for a blueprint of the warehouse. Sure enough there is one in the desk. The Dukes engineering knowledge helps and notes there is a ventilation access to the room holding Emily. The pcs talk and devise a plan. They are going to split up. Two groups will provide a distraction by starting a gunfight in the warehouse. While this happens another group will circumvent the warehouse area and go through the ventilation access next to the room, grab Emily and retreat. All will rendezvous at the dump truck.

The Attack
Well everyone makes it into position. They noticed more guards show. The pcs start the fight in the warehouse. Crates splinter, paint cans explode, glass errupts into fragments. A few guards fall to gun fire. Quite the battle takes place eventhough cover helps both sides out big time. Lots of hold options are taken. The pc's even take out a large propane tank resting up the side of the East wall. The resulting explosion kills a few guards, shakes the foundation and blows out a huge hole into the East warehouse wall.

In the meantime the other group. The Duke removes the airunit. However, sitting right on the other side are 4 guards with their guns trained on the air unit that was just removed and one guard has a gun to Emily's head. Doctor Lewis tells the Duke, Treymore and Maddy to come in. The Doc also tells them to drop their weapons. Treymore does and asks the pcs to as well. Well you guessed it not a chance, the players don't even seem to care that a gun is to a child's head. The Doc yells kill them all but not the girl. I gave the enemies each their own card.

Fighting in the lab
Well all hell breaks loose in close quarters. A guard shoots first doing a 3round burst. Three slugs hammer into Treymore. Good thing he's a wildcard he soaks but is still stuck with a wound level. He spends another to remove shaken. Next Maddy goes and fires off three rounds into two guards wasting them with their blood smearing the wall as they fall to the ground. Another guard goes putting three round into Maddy. Wow she had to use all her remaining bennies to soak the impressive damage. The guard looked shocked at how she remained untouched. The Duke goes, killing two more guards with a shotgun blast. Treymore goes. He draws his pistol and fires a shot into the head of the guard by his daughter. Doctor Lewis seeing the carnage and death grabs a syringe and puts it to Emily's neck and tells the pc's to drop their weapons. He only wants to leave.

Maddy the marine tricks the Doctor into looking away for a moment this gives The Duke an opening and fires a shot into the docs head. The Doc falls to the ground. Treymore moves to get his crying daughter and then notices she has been bitten. Treymore tears up now and the pc's actually feel bad about that. Well I had the Doc move slightly and the pc's realize he took a grazing wound to the scalp. Treymore is about to kill him when the Duke holds him off as the Doc tries to say something. The Doc gets a sudden conscience and the pcs learn that the child is special she is immune to the virus. Then the Doctor dies. The other pcs finish off the others and they get out and they torch the warehouse by using the accelerant in the lab. The pcs tell the others of Emily's immunity. They head back to Dalesbury only to find chaos reigns supreme.

Note: the pc's never bothered to check out the zombies in the lab. Nor did they learn about a controlling zombie. They'll learn about a controlling zombie later I have something special planned for that.

The Death of Dalesbury
The pc's return to a Dalesbury overrun with the undead and most of it in flames. Through their binoculars they see numerous pockets of humans being swarmed by undead. They also notice some of their friends have been killed and another group of their survivor friends out of ammo, surrounded and pulled to the ground and killed. The pc's do make the attempt but realize they are attracting way too many undead to their position. They realize everyone is doomed. They simply hope that maybe some of their friends got away. The pc's notice two Stranded Humvee's on the outside of town. The pc's decide they are much better off with the Humvees. They use the dump truck as a weapon to clear the area as best they can around the Humvee take out a few more on foot then take off in the Humvees avoiding uneccessary soft collisions as much as possible. They head west once again towards the Rockies with Dalesbury and most of their friends dead behind them.

Note: well Dalesbury falls just like in the campaign. Only the pc's and John and Emily Treymore survived out of the extended group. I did think of killing off John Treymore. He could have died at the lab but did not. It certainly helps that he is a wild card. I also got to thinking that in the future the immunity child, which in my case is Emily is cared for by I think her name is Caitlan. Anyways I thought that maybe John and her will get together and we'll see where that will take the campaign.

My next thoughts are how am I going to start chapter 2. Thank you all for your suggestions. I need to think on that for the next session.

Thus ends chapter one
Last edited by Razzielle on Sat Dec 06, 2014 9:37 am, edited 4 times in total.

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#28 Postby Jordan Peacock » Mon Jul 22, 2013 2:26 pm

Razzielle wrote:Also good thing no ones a doc cause the body is a few days old and that would have been a clue


I'm thinking that if it's summertime and a body is a few days old, and the PCs have been as exposed to death as they have, you wouldn't have to be a doctor to notice it's a bit RIPE. (Another skill check I'd consider calling for, for stuff like this: Survival.) But it's not like this is really going to have any bearing on things.

Razzielle wrote:So quite the arguement errupts between the mayor (Russel Crowe) and Major Morgan (Rutgar Hower).


I don't know if it's just me, but between the Mayor, the Major, and Meyers, we had a bit of confusion going on at this point. ("Major" and "Mayor" look very similar on the page, and occasionally we'd have players who were mis-speaking and saying "Major" when they meant "Major" or vice versa. Eventually, the Major just became Morgan as far as the narrative was concerned. :D)


Razzielle wrote:All my extras wanted to settle here. The pc's agree to help out but plan on taking off ...


Yeah, it seems like unless the GM works overtime to really make the inhabitants of Dalesbury endearing to the PCs -- or unless there are some Heroic / Code of Honor / Loyal types in the group -- having them bail out prematurely is a real possibility at this point.


Razzielle wrote:The mayor's men are being attacked by a pack of Newborns. The pc's leave them to their fate and move into the yard.


Wow. Harsh! Ultimately not undeserved, but not that the PCs should know that....


Razzielle wrote:however to get out the pc's need to breach the wall and they due. it also causes the infected to start poring into the breach. another strike to Dalesbury's death.


Well, the default status was "doomed" anyway, so this just seals it. I'm a bit surprised you went ahead and ran a Mass Battle for it at this point.


Razzielle wrote:If I ran the scene as it suggests it would be a blood bath in the warehouse...which will likely kill all the pc's.


As combat-focused as they are, I find myself wondering, really!



Razzielle wrote:Luckily the guards come across a lone Shambler by the ladder and think that made the sound. The guards kill it with a baseball bat.


Razzielle wrote:The Duke goes, killing two more guards with a shotgun blast.


Two guards with ONE shotgun blast? Or is this an abstraction of multiple rounds of combat?


Razzielle wrote:Note: the pc's never bothered to check out the zombies in the lab. Nor did they learn about a controlling zombie. They'll learn about a controlling zombie later I have something special planned for that.


It's probably just as well, really. I always felt like the "smart zombie" in the lab really deserved a little more explanation, and without that I'm not sure that it really added much. I suppose that once we reach Chapter 4, we SORT OF have an explanation, but I'm not entirely sure. (It would have been nice to have a sidebar for the GM's benefit to explain to me what the heck was really going on there, even if the PCs weren't destined to learn anything about it.)

Razzielle wrote:Note: well Dalesbury falls just like in the campaign. Only the pc's and John and Emily Treymore survived out of the extended group. I did think of killing off John Treymore. He could have died at the lab but did not. It certainly helps that he is a wild card. I also got to thinking that in the future the immunity child, which in my case is Emily is cared for by I think her name is Caitlan. Anyways I thought that maybe John and her will get together and we'll see where that will take the campaign.


Well, in my own game, I made a habit of borrowing the Slipstream "Henchman" rules when I wanted to have a "named" NPC who was more competent than a mere Extra: I'd just let that NPC roll a Wild Die, but otherwise it would still be treated as an Extra. This spared me the trouble of having to track Wound levels and Bennies for even the "named Extras," but with the Wild Die they could still be more reliably useful.

(This, as opposed to, say, having a bus full of survivors and having an ordinary Extra driving the bus -- at which point you've got middling-to-horrible odds of surviving any situation that requires Driving checks.)

Regards Caitlin, I can really see it making sense that she might match up with John Treymore (if he survives long enough), and thus have a much more natural reason to start taking care of Emily. (Not that it seems that any of the PCs had naturally "adopted" Emily/Samantha/etc. quite like it seems to happen in certain other WOTD campaigns.)

Anyway, CONGRATULATIONS on making it through Chapter 1! :D I find it interesting just how closely you've stuck to the campaign-as-written, and yet little modifications you've made really add some new character (and offer some nice ideas of alternate ways to deal with the same situations). Thanks for posting all these updates! It's been fun to read them.
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#29 Postby Razzielle » Mon Jul 22, 2013 9:35 pm

How to start chapter 2

I was thinking of starting chapter 2 one of three ways


I may start chapter 2.....like they do in the campaign. The only difference I'll just type up a detailed narrative of what they did and how they survived. Ending up where the campaign starts them scavenging for food and fatigued. Personally I do not think I like that start. My players I do not think will care.

The other way to start is to figure out some sort of thing to do in the time jump. I am thinking of having like a flow chart of events that happen on a weekly basis. For each week I have an event that happens (could be weather, combat etc...) or they choose. Also I have them make scavenging, survival, fatigue rolls, etc...for each week. They would then make group dice rolls for results. The flow chart can send you in different directions. The end result is you semi played through a number of months until where the module starts. I have not fully fleshed out this method but I am kind of leaning towards it.

The third ignore the time jump and simply start where the pcs left off. Driving away from the death of the town and many of their friends

Either way I need to figure out before next session.

Thanks for your comments Jordan.

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Razzielle
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#30 Postby Razzielle » Sun Jul 28, 2013 5:23 pm

SESSION 10 -chapter 2

Cast of player characters
Duke...Canadian pot farmer from the province British Columbia. Also the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). A female sniper need I say more. She also found out she is now immune to the virus.
Johnny D... X Canadian army from the province Ontario. Has a shoot first ask questions later attitude and likes to smoke cigars. Tends to be on the disruptive side.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). We'll see where he takes this pc.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus.

Cast of Extras

John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse (looks like a young Pamela Anderson). She is a blonde and very attractive woman. But she is high maintenance. Currently in a relationship with Johnny D who played a romance card.

Chapter 2. Intro session to the chapter

The town of Dalesbury a place where many thought could be their new home is now a ruined town infested with the undead. Many of the survivors extended group died in Dalesbury. The pc's find themselves back on the deadly road in two well used military humvees liberated from the outskirts of the town. They were short on neccessary supplies and moral with the death of so many. The group also found a slight chill in the air and knew they needed to hunker down in a secure shelter to face the ravages of winter. With the world changed so much do they dare face a journey west to the possible safe zones in the winter. Do they find secure shelter far away from the hordes of living dead.? What will they do? Decisions must be made?

To conicide with how the second chapter starts by pushing time ahead and having the pc's start with little in the way of supplies. I devised a method that goes week by week to determine how well they do in the 4 months prior to the start of chapter 2. We spend the entire session doing this. It turned out to be quite fun. Furthermore chapter two is where I start the pcs tracking ammo and medical supply uses. furthermore fuel and fresh food starts to become an issue. There is still an abundance of canned goods if you know where to look,as a scavenger.

Rolls were made each week for wandering encounters, scavenging (medical supplies, ammo,fuel, and food/water) and rolls for anything special. I made up a multi-column chart that handled all of this. Afterwards I discovered things that I would have done different but it turned out okay.

Week 1- Setup
At the beginning i had the pc's determine where they want to setup their base for the brunt of the winter months...December, January, February and March They discussed warehouses, a farmstead, in a town police station, a city(yikes), a Walmart, airport etc...The pc's decided to hold up in the rural hills of Georgia. Just outside a fictitious town of Williamsburg. The pc's find an old prison (yes walking dead influence here). It is here where the pc's decide to spend the next four months surviving the brunt of winter.

Clearing the prison : the pc's first task was to clear the old 20th century prison. The desolate prison was only a quarter of the size of the walking dead prison. The prison had a large chain-linked fenced in court yard that was broken in numerous sections and overgrown weeds were everywhere. There were also two main buildings each building was made of red brick. Brick was crumbling in certain sections and most of the windows were broken and boarded. There was also one enormous garage building which had a large central vehicle door. There also use to be a guard tower but it was removed and only the foundation remains. I drew a map of the prison compound. The pcs felt the prison was likely deserted at the time of the outbreak.

The players first took out a number of infected wandering the court yard. So much for it being deserted. This was easy due to the fact they were Shamblers and spread out. However, Duke was a little overconfident and was surprised when the crawler zombie got the drop on him in the Tall weedy grass and ended up having to make a soak roll. Crawler zombies standard hit location is legs and feet (nasty)

Next they moved into the central building and cleared out the Shamblers in there. They were correct as there were very few. They deduced likely just survivors that succumbed to the virus. They secured it and moved onto an empty second building. Next they hit the garage and found it to be full of construction supplies as well as an old tractor. This they could use to help secure it.

Securing the shelter: the pcs next decided to secure their base. The Duke was an engineer and that allowed him to work on specific needs. The rest of the group was primarily built for combat. They discussed the importance of finding survivors with other skills. The survivors spent the rest of the week securing their shelter and setting up defences. They made use of the old Massy Ferguson tractor in the garage to help. Duke the engineer also got the boiler in the prison running to supply heat. The end result a pretty nice place to hold up for the winter.

Week 2 rolls on the chart begin
Encounter-pcs encounter a band of 4 survivors. A Nancy Wilson (hot nurse...looks like young Pamala Anderson), Tom Thumb(electrician), Bobby Marks (general labourer) and Wilma Sounds (Housewife). The pcs decide to take them in because one happens to be a nurse and the others have skills they could make use of. At first these new survivors thought about simply moving on do to the pc's horrible first impressions they make...but these survivors were desprate and the Gypsy was able to convince them to at least stay for a bit and then leave if you don't like it. The nurse will help in their weekly rolling due to her healing skill. The housewife will give them better rolls due to her cooking knowledge. However, more survivors means more mouths to feed. Therefor its a hindrance to food/water supplies.

Special Note: Romance card was played by Johnny D. This resulted in Johnny D getting into a relationship sub-plot with Nancy Wilson (the nurse).

Scavenging: They find a farm close by with a windmill, the metal pole type. Duke the engineer and the group agree to take the windmill back home. They used the tractor and a wagon to get the windmill back and set it up. Duke spent the rest of the week installing it. Tom the electrician helped. Sergei and Maddy provided general labour. Johnny D also went out of the way to find his love a king sized comfortable mattress and frame for his woman. Well she also wanted some more stuff for their large cell room and in particular a nice throw rug for the floor. She hated the cold concrete floor. She gave Johnny D a list and the others were ribbing him alot about the list. Well she loved the bed and they made good use of it in their cell. They also scavenge food/water, some fuel and a little ammo.

Week 3
Encounter: a group of infected were somehow missed in the prison and attack. Nancy was in danger when the infected attacked the women in the base kitchen. Johnny D came to the rescue of his love and played a card where he took the damage by leaping in front of her, and no soak required. She rewarded him that night. The other players now seem to want the romance card. Sergei spent most of the week cleaning all the weapons.

Scavenging: They raid an old heritage general store in an outlying town finding a little bit of everything. Everyone else wants nice beds now and they go out and raid some homes for them. They lug all the furniature back with the wagon. In the process they had to take on a newborn trapped in one of the house bedrooms. This resulted in one of my first players Maddy the marine not being able to soak the mega damage by the Newborn. She was so pissed that she flattened the Newborn into paste while the others looked on in shock. Johnny D found an item from his loves list and brought it back to base. He got Sergei to help him with carrying the Armoire.

What to do about someone being bitten.
Well Maddy was threatening suicide by blowing her own lovely head off. The nurse back at the base healed her up since they got back within the hour. They place Maddy in a cell and have a guard stand on suicide watch and turning watch. After a full week in lock up, Maddy dealt with a horrendous fever. Nancy the nurse cared for her. At the end of the week Maddy's fever broke and she seemed perfectly fine. It was very similar to what Emily went through. The pc's were now thinking that Maddy was also immune to the virus. They did decide to keep her locked up for one more week then free her.

Note: I determined right at the beginning that the first player character to fail his soak rolls when bitten will be immune. After that it's death for anybody else.

Week 4
Encounter: influenza outbreak. Everyone makes makes vigor rolls to resist the sickness. Well initially everyone thought the virus was spread from Maddy, who is still spending the week in lockup. The nurse though says it is likely just the flu but she cannot be sure. They use the last of their medical supplies to fight the flu. Bob the general labourer dies from complications. They bury him outside the perimeter. They also spend most of he week scrubbing done all the living areas with cleaning supplies. At the end of the week they let Maddy out.

Scavenging: due to sickness zero scavenging is done.

Week 5
Encounter: Major blizzard hits the region. It hampers scavenging expeditions outside the shelter this week. This is a big blow to the survivors as food needs to be rationed until they can get out to do some scavenging. The Duke tries to engineer up a hydroponics farm. He critically fails. No chance of success for fesh food.

Scavenging: can't be done this week do to the inclement weather. Snowed in.

Week 6
Encounter: lack of basic food supplies all survivors make a fatigue resist this week. Half of them fail and are considered fatigued. To make matters worse a small horde of 30 living dead arrive at the perimeter of the prison base. Shelter defences stop them and pcs destroy them with ease.

Scavenging: their major focus this week was to find food/water supplies. They find a few farm houses with supplies. They had a quick fight with a mixed group of sprinters and Shamblers at one. The Gypsy climbed to the top of the barn roof to get a look at the surroundings and crit failed his last climb roll. Well he fell and as result has a broken leg, which after the nurse dealt with him would lay him up for 3 weeks. Interesting playing in a game with no magic healing.

Week 7
Encounter: Raiders strike. A gang of outlaws lead by Jack the Monster (due to his incredible ugliness) finds the pcs and try to take them. The players are hampered a bit with Gypsy's broken leg but he still lies at a window and shoots his gun. never hit anything being drugged up on morphine. he had a blast playing the two extras, which well got killed. The raiders do some damage to their base. Pc's cause them to flee after half their numbers are killed. Jack the monster swears vengeance. The pc's liberate 2 skii-doos and some fuel as well as a few more firearms. However, Tom the electrician, and Wilma their cook were killed in the battle. Johnny D wanted to hunt the rest of them down but he was convinced not to. They bury their dead and burn the raiders.

Scavenging: more difficult due to cold weather. Fatigue rolls are made due to the fact the pcs never thought of cold weather gear. Their focus was cold weather gear and they luckily found some as well as some more fuel. Johnny D finds another item on his woman's list a makeup kit. Ribbed once again.

Week 8
Encounter: infected attack. A pack of six sprinters attack the shelter. They are destroyed at the fence line. Sprinters tend to really shake the fences with constant strength and the sprinters do damage the fence line. Johnny D and his woman get into a bit of a argument over him being away on scavenging too often. He is relegated to another cell for the night. They make up the next night.

Scavenging: They focus on parts for their vehicles and find a civilian hummer that they toe to their garage. On a hunting expedition for fresh meat Sergei explodes his roll. Furthermore, Maddy discovers a survivalist cashe with some supplies still remaining. Superior week scavenging. However a poor roll results in ammo getting low. The Duke spends time refurbishing the prison freezer and hooks up the windmill to it. Yumm fresh deer meat.

Week 9
Encounter: Another blizzard hits. Hammering the region and resulting in no scavenging. However a group of four survivors arrive in the storm to ask for shelter. The pcs agree and now have 4 convicted murderers (Hank, Trent, Bill and Ed). These guys broke out of prison a while ago and have been surviving ever since. The pc's try to determine their trustworthiness. But the Gypsy makes a crit failure and determines these guys are awesome. Later in the week Johnny D does not like how they look at his girl. Johnny D jumps at the opportunity to kill both Hank and Bill, when those two try to take his weapons and ammo. The other two are thrown in a cell to rot. They discuss whether or not to send them on their way or execute them. They decide to banish them from their prison. Sergei and Johnny D protest. They rather kill them.

Scavenging: none but their supplies are excellent from last week.

Week 10
Encounter: the spend the week digging out their shelter and make good use of the tractor. There is a boiler malfunction they needed to deal with that almost caused it to blow.

Scavenging: the pc's search with ski-doos and discover a small cashe of goods at a horse farmstead not to far away. They also round up 5 horses and bring them back. They also find another old operating John Deere tractor and take it back to the base. When there the horses run away when the tractor backfires.

Week 11
Encounter: Raiders strike; Jack the Monster returns with a large ramming truck and some replacements. With him are the two murderers they let go a few weeks ago. He crashes through the gate and rams the garage smashing the door to the floor in a mangled heap. As the battle rages, Shamblers show up and engage everyone but mainly the raiders outside. The raiders retreat with the Monster being bitten. The pcs spend the time fixing the damage. However the garage door is a right off.

Scavenging: the pcs find some supplies. They also find a barn door that they remove and use to fix their prison garage door. Sergei finds, incredibly, since he's unskilled a working portable solar power generator. Johnny D finds another item on his woman's list. A cashe of Doritos Nacho cheese chips. Good time for him tonight.

Week 12
Encounter: Train; the pc's hear the distinctive sound of a train. They leave the prison and head in the direction of the train tracks and find a freight train moving along the rails. They count about 42 mixed train cars, with two flatbed cars carrying 4 M1 battle tanks. Two deisel engines lead at the front. They try to flag the train down. Then for some unknown reason Johnny D opens up with his gun on the train. But the train does not stop. They stop their actions when an Apache Gunship and Blackhawk with side gunner appear from the direction of the train and open up on the pc's. The pc's try to patch into the radio or anything to make it look like their friends. But to no avail. They do note that the train is headed on the western line. The pcs think about taking their Humvees up ahead and blowing the tracks somehow. The Gypsy though convinces the pcs it's likely a government train and gives them another reason to head west. Also they have no explosives. Sergei used the last making the escape from the warehouse in Jacksonville.

Scavenging: the pcs scavenge some more food. Johnny D comes across a nice throw rug for Nancy. The Gypsy finds a stash of whiskey. They party that night giving them a moral boost on their next weeks rolls.

Week 13
Encounter: Survivors; A group of 8 survivors appear on the outskirts of the prison. The pcs greet them at gun point. The survivors are driving in a mix of vehicles. A RAM pickup, Ford cargo van, CAA toe truck and an old beaten yellow school bus. The pcs and survivors do a bit of trading. Mind you Johnny D was thinking about killing them all and taking their supplies. Sergei thought that as well. But they were overruled. The survivors discuss that they were from the Atlanta Rescue Station before it fell to the Atlanta horde. The pcs invite them in and a good ole RP session happens. The survivors leave in the morning heading north preferring not to join up with the charisma challenging party. This party would have told them about the horde coming but ths group did not like the pc's and only stayed to get needed supplies and leave.

Scavenging: The pcs are finding they have to travel further out to get supplies and they are seeing more and more infected in their rural area from their chart die rolls.

Week 14
Encounter: a larger horde of 50 zombies arrive. It takes the pcs awhile to take them down since they do not have enough ammo to deal with all 50. They mainly use melee weapons. The horde did breach the barrier but the pc's used D&D melee fighting tactics to finish off the fight. Many soak rolls and cards were used to help in this major fight.

Scavenging: Pc's focus on looking for ammo. They figure most homes in the US should have firearms and therefor ammo. This is true however, they soon discover that many of these guns were removed. They find a sheriff station in the local town they spied a while back. They check it out and get some ammo once they get into the secured area.

Note: A major horde of zombies is moving into their rural area. To make them aware I have them meeting larger and larger groups of zombies until the big horde hits. It's their clue to get out of the hordes path.

Week 15
Encounter: an even larger horde of 100 zombies strikes with Tactical precision. The pc's are meeting a controlling zombie for the first time, yet are not aware of it. The controller is the leader from the raider group (the Monster) that hit the prison weeks ago. The controller sends 2 newborns over the fence and into the compound ahead of the horde. The Newborns attack the players group inside the prison as the controller has the horde strike outside. The controller hits the prison defences from all four sides. They breach the barrier and head for the buildings. The pcs finally deal with the Newborn and turn their attention to the problem outside. They notice right off the bat how these zombies are acting different. They fight for a bit but realize it's to no avail. These zombies seem to be focussing on doors and windows and are getting in. The pc's inact their escape route and get out. With two Humvees, limited ammo, and large amounts of zombies attacking with some intelligence has worried them. Now they are wondering how the zombies attacked with intelligence. Unfortunately no one took the time to watch the horde and they would have discovered the controller (the Monster)They'll simply have to stew on that for awhile. The second time they missed the controller. Oh well!

The pc's leave their prison behind them with the zombies. The pc's hit the road to the west with what supplies they have.

Note: This was a long 12 hour session. It was quite intense at times and seemed to work out okay. I now have had the pc's going through the brunt of the winter months and now it is April and we will start chapter 2. I'm going to rewrite the description a little. But I'll start it like in the chapter 2.

Next session we'll begin where Chapter 2 starts at least we'll try

Thanks for reading
Last edited by Razzielle on Tue Nov 25, 2014 11:58 am, edited 1 time in total.

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JamesG
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#31 Postby JamesG » Mon Jul 29, 2013 11:27 am

Just wanted to let you know I enjoy reading these recaps. Sounds like a cool way to cover the time gap between chapters 1 and 2, rather than just hand waving it. A couple of other comments:

This was a long 12 hour session.


Wow, 12 hours in one sitting?!?! Now that is truly marathon gaming.

The pcs and survivors do a bit of trading. Mind you Johnny D was thinking about killing them all and taking their supplies. Sergei thought that as well.


Do those players realize they are basically playing villains? Because murdering people to take their stuff is definite villain behavior. Yeah, I know they were out voted but the fact they wanted to do it the first place says a lot about their morality. But at they are villains that believe in democracy at least. :wink:

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Razzielle
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#32 Postby Razzielle » Mon Jul 29, 2013 1:53 pm

James Wrote

Do those players realize they are basically playing villains? Because murdering people to take their stuff is definite villain behavior. Yeah, I know they were out voted but the fact they wanted to do it the first place says a lot about their morality. But at they are villains that believe in democracy at least.

Razzielle Writes
Yes villainous activity. Most times it's just in jest but at other times they seriously consider doing it in the name of survival and how their characters are like. The character Johnny D is in particular disruptive but the other party members keep him in line. He is doing a good job of playing his character's personality, which I do not mind as his character is walking a fine line. He models his character after that rebellious guy on Falling skies. At some point his character will pay the price. Big reason why the survivor group did not want to travel with the pc's is well they are not trustworthy and say stupid things to them. If they actually do villainous activity....it will likely lead to the death of the characters that do it at some point.

I'm glad you are enjoying it

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#33 Postby Razzielle » Fri Aug 02, 2013 9:12 pm

SESSION 11

Chapter 2 start

Cast of Player Characters

Duke...Canadian pot farmer from the province British Columbia. He is built as tough as a brick house. Short brown hair and a go-tee on his chin. Did serve in the Canadian military where he learned his chemistry and Engineering degree but left after five years to pursue a career in pot farming. He is the go to guy for Repairs.
Maddy...US Marine sniper (female). An attractive short black haired woman with deep black eyes that you can lose your soul in by staring too long. Spent her entire life in the US marine corps, just like everyone else in her family. A female sniper need I say more.
**update Maddy is immune to the virus**
Johnny D... X Canadian army from the province Ontario. Tall, athletic build with short brown hair. Considered a real rebel throughout his youth and his attitude has got him into trouble more times then he could count. The military helped with attitude a little when he was forced to join or go to jail. He excelled in the military and served well. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). Grew up in war torn Georgia, where he witnessed numerous horrors of war that could turn the most hardened stomach. Ended up in the US after the war to work for the Russian mafia where his combat skills served him faithfully. A two gun warrior.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus. Spent his entire life with his gypsy clan learning the thief skill set. And has become highly skilled at it. Skills that have proven valuable in this new world.

Cast of Current Extras

John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse ( looks like a young Pamala Anderson)) she is very attractive. Long blonde hair deep blue eyes and an hourglass figure. However, as Johnny D will say she is high maintenance. She is in a relationship with Johnny D after he played the romance card in a previous session.
Caitlan the x-cop (looks like Nicole Kidman) she is attractive has long brown hair and prefers to keep it in a pony tail. She talks with an Australian accent. She use to be a cop on the Atlanta Police Force before the outbreak.
Jeff the Paramedic ( looks like Ben Stiller). He is a decent quiet man who is very dedicated to his job. His medical training will make him valuable to any group.
Suzy and Debbie (two ordinary little girls 5 and 7) they are the daughters of Caitlan and Jeff.

Intro
It has been four dreary months since the characters witnessed the fall of Dalesbury and the horrible deaths of most of their allies. Barely able to escape the ravenous living dead, they were forced to take to the open road. With a southern winter quickly approaching they decided it was best to find adequate shelter from the elements for the next four months before heading on the long trip out west to the possible safe zones.

They found an old prison to take shelter in. They updated the prison, fought raiders, battled influenza, survived a couple of blizzards, witnessed a governmental train passing through and even met a few survivors. But the living dead found them and as the weeks carried on more and more infected showed up at the base.

With the brunt of the cold, southern winter behind them they barely escaped the ancient prison when a horde of living dead led by a controller descended upon their base. Low on supplies, the stalwart characters and their allies escaped and continued on the long road west. Journeying on the road they discover more and more living dead and less and less survivors. The characters are forced more often to avoid large groups as they seek out much needed supplies.

Where to Rest
The Pc's decide to use their notice and try to figure out a good place to rest up for the night. I gave the military pc's a bonus to their rolls. They find a 40 year old house situated outside the town of Mitchum. Nearby homes are a few blocks away. They do a quick recon of the house and find only a few Shamblers wandering the weed filled property. They also notice the weathered doors are all closed and none of the windows are broken. No vehicles sit on the cracked concrete driveway. Could be an unlooted house with possible infected inside.

Into the house
Maddy notices a shadowy figure up the roadway to the north and a motorcycle behind a highway billboard. The figure was trying to be stealthy. The gritty biker notices he's been discovered and takes off. The party heads into the weedy front yard of the house. They first take out the skinny Shamblers with crossbows before they could moan. They move up to the front door, pick the lock and head into to the earily quiet house. They stealth as best they can and go room to room.....killing 5 more Shamblers with various Melee weapons. Sergei loves to use his dual machetes. The Duke is becoming quite efficient with his trusty baseball bat. Johnny D uses a katana he found on a scavenging mission. Maddy uses her fists. The gypsy loves his modded hockey stick. Treymore uses a big two handed fire axe and the Nancy the nurse uses a reinforced pitch fork.

Settling for the Night
The pc's settle in for the night and set up guard shifts. They do their usual routine of securing a room against undead like Newborns and set up a quick escape route in case they have to leave fast. On Sergei's guard shift he notices a group of naked sprinters appear up the driveway but something attracts their attention and they take off after it like a pack of wolves. On Gypsy's shift he notices a glint of light in the distance. Using his smarts he thinks it was a lighter being used to light a cigarette. He gets Maddy's binoculars and peers into that area but does not see it again. The night goes by with no encounters. In the morning they decide to do a recon of Mitchum and see if the sheriff's station is accessible as they really want to find more ammo and armour. Emily, Nancy stay back at the house with John Treymore keeping an eye on them.

Recon
The recon was led by their resident and gorgeous marine Maddy. Johnny D, X-Canadian Army kept watch in the rear and the others stayed in the centre. They moved slowly along the edge of town using as much concealment as possible. Sergei notices the skeletal remains of a large dog off to the side of the path they are travelling. They scan the area they are in and notice numerous living dead wandering everywhere. One group looked to be devouring a freshly killed cow. Sergei mentioned he'd sure love a steak. They tried to determine where best to enter town. Maddy the marine insists they take the path along the back of the grocery store and the others agree. They move along said path and the marine was right very few infectetrd were along the rear of the local grocery store and hardware store. They felt if they could get to that point it should not be too hard to get to the police station a few buildings later. Problem they had to move across a large section of open ground to get there.

Focus To the Station
In order to make it they had to take out one crawling Shambler and two fat Shamblers. They did this with 3 superb arrow shots to the head and just like that their path was clear. When they got to the rear of the hardware store they quickly realized that they would not get to the police station so easily. A distraction was required and a plan was made and hatched on the spot. The Duke got out one of his custom made car alarm arrows. Being an engineer he built these arrows that on impact would go off like a car alarm. A great time to test these he thought. The Duke took aim and launched it into an area away from them. It landed and let off the annoying car alarm sound. This did what they hoped, infected in the area moved towards the alarm. This cleared the path and the pcs got to the station.

Police Station
The police station was in shambles when they arrived. The outside windows were shattered, the front door open to the elements and bricks cracking and falling in various places. Two old model police cars sit out front close to the large front doors. The cars look to be looted. They headed inside cautiously and found a large barricade made of desks and file cabinets errected across the centre of the room blocking access to deeper inside. A number of deceased zombies littered the floor in front of the barricade. The pc's look around and also find make shift melee weapons lying about and numerous gunshot holes in the wall. They also find two skeletons wearing police uniforms but could not determine what caused their death. They deduce a battle took place here. They do a quick scan and hear and see nothing of concern. They head deeper into the musty station.

What's in the Fridge?
They notice the staff kitchen a complete mess with cupboards tipped over and a fridge shot up by buckshot and lying on its side. A horrible smell is coming from the fridge. Sergei moves up slowly and the others ready their weapons. Sergei pulls the fridge door open and inside is found a rotting animal carcass that the group could not determine the type. They did though liberate a bag of Maxwell house instant coffee to the Duke's pleasure from one of the cabinets. They moved into the cell block area and found all the cells unlocked with nothing of any value. They check out the other rooms and find other signs of fighting. Must have been quite the fight the Gypsy mentions.

Lucky
Finally they came to a gun safe. The safe was still secure eventhough shotgun and small calibre rounds must have been fired on it from all the dents. Someone tried hard to open it but failed Sergei determines. The Gypsy being the thief got to use his skill to pick it. He aced it and it popped open. Inside a lot of ammo enough to fill each members clips 2x over, and a brand new Glock with a custom grip.

From out of Nowhere
The pc's were divvying up their ammo when......from the ceiling a Newborn drops on top of Johnny D's back. I rule that first strike does not work if you are surprised. The Newborn digs it's teeth deeply into Johnny D's armoured neck and he spends all his bennies and successfully on the last try soaks all of them. The Duke bats it into the nearby wall where it crumples to the floor unmoving. Maddy makes sure it stays that way. The players head back to the house with a bennieless Johnny D.

The Return of Hell
note: the pcs were hit by raiders in the winter months and the pcs decimated them. The survivors eventually came upon Hell and his ghosts. Hell though needed to recruit some more capable members to his gang. He brought in these surviving raiders and was very pleased to hear about these raiders encounters with the pcs. Hell left his base and took a large number of ghosts with him, and heavy weapons, to enact the vengeance he craved on the bitch marine Maddy. Maddy if you remember has Hell as her nemesis from a card.

Big Boom
Back at the house Nancy is in distress when she sees her love arrive and hears about the attack. Johnny D and Nancy talk things out. The pc's were on standard guard duty at the house. On the Duke's shift he did not see the two bikers sneaking up on the house through the tall weeds. The one ugly biker pulled out an army issue LAWS Rocket launcher aimed at the house and let it fly. It impacted directly at the front door, went through the kitchen wall and exploded on the back brick wall. The shockwave, exploded out the windows, knocked everyone from their beds, and smashed them into walls and furniture. Each of the players had to soak some damage rolls, but I rolled lousy damage. Incredibly the extras lived. The added protection of walls helped. Fires in the house were started at various locations.

It's a Dud
As the pc's were picking themselves up off thehardwood floor they could hear the sound of numerous Harley's coming in their direction. This got Maddy's attention.....she shouts out Raiders..... When they scan outside they see at least 30 bikers surrounding the house with most wearing the ghost symbols, and this time they appear to be using cover and concealment. Hell maybe arrogant but he's not stupid. Hell is also using cover. He gets on the megaphone. Hell is pretty much blunt and to the point and demands the group give up that bitch chick that shot him and he'll let the others go free. It's pretty obvious he's lying...the pc's tell him to go f**k himself. Well the pc's are not the persuasive type and on top of that will never surrender no matter the odds. Well Hell loads the LAWS... But Sergei plays the structure malfunction card and I have The LAWS malfunction. The LAWS rocket strikes the house dead centre and does not explode (it's a dud). Well this pisses off Hell royally as he has no more rockets left. He commands his gang to kill them all.

Run
So what do my players do do you think? Five of them, two extras and a child. Surrounded by 30 well armed bikers that are about to fire their weapons on a house already softened up by a LAWS rocket. Thankfully they decided to enact their escape plan. Thirty-one guns fire at once, half of them assault weapons. Bullets dance through the house, exploding wood, glass and brick shards everywhere. While the group kneels and moves to there hidden Hummer vehicles in the garage. Sergei takes a slight wound to the shoulder, Gypsy takes a hit to the ass and John Treymore covers his daughter and takes a hit to his leg. However, Johnny D takes a stray bullet to the head. Johnny D to save himself (since he's out of bennies) plays his Fade to Black card (back from the dead card) and his character collapses through the floor all the way to the basement. The others keep moving. In the garage they pile into their vehicles. They gun their vehicles and crash out through the garage. Treymore is driving a vehcihle and Duke the other and Duke veers directly towards Hell. Hell pissed fires his Desert Eagle causing the front windshield to spider crack as the bullet can't breach the proofing. The group speeds by and Hell commands his ghost's to peruse.

The Hell Chase
Well Hell is now in hot pursuit of the pc's Army Hummers and with the Harley's acceleration the players realize he's going to catch up. The highly resourceful Duke decides this will be a good chance to try out his pursuit deterrent devises he put together. For this chase I grouped the gang into six groups of five.

Pre-round One- the Duke lets loose a large number of large sized road tacks that he calls shredders from a compartment built on the rear bumper. This is an obstacle for the bikers. Five Harley tires are shredded and the drivers lose control crashing into guardrails, trees and stalled vehicles off to the side.

Round One- (Flat Stretch)
One group of five crazy bikers closes onto the Hummers and fire at the occupants in the rear Humvee. All their shots ring harmlessly off the armoured doors. The acrobatic Gypsy hanging out the passenger side door unloads his pistol into the face of a biker. It bypasses the biker's helmet. The Harley falls over and the rider, dead, slides into the ditch. Sergei using both his pistols unloads both his guns into a biker's gas tank. The resulting explosion sends the Harley and biker in flames into a stalled Ford Escape. Maddy using her M1 rifle stands at the gunner hole in the roof and takes a shot at a biker directly to the rear. Her shot hit the biker square in the chest killing him instantly. The Harley with the dead biker hanging over the handle bars steers off the road and disappears into the forest edge. The Duke is able to speed up the Hummer and pull the switch for the oil drum. A large smear of oil hits the road creating quite the obstacle for the riders. Nancy and Emily in the lead vehicle are told to keep their heads down. John Treymore drives the lead vehicle and side swipes a Harley, which causes the rider to lose balance and crash into the guard rail sending the rider through a roadside billboard sign.

Round two (surprisingly cows on the road and the oil slick)
The Duke and Treymore reduce their speed to maneuver through the cows successfully. The players hold their actions. One group of five bikers do not make it through the oil slick and crash. No real damage but they are out of the chase as they have to fix their Harley's. The remaining three groups and Hell make it through the cows. Hell shoots a cow in the head as he passes. Both the bikers and the players try shooting at medium and long ranges to no real effect.

Round three (Clear road ahead)
With the Duke's tricks depleted they continue the chase. Three groups of bikers are left and Hell. Hell pulls a joker and holds his action. Treymore pulls his lead Humvee further ahead. The Duke holds his action and will try to block any biker trying to get by. All the players hold. One group of bikers moves to the attack. One biker accelerates to speed by....but the Duke veers to left to side-swipe and forces the Harley into a stalled roadside Kia Rio5. The biker is launched right through the rear hatch window and does not move. The other biker's open up on the rear Hummer's tires. However, Sergie and Gypsy win an agility check and take a shot killing two of the bikers before they could even fire their guns. They and their Harley's collapse to the road causing another biker to fail getting out of the way, loses control and crashes into a Toyota pickup. The other bikers unload into the Hummer doing some damage to the durable Hummer tires. Yet the tires hold. Maddy goes, points her M1 rifle and strikes a biker in the torso, causing the biker to loss control and the Harley and biker slide with sparks everywhere on the pavement. Hell seeing Maddy takes a shot and with his joker strikes Maddy a devastating blow to the shoulder. Maddy cannot soak any damage from her nemesis and takes bennie 2 wounds worth but she is pissed and now wounded. The impact though caused her to lose the grip on her rifle and it falls out of her reach to the rear of the Hummer. I had Hell of course smile.

Johhny D returns
Johnny D speeds up on a Harley he liberated back at the house to get into the fight. This is his return to the living moment due to the card. He pulls up next to Hell and points his Colt Python at his head and fires. This surprises Hell. Hell spent a Bennie to absorb all but 1 wound and keeps control of his Harley. Johnny D then acclerates and pulls up to the Hummers.

Round Four (Tight Turn)
Both Hummers and Johhny D on his stolen Harley take the turn at full speed. Duke barely makes it as sparks fly on the right side as he hugs the guard rail too closely. One group of bikers and Hell take the turn at speed but the other group needs to lower their speed and fall back in the chase. Johnny D fires his colt python at a biker's head and kills him. Harley and biker disappear down the steep embankment. Maddy gets up out onto the roof to grab her rifle as it threatens to fall to the road. She successfully grabs it but loses her balance and catches herself by her free hand. She is now hanging off the rear of the Hummer. The acrobatic Gypsy sees this and swings out onto the rear of the Hummer and grabs Maddy's tiring arm. He yells at the Duke to keep it steady. The Duke keeps it steady and with penalty fires at a biker and misses. Sergei with his two guns fires on two bikers killing both. Both slam into guardrails with the Harley's exploding sending a wayward tire into a close by rider causing that biker to swerve off the road and down the embankment.

Round Five (small bridge and Shamblers)
Up ahead a number of weathered Shamblers are crossing a small old bridge. The group goes first. Gypsy helps Maddy get back into the Hummer. Treymore, the Duke and Johnny D at speed successfully maneuver through the throng of shamblers on the bridge. One zombie is struck by Treymore sending the one armed zombie over the rail and to the rocky creek below. Sergei launches a special surprise for the ghosts. He pulls out a BBQ propane tank from the backseat that he built into a Chem-bomb sets the detonator and rolls it off the back of the Hummer. It bounces down the road coming to rest at the end of the bridge. The Shamblers look down at it and the Ghosts close fast on the bridge. The chembomb errupts into a massive fireball. Sending flaming zombie pieces in all directions. It also causes two vehicles nearby to errupt into flame. This causes the Hell's ghosts to come to a screeching halt. The pc's then pull away the chase being over. Hell pulls up and watches the Hummers pull away. Hell turns around with his surviving Ghosts saying to himself ...there will be a next time and heads back to his base.

Hank's Gas Shack
The pc's find a secluded area at a rickety old roadside gas station called Hank's Gas Shack. Attached to the gas shack is a small rundown home. They pull their vehicles into the garage. Check the place out for infected. As Maddy opens the door to the house from the garage entrance, she finds herself staring down the barrel of a shotgun. The gun is held by a blonde haired woman with it tied in a pony tale. Maddy also notices that she is wearing military fatigues and an army green tank top shirt. The assertive woman orders the characters into the living room. Well the party refuses. The mystery woman orders them again to do it now or she dies. The players come back with (group intimidate)shoot her and we kill you and everybody else here. PC's can't persuade but they are good at intimidate and successfully do that. At this point a man comes out with a shot gun as well and points it at the players. We have some tense RP'ing and eventually they all put their guns down and talk when they realize neither groups are threats. The Pc'c meet Caitlan (looks like Nicole Kidman) Jeff and two little girls. They RP for a bit and the pc's are agreeable to having this new group join them.

Hershbeck Estates
The group with their new allies leave the old gas station behind. The group now has an extra vehicle to add to their three car convoy. Two Army Hummers and a Battered Jeep cruise along the road west. Later in the day while driving down various potholed backroads they see a fortified community up ahead, with a sign that reads Hershback Estates. They stop and decide to recon the community. Maddy and Sergei stealthily move up to a dumpster and have a good look through Maddy's marine issue binoculars. They determine the community is a mid-sized subdivision of homes. A wall is formed by using outer homes and placing useless vehicles between the gaps of homes and bordering up the windows and doors. This creates the wall. They count about a couple of dozen homes as well as one central church inside the house wall. They see children playing in a small park and adults talking in the open streets. They also see armed adults posted around the perimeter on the roofs of homes. Sergei figures the community may have power as there are many homes with solar panels on their roofs. Maddy also notices two jury rigged gates on the main road in and out of town. She also recognizes the wrecks of two burnt out motorcycles just outside the wall at the north gate. She looks at them more closely and a smarts roll determines they are Harley's. She then notices flame damage to the gates themselves. On further watching Maddy and Sergei count between 40-50 people. Maddy and Sergei report back and they rp a bit and decide to visit the community.

At the Gate
The group pulls up in the three car convoy and they make sure that the town can see they have kids with them. The Gypsy believes this will make their group appear less of a threat. Ten men with guns point their weapons at the group. A large man with a bushy beard named Gruuto, in a heavy Russian accent asks the pc's what they want. The Gypsy mentions they are simply looking for a safe place to rest up, make repairs, acquire some supplies and then be on their way. The Gypsy also mentions that the kids with them really need a safe place for a bit. The Duke mentions he is an Engineer and could help with any high tech repairs, like those solar panels. A persuasion roll is made with a bonus and it is aced by the Gypsy and well supported. (That was a surprise).

Gruuto the Escort
Gruuto the bushy beard mentions those children must be extremely hungry as well as yourselves. Gruuto mentions for the players to holster all weapons and that it is obvious they are not raiders. Gruuto invites them into the community. Some of the individuals don't like that quick decision and voice their opinioms but Gruuto shuts them down. The pc's thank him for his hospitality. Gruuto mentions that he'll escort them over to a home where everyone can get a bite to eat and meet Mayor Caden and the Father when they arrive later. Gruuto takes three other community members with him, check the group for bites and escort the pcs and their vehicles over to the house. A number of the wall guards still eye the group suspiciously as they enter the community. On the travel over Gruuto happily discusses the solar panel issues with The Duke and does mention that raiders have been getting bolder hitting their community and assures the group that the Mayor will likely discuss this.

Getting some Grub
When they arrive at the house it is actually a community building hall. Inside it has been setup with tables, beds and a storage area. The group instantly smells the aroma of fresh meat being cooked in the hall kitchen and a number of women are moving about preparing a meal. It looks as though the entire community can sit in this hall. The group sits to eat an excellent meal. The women fawn over the kids with the group. As they are eating the Mayor and the Father arrive....greet the group and sit for a chat.

This Ends Session Eleven
A relatively okay session.

Interlude Session

The group talks with the Mayor, the Father and others while dining at the table.
Last edited by Razzielle on Tue Nov 25, 2014 12:00 pm, edited 1 time in total.

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Razzielle
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#34 Postby Razzielle » Mon Aug 19, 2013 12:10 am

War of the Dead next two sessions 12 and 13

Cast of Characters
Duke.
..Canadian pot farmer from the province British Columbia. He is built as tough as a brick house. Short brown hair and now clean shaven. Did serve in the Canadian military where he learned his chemistry and Engineering degree but left after five years to pursue a career in pot farming. He is the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). An attractive short black haired woman with deep black eyes that you can lose your soul in by staring too long. Spent her entire life in the US marine corps, just lie everyone else in her family. A female sniper need I say more.
**Maddy is immune to the virus**
Johnny D... X Canadian army from the province Ontario. Tall, athletic build with short brown hair. Considered a real rebel throughout his youth and his attitude has got him into trouble more times then he could count. The military helped with attitude a little when he was forced to join or go to jail. he accelled in the military and served well in the army. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). Grew up in wore torn Georgia, where he witnessed numerous horrors of war that could turn the most hardened stomach. ended up in the US after the war to work for the Russian mafia where his combat skills served him faithfully. A two gun warrior.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus. Spent his entire life with his gypsy clan learning the thief skill set. And has become highly skilled at it. Skills that have proven valuable in this new world.

Cast ofCurrent Extras
John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse ( looks like a young Pamala Anderson)) she is very attractive. Long blonde hair deep blue eyes and an hourglass figure. She is in a relationship with Johnny D after he played the romance card in a previous session. She seems to like the bad boy type.
Caitlan Sox the x-cop (looks like Nicole Kidman) she is attractive has long brown hair and talks with an Australian accent. She use to be a cop on the Atlanta Police Force before the outbreak.
Jeff Sox the Paramedic ( looks like ). He is a decent quiet man who is very dedicated to his job. His medical training will make him valuable to any group.
Suzy and Debbie (two ordinary little girls 5 and 7) they are the daughters of Caitlan and Jeff.


Interlude Session Prior to the start of Session 12-
Interlude session takes place during email- this is the gist of what was Rp'ed online.

Sergei the Russian- talks about the similarities he sees in this plague war to his days fighting in Georgia. He tells a story of how he arrived in a Georgian village that was bomb with an experimental biological agent. He recalled his job was to leads his troops in and mop up the mess so that nosy reporters would not run with it if discovered. They did just that. They came across a few survivors that were simply driven crazy by the agent and had pussy sours all over. They cleansed the village and then a second team came in to remove a few bodies for the lab. The father could not believe it and voiced his opinion.

Maddy the Marine- discussed about how dangerous a biker gang leader named Hell is and that he leads a gang named the ghosts. The Mayor talks about coming across the gang at the gates to his community. He does not recall any Hell though, only an ugly leader named Scar.. The Mayor and Gruuto mention how they had a battle with a group of six raiders at the front gate. Told us if we did not let them in there would be hell to pay. Gruuto mentioned they were a arrogant and overconfident bunch. They drove off after they killed two of the bikers. Maddy mentioned they probably will return so you need to be ready and that the group could help.

Kappi the Gypsy- he asked about what things have been like in the area and the danger of a horde and how it destroyed the Jacksonville RescuenStation. Those in attendance were stunned at this news. In particular the Father, who started to spew some apocalypse religious jargon. Johnny D basically told him to shut his trap. Johhny D also mentioned they had a bible spewing member in the group before. The Gypsy calmed Johhny D down but now the community is suspicious of Johnny D.

The Duke- the Duke talks about what he could do with improving the defences against the zombies based on experience with a mass horde attack at Jacksonville. He also discusses ways to help limit Newborns from breaching the barrier. Newborns sets off the Mayor, The Father, Gruuto and others at the hall. They have not heard of this type of zombie and listen on how such a zombie operates. They discuss a few methods to stop them.

Johnny D- talks about how difficult it will be for this community to survive unless they take more draconian measures in it's defence and how it operates. Johnny D talks about how it is a kill or be killed worlds and the strongest and smartest will survive. The Mayor and Father disagree with this and believe they need to still need to be caring Americans that help those who come to their walls. Well Johhny D basically says to the mayor that the community will likely die.

Session 12 and 13

Community Hall Building

The group sits at a long folding table discussing with the Mayor and Father Kenneth their reasons for being here. They continue talking from where the Interlude left off. While they were there talking, a shadowy figure outside the window watched and listened.

the start of the RP session....
1. Gypsy
- the main talker for the group at the table. Made good use of his improved persuasion skills. Basically asked about how they were able to survive the outbreak. How many survivors are in the community? What skill sets do the survivors have? What the group could offer the community here as a form of bartering? Who are these raiders that have been bothering the community? Whether they need them to be dealt with? Are their pregnant women in the community? Any Doctors or scientists? Etc...the Gypsy gave up 2 packs of cigarettes to acquire a case of KitKat chocolate bars.

2. The Duke- Duke discussed how his engineering skills could benefit the community after dealing with the defences. The Mayor was very interested in what Duke could offer. The group negotiated (without Johnny D threatening to kill anyone) to use the Duke to repair the solar generators in the community. The Duke also asked if there is beer in town. The Mayor came back with a challenge for the Duke and said he would,reward him very well if he could get Bert's alcohol still up and running again.

3. Maddy the marine- she noticed the shadowy figure at the window. She excused herself for a moment and asked where the washroom was. She tried to not arise any suspicion. She was successfull. She moved stealthily out the back door. Climbed up onto the roof and as quiet as a cat inched to the figures position below her. She then peered over the edge seeing a twenty something male. She dropped down right behind him getting the drop. The man obviously surprised, collapsed to the ground after Maddy slammed her fist hard into the boy's jaw. She then carried him back into the meeting. Asking the Mayor who the eavesdropper is. The Mayor not surprised responded that his name is Herman and that he likes to sneak around and listen in on people. More rp goes on after Herman comes to and the pc's were put to ease.

4. Johnny D- He basically watched all the participants from the town very closely....thinking they were probably all going to die like in Dalesbury. After what happened at Dalesbury he did not want to get dooped again. When Herman the sneak came to, Johnny D gave Herman an intimidating stare and told the teenager that he better not catch him doing that again or he'll get a good beating. Herman looked very scared and began to sweat. Johnny D smiled at him with an evil grimace.

Miscommunication
Father Kenneth did not take too kindly to Johhny D's threat and told Johhny D that what he said was uncalled for and should apologize to the boy Herman. Father Kenneth did not see Herman smirking at Johnny D. Well this set Johnny D's temper off. (Yes he plays the rebel type well). Nancy the Nurse tried to calm Johnny D but critically failed and made it even worse. Cards were drawn. Gypsy, Duke, Maddy, Johnny D and Sergei as well as extras held their actions. The Mayor calls for calm with Gruuto and a few other community members supporting. Oh man! The player playing Johnny D critically fails at calming and starts to rage. Herman (who happens to be annoying) curses at Johnny D while behind the Father and takes off running. Johnny D leaps out of his chair to chase after Herman. But Herman when he gets to the door runs smack dab into one of the Mayor's guards. The other guard points his gun at Johnny D. Well this sets off the other players and they all now draw their guns.

An Angry Mayor
The Mayor now angry tells the group that the people in the community let them in and is very upset how the group reacted because a boy was eavesdropping at a window. The mayor felt there was no need to threaten the boy. Father Kenneth agrees with the mayor and mentions to the group that they cannot be excepted if they are going to act like that. Johnny D playing to his critical fail earlier says a few things he should have kept to himself. Well that little window they had to solve the problem moved the community and group further apart. It would now be very difficult for the group to move the community to friendly. The Gypsy with little support from the others tries to calm things but could not move the Mayor or Father. The Mayor tells the group that they need to leave in 24 hours only because we are a community that cares and because you have children. He also lets Treymore, Caitlan and Jeff know that since they have kids they are welcome to stay but the others must be gone at sunrise. The Mayor mentions they are free to finish their meal and to barter for supplies. He them gets up to leave. The Gypsy tries one last time to make amends by offering to help the community more. The gypsy plays a card to help and is successful.

Staying at the Community
Well the Gypsy got the mayors attention that they will take care of the some of the Raiders that have been troubling the Community and to sweeten the deal they also will pick up some old construction vehicles they discovered in one of the towns they past through. These Vehicles could seriously help this community against the undead. The Mayor agrees and so does Father Kenneth. The mayor sees this whole situation as a miscommunication. As a former firefighter he gets a little defensive when outsiders threaten the people of his community. Father Kenneth easily forgives the group and Johhny D begrudgingly apologizes to Herman...who does the same back to Johnny D.

Community Problems
Mayor Caden mentions that just in the last week raiders have hit the community twice and evidence of their attacks you can see outside our wall. The border patrol keeps tabs on the raiders as best they can and have noticed the raiders do not stay in one place very long. They have a base close by here. The Mayor mentions that he is worried these raiders might join up or get the other raider group that controls a military base involved. The sooner they can deal with these raiders the better. Gruuto mentions the raiders are led by a individual named "the Scar" due to his immense ugliness from a scar running the side of his burnt left face. They have not faced the raiders at the military base and would like to keep it that way.

Bigger Walls
Father Kenneth tells the group they want to errect more permanent walls and require construction vehicles. Father Kenneth mentions the community members Bob, Matt, and Kelly are all former public works employees out of Jacksonville and retired to here. The father mentioned if they have the right equipment they can erect a wall pretty quick. The group mentions they saw an old style dump truck, crane, cement truck, tractor with backhoe and a bulldozer at a public works yard in the town of Hammerton.

Through some nifty questioning (streetwise roll). The pcs learn some info while talking with others at the table from the community. They learn the community gets needed supplies from another community. However, evryone the group askes refuses to say the name or where this community is....most don't know where it is anyways. They also learn that this mystery community that helps Hershback Estates keeps In radio contact, warning them of trouble and vice versa. The mayor says his goodbyes and heads off to talk with others in the community about what the group is going to do and to see if he can convince the others about the group staying on for a while.

To Make Amends
The group now has two tasks getting construction equipment and taking the fight to the local raiders led by "the Scar". The core group of Maddy, Sergei, Gypsy, Duke and Johnny D as well as the extras Caitlan and Gruuto are going on the missions. Jeff the paramedic and his two girls, Treymore and his daughter and Nancy the Nurse will be staying here at the Estates. For now the Father sets them up at the church. Emily and Caitlin's two daughters head out to play. Treymore being very protective was worried but the Father says they'll be safe. You can watch from the window.

Hammerton
The group takes their two Hummers on the mission. They travel the road back, avoiding as many infected as they can. However, the Duke, who is driving failed bypassing a fallen deciduous tree and gets the Hummer stuck up on a guard rail. Luckily no one was injured. However, this required the Duke to wip out his tools, yank the hummer off and fix the undercarriage. All the while the others held of the wandering Shamblers that were attracted to to the crash and living food. Gruuto proved himself a capable fighter when two Sprinters showed up.

They took the road to Hammerton and stopped just outside of town. Maddy had a good look at the area with her binoculars and noticed Raiders were in the town, in fact they were checking out the compound with the construction vehcicles. Gunshots could easily be heard as the raiders wasted numerous Shamblers that encroached on their position. The others had a look and it was determined they were scavenging but also destroying things. Johnny D mentioned they might as well do both things at once, wipe out these raiders and get the vehicles before more infected showed up. It was agreed and the group devised a plan of assault.

Against the Raiders

Maddy the marine moved to a sniping position while the others moved in quickly. They realized the group sucked at stealth...so fast and hard was the way to go. They drove their two Hummers through the chain link fence around the compound and opened fire on the Raiders. The raiders saw them coming and dove for cover. The battle was going well for the group as they faced 24 Raiders, with 6 going down in the first round of combat. The Shamblers made things difficult for both sides as the infected went for the closet food source. The battle began to turn in favour for the raiders when I started pulling high initiative cards and rolling high. In the next two rounds of combat Sergei, Duke and johnny D had to make soak rolls and all three suffered 1 wound level.

The leader of the Raider Band the Scar, was ugly with that grotesque scar of his but it did give him an intimidating look. He yells out to the group that if they surrender now he might be merciful and grant a quick death (he failed miserably)....and laughs. Maddy The Marine in a sniping position on the town edge. Puts a bullet clean through his forehead. The Scar failed a soak roll and falls to the ground dead. The battle continues to rage and is beginning to look bad for the group as Gruuto went down with three rounds to the chest. The Gypsy plays a card that has another opponent enter the fray. On the following round 10 Sprinters enter the battle. They come screaming in from the centre of town with 8 of them going for the Raiders the two left over begin to run towards the players group. Maddy sniped the two running Sprinters. A free for all begins and the players decide to retreat a bit, take good cover and begin sniping at the sprinters and raiders locked in battle. A few raiders went down. Now that the raiders are at half their numbers a raider takes the lead and calls for a retreat. The raiders run and the Sprinters follow.

Getting the Vehicles.
The players finish off the remaining infected within the compound. Maddy rushes into the compound from her sniping position. The group pushes some abandoned vehicles across the breaches in the chain link fencing. Now they could breathe a little easier. The Duke has a look at the construction Vehicles. None have electronic systems they are purely mechanical and safe from the solar flare EMP surges. That's right as mentioned before the sun is flarinf with significance and for the next few years solar flares will errupt with such intensity that is will fry unprotected electronics. The Gypsy and Maddy head into the building take out to two office clerk Shamblers and find a case of keys. They use these keys and get the vehicles started up. Maddy plays a vehicle card and finds inside the vehicle bay a mint condition half size Fairport Tanker filled with fuel. Enough to load all the construction vehicles and the groips own vehicles, with fuel left over.

The Convoy
Caitlan and Sergei drive the Hummers. Maddy the dump truck - with attached trailer and backhoe tractor, Gypsy the Cement truck, Duke the wheeled crane and Johhny D the tanker truck. They head on back to Hershback Estates. The Duke also found a working portable arc welder with two spare air tanks.

Back at the Estates
Well the group successfully returns with the spoils. The Mayor and Father are very impressed. They sit down for some well earned hot food at the church. A large RP session took part here where the group described their mission. Also a funeral was arranged for Gruuto to take place the next day. The Mayor mentions to the players that they are welcome to stay for the time being and they can stay at Synder Farm. A number of people are still suspicious of them but what they did today will go a long way in convincing the people here that the group is valuable and can be trusted. The group heads over to the farm and rests up for the rest of the day. Yet they still don't trust the town and set up guard duty.

The Funeral
The group takes part in the funeral for Gruuto at the church. This gives a good impession for the group. At the end of the funeral Michael ( x cop and now one of the men that leads the border patrols) comes up to the group and asks if they would like to go hunting with him as there is a need for some more deer meat. After some RP the group agrees and plan to head out later in the day.

The Hunt
The group of Sergei, Maddy, Gypsy, Duke, Johnny D head out with Michael on a deer hunt. The Duke is able to track the first deer and they bag it. Next they come across 4 Shamblers, which they take down before they could moan. Maddy is able to locate and track down the second deer. Then they come across a small horde of Shamblers numbering twenty. They take them out but Michael is worried and calls it in. The group double times it back to the Estates. When there they discuss this with Mayor Caden. Michael heads out on the border patrol to check for any more infected that might be getting closer. The group asks to go but Michael and the mayor refuse as the group does not know the local area like they do. The group decides to head back to their farm and check on the others.

Synder Farm
At the farm the group cleans up and eats and check out the new tanker truck they liberated. They believe the truck will prove valuable on the road. The Duke talks about heading out and nabbing some of those solar arrays on some of the homes they saw on other communities in the area and setting it up here at the farm for power. The group agrees getting power to their farm would be good. They also believe setting up a vehicle workshop in the barn would be a good way of modding up their vehicles To deal with the infected and raiders. The group heads out to the town of Hammerrton again.

To Hammerton a Second Time
They stop at the edge of the infected town and scan it. They spot a Ford Dealership Repair garage. They also spot a large cube van UHaul truck in the lot as well. They think the truck may an old enough model that it might not have been fried. Not as many Shamblers are roaming the area by the dealership. The Duke sends off three car alarm arrows own the other side of town at intervals in hopes of attracting the infected away from the dealership. It worked. The group heads into the dealership garage. They take out two shamblers with ford overalls on. The Duke uses his engineering knowledge to determine what they need and he gets the Uhaul working. After 2 hours of work infected begin pounding at the dealership doors. The group loads the Uhaul truck with various car work shop tools, lifts, tires, parts etc.. They open the door and smash their vehicle through the 10 infected.

On the way back
They receive a call on the radio from the Mayor. They have lost power in town and need a new power coil. The only one they know of in the area that is working is at Edgewood Resort not far from Hammerton. Chuck the Handyman remembers working on that large generator at the resort and saw that the generator was guarded from EMP. Apparently the resort owner was big on safety for his wealthy clients that could not afford any sort of power failure. The group agrees to stop by and get the coil.

Off to Edgewood
Two Hummers and a Uhaul headed down the road west. They see the usual stalled vehicles along the road. Sergei scans ahead with Maddy's binoculars and notices a large jam of vehicles up ahead....apparently a Fairport tanker truck overturned,which caused a major accident with burnt out vehicles all over the place. The group decides to back tract and find a side road to take.

Sideroad 17
They head down side road 17... They bypass a number of shamblers and don't see as many the further they travel the main road. It is getting close to nightfall and the Gypsy and others believe they need to find this resort soon...they may have to stay the night if this coil proves difficult to get. The group does not want to try travelling at night. They come across a sign that says Edgewood Resort. They take the road to the resort. They pull up a hill, drive around a bend and see a massive three story resort hotel. Sergei mentions the building looks like something out of a bad horror movie. They all have chuckle at that and share other jokes. The group decides to head to the resort hotel.

They pull up and can not seem to find any Shamblers wandering the property and drive slowly up the lane way to the resorts parking lot. As if on cue the deep rumbling of distant thunder can be heard and the flash of lightning following is seen. The Duke states the obvious.....it looks like rain!

Edgewood Resort
The group takes a real good look at the resort with their notice skill and do fairly well. The main building looks like it was built back at the turn of the 19th century. It is three stories in height and looks to have been kept in very good shape. None of the doors or windows are open. It simply looks like a resort that closed up for a day but never reopened. There are a number of side buildings, likely cabins, a stable, and a large garage.

Quick Recon
The group then decides to do a quick recon of the other buildings in the resort area. Everything from the outside of the cabins and large garage look fine. However, when move over to the stable, Maddy and Sergei notice the remains of a horse at the door to the stable. They check out the horses carcass. They notice it is still rotting and cannot tell how it was killed. However, the Duke rolled incredibly on tracking and discovered a small bloody babies track on the lip of the stable door. This discovery set off alarm bells throughout the group. Michael mentions how tough is a baby zombie really! the others look at him and say he'll find out soon enough. To the group the Newborn is a serious opponent mainly because of it's stealth capability.

Note: this was just to keep the players worried and provide tension for the resort. the Newborn that was here is long gone now.

Night-time Arrives
Well with the potential threat of a Newborn in the area there was serious talk about jumping back into the vehicles and locating a coil elsewhere. Sergei mentions that Newborn things could be anywhere and that they just need to be prepared at night to defend themselves from them. With night upon them they decide to stay at the resort and check for the coil tomorrow.

The Main Resort Building
They head back to the main building keeping ever watchful eye for any sign of the Newborn. At the large dual wood front doors they discover it is locked. Well their master thief the Gypsy pulls out his designer lock pick set he got as a gift from his Gypay Clan and picks the lock with ease. He also discovers a security sensor at the door and surprisingly the sensor still has power going to it. The Gypsy is able to disconnect the power to deactivate the sensor. The Duke mentions it looks like the power coil is still working.

Into the Resort
The group then decides to move into the main lobby of the resort. They move in using standard military urban entry tactics. This they can do since Johnny D has some pretty good knowledge-battle and leadership edges. Hmmmm......he is starting to come around and not being such a villainous character. His reasoning is his character is growing and learning to trust the group. Anyways they head into the main lobby. They notice that emergency lighting is running and they can easily see the grand staircase, doors and hallway entries. They can also make out the shape of a grand panio and a magnificent chandelier on the lobby ceiling. However, much of the lobby is in dark shadows. Who knows what could be lurking their.

Out of the Shadow
Suddenly, from out of the shadows a small fast moving figure emerges. Everyone is surprised except for Maddy who draws a card. She holds her action, and the figure moves she wins agility and blows the shadowy figure to bits with her rifle that has a jury rigged one shot silencer on it. They all thought it was a Newborn. When they check out the pieces they realize Maddy just killed a fluffy black cat. I got them though and the scene was tense.

Where to Rest Up
Well the group decides to head first to the kitchen area. They move down the shadow filled hallways and check a few unoccupied storage rooms then see the large dinning area and the kitchen door labelled kitchen. They entire the kitchen and do a quick search discovering loads of canned, boxed and bagged goods resting in cupboards and a large pantry. Enough food to last quite a while. They feel getting this stock back to their farm would be good. The group decides they'll rest up in the dining hall. Thinking it is best to be able to see anything coming at you in the open. They also move their vehicles around the the rear of the resort and park them next to the unloading dock at the kitchen and prepare it for fast escape. They find some cots in a storage room next to the kitchen and pull them out. They fortify all,the entry doors to the kitchen and dining area. They decide they'll do a more intensive recon of the resort tomorrow and attempt to secure it. For now this room will do. They set up guard shifts and hit the hay for the evening. Thunder hammers through the night and it pours like a waterfall outside. On Maddy's guard shift she hears some inconsistent scratching sounds coming from the air conditioning ducts but cannot determine what it is. Others also hear shuffling sounds in the hallway behind the doors and the odd banging sound hear and there. they determine it could be infected wandering the resort. Each shift they listen for those sounds as the thunder rumbles.

Morning arrives
They grab some breakfast and decide what to do. First on the agenda is to secure the resort. Sergei mentions room to room is the only way. They decide to do a sweep of the main floor, block off access to the second and third and finally head into the basement. They will spray a red X on every room they secure. They will first use melee over firearms on any zombies they discover.

I will not go through their D&D style room by room recon of the resort. This lasted quite a while but I will write about some highlights. Sergei, Maddy, Gypsy, Duke, Johnny D, Michael and Caitlan take part in the recon. Maddy mainly takes point and Johnny D takes up the rear.

Resort Offices
They found a ring of keys in the main office drawer. This helps them access all the rooms.

Into the lobby
Kill two Shamblers devouring what is left of the cat Maddy blew apart last night. They note the Shamblers were dressed in resort uniforms. One of the Shamblers let out a loud moan before it was killed. The result the group could hear numerous moans throughout the resort. Well now the zombies knew food was around.

Custodian Closet
The Gypsy got separated from the group for a moment and stealthily open a closet and hid while a group of Shambers sauntered by. However in the closet was a stationary Shambler sitting with its back against the wall covered by a few hanging aprons. It surprised Gypsy and would have tore a huge chunk out of his leg if it wasn't for a good soak roll. The Gypsy then tried his best to kill it quietly without attracting the group outside. He did and returned to the group.

Laundry Room
Discover a headless corpse under the laundry folding table and moments later the missing head in the washer. Sergei and Caitlan failed guts rolls. they took off out of the room. Sergei calmed but Caitlan refused to re-enter the room. On the head they could see clean decapitation lines and felt it was cut off with a large edge wespon. The group talked about many theories about this scene. Johnny D exploded his dice on notice and discovered that Caitlan has a twitch in her right facial cheek and he could hear zombies coming in their direction. They end up spearing, and clubbing 4 shamblers that enter the laundry room.

Battle in Hallway
Maddy critically failed in a recon ahead and lead the group down the wrong hall into a throng of Shamblers that came at them from all directions. The battle went well for the group even though bennies were spent do to the zombies gang up bonuses. This was also the first time I introduced the zombies ganging up and grappling to pull a victim down to gorge on. This new zombie tactic caused some stress for the pcs. One group of zombies managed to get the Duke down to the ground he had to use 3 bennies to soak all the damage he took before the others could get to him. The group grabbed a bloody rolling cot. Which Sergei and Michael used as a makeshift large blocking shield to keep the zombies back as they retreated into an adjoining room.

Catch some Breath
In the room they catch their breath but then notice the over powering smell and they see numerous human remains heavily gorged on in this room. To the point where you could not recognize the gender. Guts checks are rolled and Caitlan once again fails, she screams, her eyes bludge out and she runs for the door they just came in and throws up all over it. The others stop her from opening the door. She finally settles. Johnny D mentions just cuff the crazy bitch because he believes she is a hindrance for their survival right now. She does calm but is visibly shaken and has taken a fatigue level.

Where are they
They discover they are in some sort of hall room. They can hear the zombies banging at the door and know the door will fail soon with the constant pressure. They decide to let the zombie group in after they quickly build a wood table fort to keep the zombies at bay. The acrobatic Gypsy hops over the table wall unlatches the door and he quickly runs back and summer salts over the wall as twenty Ravenous zombies enter and head right for the table wall crashing into it and clawing at the table...but more importantly the tactic works as the tables hold. The group kills all the zombies and were quite proud that no zombie breaches the table wall.

Swimming Pool
They notice two zombies in bathing suits slowly walking around the bottom of the pool in the deep end. Maddy mentions how that answers the question she had when the zombies fell off the cruise ship. Walking around the ocean floor.

Sauna
They kill a legless and naked female sprinter in the sauna. They thought it was a Shambler at first. At least until it could crawl fast.

The Edgewood Bar
They find a corpse of a man in a tuxedo in the bathroom stall that blew his brains out. The medium pistol rests on the floor. This person wrote on the bathroom stall in blood. Don't go in the cellar.

Basement
Well this is where we ended it.....the group with guns at the ready about to head down into the basement to get the workimg power coil.

Thanks for reading
Last edited by Razzielle on Sun Nov 30, 2014 7:52 pm, edited 1 time in total.

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#35 Postby Razzielle » Wed Aug 28, 2013 1:20 pm

Session 14

A short session......I also wanted to change Hersheback Estates slightly. I want to let the group use this as a base for a little while. Explore some other areas I created like Edgewood Resort, maybe an old lumber mill I have planned. I know they wanted to mod up their vehicles...so I wanted to give them the time to do this. Also I like to intro some more extras that will eventually travel with them. I won't have the horde destroy the community I'm looking at having the bandits led by Hell at the military base do the honours. Currently Hell is hunting down Maddy (he wants vengeance). If you recall Hell is a Nemesis of Maddy the Marine as she played the card to get the extra card. She is going to have a chance in the next session to fight Hell. But that card does not let her soak damage from Hell. She may not be tough enough yet to face Hell. We'll see soon enough. Also I've tweaked a lot of this module for my group. I'm also going to likely intro a new type of Shambler I think. I'm still undecided though. But my group likes to fight zombies so it makes sense for me to intro a new type. Should be fun. I also have a flyby happen....this just gives the group more reason to travel west. Which seems to be working.


Cast of Characters

Duke...Canadian pot farmer from the province British Columbia. He is built as tough as a brick house. Short brown hair and now clean shaven. Did serve in the Canadian military where he learned his chemistry and Engineering degree but left after five years to pursue a career in pot farming. He is the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). An attractive short black haired woman with deep black eyes that you can lose your soul in by staring too long. Spent her entire life in the US marine corps, just lie everyone else in her family. A female sniper need I say more.
**maddy is immune to the virus**
Johnny D... X Canadian army from the province Ontario. Tall, athletic build with short brown hair. Considered a real rebel throughout his youth and his attitude has got him into trouble more times then he could count. The military helped with attitude a little when he was forced to join or go to jail. he excelled in the military and served well in the army. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). Grew up in wore torn Georgia, where he witnessed numerous horrors of war that could turn the most hardened stomach. ended up in the US after the war to work for the Russian mafia where his combat skills served him faithfully. A two gun warrior.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus. Spent his entire life with his gypsy clan learning the thief skill set. And has become highly skilled at it. Skills that have proven valuable in this new world.

Cast of Current Extras

John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse ( looks like a young Pamala Anderson)) she is very attractive. Long blonde hair deep blue eyes and an hourglass figure. She is in a relationship with Johnny D after he played the romance card in a previous session. She seems to like the bad boy type.
Caitlan Sox the x-cop (looks like Nicole Kidman) she is attractive has long brown hair and talks with an Australian accent. She use to be a cop on the Atlanta Police Force before the outbreak.
**Caitlan has a noticeable twitch with her left cheek from a horribly failed guts check**
Jeff Sox the Paramedic ( looks like Ben Stiller). He is a decent quiet man who is very dedicated to his job. His medical training will make him valuable to any group.
Suzy and Debbie Sox (two ordinary little girls 5 and 7) they are the daughters of Caitlan and Jeff.

Into the basement
We continue with our core group of characters about to enter the beasment of Edgewood Resort to acquire a working power coil for Hershback Estates. Sergie the Russian, Maddy the Marine, Johnny D the Rebel, Cappi the thief, Duke the Engineer and Caitlan the former cop have guns out and ready to transcend into the basement. They rp a bit about the warning from the dead guy in the bathroom stall. Well Maddy leads the way down the dimmly lit cement staircase with only her gun mount flashlight lighting up a limited conical area. They can hear a faint metal on metal scraping sound in the distance. They also hear a creaking sound, followed by a bang. They make smart rolls and Sergei and Caitlan figure the latter sound was a door closing but they cannot determine what the metal scrapping sound is. Johnny D follows in the rear saying screw the sounds.

The Sign
The Duke mentions there is a directions sign to the power room at the bottom of the stairs. It seems all they have to do is follow the yellow line on the floor. Johnny D jokes about the yellow brick road. Maddy jokes about a zombie wizard at the end of the road. Just then something flutters by Sergei's head. Sergei mentions to keep alert for anything. The Duke mentions let's stop playing and begin walking. They follow the yellow sign and lock three doors as they pass. (They found a set of resort keys in the office area and thought it would be a good idea to lock doors as they pass)

Corpses on the Path and a Choice
They then notice the remains of two corpses laying on the cement floor on their path down the dimmly lit basement hall. Maddy and Duke notice the corpses are heavily eaten and the Duke mentions at least a week old. They decide to walk around the corpses and leave them alone. The group hears that same metal on metal grating sound in the distant but down a hall where a painted red line leads. Smarts rolls all around still can't figure it out. Well curiosity got the better of them and they veered from the yellow path.

Following the Red Path
They RP briefly trying to figure out that sound. Maddy thinks it's a swaying light fixture. They move down the darkened hall. The emergency lights do not seem to be working in this hallway only a red exit sign that is flashing on and off at inconsistent intervals at hallways end. The group soldiers on. They decide to bypass any door that does not have the mysterious sound behind it.

The Metal on Metal Sound
They arrive at the door where the sound is coming from. Smarts rolls are rolled again and still no one can figure it out. They prepare for entry and then enter the room. Everyone makes Guts rolls as the scene before them is horrific. What looks to be a male dressed in work clothes hung himself from a ceiling chain. Part of the Chain is scraping on a metal table that rests nearby. However, what makes the chain scrape is the two Sprinter Zombies chewing on it. Everyone but Caitlan and Gypsy fail their Guts roll. Maddy, Sergei, Duke and Johnny D flee from the room back into the hall. Maddy begins spewing what she ate for breakfast but recovers only taking a fatigue level for this scene. Sergei took it worse he spews his guts but also begins mumbling to himself. Sergei takes a Fatigue level that will stay with him for the rest of the day. Ouch! He took the it hard. Duke and Johnny D recover fine taking no apparent fatigue but are shaken from the scene.

A Quick Fight
The Sprinters notice the new food that has arrived....they scream out their high pitched moan and rush Caitlan and Gypsy. Cards are drawn the Sprinters go first and wild attack. A Sprinter tries for Caitlans arm but The Sprinter's teeth cannot breach Caitlan's leather wristband. The second Sprinter lunges itself at the Gypsy and tries to gorge on the Gypsy's stomach. The Gypsy's Kevlar vest holds. Caitlan uses the butt end of her shotgun and smashes it square into the Sprinter's nose pushing it right back into it's brain. It drops to the ground truly dead. The Gypsy acrobatically maneuvers behind the other Sprinter and in the process hits the Sprinter right through the left ear piercing the brain. It to falls to the ground never to move again. The Gypsy says lets stay on the yellow path now. The group gets back together and heads back to the yellow path. They then can all hear a number of moans throughout the basement. Johnny D goes great! Just great!

Power Room
They quickly move down the yellow path and are thankful for the emergency lighting. They hear continuous moaning and with a smarts roll they realize the moaning is getting closer. Up ahead they can see where the yellow painted path stops at a door and it's labeled "Power Room". The group moves to the door quickly. They can hear the hum of equipment coming from the other side. The Duke yells out we've got company as a number of Shamblers (twelve) appear from a corner down the hall they just walked.

Forget about Stealth
The Gypsy tries the door it is locked. Caitlan takes her shotgun which is loaded with slugs, says watch out and fires at the door handle. The door handle dissappears and the door blasts open. Everyone ushers into the room quickly with Shamblers getting closer to the door. The Duke rushes to grab a large workbench from the wall and Sergei helps. They move it to the door to block it as the door will not latch now. Just as they got it in place the Shambers get to the door and begin putting pressure on it...a yellow rotting arm reaches in through the handle hole. Gypsy and Maddy drag over a large metal cabinet and Caitlan and Johnny D drag over a heavy piece of floor machinery. They believe this will hold back the Shamblers.

Power Room
Well now in the power room they hear the hum of machinery. The room is well lit. A large generator sits on the north side of the room. A panel rests next to it with lights blinking on and off. They also notice a metal stairway leading up to the main floor. Maddy mentions thankfully another way out. Duke the Engineer gets to work and easily locates the power coil on the generator. He takes about 10 minutes to remove it. He finds a power tool carry container on a bench and uses that to store the coil in. Once the coil is removed everything goes dark. With their flashlights on they head up the metal staircase and can hear the Shamblers banging at the lower door. They go through the metal door into a custodian room on the main level that they bypassed. The group then moves back to the dining hall.

What's in the Sky
The group decides they need to get back to the Estates. The storm has passed and the sun is peeking out at times. They finish loading up all the food stocks they found here and climb into their vehicles. As they were loading the vehicles they see a British Airlines 747 passenger jet flying low overhead being escorted by two American F-16 Falcons. They RP'd a bit and speculated about what they have seen. They did realize though that the jets were flying west.

Back at Hershback Estates
When they get closer to the estates they hear a lot of gunfire. A call comes in over the radio, from Mayor Caden requesting aid. The group puts the pedal to the metal. When they arrive they see about two dozen zombies assaulting the town wall. Most are Shamblers but a few fast moving Sprinters can be seen. The group comes up with a plan and use their vehicles as Rammers and as mobile firing platforms. With the arrival of the group and the wall defenders they successfully kill all the zombies. Cleanup crews head out to burn the bodies and border patrols are sent out to look for more groups. The group heads to the church.

At the church
Michael walks by off to border patrol and thanks the group for their efforts. Father Kenneth motions for the group to have a seat and eat some dinner. Women at the church have been cooking up a hot meal and serve it while the group talks with the Father. Gypsy mentions they found a large stash of food at Edgwood Resort and it sits out front of the church in the Uhaul. The Father thanks them and motions men to unload it into the food stores. The Duke mentions he has the power coil, and says he can install it. Father Kenneth motions Eddy over and Eddy takes Duke over to the Generator in town. The others rp a bit and go off and do things in town.

Generator
Eddy takes the Duke over to the generator. The Generator is a large portable unit. That rests on the flat bed trailer of a transport truck. They have this inside a barn. A number of cable lines lead out from the generator to various parts of town. The Duke mentions he can fix all of this given time and possibly add a wind mill or solar arrays to it. Eddy does not seem all that interested in talking though. At the generator The Duke meets Jessop an old guy in his 70's. Jessop mentions he use to work for Charlestown power company and retired here to the Estates 20 years ago. The Duke and Jessop hit off well and RP for a bit about engineering stuff. The Duke learns from Jessop that the Estates received this generator from the mysterious community that has been helping them. This bores Eddy who leaves. The Duke and Jessop get the power coil into the generator and get it running again. They also jury rig the generator to put out 20 percent more power.

Border Patrol
Michael arrives back at the church in search of Maddy the Marine. He walks in and finds Maddy and asks if she was in the marine corps. She says yes and Michael asks if she would be willing to come with his group on a patrol to the North. She says yes. (Michael has a liking for Maddy). The others ask to come as well but there is only room for one more in the patrol jeep.

The Horde
They head out to the North where they believe the zombies came from. They travel towards a high ground area. Michael says from the old fire tower they can see for quite a distance in the valley. Michael and Maddy climb the tower while the two other patrolers stay below. At the tower top Michael was true to his word they could see quite a distance. They both get out their binoculars and have a look. Maddy spots a horde of zombies, possibly the one that destroyed Dalesbury, and the Rescue Station. She points to the location of the horde and Michael is floored. Maddy notices though the horde is heading in a direction that will not cross the Estates. It's the numerous little groups on the outskirts of the horde that will be the problem. Sure enough when they look through their binocululars they discover smaller groups and a few appear to be moving in the Estates general direction. This was likely what hit the wall earlier. Michael calls it into the Estates. They travel back to the Estates but leave two patrol men and a radio at the tower to keep tabs on the horde.

Back at Synder Farms
Gypsy, Johnny D, Sergei and all their extras are at the farm. While they were gone Nancy the Nurse put together some medical supplies. Treymore and Jeff were doing some work on the barn. They brought in a large amount of metal they got from numerous abandoned vehicles and transport trucks. They also found a number of power tools and Treymore found a motorhome and towed it here. Nancy the Nurse was happy to see Johnny D. (Recall the romance card) well Nancy wants to get out and see the town, possibly find some more appropriate hiking clothes. Johnny D tried to get out of it but to no avail off he went with Nancy. Emily and the two Sox girls were playing on a play apparatus that a town person brought out to the farm and setup inside the large barn. Maddy and Duke eventually arrive back at the farm. Maddy discusses the horde she saw and Duke mentions the power is up and running again. They as a group discuss the importance of being ready to leave if the horde is to veer in this direction. They feel it is especially important to get the vehicles updated. They begin modding the two Hummers, the Jeep, the Tanker Truck and get the motor home road worthy. For the next two days they work on their vehicles at the farm...keeping tabs on the horde as well.

Modding the Vehicles

Hummers- they are already armoured nicely since they are US Military. They place bars over the windows to keep zombie arms and heads out. They also cut a hole in the roof and put in a hatch. This allows them to escape the vehicle from the inside if surrounded or to use as a fire platform. They also put a ramming bar on the front and back.
Jeep- the jeep has an open back with roll bars. They find a roof and mod it to fit. They also put in bars on the windows, ram bars on the front and back and an escape firing hatch in the roof.
Tanker Truck- they want to make sure it will haul fuel. They attach some narrow metal catwalks on the side over the rear wheels and use some camper metal ladders to go up the side to access the top. On the top they put up a metal catwalk platform just as wide as the tanker body. This gives them good access around the tanker. They also put up armoured side panels on the large fuel tank to give it AP vs bullets. They also mod the cabs windows with iron bars as in the smaller vehicles. They also build a rammer bar on the front and rear of the vehicle. They also get a hold of some paint and paint the whole truck black. Johnny D finds a large winch and they attach it to the front of the tanker truck.
Motorhome- they get the old engine running. They AP the sides, iron bars on windows, they mod the tires to take larger Humvee like tires. They also add a hatch in the roof. They put a railing up on the roof, they also mod up inside the motor home to make it more liveable. They mod the motor home entry door with a strong metal bar latch. They also paint the motor home black. Yip looks like a theme.
U-haul- they decide to keep the 14 foot Uhaul van. They paint it black, iron bar the windows. They cut a hatch into cab wall so they can access the cargo area. They also put a hatch in the roof. They also put railings up on top.
Railings on top.
They have learned to take the high ground when fighting zombies. Getting on top of a stable motor home, Uhaul or truck and firing at zombies is a good tactic. The railings make such a platform more stable for the group to use.

Results
These changes have added a lot of weight to the vehicles but they rather have protection.

The Problem
On the fifth day the Mayor comes knocking. Mayor Caden tells the group that the border patrols are successfully routing the small zombie groups that may pose a direct threat to the estates. He also mentions the car alarm arrows were very well received. However, zombies he says are not the issue but bandits. Mayor Caden mentions one of the border patrols was keeping tabs on the Raider group that took over the military base. They are overdo. The Mayor has asked the group to investigate it. This is where we left it for the night.

Thanks for reading
Last edited by Razzielle on Sun Nov 30, 2014 7:54 pm, edited 2 times in total.

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#36 Postby Razzielle » Tue Sep 10, 2013 8:33 pm

Session 15

In this session I started the countdown to the destruction of Hershbeack Estates. The group will investigate the disappearance of a border patrol that was keeping tabs on the raider group at the military base. This leads to a battle at an old lumber mill


Cast of Characters
Duke
...Canadian pot farmer from the province British Columbia. He is built as tough as a brick house. Short brown hair and now clean shaven. Did serve in the Canadian military where he learned his chemistry and Engineering degree but left after five years to pursue a career in pot farming. He is the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). An attractive short black haired woman with deep black eyes that you can lose your soul in by staring too long. Spent her entire life in the US marine corps, just lie everyone else in her family. A female sniper need I say more.
**maddy is immune to the virus**
Johnny D... X Canadian army from the province Ontario. Tall, athletic build with short brown hair. Considered a real rebel throughout his youth and his attitude has got him into trouble more times then he could count. The military helped with attitude a little when he was forced to join or go to jail. he excelled in the military and served well in the army. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). Grew up in wore torn Georgia, where he witnessed numerous horrors of war that could turn the most hardened stomach. ended up in the US after the war to work for the Russian mafia where his combat skills served him faithfully. A two gun warrior.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus. Spent his entire life with his gypsy clan learning the thief skill set. And has become highly skilled at it. Skills that have proven valuable in this new world.

Cast of Current Extras

John/Emily Treymore
- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse ( looks like a young Pamala Anderson)) she is very attractive. Long blonde hair deep blue eyes and an hourglass figure. She is in a relationship with Johnny D after he played the romance card in a previous session. She seems to like the bad boy type.
Caitlan Sox the x-cop (looks like Nicole Kidman) she is attractive has long brown hair and talks with an Australian accent. She use to be a cop on the Atlanta Police Force before the outbreak.
**Caitlan has a noticeable twitch with her left cheek from a horribly failed guts check**
Jeff Sox the Paramedic ( looks like Ben Stiller). He is a decent quiet man who is very dedicated to his job. His medical training will make him valuable to any group.
Suzy and Debbie Sox (two ordinary little girls 5 and 7) they are the daughters of Caitlan and Jeff.
Michael Rhodes (looks like a younger Arnold Swarzeneggar) **Wildcard** another x cop and from New York. A very assertive and mucular man that believes in getting the job done no matter the cost. Lost his family during the outbreak and had to put them down. It was the hardest thing he had ever done. He believes all zombies should be put to rest and that I s his goal until he meets his family again.
Eddy (looks like Adam Sandler from Waterboy) a very quiet man with a mental deficiency. May appear that way on the outside but actually very smart and everyone just seems to like him. Has a high charisma.

This Session
This session was a short session. In this session they mainly had to deal with the missing patrol that kept tabs on the raiders at the abandoned military base. They had info from the past that Hell was now the leader of the raiders at this base. Hell is a nemesis of Maddy the Marine and therefore has been a recurring enemy ever since they first met him back at the Marina in the first adventure module. They spent about an hour of game time Rp'ing at their base "Synder Farms" and at Ken's house in Hershback Estates. Then spent the rest of the session dealing with the missing patrol. Overall a good fun session. I added a Lumbermill in this session

Getting Prepared
After the talk the group had with mayor Caden about the missing border patrol that keeps tabs on the raiders at the military base they decided to head out as soon as possible. The Mayor mentioned that they need to get Michael as he knows of the location of where the patrol watches. The group decides to take two of their own vehicles the military Hummers. The Duke with help from the 'Jack of all Trades' Treymore modded up the vehicles to make them more survivable at a cost to speed. The vehicles now have bars over the windows, very solid rear and front bumpers and a hole in the roof so they can fire from there. The Hummers are already well armoured against small arms fire but won't survive long against sustained assault rifle fire.

Looking for Michael
The group leaves Synder Farms. They head up the road to the car walled Hershback Estates and head into the small community. At the gate they ask Harry the Construction worker where Michael is. Harry says over at Ken's place. Ken's place is a home that was converted to a bar. Along the way to Ken's place they see the Harper children playing in the street and the Harpers talking with another couple the Douglas's and Father Kenneth. Father Kenneth waves as they drive by. Maddy still can't get over how the people here are trying to act normal in a world gone to Hell. Both Johnny D and Gypsy mention that sooner or later the Horde will arrive and kill everbody....just like everywhere else they've been.

Eddy
When they park their vehicle Eddy the Waterboy wanders on up to them. Eddy has a mental deficiency and tends to be charming in his stuttering speech he asks the group if they could help him out with something. Interestingly the group is very responsive and helpful. In fact Sergei plays a new recruit card. Now Eddy will become part of the group. After Rp'ing for a bit it appears that Eddy is the third cousin of Sergei. Something only Sergei recalls from what his mother told him years ago. (Sergei ran with this real well...gave him a Bennie for the effort). Well now the group can add a new loyal extra to their group. They tell Eddy to head out to Synder Farms with all his stuff and make a home for himself. The group calls ahead on their radio to let Treymore know Eddy is joining their group. Treymore is delighted he likes him.....Eddy's high charm really helps out. Almost forgetting the group asks Eddy what he needs. Eddy asks them if they could find him some comics to read as he's read everything here. The group smiles and say they will do what they can. The group then heads over to Kens place.

Ken's Bar
They arrive at Ken's bungalo that has been converted to a bar. In the house they find Michael sitting on a leather couch with Jack the Gateman. Also at a wood table sits Johnny D's girl friend Nancy the Nurse talking with another woman named Valerie the Cook. the two womann giggle to each other when Johnny D walks by. (Note that Nancy the Nurse is Johnny D's romance card). The group talks with Michael about heading out in search of the missing patrol. Nancy the Nurse overhears this and heads right over to Johnny refusing to let him go. They RP for a bit and Johhny D finally convinces her.....while the others rib him about being a yes man. Johnny D grabs his gear and heads out to the groups vehicles. Duke the Engineer, Gypsy the Thief, Segei the Russian, Maddy the Marine and the extras, Caitlan the x-cop and Michael the x-cop drive off in their vehicles in search of the missing patrol.

The Missing Patrol
The group is lead to the spot where the patrol keeps tabs on the base. It is about 20 miles due west. They park their vehicles at the side of the road. Only a few Shamblers are about and the group has no concern. Michael leads the group on foot to the site. They could have driven in but decided it was best to walk to the spot. After a quarter of a mile...Michael calls for a silent halt. Michael lets the group know that the patrol spot is just beyond the tree line ahead. The group stealthily moves up with Johnny D stepping loudly on an old tree branch. They all look at him and he shrugs his shoulders. They continue on hoping that no one heard them.

At the Tree Line
They arrive at the tree line and notice the Hershback Patrol jeep totally destroyed, bent out of shape and pieces of it lie all over the ground. They also notice a large crater in the ground. Maddy and the Duke determine that this is an artillery strike likely from a Howitzer. Maddy wonders if any of the raiders at the base could be rouge military personal since she finds it odd that a common raider could learn how to use a howitzer. They search the area and find the lifeless body of Bob missing both his legs and part of his head blown away by shaprenal. With a raise Gypsy discovered numerous tracks around the area. Upon further study they found at least 7 booted tracks heading off to the west through the forest following a single set of booted tracks. Gypsy was also able to determine that the lead tracks were that of someone dragging their left leg ....possibly injured. The group decided to follow. Michael mentioned it was likely Bill.

Following the Tracks
While following the tracks they find a few lost Shamblers....shambling in the woods they took care of them with bats and knives. Michael says based on where the tracks are headed it seems that Bill is headed to the old Lumber Camp. He tells the group the layout of the old camp. As they get closer they can hear someone yelling up ahead. The group stops.

The Lumber Camp
They try to make out what is being said but no luck. They as a group decide to stealthily head up to the edge of the tree line. They successfully make it and notice seven Raiders with Kevlar vests, Kevlar helmets and all carrying M16's. Maddy whispers to the others and says taking them could get real nasty with those weapons they are carrying. The group listens to the apparent leader of the raider group yell out at the man inside the building. Telling the patrolman to come out or they will burn the building down around him. Bill inside tells the Raiders to go f**k themselves. Michael smIles at that and tells the group he's not surprised Stubborn Bill would say that.

The Plan of Attack
The Group devises a quick plan of assault on the Raiders since they have surprise. Each of the group picks a target and fire on the count of three. Three of the Raiders go down by the surprise attack by the group. On the subsequent round the Raiders are able to pull it together and attack back at the group. The Raiders though being an over confident bunch decide not bother moving to cover and simply kneel down and let loose there M16's on the group. The Duke and Johnny D take damage but were able to soak it. The group returns fire taking down the rest of the Raiders but one. To the groups surprise this raider decides not to run he screams out a war cry and let's lose his M16 on full auto causing a heck of a lot of damage to Sergei. Sergei was only able soak all but 1 wound. The rest of the group fire on the lone raider and the raider goes down in a hail of bullets. The Duke was able to heal up Sergei's wound.

The Surviving Patrolman
The group heads into the lumber mill calling out to Bill inside. Bill opens the door and the group heads in. They find Bill with a broken ankle. They patch him up as best as possible. They try to be quick. While patching up Bill, Maddy and Gypsy search the dead Raiders outside. They collect all the Kevlar armour, M16's and ammo. They also find on the apparent leader a working radio. Just as Maddy and Gypsy were heading back to the Lumber Mill a pack of four Sprinters breaks through the tree line in full sprint towards them. Maddy and Gypsy were able to get a shot off and take two of them down with excellent shots to the head. The other two catch them. One sprinter tries to rip out the throat of Gypsy as it lunges wildly onto him. Gypsy's armour was able to resist the Sprinters teeth. The Second Sprinter leaps at Maddy and crashes into her attempting to tear a chunk out of her breast. Maddy just barely soaks the damage. Sergei then comes leaping out of the mill and levels both of his Glocks and takes out the Sprinter on top of Maddy. Caitlan rolls out of the entrance and fires her Desert Eagle directly into the head of the Sprinter attempting to eat Gypsy. The group looks up and sees a large group of Shamblers and more Sprinters entering the clearing from the woods. They head inside the Mill and close the door and brace it with wood beams. Johnny D says great more zombies they must have been attracted by the gunfire. Michael looks out through a window and mentions that there are Sprinters and Shamblers out there at least two dozen. he also mentions that he sees two really fat ugly ones. This perked the curiousity of the others and they looked as well.

Surrounded by Infected
Maddy and Gypsy agree they certainly are fat and real ugly. Sergei notices that the zombies are really bloated and have Large zit like growths on them. The Duke wonders if this could be a new type of zombie. Johnny D mentions that maybe they can call it a 'Zit'. The others laugh. They decide to keep an eye on them. Furthermore the Duke suggests for all to have a look to see if any Newborns can be seen. Everyone looks and could not discover any. The group decides that they need to get out of this building the sooner the better before even more show up. The Sprinters are the ones they need to take out first and maybe the fat things but they seem as slow as shambers.

Fat Shambler (the Zit) this is a Shambler in every respect. The only difference.....it is very obese and bloated with large zit like growths on exposed skin. Meaning the human was an obsese individual before they were infected. The only difference is this Shambler has a toughness stat of 7. Use the Shambler template for everything else.. Players need to think twice before facing this Shambler in melee.


The Escape
The group decides to shoot all the Sprinters and the two grotesque fat ones before they leave and make a break for the vehicles. They figure they can keep ahead of the slow Shamblers with Bills broken ankle and all. The group begins shooting and destroy all 7 Sprinters. The Duke shoots a fat bloated zombie to see what would happen. Well the bloated one seems to be a bit tougher to take down as his bullets are swallowed by it's well rounded and bloated waist lime. He shoots it a second time and it hits the ground with a well aimed head shot. The Duke mentions the fat ones seem a little tougher but heads shots still put them down. The group decides to make a break for it and form a diamond formation with Johnny D at point and Bill in the middle being helped by Caitlan. They open the door and the Shamblers do their version of rushing in. The group shoots and many Shamblers fall as the group moves towwards the tree line. A few of the zombies get in some wild attacks but with no success. The group tries and successfully keeps the zombies from making concerted group attacks. The last of the zombies fall when they get to the tree line. Just then the newly acquired raider radio hums to life....

This is where we ended it.......

Thank for reading
Last edited by Razzielle on Tue Nov 25, 2014 12:04 pm, edited 1 time in total.

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#37 Postby Razzielle » Fri Sep 27, 2013 9:23 pm

Session 16

Cast of Characters

Duke...Canadian pot farmer from the province British Columbia. He is built as tough as a brick house. Short brown hair and now clean shaven. Did serve in the Canadian military where he learned his chemistry and Engineering degree but left after five years to pursue a career in pot farming. He is the go to guy for Repairs and is a professional Engineer.
Maddy...US Marine sniper (female). An attractive short black haired woman with deep black eyes that you can lose your soul in by staring too long. Spent her entire life in the US marine corps, just lie everyone else in her family. A female sniper need I say more.
**maddy is immune to the virus**
Johnny D... X Canadian army from the province Ontario. Tall, athletic build with short brown hair. Considered a real rebel throughout his youth and his attitude has got him into trouble more times then he could count. The military helped with attitude a little when he was forced to join or go to jail. he excelled in the military and served well in the army. Has a shoot first ask questions later attitude and likes to smoke cigars.
Sergei.....Russian Mafia operating out of US (likes to use dual pistols). Grew up in wore torn Georgia, where he witnessed numerous horrors of war that could turn the most hardened stomach. ended up in the US after the war to work for the Russian mafia where his combat skills served him faithfully. A two gun warrior.
Cappi the Gypsy....X carnival performer (basically a thief type). A gypsy, con-man, acrobat from a defunct European criminal circus. Spent his entire life with his gypsy clan learning the thief skill set. And has become highly skilled at it. Skills that have proven valuable in this new world.

Cast of Current Extras
John/Emily Treymore- John looks like Denis Quaid and Emily a cute little 9 year old with big black eyes. John is a wild card and retired from the US Army and served over in the first gulf war. He now owns a family restaurant. Emily is his only surviving daughter from the Pinnacle Outbreak. Emily is immune to the virus. John is extremely protective of his daughter especially since he lost his wife and son on board the ship.
Nancy the Nurse ( looks like a young Pamala Anderson)) she is very attractive. Long blonde hair deep blue eyes and an hourglass figure. She is in a relationship with Johnny D after he played the romance card in a previous session. She seems to like the bad boy type.
Caitlan Sox the x-cop (looks like Nicole Kidman) she is attractive has long brown hair and talks with an Australian accent. She use to be a cop on the Atlanta Police Force before the outbreak.
**Caitlan has a noticeable twitch with her left cheek from a horribly failed guts check**
Suzy and Debbie Sox (two ordinary little girls 5 and 7) they are the daughters of Caitlan.
Michael Rhodes looks like a young Arnold Swarzeneggar) **Wildcard** another x cop and from New York. A very assertive and mucular man that believes in getting the job done no matter the cost. Lost his family during the outbreak and had to put them down. It was the hardest thing he had ever done. He believes all zombies should be put to rest and that is his goal until he meets his family again.
Eddy (looks like Adam Sandler from Waterboy) a very quiet man with a mental deficiency. May appear that way on the outside but actually very smart and everyone just seems to like him. Has a high charisma.

Beginning of Session 16

We left our survivor group just escaping from a lumber mill after rescuing Bill a Hershback Estates Border patrol guard. They were running from the mill and got to the tree line when the Raider Radio they picked up came to life.

The Radio
The group decided to stop for a moment and listen to the raider radio that Gypsy was carrying before heading back to the parked vehicles. The Raider on the radio was asking what is happening and whether there were any survivors to the car they blew up with artillery. Of course the raider thought he was talking with his raider buddies. Johnny D grabbed the radio and told the raider on the other end that they are going to kill every last one of them. The raider on the other end was taken aback for a second but quickly gained his composer. Johnny D went on to say for them to send as many as they wanted and still you will fail. The raider called Johnny D a curse word and said that they will avenge their friends death. The others were not too pleased with Johnny D's impulsive action. Both Michael and Caitlan were upset because it put their community in danger. A long Rp session on the pros and cons of what happened was discussed. They all agreed that they needed to get back to the community and plan for a raider assault.

Getting to their Vehicles
Maddy the Marine scouted ahead and found that their vehicles (two Hummers) were surrounded by undead. At least 10 Shamblers and 3 Sprinters could be seen randomly located in the vehicle area. The group devised a quick plan. They went in with guns blazing killing all the zombies. No one took any sort of damage from the infected. (I rolled crap the whole time and all their rolls were superb). They got into their vehicles and sped back to the estates.

Return to the Estates's
On their return they saw a few Shamblers spread out along the Estate car wall, which were easily dispatched by polearmed wall guards. One Shambler managed to get itself on the bed of a rusty Dodge Pickup and was within arms reach of Alice the Granny. Alice smiled and stuck her spear through the zombie's eye and clean through its back skull. Johnny D yelled out encouragement to her and jokingly mentioned to the others if only she were 80 years younger. The group came in and were immediately met by Mayor Caden. Mayor Caden had a worried look on his face.

War council at the church
The group along with the Mayor headed up to the white washed church. The church kitchen crew there were just serving their lunchtime meal when the group came in. The extras Treymore, Nancy and Eddy were there as well as a few of the estate locals. Nancy and Eddy finsihed eating and decided to head back to the farm and Nancy lets Johhny D know she expects him there soon as well. Johnny tells her he'll be by as soon as business is done here. The group sat talked and ate. Here are some highlights of that Rp session.

The Mayor was extremely worried about this Raider group at the military base and how they destroyed a vehicle with artillery. The mayor stating they simply have no defence against something like that. Michael the x cop thinks that a full frontal assault may work...could catch the raiders by surprise at the base. Caitlan disagrees there would be way too many casualties. Sergei's idea is to ambush the raiders on their way to the estates. Hit them and try to weaken them before they get to the estates. Maddy the marine adds to that by suggesting a recon of the base to see what they have and to know when they are on the move would be required. The mayor mentions also there is a need for an escape plan especially for the non combatants to get away if things go sour. Eddy does suggest that they all could simply leave and go somewhere else. Everyone decides on the recon, ambush, defence plan and spend time planning things out.

Abduction
Bill a town guardsman comes rushing into the church clearly out of breath. He moves right over to the groups table and says that Nancy the Nurse, Jeff Sox and Eddy have been taken by those raiders. Johnny D and Caitlan spring up from their seats and yell out curses and ask how it happen. The Mayor gets Bill to calm and the others get Johhny D and Caitlan to calm down. Bill explains he let the groups Jeep through the gate and were heading on the path to the farm when in the distance he heard gunshots and saw the Jeep stop and another vehicle came speeding out of the tree line. With guns they got the three occupants out, Jeff, Nancy and Eddy. They forced them into their vehicle and took off. (Big problem here for the group as Nancy the Nurse is a romance for Johhny D due to a card play. Johhny D will do all he can to save her.)

New Plan
With Nancy and the others being captured Johhny D and Caitlan wanted to head out to the base and save her. With the others or not. The group being loyal to each other decided yes. The extras also agreed to go. The Mayor was not initially convinced but after some persuasion attempts and superb rolls he soon realized better to fight on raider turf then his. So the group decided to plan a an assault on the raider base.

Recon of military Base
Maddy, Sergei, Michael, treymore and Johnny D head out to recon the Raider camp. The others stayed back at the treeline the main reason their stealth sucked. They stop their vehicle as close as they dared and quietly moved into the woods on foot. They stealthily move up to the forest edge and peer down at the raider military base. They use binoculars to observe and sure enough there is a lot of activity going on. The base is small with a few buildings and surrounded by a high chain link style fence. The raiders have a number of Hummvee vehicles as well as some trucks. One of the trucks has a towed howitzer attached to it. They can also see a number of Harley motor cycles. Maddy with a good notice roll sees her nemesis Hell ordering a number of people around. This of course gets her fired up. It looks as though the raiders are preparing to move. The group also looks around the fence line and can see scores of dead zombies at the perimeter as well as a number undead clawing at the fence. But what really gets them to take notice is the wheeled APC that rumbles into view with an AC turret. Maddy says their chances of beating these raiders got a lot worse with that thing. They move back from the treeline.

What to Do
Johnny D suggests letting some of the raiders move out and then assault the base. He believes that Nancy is in grave danger and that the raiders could be raping her even now. Gypsy mentions they need to find a way into the base unnoticed. Maddy suggests they could go in through the East side a number of vehicles are derelicts in the field and these lead right up to the fence and there are only a few Shamblers in that area. Also the East side is not as well guarded and one could get right up to the fence without being noticed. Once at the fence they could cut through.....maybe let some zombies in...Or they could conceal themselves by using the buildings that are close to the fence. In fact she suspects from a superior roll that the hostages are being held in the smaller out-building. Maddy says it will take some luck...lots could go wrong. The others agree and get ready. They believe speed is of the Essence. Objective find the others and get out quick.

Stealth is Best
The group stealthily moves up to the east side of the military base...as about as well as they can. With the raiders moving about and preparing they are not as alert as guards should be. They note not a lot of discipline in the ranks and try to use that to their advantage. They stealthy take out four zombies on the way to the fence. They reach the fence. It is a tall prison style chain link fence. The Duke cuts the fence while others keep watch. The Duke breaches the fence and they all funnel in to a close by wrecked military road grader. Maddy tells everyone in sign to be still. On the other side of the grader two raiders are standing and talking while having a cigarette. The group listens to the conversation and learn that Hell wants to attack the estate town. The raiders talk about all the cool stuff and women they'll get to have fun with. Both raiders laugh at how the Autocannon on the APC will destroy that town. They also talk about Nancy and wishing they had dibs on doing the blonde babe. This got Johnny D fired up. The Duke this time stopped him from doing something stupid. The Raiders then moved away from the grader.

Finding Nancy and the others
The group quickly talked to each other and decided one team will move towards the building they assume is holding Nancy. The other group will cover them. Maddy, Johhny d, Treymore and gypsy headed towards the small building. Maddy led them off to the east side away from all the commotion in the central area of the base. The group moved whenever Maddy told them. Maddy had the group halt as a unaware raider walked right into their position. Maddy took him down with a stealth kill to the throat. They disposed of the body behind a garbage bin. The path to the building was now clear. They moved to the window. Maddy peered in and Nancy could be seen tied to a cot. Two raider guards were in the room with her. One was beginning to remove his pants. Well Johnny d had a look and fire raged in him. He dove through the window, tumbled into the room and opened up on both guards with his m16. He made sure he was aiming low at the the raiders privates. The surprised raiders went down to a hail of bullets. Gypsy and the others cursed because now the raider camp was alert. Cards were drawn.

Battle at the Base
A group of raiders close by began firing wildly onto the building. Gypsy centres a raider foolish enough not to take cover and puts him down breaching his Kevlar vest with a 5.56mm round. Maddy moves to cover position and fires all three shots at different targets. The bullets are stopped by Raider Kevlar. Johnny D unties Nancy and tells her stay close and he asks her where the other two are. Nancy says they killed both Jeff and Eddy and through their bodies on the side of the road for the zombies..she breaks out in tears and Johnny comforts her. Treymore takes aim at a single raider and puts a bullet clean through his skull. The second group providing cover fires at numerous raider targets and take out a few of them. This was arguably the toughest battle the group has faced so far In this game. They were initially pinned down in the building where they held Nancy. The group found it difficult to take out a raider using cover and with Kevlar armour. The group started to use alternative tactics for the first time to get an edge in combat. Like using trick to get a raider to come out of cover so the group could take him out. Hell arrived into the combat once Maddy made herself known and taunted him. Sure enough Hell came into combat and he was riding in the APC and his gunner began firing the AC. The AC went through the building like a knife through butter. Hell was using the loud speaker to taunt Maddy and the group and laughing the whole time. The players realized they needed to get out of here as the situation by the second was becoming grave. Sergei lobbed his last grenade into a fuel dump area (this almost cost him his arm). The resulting explosion was distraction enough to allow the group to get away. However every player character used up all their bennies in this combat and each had at least one wound level. Sergei though had a broken arm that he received from a M16 round to the forearm after lobbing the grenade. They made it to the tree line and to their vehicles. The fuel dump explosion slowed the raiders a bit and bought the group and Estate's a little time.

Battle for the Estate's
It wasn't long before Hershback Estate border patrol units radioed in that the raiders were coming. A number of vehicles, an APC and a towed howitzer. Then the radio went silent. It was decided back at the estates that they would evacuate and the mayor would lead the survivors to Sanctuary and the group with a few volunteers would distract the raiders, kill as many as they can and lead them away from the mayor's group. The mayor gave the radio frequency to the group to contact him once the mission is done. A good battle raged at the Estates. True to their word the AC on the APC as well as the howitzer destroyed many of the buildings. A number of the volunteers that stayed with the group were killed. The group did kill a number of raiders but not that many as their goal was to keep the raiders attacking the estate. The group had to be very careful in the combat as all their bennies were used in a previous battle. The last building standing was the white washed church. Duke had rigged up a PA system to attempt a con. A number of raiders were killed as they overconfidently assaulted the church. Maddy was there and attempted to taunt Hell. Sure enough Hell arrived in the APC. He wanted her and the mayor to surrender and the others will live. Of course he was lying.

The bomb
Maddy was of course talking over a loud speaker and at the same time everyone was moving into the church escape tunnel in the basement. The Duke was setting the charges to a very large chemical bomb he constructed. They were hoping that Hell would come into the church and set it off. Well Maddy attempted to taunt him inside by saying she'll surrender. The group was well on their way in the escape tunnel when a large explosion shakes some dirt loose in the tunnel. Hell sent some men into the church and it errupted into flame levelling the church and killing the raider team that went in. The group was hoping that Hell was in that explosion.

Leading Hell Away
Out of the tunnel the group went. They jumped into a readied Hummer and peeled out of there hoping to get the raiders attention. Sure enough they did and the chase was on. The groups Hummer made it as far as the bridge before it's left side tires were taken out by the AC. The vehicle then skidded to a halt taking out a number of zombies on the bridge. With Shamblers clawing at them the pc's high tailed it along the river edge. The Raiders followed on foot and Hell and the other vehicles attempted to pull ahead up the river road to cut them off.

Wow a Boat
The group firing at raiders at the rear and clubbing zombies that get too close....see an old 50 foot river tour boat. Well the group ran up the dock and jumped onto the boat. The gypsy plays a new vehicle card (lucky) and that means this boat works. They fire off numerous rounds to keep the raiders at bay and close the door to the tourist deck as zombies are on the boat as they will deal with them later. The Duke and Caitlan get to the wheel house top and almost gets gorged on by a zombie captain. The Duke gets the boat going just as the APC and other raider vehicles break through a barrier at the docks and begin moving and firing. The boat pulls away with AC fire chewing through the hull. They finally get out of range down the river. The group is releaved. But when they turn their head they see a large number of zombies pressing up against the main deck bullet riddled glass and it gives way.

That is where we left it.

Thanks for reading
Last edited by Razzielle on Tue Nov 25, 2014 12:41 pm, edited 3 times in total.

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#38 Postby Razzielle » Sun Feb 09, 2014 8:54 pm

Session 17

[i]Well it's been quite a while since I've posted our adventures in war of the dead here. I have a number of chapters to write to get caught up. We left our hero's escaping unto a boat and having numerous Shamblers threatening to smash the glass.

On the boat
The zombies crash through the glass and everyone starts fighting the shamblers. The group successfully kills all the zombies. They did have a rough time with a fat Shambler (Zit) variant. They kept missing the head and smack bullets into its torso which would spew gross pus everywhere. They finally took it down with a head shot. Dam thing stunk to high heaven. The extra Michael Rhodes accidentally shoots Johnny D in the leg. After the battle on the boat Johnny D goes up to Michael who shot him and shoots him in the leg. This gets a reaction from Michael. I had Michael go nose to nose with Johnny D. The group likes Michael since he looks like Arnold Swarzeneggar. The other group members calmed things down. I had it so that some of the extras that have been with the group were starting to get sick of Johnny D. Do not get me wrong the player of Johnny d is a very good and fun role player. He is playing his hindrance to the max.

The group checks out the boat and are able to scavenge some food supplies and find some medical supplies in the crew cabin. Treymore his daughter is currently with the mayors group...Nancy the nurse tends to Michael and Caitlan all hang out in in the crew area while the group hangs in the crew area looking at a map of the river on the wall. The Duke asks Michael if he can pilot the boat for now.

Nancy the Nurse
Nancy the Nurse Johnny D's girlfriend due to a romance card played a long time ago takes Johhny aside into an adjoining room. She discusses with Johnny that shooting Michael in the leg was not a good thing to do. Johnny D basically told her to go f****k herself. Well this was all I needed for Nancy the Nurse to end her relationship with Johnny D....he's actually done this a few times. Just because a romance card was played does not make the person a love slave. So now they have broken up. The player of Johnny D tends to RP his hindrance well. Sometimes he's the hero type and does heroic things and other times acts like a arrogant asshole...kind of like a Jekyll and Hyde.

Nancy helps Michael
Everyone sees Nancy leave the room pissed. She heads over to Michael as she is a nurse and nurses his wound. She asks the Duke to help as he has doctor training the Duke as able to set the leg as good as new. Interesting how healing works for extras.

Where to go
The group decides they need to still meet up with the mayor and the civilians and then go on to Sanctuary. The map out a route on the river to get them as close as they can and then will need to find some vehicles.

Need for boat fuel
They realize they do not have enough fuel for the joiurney in the tanks also the engine needs some parts to make the journey. They discuss this and think something may turn up along the way.

The Barge
They come across a barge in the middle of the river it looks to be hung up on something or it has dropped an anchor. They decide to check it out for it may have fuel in its large tanks. The group decides to go over. Michael and all the extras stay back on the house boat. The group gets close to the barge and Cappi leaps over tumbling perfectly into a standing position and attaches a line....acrobatics is a fun edge to have. They move across armed. The first thing they realize its a garbage barge and it's been here quite a while as the smell lis horrendous. This is where I have everyone make guts checks due to the intense and horrible smell...I gave them a bonus to this roll. The Duke fails his roll badly and refuses to go on the mission. He says it reminds him of something he does not want to talk about. Well the Duke stays back on the houseboat with Treymore and the others while the group head over to the barge.

Searching the smelly barge
They maneuver around the massive piles of horrible smelling trash. And get to the pilots compartment. In there they find the half eaten remains of the pilot. They open the access hatch and four Shamblers lunge at the Cappi in the front. The players riddle them full of big bullet holes. They continue into the hull. They search all around and find the large diesel tanks and are happy to learn it still has a lot of fuel. They grab some fuel line hoses attach them bring them up and toss them back to the Duke and Treymore and they attach the hose to their fuel tanks. Some nice skill rolls made here. The Duke had to jury rig up some sort of manual pump to get the fuel out that took him a good half hour. They begin to pump fuel.

Pirates on the river
Caitlan gets the attention of the group that there are two boats moving in on their position. Maddi checks the boats through her scope. She sees a number of individuals with guns and with her experience they look ready to attack. She tells everyone looks like a fight. Sure enough the pirates open up at long range but their shots fall short. Maddi mutters amateurs. Everyone takes defensive positions. The group positions themselves up high. Treymore, Nancy and Caitlan position themselves low and behind good solid cover. Michael pilots the boat. Sergei yells out not to fire until he does First. The duke is worried about a fuel,line hit.

Maddi the marine takes aim with her marine issue sniper rifle as do the others waiting for Sergei. The pirate boats begin to flank both sides and continue to fire. Rounds begin to hit the boat and glass shatters....but that is all they hit. As they close Sergei opens up then everyone else fires. A number of pirates are hit and killed. This spooked the pirates what they thought was easy prey was not. One pirate boat turns around and makes a break for it the the other continues to close. The group and the many extras throw a lot of lead into the pirate boat. The pirate boat engine takes a hit and then a shot hits the fuel tank and the pirate boat explodes. No more pirates as burning wreckage sits on the water. The other boat moves away behind a bend.

The group gets back to work. They finish refuelling and fix the engine and get back to their journey on the river. The Duke rigs up some extra lighting and this allows them to keep piloting the boat at night but slowly.

The locks
Well they arrive at the locks and need to get through two locks. They scan the area surrounding the lock and assess the situation and come up with a plan. They move to the lock and Michael gets the houseboat inside the first lock. Treymor, Caitlan ! And Michael will stay on the boat while the group go ashore to the lock control house. They note a number of Shamblers wander the area.

To the lock house
The group moves ashore. They plan on taking Shamblers out for now using melee weapons so not to attract too much attention. They easily make it through to the lock house take out minor Shambler resistance. Inside the house is at least 12 Shamblers. The group moves in with 2-1 odds for the Shamblers. Sergei had to make a soak roll as a Shambler got in a lucky shot on a gang up bonus and tore into his shoulder. Once they terminated the Shamblers. The looked for how to operate the locks manually. They found the instructions. The first lock begins to fill. While they waited more Shamblers began moving in on their position and began banging on the windows, doors and walls. This attracted the attention of a pack of 6 sprinters in the area. The sprinters come charging in and start pounding on the controller house as well.

Michael moves the houseboat into the second lock and as the group waits more zombies show up. A small horde is now around the house. The group now plan a way to escape. They feel going out and taking on this many zombies at once is suicide. The lock fills and they open the gate.....I could have been a real prick here and have the extras sail away but I did not. The group climbs up the ladder inside the lock house to the roof just as the glass gives way and zombies swarm into the lock house.

Well now they are stuck on the roof. They survey their situation. Cappi plays his escape card. While on the roof Cappi notices two supporting heavy cable lines that span across the locks. The houseboat happens to be right underneath it. Cappi's plan is this to walk along the one cable and use the other cable as support with your hands. It's kind of like a one cable bridge with another cable running along top of it about 6' up...which allows you walk the one cable and holding the top cable at the same time.

Well Cappi easily does this first...then leaps into the water 40' below and swims to the houseboat. Sergei and the Duke both slip in their attempt....but catch themselves before falling to the concrete below. They finally make it over the water and jump in. The others make it across as well. Once all back on the boat they continue their journey.

Crashed American Airlines 747
Up ahead they see a crashed 747 passenger liner in the middle of the river. It looks as if the pilot tried to belly land the huge aircraft on the river. The plane is sheared in three places. They maneuver around the large aircraft and as they pass they can see burned zombie corpses through the fuselage windows moving about in their seats still buckled where they died in the intact part of the fuselage. They pilot the boat between the two split halves of the 747. One of the wings juts almost vertically out of the water like an oddly shaped skyscraper...and it seems even larger as the house boat sails closely by it. Treymore the extra mentions he use to pilot those planes years ago. This took the group by surprise as he never mentioned that before. Cappi the gypsy asks where did he learn to fly. Treymore mentions in the airforce he learned his trade on c130's...then flew civilian with American Airlines for a bit but left when his daughter was born. The group notes to remember this for future reference. They leave the doomed plane behind.

Activity on shore
While heading around a bend on the shore they see an enclosed warehouse with fencing around it. But Maddi notices activity on the roof. She checks with her scope and sees two individuals on the roof. One is looking at their houseboat through binoculars he waves at Maddi when he notices she sees him. The group decides to ignore these people. The odds of them being raiders or bandits is pretty high with their experience. Now four individuals watch the houseboat. Nothing happens as they round another bend. If they did investigate it was a survivor community of 16 led by a town sherif.

Floating Corpses
They come across a large number of floating zombies at least a couple hundred. They moan and gurgle as the houseboat bumps into them as the group sails through. Two corpses caused a problem as they were chewed up by the props. Luckily the props survived.

Huge fire
In the distance they see a glow and a large mass of black smoke. When they pilot around the bend. Sure enough there is a huge fire raging through what appears to be an industrial complex. They can also see a number of slow moving and burning Shamblers moving about. They move by the huge fire good thing the wind is blowing the smoke in the opposite direction.

Going ashore
They finally get to their planned shore location. Johnny D notices the look that Michael gives him. Nancy the nurse his former girlfriend also gives him the cold shoulder. The others as well. Moral among the extras is not very high. Once they hit shore they move out to look for vehicles. They move down the roadway.

School bus
They come across an empty school bus on the side of the road. The Duke takes a good 15 minutes to get it up and running. During that time the group kills a good dozen Shamblers moving in on the group in hopes of getting a quick meal. They all get on the bus.

Meeting the Mayor
They make it to the meeting place and find the mayor and the civilians hold up at a elementary school. Treymore and Caitlan are happy to be reunited with their kids. Sergei notices Michael talking with Treymore some other extras and then the mayor. The group had to deal with a few Shamblers but nothing serious. The mayor gets on the bus with the group and the convoy moves out in the journey to Sanctuary.

The journey to Sanctuary
Flat tire- one of the pickup trucks in the convoy gets a flat. While fixing it the group takes out a number of Shamblers.

Blocked road- the group had to find a new path as the road was blocked with a large number of vehicles.

Abandoned tank- in the middle of the field off the road they find an abandoned army tank. On closer inspection it was noted it was missing a track and Shambler pieces were all jammed up in the wheels. They all passed guts checks when looking at the gory scene. Sergei liberated the machine gun from the top of the tank and the ammo.

Campsite- they come across a campsite off to the side of the road. Which is obviously abandoned. They deal with few Shamblers stuck in the tents. They acquire a bunch of useful camping equipment.

Refuelling- they deal with a few Shamblers at a roadside gas station where they fuel up on siphoned fuel.

Settling in for the night- on one of the nights they stopped the convoy was attacked by a group of 6 sprinters. One extra a boy was killed before the group could get them all.

Outskirts of Sanctuary
At this point the mayor Michael and Nancy the nurse come up to the group and say now that they are at Sanctuary they will be going their separate ways. Treymore his daughter and Caitlan and her two daughters will stay with the group. Interesting to note that Emily Treymore and one of Caitlan's daughters are immune to virus. Apparently some of the extras had enough of Johnny d and shooting michael just put a stamp on it. There was no arguing and it was agreed that once in the city they'll separate.

Radioing UniMed
The mayor gets on the radio to talk with UniMed. UniMed knows they are coming from previous discussions with the mayor. The group finds a secure building to hold up in for the night then they'll head deep into the heart of the city for sanctuary in the morning. Guards are set for the evening. Well the guard shifts were lacking and I took advantage if that....as it was important for the kids to be taken in the module.

Someone took the kids
A scream is heard and they all rush to find Caitlan and a few others from the mayors group in hysterics. They are pointing to a sewer grid that is open and they are ranting the dead came and took the kids. 4 kids are missing including one of Caitlan's daughters....but Treymores daughter is fine she was with him..They finds it difficult to believe...maybe they thought it's another dead type but why take kids. The group goes into action immediately and clamours into the sewers. They move down a corridor. They hear barking in the distance. I thought they were going to stand and fight the dogs coming but no they ran.

The Chase
The hunting dogs started at 5 ranged increments. With the sewer tunnels wet and slippery made for quite the chase. The dogs were able to gain 2 increments when JohnnyD's sharp eyes caught a glimpse of a human, maybe a child standing in the middle of the tunnel just beyond the dim overhead lighting. The NPC Geoff in the group is able to determine that it is Dakota a child taken in a previous raid by Unimed. Cappi yells out to the boy telling him to run towards them but the boy takes off away from them into the darkness.

As the group arrives at the intersection they are all surprised when a couple fast moving sprinters leap on top of Geoff and smash the NPC to the ground and Geoff screams in agony as the sprinters tear into his flesh. Every character has a sprinter leap onto them as they all were surprised. Due to some horrendous rolling on my part these Sprinters could not breach the toughness of the players. After a couple rounds of battle in the dim light the Unimed dogs entered the fray and attacked the living dead only and not the group. This action surprised the group but they are thankful the dogs are fighting on their side. Sergei was able to determine that these dead were able to be real stealthy. Just when things started to look good a massive herd of Shamblers descend down the tunnel towards them trapping them.

Escaping the tunnel
The first thing I did was have the group determine just how much ammo they had. Not very much apparently as the group needed to track their ammo for this scene. The Duke suggests they battle their way through the Shamblers while the dogs are taking on most of the Sprinters. The group agrees and starts firing off rounds of ammo to clear a path. They make it to the door. It's metal and locked. This is where Cappi can shine as he is quite the lock picker from his former life. He misses his first attempt and the group is getting low on ammo. Just as the Cappi makes another attempt the metal door opens and on the other side the little boy Johnny D seen earlier. The group high tails it through and are completely surprised when a net falls from the ceiling on top of them.

Captured
While in the net the groups sees a number of children enter the room followed by about a dozen living dead. The group has no knives....as they did not list that is what they will be taking in haste....so they realized they could not tear through the net. The group is surprised when the 10 children grab the net and begin dragging it down the hall with the group in it and to top it off the Shamblers are not attacking anyone. Cappi suggests they go along with it for now.

They enter a new area where they meet a kid named Brandon who looks directly at the NPC Ian Mccurdy...while he talks with Ian, Maddy the marine recognizes an underlying tone of anger from the boy. The boy then looks at the group and asks if they are with Ian. Immediately Cappi responds....no...we are simply new arrivals at Sanctuary. The Duke asks why these Shamblers are not attacking and how they are controlling them. Brandon simpy says that these are their friends and that they protect us. The kid looks at Ian directly and says...you did not protect us..you thought they would eat us but they did not. Ian looks to the group and shrieks out in the best acting I could do and says do not believe what this kid says he's deranged. I then had a player role play him while the others in the party discussed things. While this is all happening a dozen more Shamblers enter the room and begin to move towards the pcs. A grunt from the darkened doorway stops the Shamblers suddenly.

The Controller
The group for the first time meets a control zombie. Brandon looks at the controller and calls him dad. Johhny D then had to go and say he hopes to look that good when he gets to his age. The controller looks directly at johhnny d and grunts. Brandon then responds my dad wishes to know who you all are. Well the group decides to humour the zombie and explains everything from the cruise ship till now. The Duke asks Brandon is that his father. Brandon then says yes and explains what happened. What really got the group upset is when Brandon mentioned Ian and Geoff would kidnap the children and kill them to make stew. Brandon mentioned they escaped with other children into the tunnels where they met the living dead and thought they were dead until his dad showed up. The controller grunts again and Brandon and the children remove the net. Once released Caitlan smashes Ian with a sucker punch. Johnny D mentions he's happy he did not eat the stew.

The controller stands over Ian and the others in the group do not do anything yet as they are surrounded by 24 Shamblers and no ammo. The NPC Ian cowers on the floor the controller grunts and the group watches as 6 Shamblers tear him to pieces. Brandon then picks up the head of Ian and throws it into the corner landing next to a shovel. Brandon then turns to the group and says he's sorry that they have to die but his family has to eat. The controller grunts and the Shamblers attack.

The battle
Well it did not look so good for the players group. With a notice check they were able to get some makeshift weapons from rusty pipes on the walls and also a shovel in the corner. After four difficult rounds of battle an explosion rocks the room and the locked metal door they came through flies off the hinges and takes the head of a Shambler. The controller sends a couple zombies through the door and the controller and the children leave the room in the other direction sprinting. The group hears gunfire beyond the door and Unimed soldiers enter the room the battle then easily goes in the pcs favour with the soldiers help. A tall man in his forties saunters up to the group and introduces himself as Commander Morrison and that he is here to help the group.

Commander Morrison
Morrison asks the group to come with him back to the city as the sewers are not safe. Surprisingly the group agrees. That was easy I totally expected to have to try and persuade them.....the group is restocked with some ammo and the commander places marching orders. A number of moans from sprinters can be heard in the tunnels. At this point the chase commences they get to the ladder that leads up top. The commander orders the group up first and then up comes the troops. The zombies Converge on the ladder and Morrison drops a grenade down the manhole and yells grenade.

As they move towards their compound in the dim light one of the soldiers in the rear shrieks and is dragged behind a vehicle in the dark. The other soldiers all open up with Automatic weapons fire into the vehicle the commander calls for a ceasefire and to keep moving. Just as the commander finishes saying that something comes flying from the behind the vehicle and slams into another soldier. When the pcs look they see half off a soldier lying on the ground on top of the soldier it hit.

That's where we ended the evening.
Last edited by Razzielle on Sun Nov 30, 2014 8:57 pm, edited 10 times in total.

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#39 Postby Razzielle » Mon Feb 10, 2014 8:39 pm

Session 18

( I know these write ups are not as detailed as my previous earlier ones...well it's because I don't remember everything clearly as it was from months ago. As I get caught up to our present sessions they will get more detailed.)

We left off last session with the group being escorted back to the Unimed camp with Commander Morrison and something in the darkness grabbed a soldier ripped him in half and threw half the corpse at another soldier. Everyone was staring at the gory sight.


The Scene
The city streets around them are littered with abandoned and wrecked vehicles. Store fronts are darkened and many buildings have shattered windows. A number are even blackened husks after fire claimed the buildings a while ago. The characters can see a large high rise in the distance with intense floodlights illuminating it.

The group is actually a little scared which is usually not the case with these guys.....I guess D&D hit points will give you a sense of never having to really worry about combat.....savage worlds well they realized its very easy for something to kill you. Either way I tell them that they can here low hisses and a series of deep throated howls coming from all around them. Maggie the Marine and the Duke realize they are surrounded and can hear heavy movement in the darkness. Johnny D picks up the assault rifle from the dead UniMed soldier and says let whatever it is just try and take me. Commander Morrison yells out for the group to move double time and now. That is when for the first time the group views what they have named a "Rager ". I described to them the size of the thing. Seven feet tall, massive muscle, albino skin and grey shaggy hair. I tried to instil on them just how big and powerful these Ragers ( sometimes the group calls them a Thug) are. It worked as both the players of Sergei the Russian and Cappi the Gypsy both in stereo say oh f **king...sh*t. Johnny D playing the rebel says out loud I can take 'm. Well guts checks were rolled on seeing one of these for the first time at a -2. Everyone but Commander Morrison and Johnny D fail their guts checks. Wow a lot of poor rolls....it does not look good for the group.

Battle with the Ragers
The soldiers and group members that failed guts check and full panic high tail it towards the lighted tower....some even dropped their weapons that they were holding. The Ragers leap into action. A few ragers throw large pieces of debrei. A manhole cover hits a soldier in the back and a audible crack can be heard as he goes down dead. Other Ragers leap clear over cars and start to close quickly on the group. Johnny D and Commander Morrision lay down suppressing fire with their assault rifles as they run full tilt after their panic stricken friends. The two realize these things are fast and strong. In the chase 6 soldiers are killed by the Ragers from large pieces of concrete debrei being thrown. Also Maggie ended up with a shattered arm when a Rager caught up to her and grabbed her by the arm and broke it in two as the Rager threw her with great force into the side of a Kia Sportage. She was able to get up and continue running.

The soldiers and group make it to the safe zone and the Ragers pull back only when the gun emplacements and tanks begin opening up massive fire onto them taking out a few Ragers in the process. Cappi and Duke both wonder how they are going to fight these things as they think they are scarier then Newborns.

Arrival at Sanctuary
In the safe zone with the Ragers retreating a number of UniMed soldiers point all their m16's into the faces of the soldiers and the group. Everyone is taken in to be screened. Commander Morrison mentions to the other soldiers in the safe zone that this group of individuals is from the Estates that was recently destroyed by Raiders. Cappi asks the Commander how they new they were from the Estates as the group thought Sanctuary was the small survival group that UniMed attack earlier. Morrison mentions simply that they had a radio and were monitoring all the frequencies and learned of the group. He mentions he'll talk more if the group is diagnosed as clean.

Disarming the Group
Well this is always a big problem....I think most groups don't like to be disarmed. Anyways it took some gun barrels to the head on some group members but they finally did relinquish all their weapons. Johnny D got a rifle butt to the head when he tried to hide a knife and gave attitude to the soldier Frisken him. I'm sure Johhny D will get revenge in the future as the the player wanted to get a good description of that soldier. Caitlan asks about both her daughters and Morrison mentions they are both safely here. Good for the player of Caitlan to remember to ask about that.

(I was very surprised the group surrendered.)

New Hope Medical
Well the group is led to New Hope Medical for testing. The group was wondering if they could somehow hide the fact that Maddi the Marine and one of Caitlan's daughters is immune to the virus. UniMed is going to wonder how two in the same group could be immune. Well it took awhile for the pain in the ass Johhny D to get through the medical detector. I decided to have the soldier that hit Johhny D to force him to strip to his undies and walk through. Oh boy did this piss off the player of Johnny D but the group got a good laugh out of it. The player of Johhny D was so mad that he was going to use his structural failure card to destroy this medical centre with the soldier inside it. The others convinced him not to.

Caitlan notices a number of the survivor group members at the camp they were at...the ones that made kid stew....well the player that plays her RP'd her as losing it and immediately runs over to where they are. The group does not stop her but Morrison commands his soldiers to. Johnny D decides to put his foot out non-chalantly and trips the soldier he now has a big hate on for. Well, the soldiers restrain Caitlan as the pc that plays her mentions how she wants to kill all of those sick bastards. Well she put on a good show and a great Rp session occurred. The soldier that Johhny D tripped put his gun to Johhny's head and Johnny D dared him to pull the trigger. Well Johhny D pulled a Test of Wills on the soldier . Johhny D barely won out as the soldier looked away to the players satisfaction. Morrison came over and put a stop to everything. The players then had a conversation with the commander.

What the group learns
The group learned that the new creatures the soldiers call Ragers.....well that name did stick but sometimes they they called them Thugs. Probably from playing Dead Island.

(Note....I changed Ragers from what they are in the module..they are a zombie....combination Shambler and sprinter. They are like the Hollywood fast zombie.....there is one Rager variant and that is a Rager that is very strong)

They also learn that Morrison learned of their sewer location only by a chance scan of the radio frequencies they monitor.

Morrison joined up with UniMed after he failed to save the city. With only 200 troops left he provided the manpower that UniMed needed to secure a safe zone. However some of his men decided to head back west to Colorado.

Sergei did roll a raise and gained some additional information while talking with Morrison. He learned that UniMed is literally a fortress. No one in or out without authorization. A UniMed executive runs the show and never seems to leave the tower.

Well the group passes the tests and UniMed now knows that one of Caitlan's daughters' Treymores daughter Emily and Maddi the Marine is immune to the virus and a tracking device unbeknownst to Maddi has been implanted in her when they operated on her broken arm. Oh this should be good....the player group does not even suspect this. Now they can find them when ever they need to.

Into the Safe Zone

Commander Morrison leads the group deeper into the safe zone. Caitlan is united with her two daughters. Johnathon Treymore is also happy to be reunited with his daughter. The group still wants to head west to Colorado but decide they'll stay here until Maddi's arm is fully healed. Cappi mentions no sense staying because every place they have been to has been either overrun by zombies or destroyed by raiders...likely going to happen here to. Everyone laughs but it is the truth so far.

Meeting some People

Amy Stiller
While waiting in the area for the Coordinator a young 20 ish something good looking girl wanders over to the group. The group learns she is from New York and was in 3rd year at New York State. She quickly took a liking to the rebellious Johnny D. But Johhny D was blunt and told her the last girlfriend he had was much better looking and he does not need the problem of chicks. Well for those of you that remember he played a romance card and got himself a good looker (Pamela Anderson look alike) for a girlfriend that hamstrung him for a while. The girl called him an asshole and she walked away cursing. Caitlan called him an insensitive bastard and they RP'ed a little here.

Amanda Waller
Well an extremely good looking woman heads towards the group. Well she sits with them and completely bores Cappi as she goes into the history of UniMed and it's founder etc....had to fake quite a bit here on the spot and answer a load of questions the group had but it certainly was an interesting RP session. When the players ask about supplies they learn UniMed will only give supplies to registered individuals and upon leaving everyone is searched. Cappi the Gypsy tries to persuade that perhaps the group can be an exception. Well he fails. The group does ask a lot more questions about Sanctuary more then I thought they would. She eventually assigns them to living quarters which use to be a pharmacy. She then gives each of them ID badges. At that point hot food is served to them. Well they did not realize the food was drugged. They all pass out and now I have pissed off players.

Retaliation
Well the group is pissed. They wake up and want to kill something. They realize they are at the pharmacy in bed with their clothes on. Sergei's fatigue penalty is removed from the badly failed guts check earlier as they got some good rest. They hear commotion outside and loud speakers. They head outside on the balcony and see in the distance from the third floor and armoured RV and UniMed soldiers surrounding it. The group cannot quite see what some soldiers are struggling with. They decide to head out to investigate. Caitlan stays back to keep an eye on her kids. Michael also stays back to help protect Caitlan and the kids. Treymore mentions he needs to find the mayor to talk about something so he leaves with Emily.

They arrive at the scene and see the soldiers dragging away a number of children kicking and screaming. Commander Morrison is talking with Alexandro (group never met him or his team). The group learns about what happened after the group went into the sewers to escape the assumed evil UniMed and what happened. Alexandro mentions how the RV held up well to those super strong and quick zombies that attacked the RV. The group notices some dents on the RV which could have been made by thrown manhole covers.

Well at this point a Humvee shows up with soldiers and a suit. Morrison tells the group that is Carl Parker and he works for UniMed's man upstairs. Well here goes the ball game as I cannot see how the players would agree to the next request without violence. I have one of the players play Carl. Well Carl tells Morrison to detain the Group as three if not more of them carry an antibody to the zombie virus. Morrison looks dumbfounded. Carl goes on to say they must be protected and studied, survival of the human race depends on it. Well the player RP'ing Carl lays it on pretty thick. In my mind I'm thinking the players are going to make a move for the RV.....but they left Caitlan, the kids and Michael back at the Pharmacy and who knows where Treymore went. It will be interesting to see what they do. Well the group gets into quite the argument with Carl and just as it is about to escalate to weapons fire the alarm goes off at the East gate. I decided to make it easier on them and have the attack commence just like in the module

Alarm
Well a soldier yells out a large group of Ragers is attacking the East Fence. Morrison ignoring Carl gives all the players auto weapons and 4 clips and takes off running towards the east fence. The group decides to follow and help. The group watches as Carl gets back in the Humvee and heads back to the safety of the tower. At the battle zone the group takes part in a battle that seems to never end every time a Rager goes down one or two more take its place. A hell of a lot of manhole covers were used by the super strong ones. The joke is that ragers preferred manhole cover weapon types. Yet those deadly missiles took down a number of soldiers. Things are looking grim. Then the players realized they were dooped when they hear screams and gunfire coming from the residential area in the Safe zone where they are staying. However....the problem here is intense the players decide to make a retreat and ask Alexandro along as they like his RV.

Taken
Well the group successfully retreats in the RV from the east and get back to where they left Caitlan, Michael and the kids. When they arrive they make it just in time to see a large pack of Tagers attack a group of 6 soldiers. The Ragers tear into them and the group arrives and lays waste to the Zombie Ragers. Then a high pitched shriek is heard in the distance the Ragers stop immediately and begin a retreat. When the group checks on the soldiers they find 6 dead dogs and 5 dead soldiers one still barely lives. They learn from the soldier that the Ragers took the children that came from the RV and that two children from the pharmacy were taken. The group immediately shoots the soldier since he is infected and head to the pharmacy where they see the door ripped off its hinges. Sergei mentions that he Wants a d12+2 strength. The characters find both Caitlan and Michael knocked out cold amongst debris in the pharmacy. The group checks them over and nothing but big bad bruising...they are surprised they are not dead. Well actually they should have been killed but they are too important as NPC's to the plot at the moment.

Commander Morrison arrives and a big argument occurs as the player playing Caitlan goes nuts as she finds out once again her kids are gone. I am glad she is playing her like this as she is going to crack in the future. The group learns that Morrison is worried about why the Ragers want the children....obviously the controller must be involved. The Commander wants to track down these Ragers and the children and wants to put a team together. The group wants to go but Morrison says its likely Carl won't let them as he thinks they are immune. What the players don't know is that the commander does not give a crap ass about what Carl thinks and the players have an easy time convincing him to come. He arms all the group up big time and he also gets hunting dogs.

Hunting Party
The Commander is with the group with 2 more soldiers to form a 10 man group. Alexandro, his group and 5 soldiers form the second unit. The final unit is an all 10 soldier unit. Commander has everyone take separate paths into the city maintaining radio contact. The group suggests they all stay together the Commander disagrees. Sergei mentions it's likely the other groups are pure zombie meat.

The group moves through numerous allies and darkened streets with a number of false alarms and leads. Finally on a notice roll can see that massive hulking shapes are watching the group from upper floor windows and not attacking. The group finds this odd. Johnny D wanted to shoot them but Cappi advises not to. A couple of blocks later the lead soldier on point discovers a sock and a little further up ahead another sock. Caitlan mentions to the group that it's her daughters socks. Cappi mentions that they are leaving a trail smart kids. When they turn down the next block they see an open manhole cover. The group suspects a trap the minute they go for that opening. The group decides to go for it at full speed.

When the group of ten high tails it to the opening Thugs from above and Sprinters from the two alleys converge out of the darkness to spring an ambush. But the group was correct and are not surprised.

This is where we ended this session.
Last edited by Razzielle on Sun Nov 30, 2014 11:29 pm, edited 3 times in total.

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Jordan Peacock
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#40 Postby Jordan Peacock » Tue Feb 11, 2014 9:24 am

Glad to see that things are (or at least were) moving along!

Razzielle wrote:The player of Johhny D was so mad that he was going to use his structural failure card to destroy this medical centre with the soldier inside it. The others convinced him not to.


I have this mental image of him playing the card, the place collapses for no particularly good reason, and Johnny D is FREE to run out of Sanctuary ... in his skivvies, because he's still stripped down for the search. Good luck with that! ;)


Razzielle wrote:The group learned that the new creatures the soldiers call Ragers.....well that name did not stick they like calling them Thugs.


Heh. In my own campaign, we had players calling the various types of undead all sorts of things that weren't necessarily the "official term." At the very least, NOBODY referred to "Infected Newborns." Those things were "Demon Babies" or "Ankle Biters" or "Goblins" according to various players.


Razielle wrote:Cappi mentions no sense staying because every place they have been to has been either overrun by zombies or destroyed by raiders...likely going to happen here to. Everyone laughs but it is the truth so far.


Yeah, that's one reason why I wanted so desperately to have a place like Dalesbury be able to SURVIVE the PCs' passing, as a precedent. (It didn't actually turn out that way, since the PCs ended up abandoning it to its doom.) I didn't want to give the impression of some rushing wave of destruction following in the PCs' footsteps. Logically speaking, the zombie apocalypse has already happened WORLDWIDE. If the last vestiges of civilization are falling, they're falling everywhere, and there's no good reason why the PCs should repeatedly be right on the scene just as things fall apart. (At the very least, let it last a few days or something.)


Razielle wrote:Amanda Waller
Well an extremely good looking woman heads towards the group.


Heh. I still couldn't get over having an "Amanda Waller" in the campaign. (That's right up there with having a Baxter Building -- AKA, home of the Fantastic Four in Marvel Comics -- as the starting location in Zombie Run.) I ended up using my "Amanda Waller" miniature from HeroClix to represent her.

Razielle wrote:At that point hot food is served to them. Well they did not realize the food was drugged. They all pass out and now I have pissed off players.


Yeah, in my game I skipped the drugged food. The PCs had already been medically-tested, disarmed, and were generally at the mercy of UniMed. Going beyond that and drugging their food just seemed like a recipe for killing any hope of trust they might have from that point on, for no dramatic pay-off that I could tell.


Razielle wrote:Well Carl tells Morrison to detain the Group as two if not more of them carry an antibody to the zombie virus. Morrison looks dumbfounded.


...

Razielle wrote:The group wants to go but Morrison says its likely Carl won't let them as he thinks they are immune.


Exactly this. I think I would've run into this problem if I'd run WOTD in Sanctuary exactly as written. If we've got a PC in the group who's supposedly resistant to the virus, then that character would be a valuable asset who might very well hold the key to the survival of the human race. You just wouldn't send that character off on an "away mission."

I complicated things (of course) by extending the stay of the players in Sanctuary in my own campaign, and Father O'Shaughnessy (the immune PC in our group) volunteered to undergo study at UniMed in hopes of developing some sort of cure/vaccine. To deal with having a PC "off-stage" for so long, I ended up giving the player the choice of some pre-gen character sheets I'd put together for a convention game, and then "level up" the character to the same level as his regular PC. Any XP awards earned on the "proxy" character would carry back to Father O'Shaughnessy whenever (presumably) he got back into the action again.

That sort of compromise (i.e., here, have this NPC who has been temporarily upgraded to a Wild Card) helped in a lot of situations where it just didn't make sense to have a PC tag along, when that PC would serve better back "at camp" or whatever.

But then ... it looks like it worked out just fine here, anyway. :)
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