Traci sat in the gloom of early morning, the
rhythmic breathing from Jack and Dawn the only sounds in the room. She
shifted in the chair slightly, glancing at the window facing the
driveway, lost in the murky purple of the night. It
had been a long day and she longed for more sleep, but someone needed
to keep watch.
“Oh Beckie.” Traci whispered, once again
feeling the pain of losing her closest friend. “I wish you were here.”
Traci cried again, the loss still fresh and painful. She watched the
night as she remembered how Beckie was always on
her side. “What can I do?”
Traci spent hours looking and thinking of her
situation. As the world lightened, turning to deep blues before
pre-dawn light began to return the world to color, Traci looked at the
farm around her. “I’m no farmer.” She mumbled, thinking
of all she had done to survive before. Shivering at some of her
memories, Traci worried for her future.
As the morning sun finally lit the bedroom, Jack
and Dawn stirred from their sleep. Traci yawned, asking “Well, what do
we need to do first today?”
It is morning of Day 67. There are 6 zombies in the area and the ER is 2, with zombies appearing on a 6. The group has decided to
stay and recover in the farm they found the day previously. This will be a modified secure
the area scenario, they must successfully complete several tasks, and
the time it takes to finish will impact the next scenario.
The task list:
1.
Secure the area: Four PEF markers are placed
roughly 12” from each corner. They will not move and need to be
‘checked’ by approaching with 6” of them. They will be handled as a PEF
when checked.
2.
Clear the house: It will take 8 turns of activity
by one character in the house and another 8 turns moving to whatever
location is chosen outside the house to clear the dead from the house.
The designated disposal location must be at
least 8” from the house.
3. Search the house: A thorough search of the house will allow for 10
search draws. The group will automatically gain one luxury item each
from completing the search, regardless of what, if anything, is found.
4.
Check the barn: The barn needs to be explored. It
will be treated as a normal empty building. It will have 2 areas to
check for occupants and searching.
5.
Generator: One unit of fuel needs to be transferred
to the generator. One character needs to pass a savvy check to start
the generator correctly. The generator when running rolls 3 dice for zombie spawns. On any of the savvy checks, a result of all 6’s will cause a fire, with
catastrophic results. Three savvy checks
by characters within 4” of the generator will reduce the noise output
and reduce zombie spawning by 1 die for each 2d success.
6.
Water: One character needs to pass two savvy checks
to get fresh water running in the house. As a bonus, a third check
will give hot water as well.
7.
Check the jeep: The jeep needs to be searched for a
total of 4 turns (1 character for 4 turns, 2 for 2 turns, etc.). Once
searched, each character gets a number of chances to roll a 9+ on a
d6+rep to gain insight on the jeep’s origin.
8.
Stage the car: The groups car needs to be parked somewhere, this will be its default position in future scenarios at this farm.
9. Barricade the house: There are 4 windows (DV0) and 2 doors (DV1) to be barricaded. Per the normal rules, these can be improved by spending 1 turn working on them.
9. Barricade the house: There are 4 windows (DV0) and 2 doors (DV1) to be barricaded. Per the normal rules, these can be improved by spending 1 turn working on them.
This is going to be a busy day. There is a chance that they manage to get everything done in the morning, or this could drag out all day. To simulate this, each time doubles come up for initiative; it will signal a time change is imminent. D6 turns after the doubles, the time will change. This cannot happen on the first turn, nor can it happen on the turn following a time change. Instead of setting a number of turns or playing until I’m done, I will play with a 60 minute (real time) time limit. At one hour, I will call the game and evaluate the success/failure. It should keep me moving!
There are separate rewards for each task:
1.
Required for victory.
2.
+ 1 success on Keeping it together rolls while in the area.
3.
+ 1 success on next meet and greet.
4.
Required for victory.
5.
+ 1 success on Keeping it together rolls while in the area.
6.
+ 1 (+2 if hot water) success on Keeping it together rolls while in the area.
7.
+ 1 success on next meet and greet.
8.
No additional bonus.
9. No additional bonus.
9. No additional bonus.
If either 1 or 4 is not completed successfully, the scenario will be a failure, and the group will need to find a new place to try and rest.
"Let's start with cleaning house." Dawn said as the group finished their breakfast of canned fruit and crackers. "We'll dump the bodies in the field behind the silo."
Jack nodded, brushing crumbs from his mouth. "Sounds good, this place is already stating to smell from those things." Rubbing his nose and grimacing at the smell. "I'll check the genny when I can also."
I figure they are starting in the house, they all might as well grab a dead zombie and get the clearing started. They move out of the house, Traci not quite keeping up with the other two on the second turn.
Dawn and Jack dump the first two bodies |
Dawn faces her first zombie of the day |
Traci drops off her first |
Well that is a great development! |
Zombies close in |
Dawn checks the PEF |
Dawn attacks the zombie |
Dawn handles two zombies as Jack dumps a body |
One quarter of the way done |
"I'm checking the barn!" Dawn yelled at Traci before turning and jogging towards the structure.
Dawn checks the second PEF |
Dawn enters the barn |
"I ain't lookin for any trouble." He said with a drawl. "Just let me walk away and we won't have any problems."
Dawn stayed guarded, but relaxed her aim. "No trouble. We're clearing out the farm to stay for a bit. My name's Dawn."
"Victor." Came the reply. "I ain't stickin around here. I'm moving north, last I 'eard the guvment had some safe spots up near the border. They say the dead freeze, so I'm counting on winter." Victor relaxed, shouldering his rifle and slinging a pack. Picking up an axe, he added "If you're interested, y'all can come with me."
Dawn shook her head, and answered "No, we've got friends east of here. We're heading there."
Dawn meets Victor |
Dawn moves out as Victor leaves |
Dawn jogged through the fields, moving to check out a car wreck along the nearby road. She heard Jack working on the generator, judging by the obscenities he was using, it wasn't going well. Traci was dragging the last body out of the house. Dawn checked the sky, clouds were moving in from the west, threatening the summery afternoon with rain. Dawn shook her head and moved on towards the road.
Dawn checks the third PEF at the halfway point |
Jack gets the generator running as Traci dumps the last body |
The last PEF |
As they watched, one woman made her way towards them, walking along the road. She was cautious, but not very wary David thought. Looking at her weapons, he was impressed - she clearly was ready for the undead, but maybe not the living. "When she gets close, follow my lead, we'll see what they're made of."
Dawn walked along the road, her pistol and machete ready and her SMG slung on her back. She was worried at the gathering storm clouds, that may be a major storm about to hit them. Time to check the fence area...
"DOWN! Throw down your weapons!" David yelled as his group sprang up from the culvert they were hunkered down in. He watched the woman freeze, but she didn't drop her gun. "Fire!" He yelled...
Dawn finds 5 gang members! |
Twenty minutes to go and a gang to fight |
Dawn shoots 2 |
Dawn is knocked down, but not out |
"Go! I'm right behind ya!" Jack yelled as he grabbed his SMG and ran towards the sound, a few steps behind Traci.
Fifteen minutes left and Traci wins the insight check! |
Another ganger down |
Jack takes aim |
The gang is gone. |
Time is running out... |
Jack and Traci check the jeep |
"Look at this." Traci held up a key with a large plastic oblong tag. "It says Twi Lite Motel. Seems to be in Bloomer." She read the key fob as she looked at it. "Maybe that's where these guys are from?"
Jack moves the jeep to the garage |
Under five minutes left, the downed gangers are being gathered at the house. |
Time's up! |
As the storm lashed the house with rain a rumble of thunder shook the walls. Jack turned a hall light on and off a couple of times, smiling at the electricity. "We'll have power for tonight at least!" He said, triumphant.
"I'm looking forward to getting cleaned up." Traci said, carrying an armload of clothes towards the washer and dryer they found in the utility room. "I'd feel better without the guests."
Dawn sat watching the captured gangers, tied hand and foot to each other. They were sitting on a couch in the living room of the house, each hurting, but recovering from their wounds. "Hopefully they stay guests and we don't have to do anything...uncivilized."
Prisoners are going to be a nightmare to manage, this should be interesting! A busy scenario mate, with the group doing really well
ReplyDeleteThey will be a wrinkle for the next game, that's for sure!
DeleteLove it. Well written.
ReplyDeleteThanks! Glad you liked it!
DeleteEverything seemed to be going so well until Dawn ran into the gangers. I really thought she'd had it, but wow - she's good!
ReplyDeleteSeems like the group have a secure base, at least for the moment. It's amazing how much a decent bath can improve morale :-) .
Yeah, the game really lulled me in, it was going well, and I didn't really consider what might happen. Dawn is a tough nut, luckily she pulled through.
DeleteStorm’s a’coming... ;)
ReplyDeleteIt certainly is. We will see what happens when it arrives.
DeleteThat went really well. I, too, expected Dawn to fare badly against five armed gangers but she is one tough cookie and I was glad she survived. Great batrep, as always.
ReplyDeleteThanks! It was a fun game with the time limit. I should have had more minis ready to go, it would have saved me some time...
DeleteGreat batrep tie them mothers up and cover them with the SAW that should manage them!
ReplyDeleteThat SAW should be handy for that or when more friends of theirs show up!
DeleteGreat aar and the way it read I got the feeling of the timepressure you'd put yourself under.
ReplyDeleteThe prisoners are going to make for an interesting future scenario
The time limit was the way to go for this. It wouldn't have been very hard to just have the whole group stay together and walk through the tasks. I'm sure the prisoners will cause more trouble for me down the road!
DeleteVery interesting AAR, and I really liked the "tasks" and the time limit ideas :-)
ReplyDeleteI'll be following with great interest to see how the prisoner issue pans out - my own group recently took a prisoner, with SERIOUS repercussions!
Glad you enjoyed the report! To do the tasks, I figures the time limit was the easiest way to make it interesting.
DeleteI haven't really considered what prisoners will mean for the group. We will see what happens...