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?
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.