Prolouge
Special Agent Hamilton Square had fled the collapse of Purgatory's quarentine and was now making his way across country to the safety of Moor City.
To give Hamilton a chance there are some house rules in play and I'm using a mixture of House Rules (HR), BDTZ & IZ. The first HR is that PEFs would be created on gunfire (as opposed to zeds as they are feeding in the shanty). The PEFs would locate on the far edge of the table using the same rules as the players placement. HS has also dropped a Rep for tiredness and is now a four. How would that serve him as his five had saved his life in more then one scenario? To find out please read on!
Turn 1 (4-1)
Hamilton had made good time, but then the going was soft. He was moving parallel with the only path heading in his direction. If trouble was to come it would do so on a road. The ground began to shift to gently rolling hills. In the distance he could see the refelction of a river and orientated himself to his mind map. Still a fare stride but once over the water he was on the home stretch. He reckoned that there would be a bridge or ford along the road way, then safety. The hilly country shielded his view of the road so Hamilton pushed his way to the crest of an overlookng rise.
He smelt them before he saw them. A decaying, rotting, putrid smell. Crawling to the brow he looked down on the bridge as two zeds shambled along his only way to safety.
Rolling up gave two chasers. Each character would enter the table according to a 1d6 roll and entering on a section corosponding to that roll. The zeds threw a 1 and ended up on the road. HS a 4 and came on board behind one of the hills. This was fortuatous as the zeds moved first.
Turn 2 (1-5)
Hamilton rolled onto his back and checked his pistol for the umpteeth time since leaving Purgatory and took stock. If he could leave the zeds to rumble on they'd get tied up in the village. He could then slip around the creatures and loose them in the forest beyond. He heard the sound of feet being dragged along wood. They were on the bridge and had not located him.
Turn 3 (2-1)
Hamilton had all the time in the world and he let the undead make their way along he path. From his vantage he planned his next move. 'Over the bridge, take the left flank, laager up in the cemetery and reassess from there."
He watched the creatures enter the village and he slipped over the hill's crest and moved to the crossing.
Fairly self explainatory. HR if HS throw a 6 on his activation the zeds 'sense' him and will make towards his position.
Turn 4
Zeb Jones, his wife Emma and their son Elijah cowered inside their shack. The family had been aware of the troubles at the shanty town but hey felt that they were too ar away to be bothered by it. But when Zeb saw a coupleof figures shuffling over the bridge he assumd the worst. Gathering his family together inside their home he preped his shotgun. Outside they could hear the creatures scrapping along their wall.
Hamilton glanced to his right and hoped that it was not people that were atracting the zeds.
Just straight forward movement this turn. There is a bit of artistic licence here as the game didn't produce the Jones' for aother two moves.
Turn 5 (3-4)
Major Square cursed as his old war wound began to play up and slow him down it would take longer then he'd planned to make the cemetery.
The first zed moaned sending a shiver down Zeb's back and he clung tighter to his smoothbore. The shack door flew open and the Jones' faced a fight for their lives.
Zeb loosed both barells and one of the creatures was lifted from its feet and thrown into the wall. The second twitched as pellets tore into its left arm and shoulder and lunged at Emma.
She swung her skillet at the creatures head, missed and the momentum spun her around. The zed took its cue and it buried it teet into Emma's exposed neck. The woman collapsed and was followed to the ground by her assailant.
What was once a human beig began to rip at the downed woman, tearing her flesh and forcing the bloodied chunks into it's mouth.
Eliajh could take no more, he dropped the baseball bat he was clutching an ran screaming from the hut.
The zeds burst through an unlocked door and attacked the family. These were generaed by a R&R (one would be frawn in every building) card,givng 3 survivors. HR military led to one of the fleeing officers from the previous scenario, if not then the last building would hold them both. One shot hit and OOF a zed the oter attacked and beat Emma. Elijah failed his see the feast and sanity test. 2 PEFs were created. A Rep 5 PEF was created and entered in zone 3, a Rep 2 in zone 1.
Turn 6 (5-2-2) (Reroll-5-2) (Random Event 11)
Hamilton made it to the relative safety of gravestones. Crouching behind one of the largest he cursed again. This time in a hope that the gunfire would not bring more zombies. Something to his left caught his eye. Warily, he made his way between the memorials.
"Sarn't Ski!"
Police Sergeant Connor Ski looked up at the Special Agent, his face pale and drawn. Hamilton could see beyond his palor.
"Come on man," he said squatting next to him, "listen, we can get out of here and in one piece."
Connor Ski shook his head, "I've let them all down; Al, Jack all them civvies."
"No son, there was nothing you could do. Listen Nozzer and Sonny are still out there. You know where?"
The colour began to come back to the sergeant's face, "he's in one of them shacks."
"Come on then lad, see to your pistol and let's go and find your mate."
With only the cops moving. The random event (RE) BDTZ showed that the character would hunker down and end the scenario. I adapted it for this game: HS got straight to the cemetery and safety. He threw for which of the retired officers he would find got CS and manged to rally him. Connor has also lost a Rep point and is now a 3.
Episode 2 will follow shortly as I want this scenario 'blogged up' before Tuesday (more anon).
Thanks for reading and have a HAPPY EASTER.