Encounters with Alternate Goals

Originally posted by iserith:

Sounds about right. The Unbelievable Bulk would most definitely have tried throwing the Puzzler's car at somebody.
 
Thinking about it, perhaps the Puzzler's pocket watch or whatever he used to start the bomb countdown can be used to add another round if the PCs get their mitts on it.
 

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Living Dead Girl

Originally posted by iserith:

This here little enclave of shot-kickin' inbreds and desperate refugees in the Stinkatoe Swamp seemed like a good 'nuff place to lay low for a spell while the zombie apocalypse raged on in the rest of the world. Till the gol' dern walker herd showed up one night. Then it all went teets-up.
 
Soon as the alarm was raised, Ratty Bobby and his crew broke in two. The wererat and some of his people ran to Ol' Zeke's still to snatch some moonshine. The rest of his gang swam out to The Ruby Mamma Jamma - an elemental airboat, and the only sure escape from this mess. And just like Ol' Zeke, the boat needs moonshine to get runnin'.
 
Meanwhile, Ol' Zeke's taking out some rotters and feeders that are converging on his crapshack. Behind him, he protects Angelica, the Living Dead Girl, who book larnin' types say is the only chance the world's got to stem the undead tide. After taking a vicious bite to the neck, Zeke and Angelica hole up in his boarded-up hovel. They might could hold out fer a while, but if Ol' Zeke meets his maker, he'll be up feedin' in no time flat...
 
What are y'all gonna do?
 
livingdeadgirl.jpg
 
 
T H E   S I T C H
 
The 1st-level PCs - Crystal Meth, Mousetrap, Red Creek Rufus, Streetwise Hercules, and Vector Sanchez - come upon this harrowing scene and start on the bridge area. Ol' Zeke's crapshack is boarded up tight, windows and doors both (AC/Ref 5, Fort 10, HP 20, Strength check DC 16). Zombies are trying to get in as well and lots more are roaming around the scene, attracted by the commotion.
 
Meanwhile, Ol' Zeke's dying and can't be saved, making a death saving throw at the end of every combat round. If he fails three of them, he turns into a zombie feeder at the end of the following combat round and acts on the zombie feeders' next initiative count.
 
The terrain is pretty rough - lots of swimming and difficult terrain to contend with as noted on the map. 
 
O B J E C T I V E
Rescue Angelica, the Living Dead Girl, from the zombies. Mechanically, she is treated as an item held in one hand (minor to pick up, free to put down, etc.). Get her off the map and the PCs succeed. If at the end of any combat round she is adjacent to an enemy, she takes a strike which cannot be removed in this or future scenes. Upon receiving her third strike, Angelica is killed.
 
Secondary Objective: Escape. To escape, a PC need only willingly move off the map. Such a PC is removed from play until the next scene.
 
Tertiary Objective: Ol' Zeke's a bit of a hoarder. There might be useful stuff to be found in his crapshack. Spend a standard action to poke around and make a roll on the random junk table.
 
T E A M   Z O M B I E
3 (possibly 4) zombie feeders, 1st-level standard soldiers
8 zombie rotters, 3rd-level minion brutes
 
? zombie throngs, 3rd-level standard soldier (swarm)
 
Zombie Goals: Brrraaaaaiiiinnnss! Zombies tend to move toward and attack the nearest target, fighting until destroyed. The area beyond the map is swarming with undead. The map is separated into four equal quadrants (noted by the faint green lines on the GM layer of the map). If at the end of any combat round there are no zombies in a quadrant, the quadrant becomes Overrun. A zombie throng is placed on the map at the corner, rolls initiative, and acts accordingly in the next round. Living creatures suffer a -2 penalty to attack rolls in a quadrant that is Overrun and cannot escape through that quadrant. This is a fear effect.
 
Special: Angelica, who is both living and dead, counts as a zombie for the purposes of determining if a quadrant becomes Overrun. She must be not be in anyone's possession to be counted for this purpose.
 

Originally posted by bawylie:

If there are NO zombies in a quadrant, it's overrun? By what?
 
im not clear on that one. 
 
Also, I'm assuming the undead have the same terrain issues. 
 
This gives us a minimum of 3 rounds to get to Angelica. 5 if we let her get attacked by a turned Zeke. I like our chances beating the zombies to the shack. 
 
I don't know our equipment, but I always buy a portable ram for strength based characters. A crowbar will do. Someone playing an essentials ranger could slow the soldiers to nothing at range. 
 
But you know what's missing? An unaligned crocodile or something. A random chaos that might save us or eat us, depending. Very genre. 
 
Edit, depending on the moonshine available, we could get some decent ranged explodey weapons. (And I might seriously consider burning Zeke's dying body if I were less than good aligned). 
 

Originally posted by iserith:

bawylie wrote:If there are NO zombies in a quadrant, it's overrun? By what? 
im not clear on that one. 
 
A zombie throng (3rd-level soldier swarm, Large).
 

bawylie wrote:Also, I'm assuming the undead have the same terrain issues.
 
Yep. I believe I gave the zombies a swim speed of 2 though due to bloating and not wanting to make a ton of checks every round. They still have difficult terrain issues though.
 

bawylie wrote:This gives us a minimum of 3 rounds to get to Angelica. 5 if we let her get attacked by a turned Zeke. I like our chances beating the zombies to the shack.  
I don't know our equipment, but I always buy a portable ram for strength based characters. A crowbar will do. Someone playing an essentials ranger could slow the soldiers to nothing at range.
 
Zombies tend to go for the nearest creature regardless of terrain, so the feeders will probably try to bash their way into the shack at first as they start really close to it. As the PCs get closer, they would shift their attacks to them instead.
 

bawylie wrote:But you know what's missing? An unaligned crocodile or something. A random chaos that might save us or eat us, depending. Very genre.  
Edit, depending on the moonshine available, we could get some decent ranged explodey weapons. (And I might seriously consider burning Zeke's dying body if I were less than good aligned). 
 
There's something like that crocodile in another scene in this same adventure. (This is one of three set pieces therein.) There's also a scene with the moonshine still where you're trying to get the mountain dew, but so is Ratty Bobby (a wererat) plus his flunkies Otis and Delilah. Meanwhile, more zombies. You can find moonshine in Ol' Zeke's crapshack via the random junk chart, but it's one of like 20 items so odds aren't great.
 
I'm sure Ol' Zeke wouldn't mind being burned given the alternative of becoming a zombie. He's good like that.
 

Originally posted by thespaceinvader:

iserith wrote: 
bawylie wrote:If there are NO zombies in a quadrant, it's overrun? By what? 
im not clear on that one. 
 
A zombie throng (3rd-level soldier swarm, Large).
I think the point is more 'if a quadrant is empty, what zombies are in it to overrun it, where do they come from'?
 
(I was wondering the same thing)
 

Originally posted by iserith:

thespaceinvader wrote:I think the point is more 'if a quadrant is empty, what zombies are in it to overrun it, where do they come from'? 
(I was wondering the same thing)
 
Ah. I mention it but maybe it's not clear: "The area beyond the map is swarming with undead. "
 
So if the quadrant is empty at the end of the combat round, the DM puts a zombie throng into play at the corner of the map and now the quadrant gets the Overrun condition (-2 to attacks, can't escape that way). Fictionally, it's a big gang of zombies moving into the area. Mechanically, it's an over-level soldier swarm and probably not a good idea to mess with.
 
I've run this adventure about four times. I've had it where there were four swarms in play at one time with all quadrants overrun because the PCs took out the zombies and/or the zombies moved around left quadrants vacant. This meant the PCs could not escape until they enticed a swarm to leave a quadrant or destroyed it. Very exciting stuff. 
 
Fighting the zombies is basically not a good idea in general - you can't win that way. They just keep coming.
 
Edit: To be even more clear, a quadrant is Overrun if there's a zombie throng in it.
 

Originally posted by thespaceinvader:

So one throng can overrun the entire board if it occupies the space where the four quadrants intersect?
 
That makes more sense now and sounds fun.
 

Originally posted by iserith:

thespaceinvader wrote:So one throng can overrun the entire board if it occupies the space where the four quadrants intersect?
 
That makes more sense now and sounds fun.
 
I never considered that actually, but sure, why not! They never stand still though, if there are no targets to attack - if PCs are to be had, they always move toward them.
 
Jerico_Mason played this and did a really good job on positioning his character such that there was always one (non-throng) zombie in a quadrant and since he was a defender he did his tricks to keep them focused on him. No throngs could spawn. Pretty neat.
 
In the scene with the still, there are enemy NPCs trying to achieve the same goal as the PCs with zombies attacking both sides of the conflict. So I would have the NPCs, who start inside of a defensible structure, shoot down zombies to clear a quadrant, causing them to Overrun. Such a dick move, but it was fun, hehe.
 

Originally posted by Jerico_Mason:

When I played this one, we had a player that could slide a target without doing damage, so he was able to save us at least once from having a throng appear since he went last and put single zombies in each quadrant.

In my experience, the zombies attempt to swarm the players or attack NPC's leaving the quadrants on the opposite side from where the PC's are empty and free to spawn swarms.  In effect it makes a tide of undead that moves inexorably towards the PC's.  On the other two maps in this adventure, the NPC's are armed and can (and will) shoot to defend themselves against the zombies.  Since they have no compunction about killing the last zombie in a quadrant if they can get a clear shot or the PC's aren't in their face they will sometimes force a swarm to spawn if you don’t watch them carefully.  I believe that at one point in our run through it we used some skill checks to convince them to stop shooting before they attracted more zombies with all the noise.  That uneasy peace went sideways after about two rounds and we ended up chasing Ratty-Bobby down and taking his 'shine then convincing the people in the next scene that the two stragglers from the Still Scene were bit and shouldn't be allowed on the airboat.
 

Originally posted by iserith:

Jerico_Mason wrote:[SIZE=9pt]When I played this one, we had a player that could slide a target without doing damage, so he was able to save us at least once from having a throng appear since he went last and put single zombies in each quadrant.[/SIZE]
[SIZE=9pt] [/SIZE]
[SIZE=9pt]In my experience, the zombies attempt to swarm the players or attack NPC's leaving the quadrants on the opposite side from where the PC's are empty and free to spawn swarms.  In effect it makes a tide of undead that moves inexorably towards the PC's.  On the other two maps in this adventure, the NPC's are armed and can (and will) shoot to defend themselves against the zombies.  Since they have no compunction about killing the last zombie in a quadrant if they can get a clear shot or the PC's aren't in their face they will sometimes force a swarm to spawn if you don’t watch them carefully.  I believe that at one point in our run through it we used some skill checks to convince them to stop shooting before they attracted more zombies with all the noise.  That uneasy peace went sideways after about two rounds and we ended up chasing Ratty-Bobby down and taking his 'shine then convincing the people in the next scene that the two stragglers from the Still Scene were bit and shouldn't be allowed on the airboat.[/SIZE]
 
Yeah, a couple of different groups negotiated with NPCs. It was interesting to see the various groups I ran this adventure for approach problems in different ways and all be resolved fairly with the mechanics.
 

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