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

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

#1 Postby Razzielle » Sun Jul 14, 2013 9:32 pm

War of the dead

------- Well we completed the entire War of the Dead campaign. It was a long campaign. Five (4 men and 1 woman) players played for the brunt of the campaign in the last half a sixth player joined us. There were a number of player character deaths and truck loads of extras. I used the extras rule of players playing extras. That was a blast.

The campaign in the beginning...chapter 1 and 2 stayed pretty much on track as I railroaded them a bit. But I realized doing this will not last my players were interested doing things the way they like to. Then I took the rails off and the players took more of a direction and the campaign went off the rails. You will find many new areas introduced as well as areas in the campaign that showed up earlier or later and may have been changed....like Helltown. Things really started getting changed around in chapter 3 and especially chapter 4.

I also used some new zombie types and tried to keep them believable. Like I simply modified Shamblers, Sprinters and Newborns into different variants and I made Ragers a large and very strong zombie with sprinter speed. I did not use ferals.

Shambler Variations
Well what I did was simply modify the standard campaign types a bit. They have encountered all of these new types and fight them on a regular basis.
When I have a group of Shamblers show most are the standard Shambler but I like to put in a couple of these types to keep it interesting.

Kid Shambler -these Shamblers are kids that at 11 or younger when infected. They have the standard stats of Shamblers except they are quicker. They have an increased agility, a better parry and can move at 6 . But they cannot run. Scared the pants off the group when these started to appear in Shambler groups.
Ripper Shambler - these Shamblers like to swing their arms wildly at their victims as much as biting into flesh. Players have to watch out or they are going to get themselves cut from exposed sharp bones. They have all the standard Shambler stats. However they have fighting skill. Another nasty surprise for the group when a bunch of Shamblers start wailing away with their arms.
Puker Shambler - these Shamblers after a full stomach of flesh eating are Able to puke their contents onto a victim that is within close combat. They are a standard Shambler in every way except for the puking. They can only puke once but then have to eat again. The puke can cause nausea which can be deadly for a victim. These Shamblers tend to be newly transformed zombies. The fresh look gives the pcs a clue.
Brute Shambler - these Shamblers are former body builders, football linebackers any massively built muscular human. They have standard Shambler stats except they are a little stronger but no where near as strong as a Rager. They have fighting skill.
Fat One Shambler- these Shamblers are former very obese/fat humans. They have standard Shambler stats except they have more girth. All that fat has created their vigor. They have an increase in vigor as well as overall toughness. The players always have tougher time taking one of these fat bastards down.
Crawler Shambler - these Shamblers are missing both, one or part of one leg or may a destroyed spine and have both legs. Either way the requirement is they crawl with their arms. They are a standard Shambler but move only at a 2. What makes them deadly is their default target is leg and feet. Meaning no -2 to hit area. Players tend to only armour their torso and head. After facing a few of these in unlikely places they ened up acquiring modded armour like sports gear on these exposed areas.
Climber Shambler - Simply is a standard Shambler with the ability to climb. Meaning climb skill. The climb skill simply allows it to go up a ladder, steep stairs....but not ropes, walls, they are not ninja. A nice zombie to use to climb up a fire escape to get to the sleeping characters on a roof.

The other thing I did with Shamblers is i had templates I could add to a Shambler type..to make them tougher to kill or them tougher...for example I've used.

Fire - have your Shambler catch fire then go into melee combat.
Riot gear - yip an armoured Shambler.
Helmet - any sort of helmet, like motorcycle, football, firefighter etc. makes them tougher to kill.

I also introd some house rules like a new....and I believe better guts check system which was very easy.

Interludes
I did use interludes in the beginning..these were email sessions while we were at work for the week. They focused on role play only...and helped round out personalities. I used interludes only sparingly after the first chapter.

PDF war of the dead players guide
I also created a 30 page players guide on character creation pulling in all the various edges from various source books that I felt worked in war of the dead. I also created a character creation guideline for war of the dead character types and a weapons and equipment section (like 2 x 4, chain saw etc..). I'd post the 30 page PDF document I created if I could figure it out...I guess we can't post pdf's too bad.

After we completed we continued into the World of the Dead and created new characters retiring their legendary characters. We have been playing the new world of dead campaign for a number of months now. I had to create a new campaign which is about as long as war of the dead. It's been a blast so far.

I hope you enjoy

--------------------------------------------------

Cast of 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). An attractive 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.

System intro
As I mentioned previously I did put a WAR OF THE DEAD-PDF-Players Handbook together it is about 30 pages in length. It helps the players to make their characters. Of course they also need the core deluxe book. It includes new edges (had to make sure the edge covered something new not a rehash of an already covered edge), new hindrances, what edges/hindrances have been removed, modified Guts, modded some skills (removed gambling, combined swim/climb to create athletics), added occupation bonus ( gives a bonus to specific knowledge), new equipment guide on zombie type campaign equipment.

We initially were going to remove specific knowledges from the game as the group decided specific knowledges is something they really did not want to waste skill points on. So i created the occupation bonus which is your base specific knowledge. I now use Smarts and common knowledge as the main tool in determining a knowledge in something that is not covered by the standard skill set. If your Occupation covers it in some way then you'll get a bonus to the roll. However extras have specific knowledges. Surprisingly this has worked well in the campaign. Yet some players later wanted to purchase specific knowledges to round out their characters more and that was fine.

I also used a War of the Dead adventure card deck. I included some of the savage world cards as well.

Session 1

Campaign start the Pinnacle Cruise Ship
The pc's begin while on vacation for whatever personal reasons. They start by exploring the cruise ship and meeting numerous NPC's.

I used an IPAD with pictures of famous celebrities to represent most of the NPC's they met and will meet in the future. I also used a picture of the ship and a labeled cross section that the players used as a map. The players like this so I continued it throughout the entire campaign.

NPC's met on board ship

Cindy Timberlake (looks like Jennifer Anniston)
Maddy the marine met Cindy stationed at the pool side bar on the upper deck. They talked for a while and Cindy recommended that she be sure to visit the upper deck UFC competition if she is into such fights. She mentions there are a number of star UFC fighters on board like Tbone.
The Treymore family (the Quaids)
The Duke met the Treymore family at the stern pool. They chatted for a while and the Duke learned that Treymore spent years in the US military and is a vet from the 1st Gulf War. The Duke also learned that Treymore now runs a succesful restraunt business with his wife. Emily Treymore (9year old) took a real liking to Duke. Emily will have immunity and is important to future events. None of the characters met his wife or son.
T-Bone (Van Diesel)
T-Bone is an UFC/extreme sports athlete and is here on the Red Bull payroll for a UFC fight. Tbone has the Heroic hindrance and likes to use the word "man" and "dude" alot when talking. Johnny D meets Tbone at a bar with all his UFC buddies and they all decide to go to the formal Pinnacle celebration dressed in ripped sleeved tuxes.
Jake The fireman (looks like the tough guy Jane from Firefly- Oh how I miss that show)
Met by The Duke at a sandwich cafe. The Duke learns he is from PEI Canada and divorced and here on vacation as a means to recharge and decide what to do with the rest of his life. The Duke and Jake talk a lot about Canada.
Sydney (looks like Jennifer garner)
Red Bull advertising rep here to help with the UFC fight promotion. The Gypsy met her briefly in passing.
Ethel (well looks like an old lady in her early 80's)
She is an old and rich widow. She is energetic, very alert, quick witted and likes to make jokes about anyone younger then her. She uses a metal cane but does not need it and is actually quick on her feet. She has the health of a 60 year old. She also likes the company of younger men. Met by the Gypsy who cons her into taking him in as a boy toy.....she pays for his entire trip and gets him into upper class lodgings. As a bonus he gets to sit at the captains table during the celebrations.
John Withers (looks like a long haired Nicolas Cage)
Famous conspiracy theory author on board ship. Withers wrote a popular niche book on how the end of the world will come in 2013 due to the massive solar activity which will peek in 2013. Withers is met by Maddy who talks with him for a bit about conspiracies. Maddy believes the US military has a lot of conspiracies and she discusses what he knows about Area 51.

The Solar Activity
Scientists around the world are aware of the increased solar activity, due to planetary alignment and that it will peek a few times this year allowing people to see the aora borealis from the various parts of the world. But scientist believe the Earth's magnisphere will protect the planet but will likely disrupt satalite signals. (Conspiracy theorists think different) One place to get a great view is the Bermuda Triangle. Forthington jumped at the chance to take his ship there on its maiden voyage and a perfect place to sink it as well. Pc's also meet a bunch of Waco conspiracy theorists that have come on this 2 week cruise. When the massive flares hit they will cause world wide chaos, as most high tech gets fried from the massive EMP surge and will not work. Only old tech and protected tech will survive. With technology taking a huge hit communications, etc...will fail and the virus will gain a foothold. This is a red herring. It helps me explain all the fried technology and gives the virus a boost to spreading.

Celebration Dinner
Pc's don't know each other yet and are scattered around the tables at the celebration.
- Maddy the marine used her good looks to snare a bachelor on the way in and sits at his table. Cindy Timberlake serves her table drinks.
- The Duke sits at a table with Jake the fireman. They discuss their favourite coffee beverage Tim Hortons.
- Johnny D comes in with his cut off sleeved UFC boisterous fighter buddies and keeps the beer flowing.
- the player of Sergei the Russian is not playing so his pc is blending into the background somewhere.
- the Gypsy comes in with the old lady Ethel and sits at the Captains table. It is during this conversation that they realize the Captain is an arrogant, self loving, socially inadequate fool that makes the Gypsy wonder just why is this twit in command of the ship. Forthington arrives and gives his speech which I modify. The borellis appears soon and the celebrations begin. The conspiracy wackos are on the upper deck watching and waiting for the end. Lots of rp here as one of the extras they meet is a Texas oil baron and a few others that will be ripped apart at some point in the next few hours. Furthermore, the pcs get to meet each other.

Dinner death
During the evening they meet up with the Texas oil baron again who looks pale and he keels over from a heart attack. The pc's are clueless on healing so they watch others take charge. However, Ethel is concerned for her friend the texans wife and suggests to the Gypsy she would like to visit later. The group now knowing each other decide to head on down to medical.

Medical
In medical they all make guts checks when they see the horrific scene. I did guts differently in our game, modded it like charisma. Anyways the Duke failed and ran screaming like a little girl. The others then had to make another guts check when they saw the Texan as a walking corpse. They all saved surprisingly. Well they beat the Shambler for like 10 minutes with chairs, bottles, a broom, the door, a bed, threw hot coffee on it and nothing could take it down finally on a double raise with a BiIC pen the Gypsy put it through its eye which dropped it like a sack of potatoes. Huffing and puffing after the encounter and calming down the group then met Kirkman who showed with security. He was about to put them all in the brigg when he recognized Maddy a fellow x-marine. Kirkman left his security to deal with the situation and had the texan's wife, who just showed up, escorted down to the security office as the temporary medical base to meet with the ship's Psychiatrist..

How I do guts
Guts is derived stat novice+0, seasoned and veteran+1, heroic and legendary+2. You can boost this with edges like brave or a professional edge. It has worked very well in the campaign so far.

ship reports
Reports were coming in like crazy and Kirkmans security was being stretched. (About 325 people on board had pacemakers) So he deputized the pc's only because he was friends with Maddy the x-marine. On their journey down to the security office they came across three of the Shamblers in the hallway attacking passengers. The pcs tried to deal with it and emptied their clips into the shambers which of course did nothing. The Gypsy tried putting a bullet into the head and that worked. They now felt the only way they could kill these infected were with head shots. At this point the pcs were thinking they were dealing with some sort of biological terrorist strike. Kirkman liked that assessment.

Mrs Hartten rescue
Hartten was cornered by 2 old lady Shamblers the one Shambler killed the poodle miss Hartten had on board. (as to why a dog was allowed on board ship is something they will never find out) . Either way she hung with them for a bit and they got sick of her preaching really fast. Johnny D in paricular really had a hate on for her. Kirkman was still having difficulties dealing with the situation and containing it. He was talking with the pcs about bringing in the coast guard for assistance. The pcs were talking among themselves of abandoning the ship and saying screw it to the passengers on board as they felt they were a lost cause.

New Survivor
Mrs. Hartten ( pic of a real bitchy overweight woman conservatively dressed)
She is simple house wife that believes strongly in The Lord. Will gain an insanity and go off the deep end when the virus hits.

At security
They arrived at security and the situation was the same as medical. It was a horrific scene as some medical staff and the texan's wife were eating dead people. This time they simply closed the door and blocked it. They could hear the infected banging on the door from other side and moaning. Mrs Hartten failed her guts with critical failure. This is where she will begin her dark spin into insanity. Now her preaching became real annoying but she was smart enough to know who to hang with for survival and was using the pcs for that.

To Kirkman's office
Kirkman lead the pcs to his office where they discussed getting the coast guard but the captain could not as Forthington blocked outgoing data. Forthington then showed up and Kirkman ( looks like Kevin Costner) and Forthington (looks like John Goodman) got into quite the rp arguement (pcs helped me out here). I even played the bible thumper Mrs. Hartten getting involved in this rp to the point where my players were telling her to shut her mouth. Eventually Forthington left and Kirkman asked if the pcs could help him out on the bridge. The pcs turned him down and decided to go for the life boats and get off this infected ship. Of course Mrs. Hartten felt they should stay but she did decide to stick with the pcs as she felt like it was Gods will to guide them. Well this is the first time they went off the rails and so I had to go with it and develop extra stuff. During this time period the virus was spreading really fast on a ship with 6000 people in a confined space. It was pure mayhem.

Life boats
Kirkman and the pcs wished each other luck and off they went on their separate ways. The pcs made it to the deck by bypassing high traffic areas but still had a few encounters with the infected. They had no clue that the paramilitary troops were carrying out their plan. Then the power on board ship went out with another solar flare. Major solar flare EMP. The deck up top was in chaos. The infected were everywhere and some pockets of survivors were trying to escape or fight them and were being overwhelmed. I described adults and kids being overwhelmed and eaten...this really affected the group as we all have kids and it was important to show just how indiscriminate and deadly this virus was. Mrs. Hartten began to lose it again when the pcs shot 2 infected children ambling over to them. Well the pcs did see Tbone, Cindy and only John Treymore and his daughter Emily as well as a number of others fighting off the infected. The Gypsy made sure he nabbed Ethel on his way to the main deck and it was discovered that Ethel was quite deadly with her cane. The Duke made sure he got his new buddy Jake the fireman as well and he proved he knew how to use a fire axe real well. The other survivors mentioned were standing on drink bars trying to fight off the infected. Those that were not taking higher ground were being pulled to the ground by swarming infected. At this point they realized how deadly shambers can be when ganging up. Well.... Quite the chaotic battle insued and the pcs with a few extras made it to the life boat that had to be lowered manually to the ocean floor.

On the life boat
They watched the ship as an explosion ripped through its hull (paramilitary assault ). This surprised them as they were not aware of what was happening and Forthington's plot. The ship slowly began to list and tilt but it was determined it will be quite along time before it would sink. Furthermore people were jumping into the water with the infected chasing them. Fuel begin leaking onto the surface and it caught fire creating quite the chaos around the sinking ship. The pcs also noticed a small black freighter move slowly away from the ship and they could see military types on deck milling about and in the distance a coast guard cutter was inbound a few nauticle miles out. The pcs decided surprisingly to fish a few people close by out of the water, Sydney and Withers. They were about to rescue more when they noticed that the coast guard vessel was not going to slow down like it should. They tried to get the life boat out of the way and were successful even though the boat was pretty slow. They watched as the guard vessel collided with the pinnacle ripping open its hull. Both ships began to sink much faster. A few life boats were caught in the explosion and sank. The black freighter then turned about and began boarding other life boats. The pcs jury rigged their engine to get some more power out of it and tried to speed away. That is where we left session 1.

Not a bad first session with using SW rules for the first time. The players and myself grasped it very quickly.
[/i]
Last edited by Razzielle on Thu Dec 04, 2014 5:45 pm, edited 62 times in total.

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Razzielle
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Session 2

#2 Postby Razzielle » Sun Jul 14, 2013 10:10 pm

Session 2

The player of Sergei was able to make it

Journey to shore
Had to create some adventure on the High seas as they missed out on experience on board ship. After about a week at sea they come across that same black freighter that obviously got ahead of them. It was slightly on fire and they could see infected shambling about aimlessly on the deck. They decided to Investigate mainly because they wanted auto weapons. On board they went. They fought a number of battles with the infected but they also noticed that the fire was spreading to the fuel stores. They had only so much time on board before the ship would blow. They did find a survivor on board. New survivor extra. Anochi - chef that looks like Oprah and she has attitude but grateful to be rescued. Once they got to the safe in the captains quarters it triggered the dramatic scene. They had to get off the ship in 5 rounds before it blows up. They successfully made it off the ship and it blows spectacularly and sinks. They did find one assault rifle.

New Survivor
Anochi-chef looks like Oprah with attitude

Where are they
They had a real difficult time of determining where they were on the water since the GPS and other electronics were fried but the basic radio was working. No party member had an occupation where they could have dealt with navigation. Therefore they tried to comeup with a solution by waiting till they got to some form of shore and look for landmarks they recognized.

Airliner down
While on the ocean they watch as an airliner crashes off in the distance. The party decides to ignore traveling to the crash site. If they did investigate they would have gained some medical supplies and some food supplies plus one survivor.

The Storm
Also on the high seas they needed to endure a tropical storm that tossed their life boat around. The boat also got stuck on a weather/tidal buoy, which threatened to damage and sink their boat. The Gypsy with his excellent agility was able to dislodge it in the storm with a dramatic skill resolution. However, the engine was ruined and The Duke could not fix it. So now they were adrift at the mercy of the ocean current.

The radio
Another week goes by and they are drifting towards shore. Once they were close to shore they were able to get a hold of a guy called Hell on the radio, who was not very social when talking to the pcs. Either way the pcs suspected quite easily that Hell was going to kill them and take all their stuff. The Russian Sergei was able to determine by exploding his roll on streetwise that Hell was the leader of a biker Gang called the ghosts that operated in and around Fairport. The last he heard is that Hell was serving prison time. The Russian mafia did some dealings with this group.

Shore
At shore they noticed that the marina they drifted to was very quiet. They did see a number of infected in the distance via binoculars but the area was quiet and deserted. The pcs knew by talking with Hell that this terrorist attack was not just localized to the cruise ship. Now the pcs were trying to come up with a new theory as the terrorist theory was falling apart. In the distance they could see numerous columns of smoke and a larger one near Fairport. I determined that the Marina was relatively isolated and the nearest town was Fairport about 20 miles. A few hamlets and other towns were also spread throughout the area. The largest metropolis is Jacksonville about 100 miles away with a lot of woods to travel through to get there.

The Marina
At the marina the pcs ventured into the marina building and dragged all their supplies off the crippled boat into the building. They dispatch the Shamblers in the basement and set up the extras as guards on the roof to watch for people. They discussed for a time about how these peopled died via gunshots and not bites. The pcs hear gunshots the party investigates.

Old couples house Henry and Eleanor
They make friends with the old couple at their house but Hell's ghosts show up at the marina. They have radio contact with Tbone on the roof of the marina and an extra John Withers (Nicolas Cage). Withers is killed after Tbone tells him to keep his head down by a lucky head shot from a biker riding his hog below. Eventually the ghosts overwhelm the survivors at the marina and take them captive. Tbone on the roof in his last radio broadcast before capture said Mrs Hartten was cooperating with the bikers and telling the ghosts where they are. This really pissed off the pcs. The pcs at the old couples house talk with Hell on the radio and Hell thanks them for the supplies and now wants the pcs to surrender and he'll send some bikers over to accept their surrender or he'll kill the survivors. The pcs did discuss simply leaving all the survivors behind. At this point they were discussing what kind of party they want to be.

Battle at the old couples place.
A group of overconfident bikers show up at the house and the pcs kill them all accept one. As a player used a card which allowed one of the bikers to recognize a pc as a friend and he crosses to the pcs side. New survivor extra Rodriguez. This biker gives the pcs a lot of valuable inside information to help them in the coming battle. If it were not for the turncoat the pcs would have left the survivors with the ghosts.

Battle at the marina
The pcs arrive at the marina. With valuable info from the turncoat. The pcs were able to defeat the ghosts and Hell was taken out by a lucky shot from the x-Marine Maddy. But I spent bennies and allowed Hell to escape with his girlfriend and some of his riders. I made Hell the nemesis of the pc that took him out with the lucky shot. Hell wants vengeance on this pc and will be a recurring enemy. Hell is more pissed because it was a girl. When the battle was over Johnny D walked into the marina and in front of everyone put a desert eagle to Mrs. Hartten's head and pulled the trigger. There was quite the rp session after that fiasco. After the rp session a number of survivors were very hesitant about trusting Johnny D and this could effect future events. The pcs then noticed a large group of zombies closing on the marina from the tree line..time to leave. The group was fortunate in that the ghosts left an f250 behind with all the groups supplies packed into it.

Deaths at the Marina
Mrs. Hartten-killed by a pc for betraying the group as a whole.
Jake the fireman - died in battle with the Ghosts. His axe wielding skill will be greatly missed. The group really liked this extra.
Rodrigues- the turncoat that helped the group in this battle. Ghosts made sure they took him out.
John Withers- killed on the marina roof by lucky head shot.

Back to Henry's house
The pcs return to Henry's house with a F250 packed with supplies, and 2 Harley's. At Henry's house i read a live broadcast from President Obama, with warnings and where survivors could go. I'm having the government make a slower fall then the module. When there the Gypsy explodes the dice on convincing Henry and Eleanor to leave with them To the Jacksonville rescue station. This was a good thing as the infected were on their way in this direction. They all climbed into the Suncruiser motor home, F250, and two motorcycles and headed towards Jacksonville.

Interlude session
I used a modified interlude session here via email during the week. The interlude consisted of conversations they had in the motor home while driving. This made for a great way for the pcs to learn more about the survivors as well as each others character. The players either get an extra card or Bennie for taking part. So far everyone has taken part in these weekly interludes.

The road to Jacksonville (interlude 1)
The pcs learn more about the survivors. The main thing that is learned is that Eleanor makes a mean pot of stew and many of the pcs told background stories of when they remembered eating stew. I also described the many cars stalled and strewn along the road as well as smashed windows and open doors of homes. The massive EMP flare explained the fall of tech. Infected can also be seen wandering about. In the distance they notice a large amount of dark smoke and through common knowledge realize its the Fairport oil refinery burning. Just then I set the scene by having the Suncruiser break down and our repair man the Duke can repair it temporarily but he requires a full repair shop for a permanent fix. Into Fairport they go.

The session went a lot smoother than the last.
Last edited by Razzielle on Thu Dec 04, 2014 5:11 pm, edited 2 times in total.

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Session 3

#3 Postby Razzielle » Sun Jul 14, 2013 10:22 pm

Session 3

The town of Fairport
When they arrive at Fairport they notice half the town is still smouldering from the refinery blowing up. They also see the town is mostly in ruins and that sure enough infected are wandering around. Well they get into a few battles. They now just realized the more noise they make, more infected seem to show up. Well they find themselves an auto body shop and get their vehicles into it and fortify it as best they could. They realize it will take about a half day day to fix the Suncruiser. While doing this the infected continue to surround the building. In the battle to leave the building they use the Suncruiser as a battering ram and ram their way through the 50+ infected. This does slightly damage their vehicle some more but they get away.

Troops on the Move
While leaving Fairport they hear the tell tale sound of aircraft. When they search the sky they see two large C5 Galaxy's escort by A10 Thunderbolts of all aircraft. They appear to headed west in the direction of Jacksonville. They RP a bit about this while travelling.

On the Road Again
While travelling the road again the pcs come across a hot chick trying to fight off a group of zombies on a car. This was the result of the new recruit card being played. The group helps her out.....her name is Crystal from Fairport. She is mysterious and the pcs will learn more about her in a interlude. Further on down the road they deal with a group of rednecks that tried to take the motor home. The pcs slaughtered the redneck fools. Finally, they had to stop suddenly when a guy on a bike came speeding out of a hidden intersection and slammed into the pickup. The pcs then noticed a group of 6 sprinters come from the same direction and lunge on him like hungry dogs. The pcs simply drove away....they were rp'ing about there being fast zombies...they hate fast zombies.

New Survivor
Crystal Tavish (looks like a young Carrier Fisher) - mysterious woman met on top of a car.

The church
Since they damaged their vehicle getting out of Fairport it breaks down again on their way to Jacksonville. Now they have a problem it is sunset and they need to find a place to rest. The Duke jury rigs it as best he can but says it won't last they need a special fuel pump hose. While deciding what to do next they hear the church bell and decide to drive it there and investigate. Once there they meet all the survivors in the church. They worry that father Raymond would be like Hartten but soon realize he's an okay guy. They kind of took a liking to Zachary and Michael. Timothy, David and Jeane were not too happy with the pcs initially ( most of the pcs are a scarey looking bunch). There is no Samantha as i am using Treymores daughter as the immuntiy child. A child named Samantha will show up later in the adventure but as to whether she will be immune i do not know yet. Either way they finally convince the survivors that they are okay and not raiders and sit down for some dinner.

New Survivors met
David-architect and a coward
Greg-David's pimple feaced teenage son..just wants to learn how to shoot....action movie fanatic
Peter-David's 9 year old son...loves country music
Jeane - wife of David and house keeper.
Timothy-fund manager at bank very emotional guy
Nicole-pregnant wife of Timothy...nice girl
Father Raymond-priest and all around nice guy
Zachary - local mechanic..
Michael-local carpenter

The Baby
Well Timothy's wife has the baby and the Duke assisted as he now has the healing skill. The pcs are realizing the need big time for non combat related skills. He passed his guts check when the newborn ripped out of her stomach, killed father Raymond and attacked then it attacked the Duke. Timothy failed his guts check really bad and runs screaming out of the room. (Timothy also gained severe post traumitic stress PTS which will come into play later) The Duke got in a lucky head shot on the newborn. At this point I decided to let her have twins. The Duke checked the area and saw another set of bloody footprints leading downstairs. The others downstairs heard the gunshots and screams and were wondering what the heck was happening. The Duke rushed downstairs when everyone heard a scream from the bingo room. Jean had been killed.

Chaos in the church
Timothy and David were both in shock as their wives have just been killed. A new type of zombie was freaking the players out and one was still in the church somewhere. Jean who has just been killed reanimated and lunges at the nearest pc at full human speed. Guts checks were passed. Pcs were freaked out again when they realized how fast this infected was (another new zombie type). After a few precise head shots the sprinter was put down. But no time to think as Hell and his ghosts arrive.

Ghosts arrive
Hell returns and this sent Maddy (Hell's nemesis) into a frenzy she immediately got out her rifle and headed for the bell tower to put Hell down once in for all. Hell bellows out that he wants the people from the Suncruiser and they all begin firing at the church and circling it on their motorcycles. The Gypsy gets the other pcs to begin looking for a good defensive position all the while keeping aware that an infected newborn is in the church somewhere. Timothy is curled up in a corner and will not budge. David already in shock is pissed at the pc's and wants to hand them over to the gang the pcs brought here. Well Johnny D thought about shooting him right there but warned him instead. David backed down from the killer. The Gypsy suggests John Treymore take care of the gang. ( this was an inside joke because it seems whenever someone plays Treymore they always explode his combat dice and as a result they totally respect him) Well Maddy gets off an excellent aimed sniping shot (explodes the dice big time) and takes down Hell. Once again I had to spend bennies to keep him alive and I allowed him to escape with most of his gang while severly injured. The player of Maddy was upset that he lived but oh well. But she did make the church scene easier by getting him to retreat. The x-marine went and got beer to get drunk not believing how the bastard could have survived that shot.

The hunt was on
Now with the ghosts dealt with the pc's began a sweep of the church. The Gypsy and Sergei placed the noncombatants in a secure area, guarded and then began the hunt. Quite a hunt, through the actic, basement, pews, a few dead cats the pcs finally believed they cornered the newborn. They are also learning how sneaky these newborns can be (we also were able to test out the stealth rules). The newborn made a final attempt at trying to take out Gregory the teenage extra. But the Russian Sergei got in a head shot with his dual guns and the newborn fell silent hanging off a window frame. The pcs then discussed how best to deal with these new threats. That's when Ethel blurted out that she sees a large group of infected coming in across the field. The pcs and the new survivors packed up into the motor home and the f250. They left the two motorcycles behind.

Deaths at the church
Jean-David's wife killed by Newborn
Father Raymound-killed by Newborn

Interlude 2 Road to Jacksonville
Once again this email interlude session allowed the pcs to get to know the new survivors and each other better. They realized that Anochi makes a great cup of coffee, but the Duke argued that Tim Hortons was better. They also learned that David was an architect and thought his skills could be quite valuable with fortifying rest areas. Zach's carpentry skills maybe benificial as well. They also learned that Greg wanted to learn how to shoot and that John's daughter Emily Treymore has become sick. John is extremely protective of his daughter and almost killed a pc for suggesting he off her. During the interlude they realized Timothy was severely depressed and ended up blowing his own head off in front of everybody on the motor home. This generated a lot of talk and quite the mess to clean up they also turfed the body out the door.

As for the new recruit Crystal she was exhausted and slept in the back the whole time. Furthermore, Emily was getting much better as her body has almost completely fought off the virus. The pcs are clueless to her immunity. They also realized that the closer they got to Jacksonville the more infected there were. They could see them wandering around stalled cars, animated in their cars stuck in seatbelts, wandering the edge of the road as well at the forest line. At this point they saw an old style North Carolina national guard C130 transport fly low over head going towards Jacksonville. That will set the scene for the next session.

Interlude Death
Timothy-due to severe PTS committed suicide via heavy pistol.
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Session 4

#4 Postby Razzielle » Sun Jul 14, 2013 10:41 pm

Session 4

The rescue station
As I previously mentioned I liked the idea of the world dying a slower death. Therefor I used an idea someone else used in their blog. I went with an operational rescue station. I had a small contingent of FEMA supported by a thinned company of North Carolina National Guard troops as well as a small unit of the Red Cross. They set up a rescue station outside of Jacksonville. The station is surrounded by stalled cars as a makeshift barrier. The inside is divided into three areas. The military area has a makeshift landing strip that brings in a c130 every 2 days as well as the military tent barracks and vehicle pool. Area two is set up for FEMA with, registration, medical with Red Cross support, mess tent, and showers and the FEMA Command trailer. The third area is for civilians, the area is packed with groups of people that have banded together in small groups just like the pcs. The military sends people west in the c130 to Colorado (this is where the pcs learn about the government relocation to the west and to plant the seed for thr pcs to head in that direction) This is a good place for pcs to meet others and possibly trade for things they need and to get a hot shower(it will likely be the last for awhile). Of course this station won't survive. But I do want to send out the pcs on a number of side adventures that I created from the station base. Then the station will fall.

Arrival at the Rescue Station (day 1 before the fall)
The players arrive at the rescue station and are stopped at the main gate. (There is a dual gate system like a waterborne lock) They are waved through the first gate and it is closed. All the military personnel on top of the transport trailers aim their weapons at the group and they are asked to step out and be prepared to be checked for bites. They are checked by FEMA medical and Emily and John Treymore go with FEMA to the medical tent to treat Emily. The rest are cleared. Corporal Tressler talks with the pcs about the station. During the discussion the Gypsy tells the corporal about 3 zombie types. The corporal is shocked to hear about the Newborn and suggests he talk with the station commander right away.

Registration
The group parks the RV and pickup in the citizen zone and leave a few to guard it and they head to FEMA administration. When there they talk with a bitchy administrator and learn that elderly, children and adults of children are being given first dibs on transport via c130 to Colorado in the west.

The Meeting

The pcs meet with base commander Captain Shanks where they discuss their journey from the cruise ship to here. The Captain discusses how they lost contact with the Mission commander Major Remy in Jacksonville 1 week ago. He mentions they have been on their own ever since...no contact with any other personnel. He believes Jacksonville has fallen and is worried about hundreds of thousands of infected leaving the city. The commander asks the pcs if they could do some work for him to help the rescue station as his troops are stretched incredibly thin. The captain mentions that a local comm tower has gone dead from the EMP and if the pcs can fix this it can boost the range of their military radios via the tower. He has not been able to spare any of his limited techs for such a task. This may allow them to contact more military personnel or other survivors that need rescued. The pcs agree to the mission but only after Sergie insists on more ammo. The captain agrees.

Vehicle camp
Pcs meet Woo Chang. Woo has a group of 15 that he is trying to lead out west. Five were able to get transport on the c130. Woo plans on driving west in a few days once he gets his vehicles upgraded. He does not think the infected are going to stay in Jacksonville and wants out of here soon. The pcs tell him about Newborns. This freaks out Woo as now that car barrier is worthless against Newborns as they can climb. He works faster now and plans on leaving in the morning.

Rescue Station (day 2 before the fall)

Comm Tower
The pcs take their F250 up South road through the hamlet of Lester and stop at the tower service road and walk in. Along the path they wipe out 4 Shamblers, drive into a few while maneuvering around a road block and crush 3 up against a guard rail. They stop the pickup and walk down the forest trail to the tower. They arrive at the secluded comm tower clearing. It is about 100' tall. They head to the comm hut, unlock the door and step on the Shamblers head inside. The Duke uses his engineering skill to fix the comm equipment. The Gypsy climbs the tower and realizes he has no idea how to replace the relays at the top. Therefore the Duke heads up to do the job. Mind you it took some convincing as the Duke is afraid of heights and can't climb. Johnny D and Sergei take out a group of wandering shambers heading down the tower path. Back up top the Duke (finally makes it with help) and Gypsy scan the area. They can see the rescue station in the distance, the still smouldering oil Refinery fire in Fairport, but more unnerving is they can see Jacksonville, which is burning in various places. Now the dam thing won't turn on. After some careful checking Johnny D notices a dislodged wire where they killed the zombie. The Duke does a quick fix and hits the switch to the solar generator. Successful they head back to the station.

Rescue Station
The captain is thankful and mentions they can now boost their radio signals a little more through the solar interference. The pcs head over to the showers and have a shower for the first time in a while. They also eat at the FEMA mess hall and talk with more of the locals. While there a frantic woman enters the mess saying her kids are missing.

Missing Kids
The pcs investigate and learn that the two teenagers went over the car wall on a dare. They talk with the mother and agree to track the kids down. The pcs follow the tracks into the woods and to a creek. They pick the tracks up again down the creek. The tracks lead deeper into the woods and the stop at an escarpment that rises 150'. The tracks lead up and the pcs are surprised the kids did that. However Johnny D notices baby tracks and suspects a Newborn is stalking them. The pcs climb the escarpment and the tracks lead to an abandoned rail car. There are about 12 Shamblers and a couple of sprinters banging on the rail car. The pcs attack and kill the undead rescue the kids and escort them back to camp. However they never did find the Newborn but it sure kept the pcs on their toes for the entire outing. For this the mother is ecstatic and gives the pcs group a portable arc welder. The pcs hit the sack for the evening exhausted.

Rescue Station (Day 3 before the fall)

Off to Colorado
Ethel, David, Carl, Greg, Peter, Anochi, Henry and Eleanor all decide to take a ride on the c130 transport. They are scheduled to leave Today. The pcs say their farewells and wish each other the best of luck.

Commander meeting
A private arrives requesting the pcs come to the command tent. When there they find that the FEMA commander is also there. They talk about the pcs successes and due to the abilty to get things done are asked to do two missions. First with the new signal boost they received a request for help from Jamestown North of Jacksonville, apparently a family has barricaded themselves in a Mac's Milk. The FEMA commander goes on to mention that a patrol was sent out by the captain but has failed to call in. The last radio update was at South Road Motel. The captain continues, a patrol he sent out to pick these survivors up has not called in in 2 hours and would like the pcs to investigate. He mentions his small contingent is stretched way to thin and really needs their help. However, Sergei wants a better deal and asks for use of their comm equipment by distributing a radio to each of the pcs. The commander reluctantly agrees but only if they do both tasks.

Mission
The pcs take their pickup and Tbone asks to come along as he is getting awfully bored. The pcs also say farewell to those leaving on the c130 and watch as it takes off. The pcs head up South Road and stop at a 4way intersection that is blocked by vehicles. They push through the vehicles successfully and continue on. They spot South Road Motel up ahead and stop to investigate. They see a few vehicles in the lot and the main office of the Motel is riddled full of bullet holes. A few Shamblers wander the area and a number of infected lie on the ground shot in the head. The pcs head inside and find a dead soldier shot in the head and missing her Kevlar vest, helmet and m16. They find nothing else and head on. No one has investigate skill.

Jamestown
They arrive at Jamestown. They are spotted by a group of rednecks sitting out front of a grocery store in the lot. They begin firing at the pcs pickup yelling out a hole bunch of yee haa's. The pcs ram their pickup into the redneck pickup. Everyone goes flying and soak rolls are made with everyone. Afterwards the pcs battle whats left of the rednecks at the store. Another Redneck pickup comes flying into town and Sergei gets a lucky aimed shot into the tire and the pickup flips killing all on board. The pcs head into the store and find a soldier corporal Hauser chained in the corner badly beaten. The pcs take Hauser with them and Tbone guards the pick up as the pcs head over to the barricaded Mac's Milk. When there the pcs use persuasion to convince the family inside that they are here to help. Eventually, they succeed. The Duke plays the hot wheels card and finds a civilian hummer in perfect condition to replaced the destroyed F250.

The Sprinters
As they head over to the Hummer they hear a horrible moan scream. And a pack of Sprinters come rushing out from behind the building and move to the pcs. They successfully make Guts checks. The sprinters pull a joker and lay into the pcs. The pcs are shocked as gang up bonuses and half decent rolls tear into them. Two pcs had to use soak rolls and barely survived the encounter. They get to the civilian Hummer and move out.

Back at the station fist brawl
The pcs arrive back. Both the FEMA and military commander are overjoyed with the pcs success. The pcs head back into camp and are met by a group of big brawny guys that are the size of wrestlers. They are upset at how the pcs are seen as favourites and attempt to knock them down a peg or two. Well they get into a huge brawl, with fists, lawn chairs, fishing rods, barrels all being used in quite the fight. This of course attracted the attention of others in the camp and many gathered to watch the spectacle. (I made a few of the brawny guys wild cards) The fight was quite humorous at times as the pcs really described what they were doing. Like clotheslining, double teaming, leaping off a barrel etc... Either way the pcs won and became friends of this brawny group of guys who apparently like a good ole fashion fist fight. They all sit around at their camp spot and drink a lot of beer. They call it a night.

Interlude
No interlude this week too busy
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Next Session was pretty tricky

#5 Postby Razzielle » Sun Jul 14, 2013 10:49 pm

In the next session was the fall of the rescue station. Of course in the actual campaign the base fell when the pcs arrived. I just wanted a slower collapse. I wanted to use the station for the pcs to get to know some more pcs in particular Corporal Hauser.

I'm also pretty sure the players were going to be a little peeved in loosing their vehicles that they worked so hard on improving. But oh we'll that is the apocalypse.

My goal was to get them comfortable enough with the rescue station, meet and befriend a number of people, have them split up some what at the station and then I'll have the zombies strike fast and hard.

They did just that and I hit them hard. I remember it was a very fun session.

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Re: (WotD) Ongoing Campaign Report for our Group - spoiler a

#6 Postby Jordan Peacock » Mon Jul 15, 2013 8:13 am

Razzielle wrote:Sergei.....Russian Mafia operating out of US (likes to use dual pistols).


Heh. This reminds me of my (sadly, abandoned) idea a while back to do a "Crime City / Zombie Run" crossover. :D

Razzielle wrote:We removed specific knowledges from the game....well I think this requires a little more explaining.


I think Knowledge skills can be useful, but really only if the GM writes up a list of specific Knowledge areas that will be just as useful as a typical skill. E.g.:

* Knowledge (Battle)
* Knowledge (Chemistry)
* Knowledge (Computers)
* Knowledge (Demolitions)
* Knowledge (Medicine)

And so on. If someone's going to play a banker, I'm not going to make him buy skills in "Knowledge (Banking)," nor would I make a rocker buy skills in "Knowledge (Guitar)" or "Knowledge (Singing)." There comes a certain point where it ought to just be something that comes with the character background. However, if someone wants to play a chemist who mixes common household chemicals and creates pipe bombs to BLOW STUFF UP, that's definitely worth enough to expect an associated skill, I think.

But all that said, if you've already got something that works for your group, then awesome. :D


Razzielle wrote:I used an IPAD with pictures of famous celebrities to represent most of the NPC's they met and will meet in the future.


Great idea!


Razzielle wrote:John Withers (looks like a long haired Nicolas Cage)

There's something about the idea of this conspiracy-author talking about end-of-the-world stuff and such that just seems to so perfectly fit with an image of a long-haired Nicolas Cage in my mind. :)


Razzielle wrote:Guts is derived stat novice+0, seasoned and veteran+1, heroic and legendary+2. You can boost this with edges like brave or a professional edge. It has worked very well in the campaign so far.


So, do the characters roll Spirit for Guts checks, then? Having a flat bonus at higher ranks makes sense to me, I think, as later on, after we've established that our heroes are already exposed to enough horrors, it makes more sense that it'll be less likely that things really get to them.


Razzielle wrote:(as to why a dog was allowed on board ship is something they will never find out)


My immediate thought is to imagine the poodle wearing a little wrap that says "Service Animal" on it. :D


Razzielle wrote:Well this is the first time they went off the rails and so I had to go with it and develop extra stuff. During this time period the virus was spreading really fast on a ship with 6000 people in a confined space. It was pure mayhem.


I suspect this is a case where having NPC dependents would probably serve as an anchor to keep the PCs on the ship for longer. E.g., "Yes, let's make a run for the boats, but first I need to get my (spouse/significant-other/children/parents/pet) back in the cabin!" I guess that's something I should keep in mind if I ever run this again for another group.


Razzielle wrote:The Gypsy made sure he nabbed Ethel on his way to the main deck and it was discovered that Ethel was quite deadly with her cane.


Heh. Nice to see that he was grateful enough for the special captain's-table perks and all to return the favor! :D


Razzielle wrote:Not a bad first session with using SW rules for the first time. The players and myself grasped it very quickly.
[/i]


Yes, it definitely sounds very action-packed! And I guess since Mrs. Hartten is still around, there's potential for that crazy little sideshow to still play out.

I certainly look forward to hearing about where this goes next. :)
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#7 Postby Razzielle » Mon Jul 15, 2013 10:14 am

Thanks Jordan. You probably noticed a few ideas I used were inspired by your campaign.

Specific Knowledges
I did think of putting a number of them together like demolitions, science, computers etc...however we just decided using an occupation was best for our specific knowledge. Yet I did feel that specific knowledge worked well for the NPC's.

Use of the IPad
Yes the ipad is great for pics. I just realized I forgot to write in who I used for Zachary etc.

Mrs Hartten
Oh yes I certainly did make sure I used her craziness later since the pcs left the ship early. I also tried to give the pcs a reason for it as she got terrified from a failed Guts check and went a little nuts. All her bible spewing really got on the parties nerves.

Guts
Yes the guts bonus is simply applied to a spirit roll. You get a base bonus based on rank and if you want more you can buy an edge. We like this method. One of the players bought an edge to increase the bonus.

Leaving the ship early
Unfortunately no one had any dependants to keep them on board longer. I should have played the ship scene longer before the outbreak to get them to connect stronger to more NPCs.

Thanks for the comments Jordan

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Re: Session 2

#8 Postby Jordan Peacock » Mon Jul 15, 2013 1:25 pm

Razzielle wrote:Session 2


Ha. This is what I get for being too fast on hitting the "quote" button to reply. I missed the fact that you'd posted several more updates right beneath the first!

Razzielle wrote:They did find one assault rifle.

Hey, not bad. :D Semi-auto (double tap) and 3-round-burst weapons can make such a big difference, especially for Extras.


Razzielle wrote:The pcs did discuss simply leaving all the survivors behind. At this point they were discussing what kind of party they want to be.


Yeah, I ran into a similar snag with my group, complicated by the fact that we had such a small group of players, and we would fairly frequently have one person at a time missing -- thus resulting in wild shifts on party decisions that might end up getting reversed next time around when the missing player would show up again.


Razzielle wrote:When the battle was over Johnny D walked into the marina and in front of everyone put a desert eagle to Mrs. Hartten's head and pulled the trigger.


Ah yes. A variation on the "head-shot veto."


Razzielle wrote:Interlude session


Great idea! I wish I could get more of my players interested in that sort of thing. Occasionally I'll have an inspired player who will write up a "vignette" to give some insight into his or her character in between adventures, but it really varies. I'll sometimes send out informational emails in between sessions, but I have to keep them REALLY short, or odds are they won't be read. Busy people, and all that.

I like the touch with making a reward of either a Benny OR an extra Adventure Card draw.


Razzielle wrote:Back at the station fist brawl


I am envious that you could pull off this sort of encounter without one of the PCs pulling out a gun and blowing someone's brains out. I find it so difficult to do a decent "bar room brawl" without one of the PCs raising the stakes and turning it lethal. :/ (And all it takes is ONE.)

Anyway, overall, I love the way you worked in a bunch of "missions" at the rescue camp. I tried to do something like that in Sanctuary, but now I see that the rescue camp would have been a great alternative (and much earlier on, of course). In retrospect, I really wish I'd exploited that more.

Once again, this is a great read, and you've given me a number of ideas on things I might try to work on, should I either ever tackle this campaign again (with a different group) or some other post-apocalyptic campaign in general.
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#9 Postby Razzielle » Mon Jul 15, 2013 2:07 pm

Thanks Jordan

We have a total of 6 in our group including myself. Most of the time all of us are in attendance.

Yes the interludes work quite well. Allows me to explain a few things about the characters.

Yes the big fist fight brawl. I was wondering if it was going to become lethal. Thankfully it did not....likely because the players were in a good mood.

I am glad I included some missions at the station. They were actually upset that it fell.

I will be upping a few more sessions in the next day or to and then I'll be on track. We are currently almost finished chapter 1. In chapter two I plan on making things way more scarce then they are now.

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Session 5

#10 Postby Razzielle » Mon Jul 15, 2013 4:34 pm

Session 5

Rescue Station (day of the fall)

Campsite
The pcs spend this time updating their RV and brand new Humvee with the arc welder they got. They meet a few others and spread themselves out among the rescue station each doing there own thing. Perfect because they are now feeling comfortable here and now it is time for me to bring in more of the apocalypse. The Jacksonville horde.

The Horde Strikes (at sunrise)
The pcs are spread out but each have radios (which is smart). The routine of the station is disrupted when the west gate 50cal machine guns begin firing. The pcs don't initially think anything of this as the guns on the truck towers are always going off to take down Shamblers that wander too close. However, they begin to suspect when they hear continuous fire from the west trucks and also hear the distinctive auto cannons on the Bradley APCs errupt. The military base alarms go off and chaos begins to start. Then screaming is heard coming from the west walls. People are running and screaming as groups of sprinters have breached the west wall. A massive horde of 1000's from Jacksonville has descended on the rescue station. The horde breaches the weak points in the car wall as well as the gate. The station erupts into chaos as it is overwhelmed with Shamblers, Sprinters and some Newborns. What's interesting is Johnny D with his tactical training realizes that the horde is attacking with coordination and using tactics. This makes the pc think but right now there is no time for that.

Running for their lives
The pcs are far from their vehicles, are separated and partake in small pocket battles while chaos erupts around them. The Duke tries to get to the RV in the chaos but it has been overtaken by a group of 6 asshole soldiers. But the soldiers don 't get far as the vehicle cannot move through the mass of infected bodies. The Suncruiser is overturned and the soldiers killed. The Duke decides to high tail it outa there and he watches as both Zachary and Michael are over taken and dragged to the ground by sprinters. The Duke sees a pack of sprinters coming in his direction. The Duke runs east seeing John Treymore carrying Emily he joins up with them and they move fast over the East wall and out with numerous infected in hot pursuit.

The Gypsy with Tbone also try to head to their camp but realize the futility and run east moving through the clogged East gate. They are intercepted by sprinters and a Newborn a battle erupts they are successful but a soak roll needed to be used. They continue running with infected not far behind.
Johnny D who happens to be in the mess tent also saw the futility of going towards camp and that the infected were using tactics. he almost got himself killed and runs east.
Sergei also heads east after it is confirmed on their radios where everyone is. Sergei makes his way out of the FEMA supply tent and moves East slowly at first trying to pick his way through and around trouble.However infected converge on him. I had Cindy, Sydney and Crystal come to his rescue. They now run like stink not helping any who cry for help along the path.
Maddy the marine Listening on the pcs radio learns that everyone is running East. She does the same and fights through a large group of Shambers. She comes across a wounded woman with a twisted ankle. She chooses not to stay and help as she realizes the woman will slow here down. In orde to escape Maddy sacrifices the injured woman to make it through the Eadt gate.

The Warehouse
It is chaos in the open field as numerous people run for the hills. It's basically everyone for themselves when being chased by hundreds of Sprinters with occasional Newborns and the mass of shamblers following in the rear. Exhausted with fatigue many of the survivors simply can't keep moving and stop and try to fight but they are overwhelmed. Only those with good stamina can keep ahead of the Sprinters. A warehouse lies over the crest of the hill about 2000' away. The pcs give it there all by spending bennies. Other survivors ahead of them are falling behind and being killed. The pcs take it upon themselves to help survivors in their own group make the final push and surprisingly use their own bennies for them. They make it to the warehouse but the metal doors are locked and the infected chasing them will be on them soon.

Into the Warehouse
The Gypsy with Tbone unlocks the door and they head into the dimmly lit warehouse. They hear behind them others from their group. they take some aimed shots and take out some sprinters that are close by as the others arrive they head inside. finally the last of them arrive and they bar the door from the chaos outside. After barring the door they scan their surroundings. They can hear commotion throughout the warehouse and surmize that other groups have made it into the warehouse. They also notice skids everywhere.

Survivors from the Rescue Station
With the huge warehouse secured the pcs see who made it to the warehouse. There is a group of 42 consisting of 30 men, 10 women and 2 children most are very scared and look to the soldiers ( there are four) and pcs to lead. The pcs gained a modest rep in the camp after they rescued the missing kids. Of their own group crystal, Sydney, Cindy, John/Emily Treymore and Tbone made it. The Duke confirms that Zachary and Michael were killed. A group of four soldiers walk on up to the pcs. The soldiers are led by Corporal Hauser whom they saved a few days ago. Hauser greets them and talks with them about planning their next step. Hauser knows the pcs have been helpful and capable in the camp and respects them.

Decisions
The pcs and Hauser decide to get people active by searching through the warehouse for anything useful. The second floor warehouse office is made into the command base and the kids are placed in a room with toys that were found and a few women stay with them. The small staff room kitchen is used as the mess. Finally the large spacious area on the floor is where anything useful is brought. Also Hauser takes command of posting guards to keep tabs on the infected. At least a 100 are around the building banging on it and moaning and the numbers are increasing. The constant moaning is beginning to get on some of the survivors nerves. The pcs and Hauser spend most of the day combing through the warehouse looking for any way out. However all are quite tired and rest is in store and guard rotations are made. But sleep is not easy with the constant moaning and banging outside. The party needs to rest well and make a roll (sergei, Duke, Sydney, Cindy, Crystal) fail and gain a fatigue level due to a lack of sleep.

Attack in the night
A scream is heard followed by another and the high pitched screeching moan of a Newborn. The pcs rush to scene and find two women dead with their throats ripped out. The pcs not very good with persuasion try to calm the others down. But it's not working. Then the Duke pulls out his shotgun and intimidates the group to calm down. As he says this the Newborn attacks from the ceiling directly on the Dukes back and tries to bite him. The regular people scream and run in various directions, others look like their in shock ( lots of Guts roll failures here). Lucky for the Duke. Sergei pulled a joker since he noticed and was not surprised. He pulled both his pistols and shot the Newborn directly in the head killing it. Then another scream is heard as a survivor comes racing towards them and says they've breached the loading dock they are in. Sure enough everyone can hear the infected moving in sprinters in the lead and Shamblers following in the rear.

Heroes -maybe not
Well the pcs get into gear. They say screw everyone and move to the front of the building. Tbone being the Heroic extra being played by a pc. Did a heroic thing he moved into the children's room and picked up both 6 year old girls before the Shamblers could get them. Corporal Hauser wanted to save everyone but surprisingly the Gypsy was able to convince that tactically that is stupid. Hauser told his soldiers to follow him and off they sprinted with the pcs to the front. A few of the survivors that initially past their guts check when the Newborn appeared followed.

The front of the Warehouse
At the front the pcs could see about 40+ zombies directly outside. Well Sergei got one of his weird ideas he told everyone to get some cover. Hauser was about to argue when he saw Sergei pull out 6 grenades and pulled the pin on all of them. Hauser orders his men to get cover and the pcs did as well. Sergei yells at Maddy to make him a path. So Maddy full autos the glass wall hitting infected on the other side. The glass shatters and Sergei launches the 6 grenades with a well placed throw. The grenades land at the feet of the infected. They look down at it. Sergei and Maddy dive for cover and the grenades all go off at once. The explosion rips through the infected. The pcs, soldiers and a few others take advantage of the hole in the infected line and run down the street. The only direction they can go is direct into the city of Jacksonville. The pcs decide to go in that direction. Hauser and his men go with the pcs. They hope to see if they can contact anyone from their unit in Jacksonville.

Session 6

Survivor update
Sydney, Crystal, Cindy, Tbone, John/Emily Treymore,
Samantha and Violet ( the two girls rescued by Tbone)
Harvey (Farmer) likes to wear overalls and butt ugly
Josh (Farmer) hated farming always negative
Billy ( pizza delivery person) high school dropout and thief
Corporal Hauser national Carolina Guard, loyal to his unit and to those he respects and trusts.
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

How to get into the city
The pcs had to decide wether to deal with the infected that overran the rescue station or to head into Jacksonville city. They decided to try the city. They hoped to find some sort of vehicle that they can get operational to high tail it out of there. They made a rule among themselves not to use any firearms unless it's a life or death situation. So they Melee weapon themselves up. They sit inside an abandoned home to decide how to do it. Maddy heads out on her own to use her marine skills to recon the rear where they came from. She returns to mention that there is a heck of lot more zombies from where we came. She suggests going into the city really is the best option. Billy the pizza delivery person mentions that why not stay here in this house and wait them out. Sergei says not a good idea and explains why. A lot of rp here as they decide what to do. Stealth is out as only two in the group other then the soldiers actually have the skIll. They finally decide on trying to use the sewer system thinking there should only be a few infected down there. Harvey the farmer argues as to how they are going to navigate down there. Josh the other farmer says it will likely get them all killed but in his youth he use to work for public works and worked in the sewers at times and may be able to get them through.

Into the sewers
As they move into the sewers they find out that very few infected are indeed down there and get into some melee fights which they win with ease. However, they also realize it's difficult navigating the sewers. They hear gun fire from above. They look through a manhole cover and see a group of soldiers surrounded by a small horde of infected. The soldiers are trapped in back of a wrecked armoured car. Hauser wants to rescue the soldiers and says to the pcs you can help or not. Out of the manhole cover the 4 soldiers move using standard advancing cover formation. The pcs decide to cover them. The soldiers open up. The infected notice them and begin moving towards Hauser's men. The pcs open up with more covering fire. Time is limited as many infected from the area are moving towards the noise. Finally Hauser gets to the soldiers. The player playing Hauser noticed all the soldiers in the armoured car were bit. With no time to spare Johnny D shoots all three bitten soldiers in the head. Hauser is shocked but they move quickly back to the sewer. Once down Hauser blows up at Johnny D and all 4 soldiers point their guns at Johnny D. The pcs point theirs at the soldiers. Eventually it is worked out. The group decided that killing someone out right because they are bitten is wrong. One is not to be killed until turned or if they ask to be. They decide to talk more about this later. Hauser agrees but it should have been him to make that decision.

Death in the Sewer
Harvey and Josh the two farmers are walking side by side in the middle of a group when two infected appear out of a darkened corridor and get the drop on the two walking buy. Both Shamblers strike the farmers and are both successful and dig their teeth deep into there torsos. The farmers scream and Josh curses and says I told you so. Johnny D is about to shoot both of them when the group reminds him. They do a bit of rp here. Both farmers agree that they do not want to become an infected. Harvey asks for Hauser to end his life now. Hauser takes him to the back corridor and offs him. Josh only wants to be killed when he turns. Quite the arguement resulted as to whether to keep him around. They finally agreed to put duck tape around his mouth and cuff him. Josh said screw you and left. Johnny D almost shot him again but Maddy stopped him.

Mother/child
Johnny D a little pisssed is scouting ahead in a sewer and hears a scream from above that sounds like a human scream. He investigates and sees a mother and baby in a closed car surrounded by 24 shambers. Yip you guessed it Johnny D ignores and when he returns from his scouting he lets the party know he saw a women being killed in a car it was too late. Hauser eyes him suspiciously. (note the player is playing his hindrance really well).

Jake's Gunstore
The direction they want to head is blocked. When they look out a manhole they see heaven a tightly closed Gunstore. The only problem it's surrounded by a horde of infected. They also notice someone is on the roof taking shots at the infected. With their notice roll its determined that there are a few sprinters close by. Well they are able to contact Jake and the pcs get into the store. Once there they meet Jake a new group member. The pcs and the group arm themselves up. Good thing their ammo was starting to get low. Jake sits with the pcs in the store as they rest up. Hauser reminds everyone that the government is setting up safe zones out west and a main base of operations near the Rocky Mountains. Jake has two vehicles in back that he has fixed up from the EMP surge. He just does not have the fuel and it's starting to get scarce. The pcs and the others determine fuel can be found by siphoning along the way. So they all now plan to leave Jacksonville and begin their journey west. They hop into a large extended cab Dodge RAM pickup And a large Cargo Van. It's a tight fit and make a note to keep an eye out for an RV.

Game Note
In this campaign I determined that supplies and stuff will not be that scarce in chapter 1. However once they hit chapter two that is when, food, ammo, medical supplies, fuel start to become a real problem.

New survivor
Jake Ritter - 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.

Interlude
the pcs first complain about how tight it is in the cargo van. They all wonder if there are more safe zones in the west and if The President is still around. Jake explains how he survived for so long in his store and mentions he packed a lot of supplies in the basement. They also learn that the soldiers lost all their families in the outbreak and those who still had families went AWOL to be with them or to find them.
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#11 Postby Snate56 » Tue Jul 16, 2013 6:35 am

Ya know. I'm thinking that supllies aren't going to be in short supply after all.
They will be just relocated. Yes, people will have raided the grocery stores and such, but tons and tons of houses will be full of canned goods and other supplies as the families succumb to the plague and no longer use them up.
The only food problem will be perishables.
The main thing in short supply will be ammunition as it is used up by a panicked populace early on.

Now down the road apiece, as time marches on, yes, such supplies will start to run out as there are no replacements.



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Re: Session 5

#12 Postby Jordan Peacock » Tue Jul 16, 2013 8:19 am

Razzielle wrote:The party needs to rest well and make a roll (sergei, Duke, Sydney, Cindy, Crystal) fail and gain a fatigue level due to a lack of sleep.


Ouch! Even a single Fatigue level can be quite a hassle in Savage Worlds. I sympathize!

Razzielle wrote:The grenades land at the feet of the infected. They look down at it. Sergei and Maddy dive for cover and the grenades all go off at once. The explosion rips through the infected.


Ah yes! Molotov cocktails and grenades are SO much more effective when used against targets that aren't smart enough to dive for cover. :D


Razzielle wrote:Stealth is out as only two in the group other then the soldiers actually have the skIll.


Yes, that's been a recurring problem in my games: All it takes is ONE member of the party to step on a twig or a can and the group is discovered. The best work-around my group has been able to develop is to make use of an appointed scout (someone very high on Stealth, Notice, and possibly even Tracking) who looks ahead and makes sure the coast is clear before waving everyone else along. Of course, this only works if there is a choice of paths the PCs could take, where at least one of those choices will accommodate the least stealthy of the group's members. It doesn't do much good if there's a "bottleneck" point, or the area is completely saturated in zombies.


Razzielle wrote:Johnny D almost shot him again but Maddy stopped him.


Quite the trigger-happy guy! I can see it now:

Random Survivor at the Post-Apocalyptic Picnic: "Hey, thanks for this barbecue! *OOPS!* Dropped some sauce on my shirt."

Johnny D: "Zombie gore! HE'S BEEN BITTEN!" *BANG BANG BANG*

:D


Razzielle wrote:In this campaign I determined that supplies and stuff will not be that scarce in chapter 1. However once they hit chapter two that is when, food, ammo, medical supplies, fuel start to become a real problem.


That makes sense to me, especially since:

a) The start of Chapter 2 pretty much presumes that the PCs are out of supplies at the start of the action, forcing them to scavenge in places rather than just passing everything by.

b) If you're going with a model where civilization (or parts thereof) hangs on a little longer, that means that real, living, breathing people are going to have longer to scrounge and scavenge supplies. (If they all just get ZOMBIFIED right off, well, zombies don't bother with can openers or siphoning gas tanks, and you'd expect to have plenty of abandoned supplies free for the picking -- if only you can fight your way through the zombies to get to them.)


By the way, I like the nice touches with filling in a bit more about the NPCs (Jake, the soldiers, etc.). It's much more personalized than just "soldier #1," "soldier #2," and so on. :D
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Re: Session 5

#13 Postby Razzielle » Tue Jul 16, 2013 3:39 pm

Ouch! Even a single Fatigue level can be quite a hassle in Savage Worlds. I sympathize!


Yes...but I want them to realize how tough things can be and to plan their shelters as it will be more important in the future.


Yes, that's been a recurring problem in my games: All it takes is ONE member of the party to step on a twig or a can and the group is discovered. The best work-around my group has been able to develop is to make use of an appointed scout (someone very high on Stealth, Notice, and possibly even Tracking) who looks ahead and makes sure the coast is clear before waving everyone else along. Of course, this only works if there is a choice of paths the PCs could take, where at least one of those choices will accommodate the least stealthy of the group's members. It doesn't do much good if there's a "bottleneck" point, or the area is completely saturated in zombies.


Correct....they have been using the scout idea with the core non stealth individuals leading the rear. In some cases they get into two separate combats but that is fine as they enjoy playing extras. When we first started they got really connected to Jake the Fireman from the ship they loved his axe wielding ability. However, Jake died combating the ghosts. But I depress, when, moving in a mass group I simply have the lowest unskilled individual roll and those who have stealth assist for a bonus.

Quite the trigger-happy guy! I can see it now:

Random Survivor at the Post-Apocalyptic Picnic: "Hey, thanks for this barbecue! *OOPS!* Dropped some sauce on my shirt."

Johnny D: "Zombie gore! HE'S BEEN BITTEN!" *BANG BANG BANG*

:D

That pretty much sums it up!

That makes sense to me, especially since:

a) The start of Chapter 2 pretty much presumes that the PCs are out of supplies at the start of the action, forcing them to scavenge in places rather than just passing everything by.


Yes I saw that with chapter2 I'm just slowly preparing them form that.

b) If you're going with a model where civilization (or parts thereof) hangs on a little longer, that means that real, living, breathing people are going to have longer to scrounge and scavenge supplies. (If they all just get ZOMBIFIED right off, well, zombies don't bother with can openers or siphoning gas tanks, and you'd expect to have plenty of abandoned supplies free for the picking -- if only you can fight your way through the zombies to get to them.)


Yes parts of civilization are still hanging on but I'm pretty much going by the module just slowing it down a tad. For example I made the it a live broadcast from president Obama instead of taped. Had the rescue station stay operational for a few days.

I'm still debating what I will do when they get to Dalesbury( I think that is the name) I think I'll have it last for a little longer before the horde hits and I may introduce a few other NPC's as well as have the pcs do a few missions. Like a gang bothering the town needs to be dealt with to earn the towns respect, or the town needing some essential supplies, of course there is also the problem with the town leaders that I could possibly expand upon.

Either way when the horde does hit the town and they return from the lab. I likely will off most of the NPC's. I'll keep Emily of course and maybe one other....possibly Tbone.

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#14 Postby Razzielle » Tue Jul 16, 2013 3:44 pm

Ya know. I'm thinking that supllies aren't going to be in short supply after all.
They will be just relocated. Yes, people will have raided the grocery stores and such, but tons and tons of houses will be full of canned goods and other supplies as the families succumb to the plague and no longer use them up.
The only food problem will be perishables.
The main thing in short supply will be ammunition as it is used up by a panicked populace early on.

Now down the road apiece, as time marches on, yes, such supplies will start to run out as there are no replacements.


Yes I believe you are correct your logic makes perfect sense. Non perishables will simply be moved. One simply has to scavenge. Fuel and ammo that will be more of a problem.

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Fear table

#15 Postby Razzielle » Tue Jul 16, 2013 3:58 pm

The one thing I was not happy with was the fear table so I modified it for our campaign. This is what I used.....

MODIFIED FEAR TABLE
1-4 adrenal surge- fight response +2 all trait/damage rolls on next action
5-8 SCARED- shaken result
9-12 PANICKED- as scared and moves full pace + running away.
13-16 FRIGHTENED - as panicked and make a vigor roll or suffer systems shock fatigue level for duration of scene.
17-18 TERROR- as frightened but fatigue level is for 24 hours instead.
19-20 HORROR- as Terror but fatigue level stays for 48 hours
21+ MARK OF FEAR- as horror and receive permanent physical alteration or insanity. gm's choice.

Basically each level ups the Stress a little higher each time.

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Re: Session 5

#16 Postby Jordan Peacock » Tue Jul 16, 2013 4:26 pm

Razzielle wrote:I'm still debating what I will do when they get to Dalesbury( I think that is the name) I think I'll have it last for a little longer before the horde hits and I may introduce a few other NPC's as well as have the pcs do a few missions.


Well, one possibility might be to slip in material from some of the War of the Dead "one-sheets," or adapt some of the "random encounters" that might have been avoided previously. For instance, perhaps rather than locals just going out and patrolling the woods to look for zombies, part of what the newcomers need to do to earn their upkeep is to help with raiding parties for supplies.

So, with the whole encounter that was originally going to have the PCs forced to march through a town by Hell and his gang, that basic scenario could be recycled but THIS time it would be a town that the gang is deliberately searching for supplies, and they'd go in armed. Rather than just randomly assign encounters, you might go on Google Maps and find a map of a real-world town, and mark down a few labels on it -- like, here is a convenience store, here is the police station, here is a clinic, here is a hardware store, here is a school, etc.

The locals might have a few notes such as "Well, we saw a bunch of zombies over here, so that's why we didn't just drive in on the main road," or "There was a fire that broke out at this place, so we might have trouble salvaging anything useful there." Otherwise, it would be up to the PCs to prioritize what they want to hit first, and the big guideline might be something like, "We're going to set out in the morning, once the sun is up, and it's going to take a half hour to drive there, and we want to make sure we get back to base before sundown." And then you'd have some estimates of how long it would take to search different parts of town -- and it's impossible to cover the whole thing in a day, so some choices will have to be made on what to prioritize now, and what to leave for later in the hopes that you'll get another chance tomorrow.

You could then secretly assign the different "encounters" to different parts of town -- and possibly tie them in with the destination the PCs are choosing to head for, if at all possible.

The PCs would also have to make some choices. If they're very careful and send a scout ahead to check things out, then come back, and then carefully creep along, they're less likely to be ambushed by sudden crowds of zombies ... but on the other hand, that's risky for the scout, and it would also take up more time.

The PCs would have the objective of getting some essential supplies for the town, but of course anywhere they're going to find a stash of supplies, they should also be able to find some useful things they can pocket for themselves.

Anyway, just an idea.
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#17 Postby Razzielle » Tue Jul 16, 2013 9:42 pm

Dalesbury

Looks like what I'm probably going to do with Dalesbury is mod it a bit.

The town itself
I'll likely create a map for it. This will allow the pcs good knowledge of the town.

fortifying
to determine how best to fortify it when the horde arrives. They will be able to improve on fortifications by going on missions to bordering towns and acquiring supplies. Whether its basic lumber, a working backhoe to create trenches, a fence factory and bringing in fencing, mines from an abandoned military transport etc... It all depends on if they decide to go this route. Also they won't be able to get it all as they will be on the clock but won't know how much time they have unless they track the horde via scouting. If they do not choose this route the town will likely fall.

The military
I'll definitely have the mil show as in the module. Having the troops will help with fortifying and increasing their chances of defeating the horde. As well as create tension with the mayor and his plans.

Emily Treymore-(she is the child with immunity that replaced Samantha from the campaigns)
Will definitely go missing. However, I don't know if I will have a soldier go missing or one of the pcs other extras that they are fond of.

Weapons mission
By going on certain salvage missions. Will allow them to upgrade the weapons of the town. Thus creating a better survival chance.

More survivors
Perhaps they will find some more survivors to help with defence. Furthermore, maybe they can persuade the raiders to work with the town to defeat the horde.

Fighting the raiders
Not really raiders but a group competing for local,supplies. Could be convinced to join (very difficult) or fought ( most likely outcome) but the option will be thereI'll have a local raider plant feeding info to the raiders.

Chance of going Evil
Of course the pcs can go off the rails big time by learning of the mayors plans and the pcs joining him. This will definitely end with the town destroyed and everyone killed...no survivors. I will lay out some basic plans if they choose this route.

Chance of the town surviving
I thought about this and if the pcs really put the effort into it I'll let them have a chance of saving Dalesbury. If that happens then I'll likely have one of my extras take over as mayor. The extra I'm thinking of is John Treymore and if course his immunity child Emily will stay. Therefor I'll need to plant that seed early when they arrive. If this happens I'll still have most of the surviving extras in the group stay to settle in Dalesbury.

Hmmm I'll think more on this

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#18 Postby Jordan Peacock » Wed Jul 17, 2013 7:49 am

Razzielle wrote:The town itself
I'll likely create a map for it. This will allow the pcs good knowledge of the town.


This sort of thing was pretty popular with my players. Even if the map is not TERRIBLY detailed, it helps to give the players some context. My group seems to like to get pretty deep into plans like this, and, hey, if they're having fun, I'm all for it. :D

(My problem is just when an argument breaks out. "I'm playing my Stubborn Hindrance!" Etc. Oh, good grief, that can be painful. But then, that's by no means unique to defense-planning.)


Razzielle wrote:Chance of the town surviving


I'm all in favor of giving the heroes a CHANCE at a quasi-happy ending. :D As you've noted, if the PCs prevail, you can still "clean the slate" by having NPC companions stay behind in the town, while the rest of the group (should the players want to keep playing) could be motivated to head west to Colorado.

And, if you end up with any players who think their PCs would be inclined to settle down as well rather than head west, you could offer the player a chance to swap out for a new character (one who IS motivated to keep going) at the same XP level, since it's a fair chapter-end break point.

Just in case it's a concern, I think that having Emily stay in town shouldn't "derail" continuing with WOTD further. If anything, it would actually be a lot easier to continue WOTD as written if the replacement "Samantha" character for Chapter 2 onward were actually Caitlin's daughter. Otherwise, the series seems to assume that the PCs will be fighting tooth-and-nail to protect and rescue "Samantha" -- and then as soon as Caitlin appears on the scene, she just moves in, shoves aside whichever PC has been "Samantha's" keeper, and takes over all responsibility.
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Survivor Update

#19 Postby Razzielle » Wed Jul 17, 2013 5:38 pm

SURVIVOR UPDATE

A number of extras in the group have perished since their escape from the doomed Pinnacle cruise ship.

Deceased
Jake the Fireman from PEI Canada - killed in action at the Marina by Hell's Ghosts
John Withers- conspiracy theorist - killed in action at the marina by Hell's Ghosts.
Rodrigous- killed at marina by a Hell's Ghosts
Mrs. Hartten - bible thumping Catholic that went insane - killed outright by PC for betraying the party faithful.
Timothy- loving husband of Nicole - committed suicide after pregnant wife killed By newborn twins becoming infected.
Nicole- killed in church by her own newborn child.
Jeanne- wife of David killed in church by Newborn
Father Raymond - killed in church by Newborn
Zachary- killed at Jacksonville Rescue Station by Sprinters when it fell.
Michael- killed at Jacksonville Rescue Station by Sprinters when it fell.
Harvey- farmer killed in Jacksonville sewers by Sprinters.
Josh- farmer killed in Jacksonville sewers by Shanmbers.

Current Group

Five player characters
The Duke-pot farmer from Canada
The Gypsy- thief con artist from defunct European criminal circus
Maddy the marine -kick ass female marine
Sergei - Russian mafia
Johnny D- x Canadian Army

A bunch 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 Anniston . 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 Carrie fisher. 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. One of these children could easily become the new immunity child if needed.
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. Lost entire family in Jacksonville. Determined not to lose anyone else. Rescued by pcs from Redneck raiders in a town outside Jacksonville. Hauser brought a group of surviving soldiers from his platoon with him after the fall of the Rescue Station. The soldiers are loyal to him.
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.
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The start of chapter 2 question

#20 Postby Razzielle » Wed Jul 17, 2013 8:53 pm

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.


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