Shadows of Keron Episode 23: A Prince’s Life

It’s been a loooong time, but we’re back! It’s been about four months since the last Shadows of Keron session, due to a mixture of deadlines at work, family events, and Tenchi (AKA Gutz) running the first part of the Dawn of the Artefacts Shadowrun adventure path for us. But now, we’re back in the Dread Sea Dominions.

As always, I’m trying to balance a session writeup against avoiding spoilers for the adventure, which is GRAmel’s Shadows Over Ekul. The session began in a tavern (naturally) with a bar brawl (naturally) and a subsequent visit to the local potentate, who offered to overlook their misdemeanours if they would just do this one little job for him… and thus the party, currently reduced to Gutz, Nessime and The Warforged, found themselves on an Amazon-crewed hawk ship bound for a neighbouring city, en route to involvement in palace intrigue surrounding an arranged marriage and a royal wedding.

Not much scope for bloodshed there, you might think, but if you did you would be overlooking the known proclivities of Our Heroes.

-o0o-

The most memorable part of the session was the earliest, in which The Warforged found himself challenged to an arm-wrestling contest in a bar by a group of Lhoban sailors. Gutz amused himself by betting on his colleague with money stolen from other people’s purses and taunting The Warforged’s opponent (named Dragon), while Nessime shouted encouragement from the sidelines – she had decided that as a paladin of Hulian she ought not to use Lower Trait on Dragon to give her friend an unfair advantage.

The match ended in a victory for The Warforged, followed by accusations of cheating from the sailors. This was especially galling as The Warforged’s repeated attempts to use Puppet to force his opponent to concede had all failed. The obligatory bar brawl ensued, ended decisively in the party’s favour by an overpowered Blast spell from Guess Who, which killed most of the patrons and set fire to the tavern.

Gutz decided Dragon had put up a good fight, so dragged his unconscious body from the blazing building, emerging right in front of a patrol of Amazon warriors.

“Awkward,” said Gutz.

However, with no surviving conscious witnesses in earshot to contradict their story of accidental lantern spillage, and the Amazons only having seen them helping injured victims from the flames, they were escorted into the presence of the local ruler, Ulesir Shah, who said they would be well rewarded if they’d just do one little job for him…

“They always say that,” said The Warforged. He was for ignoring the mission and pressing on, feeling the pay was too low, but Gutz’ Hindrances argued against him giving up easy money or the chance to stay close to the drop-dead gorgeous Amazon leader for a couple of weeks. So it was decided that they would help.

The later encounter with river pirates was, of course, merely a courtesy detail; and by the end of the session, all three had achieved Heroic rank. I think this is now the most experienced party I’ve ever run under Savage Worlds; it’s interesting that the feel of play doesn’t change that much – SW is very tolerant of increasingly capable characters, with the basic Fighting d6 pirate still being a credible threat, and I can’t think of another RPG system where I could run a set piece battle with the party and a couple of dozen NPCs on one side and several dozen pirates on the other, and still finish it in under an hour.

The main change from the early days is that now Gutz has the full set of initiative-improving Edges, he usually draws 5-6 cards per turn, so we chew through the action card deck faster than before; but with a second deck of cards and whoever goes last reshuffling after a Joker, it has no real impact on play.

-o0o-

Finally, we had a new guest player for this session…

2013042702

At the right of the picture with the giant blue d12 you see Anna (Athienne) holding Leo (character’s name unclear, although it sounds like “Guh”), the latest addition to the family, who is one of the nicer reasons why our gaming sessions are shorter and further apart this year.

As you can see, we’re starting him early.

Desert Island RPGs

When, as now, I find myself working long hours far from home, I get less time to prepare for gaming sessions, but more time in the car to think. This week, my main topic of thought has been what gaming activities I can keep up under the current gruelling work regime, and which have to be cut back further. Then, I thought of the BBC Radio programme Desert Island Discs.

For those unfamiliar with the show, the premise is that a celebrity is cast away on a desert island, with a music player and one compilation album. During the programme, the celebrity explains why they picked the 8 tracks on that album, which are played in turn. The castaway is also allowed one luxury item, and one book, as well as copies of the Bible and the complete works of Shakespeare.

ASSUMPTIONS

You (and enough friends to make a gaming group) know that you will be cast away on a desert island. Don’t worry about food, accomodation etc. You may assume that you have pencils, paper and dice.

However, 8 games is too many to give a tough choice, and it’s the choice and the reasons for it that are interesting.

What three gaming items would you take with you, and why? What would your book and luxury item be?

MY CHOICES

The gaming products:

  • Savage Worlds Deluxe Edition. If I could only take one game, this would be it. Works for any genre, works with or without figures, works as a skirmish wargame.
  • All Things Zombie. This comes lower down the list because it needs figures – I picture us drawing a playing area on the beach and using pebbles. However, it serves many purposes; it’s a game in its own right, it’s a setting for SW, it’s a skirmish wargame if you drop the zombies and just use military (or police and ganger) figures, and it’s an AI opponent if the rest of the group don’t make it ashore (or exile me to the DHARMA Initiative end of The Island after too many Total Party Kills).
  • For the final item, I really can’t decide between Beasts & Barbarians Golden Edition, which is my favourite SW setting, and Stars Without Number, which has outstanding tools for setting creation. What do you think?

The book and luxury item:

  • I could cheat and take my fourth gaming product as a book, but instead I shall choose The Complete Chronicles of Conan by Robert E Howard, which is a snout (in the dark) ahead of JRR Tolkien’s The Lord of the Rings in my affections – although it was the latter that ignited my interest in fantasy and science fiction, and indirectly led me into roleplaying games a few years later.
  • A repurposed oil tanker full of Glenmorangie. Obviously, the group were travelling on it when it ran aground, and the penguins from Madagascar have trashed the radio.

OVER TO YOU

What would you pick, and why? Answers on a comment please…

$1 Downloads: High-Space Battlemap Set 1: Firelight Scout Ship

Here’s 52 pages of deck-map goodness for you; a High-Space expansion from Storyweaver.

CONTENTS AND FORMAT

It’s difficult to separate those two in a map product. What you get:

Firelight Scout Ship: One-page overview map showing the whole ship; one-page High-Space character sheet for it; one-page layout (presented as a security scan of the vessel) showing how the map tiles fit together to form the ship; 38 map tiles, 8” x 8”. The Firelight is roughly the size and shape of a Klingon Bird of Prey from the Star Trek universe. There are 14 bunks, suggesting to me that crew size in High-Space is roughly 2 people x Displacement die type. Looking at the character sheet, I’d say the a player crew would need 9-12 acquisition points to own this baby; with a typical party of 3-5 PCs, they would need to be Seasoned or Veteran.

Dominus-class Smuggling Vessel: General overview and layout, one page each; 4 map tiles. At 75 feet long, this is more like something Novice PCs would operate; judging by the workstations, there are three crew positions – pilot, gunner and errm, something else. However, there appears to be just the one single bed. Maybe it’s a stack of bunks. Maybe they’re hot-bunking. Maybe… No, let’s not go there, there might be kids watching.

Cirrus, Trigger and Banchie Fighters: One map tile each – these craft are small enough to fit on one tile.

All the tiles are nicely drawn and laid out, and make good use of colour as I’ve come to expect from the makers, Storyweaver.

SUGGESTIONS FOR IMPROVEMENT

The main reason I got this product was to validate my assumptions about starship design using the High-Space Fleet Manual, as I already have more ship deckplans than I ever expect to use. I don’t begrudge the $1 spent on this because I really got a lot for my dollar; but I think there should be an example ship in the Fleet Manual. Also, I would have liked to see character sheets for the other ships in the pack. Maybe Storyweaver could post them on their website as design examples?

The Firelight is about 80 inches long when laid out. I would have preferred something I could fit on my dining table, which is smaller than the regulation 72 inch wargaming table. I could either print it reduced to fit 15mm minis, or use the overview map for general movement and only switch to tiles for specific areas during combat – maybe that’s how it was intended to be used.

General comment for tile-based products: 8” x 8” is better than the apparent standard for tiles of 6” x 6”, but it still means I’m wasting about a third of each sheet of paper. How about 10” x 8” tiles? For a starship deckplan, they’re not geomorphic, they only fit together one way around. I would ask for 11” x 8”, but I realise that the USA doesn’t use A4 paper – that’s a rant for another time, or maybe not.

This might also address my final point: A number of the tiles have very little on them. Main Deck #04, for example, has about 6 squares worth of map on a 64-square tile. In that particular case, those 6 squares aren’t stuff you need for the map anyway, so no harm done.

CONCLUSIONS

These are a nice set of starship tiles, and I like seeing several ships in a pack. Basically what we have here, I think, is a PC smuggling ship and a government fighter-carrier that might engage them; or maybe those roles would be reversed. The price is extremely competitive. I have no regrets here, but the main benefit I have from my purchase is confirmation that my ship design assumptions were correct, and that could have been addressed by different wording in the Fleet Manual.

Overall Rating: 3 out of 5.

Beasts & Barbarians Adventures at February 2013

By request, here is a higher-resolution version of the map showing adventures in the Dread Sea Dominions. I had planned to tidy it up a bit, change the token colours and so on, but haven’t had time this week – I tell you what though, I’ll update it periodically as new stuff comes out.

There’s a key below the picture.

20130221DSD

KEY

Pale blue is my party, red tokens are official B&B adventures we have already played, green and purple ones we haven’t played yet – green are B&B adventures, and purple are from other product lines.

  • BDxx: Beast of the Dominions, where xx is the page number for an adventure in this location. Most of them can be easily relocated.
  • CNS: The Carnival at Nal Sagath (official location, we moved it to the Independent Cities).
  • CQC: The Cliff Queen’s Court.
  • CWG: City of the Winged Gods.
  • DoaT: Death of a Tyrant.
  • GE189: Vengeance of the Branded Devils, the adventure in B&B Golden Edition.
  • GW: Green World.
  • MNOG: Moonless Night Over Grimsdell.
  • SOE: Shadows Over Ekul.
  • SoS: The Skinner of Syranthia.
  • TitT: Thieves in the Night (in Savage Worlds Insider #3). And I just noticed I abbreviated that incorrectly on the map. Oh well, next time…
  • WHM: The White Haired Man Kith’takharos adventures, of which there are at least 10, all set within a few miles of a swamp village. Not strictly speaking Beasts & Barbarians, but they would fit in nicely. (The 10th one is in Savage Worlds Insider #4, if memory serves.)
  • WitB: Wolves in the Borderlands.

In my version of the Dominions, a hex is 125 miles; your hex size may vary.

Shadows of Keron–Season 2

Last weekend the group gathered, but we were all in a very low-energy state and spent the afternoon playing videogames and watching TV instead of tabletop gaming. Shame on us.

Still, this concealed the fact that I hadn’t actually planned out season two in any detail yet; I had, as always, a couple of emergency scenarios up my sleeve, but they’ll stay there a while longer, it seems. Rolling up my metaphorical sleeves, I pulled out Hex Map Pro and used a hex gridded map of the Dread Sea Dominions to place scenarios we have yet to play; then I thought, it might be useful to other GMs to see where they all are, so I’ll add the ones we’ve already done as well.

Here, then, is a map of the Dread Sea Dominions with all the Beasts & Barbarians adventures I know about marked on it – should be fairly self-evident, but there’s a key below the picture in case.

20130209DSD

KEY

The colour code is for my benefit; pale blue is the party, red tokens are official B&B adventures we have already played, green and purple ones we haven’t played yet – green are B&B adventures, and purple are from other product lines.

  • BDxx: Beast of the Dominions, where xx is the page number for an adventure in this location. Most of them can be easily relocated.
  • CNS: The Carnival at Nal Sagath (official location, we moved it to the Independent Cities).
  • CQC: The Cliff Queen’s Court.
  • CWG: City of the Winged Gods.
  • DoaT: Death of a Tyrant.
  • GE189: Vengeance of the Branded Devils, the adventure in B&B Golden Edition.
  • GW: Green World.
  • MNOG: Moonless Night Over Grimsdell.
  • SOE: Shadows Over Ekul.
  • SoS: The Skinner of Syranthia.
  • TitT: Thieves in the Night (in Savage Worlds Insider #3).
  • WHM: The White Haired Man Kith’takharos adventures, of which there are at least 10, all set within a few miles of a swamp village. Not strictly speaking Beasts & Barbarians, but they would fit in nicely. (The 10th one is in Savage Worlds Insider #4, if memory serves.)
  • WitB: Wolves in the Borderlands.

While Umberto Pignatelli says the Dread Sea Dominions are as big as you want them to be, based on his comments on the Savage Worlds forum I reckon a hex on the map above is roughly 125 miles. So that’s as big as I want them to be.

SEASON 2 EPISODE GUIDE

I want to send them down the eastern side of the big mountain range – they’ve already seen the west side on the way from the Independent Cities to Gis and beyond. I think we’ll start them with Shadows Over Ekul (4 sessions at our present relaxed rate), then along the north side of the Brown Sea, and along the Sword River towards Askerios, then by sea to Caldeia, which will take in five of the Beasts of the Dominions adventures (one session each); then a quick gallop through the Kith’takharos adventures, which between them add up to about 14-15 sessions. That gives a total of about 24 game sessions, which will take us to the end of 2013.

And as you can see, by now there is enough material for season 3, too. I fancy Jalizar and environs for that; since several of the party are involved with the Temple of Hulian, which has an interest in that city, it would be easy to send them there.

Of course, The Warforged now has a long-term plan to set up a real estate and giant fighting bird business in the former City of the Winged Gods. I think when the time comes for this party to retire, that is where he will end up, as an irascible and eccentric mage patron for future parties.

Review: Waylaid on Wayland

You may recall I’m toying with ideas to set up a space opera campaign for next year. So far I have considered Emergent Settings and Dark Nebula as Options 1 and 2 respectively; here is Option 3, using published adventures.

For this, I looked into Umberto’s suggestion that I use the Daring Tales of the Space Lanes series from Triple Ace Games. I discovered there are 7 actual Daring Tales (one of which is a double adventure), 3 Ace Tales (the equivalent of One-Sheet adventures), and 6 Daring Tales of the Sprawl which I reckon I can add in by making the cyberpunk setting a planet in the main campaign.

That’s 17 adventures, almost enough to do the one-year campaign I was plotting. Add to that my calibration adventure, FGU’s Alien Base for Space Opera, and the ideas I’m sure the group will spin off as we go, and I’m done. Assuming I like them, of course; but plotting things out a year in advance gives me time to wait for them to come on special offer again, and I generally like things Wiggy or Umberto write. If that works out, that’s my 2014 campaign done already; would it be too soon to think about 2015, I wonder?

Let’s start with Waylaid on Wayland / Gunboat Diplomacy, the first Daring Tale of the Space Lanes. Oh, and the free Space Pulp Rules, and Pregenerated Characters, of course. The default assumption is a group of four PCs who operate a small starship on missions of dubious legality; the premise is that a detailed setting is neither necessary nor desirable, which may be driven by the apparent design goal of short adventures for pick-up or convention games.

SPACE PULP RULES

9 page PDF from Triple Ace Games, written by Paul "Wiggy" Wade-Williams. Of the 9 pages, 4 are given over to covers, adverts and so forth, leaving one with 5 pages of setting rules, which encourage pulpish behaviour.

Specifically, the rules ensure that no PC is useless in any scene of an adventure – he can’t be wounded badly enough to miss the scene, he can’t run out of bennies, ammunition or power points, and so on.

The only Arcane Background is Psionics, and PCs cannot raise their Psionics die type after character creation, although they can acquire Power Points and New Powers.

Big spaceships (cruisers and up) are treated as stationary obstacles bristling with guns. Small ones (like whatever the PCs are tooling around in) are treated as vehicles.

Races and equipment are as per the core rules, but with trappings – your blaster has the stats of a Glock, but fires bolts of blue light, or whatever you think is suitably cool. If you scratch the paint off your Tuatha science officer, you find an elf. And so on.

I don’t go in much for setting rules, but these are simple and unlikely to get in the way much. I’ll probably adopt a few (starship combat and hyperspace, for example) and drop the rest.

WAYLAID ON WAYLAND / GUNBOAT DIPLOMACY

27 page PDF from Triple Ace Games, written by Paul "Wiggy" Wade-Williams. Again, deduct 4 pages for covers, adverts etc., leaving 23 pages of adventures and new rules. There’s a distinct Star Wars feel to this one, which is actually an advantage as many of the potential players are Star Wars fans.

Waylaid on Wayland: This adventure is composed of 4 acts, each of 2-3 scenes. The PCs are delivering a McGuffin to a crime lord on an industrialised planet when things go horribly wrong. (Wayland, as the name of a Teutonic smith god, is an appropriate one for the world.) The plotline reminded me a lot of the Star Wars video game Shadows of the Empire; again, not a problem, as most of the potential players were aficionados of that game. There’s combat, bribery, escape from captivity, investigation, and more combat.

I like the results for Investigation and Streetwise rolls which outline what a PC knows by default, with a success, and with a raise on key locations and characters.

On first reading, it looks like 2-3 sessions of play, and a good introduction to the series. It assumes PCs begin with scenario with 20 experience points, i.e. at Seasoned Rank. Why does everybody do that? What’s wrong with Novice Rank? I shall ignore that recommendation.

Gunboat Diplomacy: This adventure assumes the PCs begin with 25 experience, presumably having gone through Waylaid first. A diplomat is brokering a peace between two star nations recently at war over control of an uninhabited planet, and who should blunder into an attempt to assassinate him but Our Heroes? Again, an adventure in 4 acts, this time each of 2 scenes; probably a couple of sessions worth of action here. It’s a mixture of combat, chase, and prison break.

Setting Expansion: Space Dangers. Four pages of things that liven up space combat by adding "terrain" to the chase or dogfight – radiation storms, asteroid fields, clouds, gravity shears and black holes. People who know how far apart asteroids are in a real asteroid field should look away now; this is pulp sci-fi, and they’re all over the place.

These adventures are designed for use as pick-up games or at conventions, using Triple Ace Games’ pregenerated characters, of which more below. There are quite a lot of handy tips for those purposes, specifically which parts of the adventures can be left out if time is a problem. That’s clever.

PRE-GENERATED CHARACTERS

Like the other Daring Tales lines, the default assumption is that you use the pre-generated characters from the Triple Ace website. These are free to download, and use the features of Adobe Acrobat to present the same character at different Ranks or experience levels depending on which boxes you tick.

So, you can pitch up with those and an adventure, and say to four complete strangers "OK, today I’m running a space pulp game for Heroic PCs. Pick one of these and we’ll get to it."

The four PCs for DToSL are the ones on the front of the books; a human pilot who has "borrowed" the group’s starship from a crime syndicate, a space elf psionic, a space dwarf engineer, and a human purser/medic/gunner.

The Daring Tales are written assuming the PCs begin at 20 experience, and gain 5 experience per adventure, which they use to level up through a pre-ordained set of advances. That’s well thought-out, especially for new or casual players, who want to advance their PCs but are often unsure of how best to do it – as an aside, that’s actually one of the advantages of a class-and-level RPG; the player doesn’t have to worry about what improvements to buy for their PC, the game mandates them.

CONCLUSIONS

I like this stuff. I can see myself running it next year, or whenever Shadows of Keron draws to a close, but it’s not so good that I feel the urge to drop everything and start playing it right away. There’s a definite Star Wars vibe, but with an underlying assumption that there are no major stellar powers operating in the region where the adventures take place. The minimal setting information makes it easy to drop any of this into an existing campaign.

The Daring Tales appear to be written for the Explorer’s Edition of Savage Worlds, rather than the current Deluxe Edition; but I didn’t see any places where that would cause a problem – one of the beauties of SW is that it doesn’t change much from edition to edition.

Overall Rating: 4 out of 5.

All Things Zombie: PEFs and Factions

We’ve skipped a couple of our usual Saturday sessions, due to the release of The Hobbit: An Unexpected Journey and Christmas, so I’ve spent some time thinking about PEFs for the co-op game. I want a way of creating PEFs quickly during play, without having to prepare beforehand or slow the game down by looking things up; and I want some factions in the play area, to keep things interesting for my players in the long term – a sandbox environment to generate adventures, if you will.

INSTANT PEFS

Rather than look up the tables, I decided to use a simple die roll to select groups from my collection of eM4 prepainted figures:

  1. Police. Used to represent gangers after Day 30. (Don’t read anything into that, I just don’t have enough gangers otherwise.)
  2. Recce Squad. Used to represent survivors after Day 30.
  3. Recce Squad. (I have two Recce Squads, thanks to a sale at my FLGS.)
  4. Chequers Gang. Gangers.
  5. Mercenaries. Citizens.
  6. Roll again, at least until I get some more figures. Or I could use the Aliens set if I wanted to worry the players.

Then, I just haul out the relevant group, and that’s what the PEF is. To my mind, each of the eM4 groups has an obvious leader, who will be Rep 5, Pep 4, Sav 3; an obvious runt of the litter, who will be Rep 3, Pep 1, Sav 2; and three normal guys, who will be Rep 4, Pep 2, Sav 3. Most groups picked this way will be 5 figures, but this is the same pool of figures that gets raided for Stars and their Grunt sidekicks, which will mean some groups enter the table short-handed. I’ll adopt a rule from earlier versions of ATZ, and not bother with attributes for NPCs. (For Savage Worlds, I’d rate the leaders as Experienced Soldiers, and the Rep 3 or 4 members as Soldiers.)

Gear: THW games often suggest you pick a figure for your Star, and he or she has whatever the figure has. I’ll extend that to NPCs; they have whatever the figure has. Three of the figures have medical kits, so they have medical supplies; none of them have obvious food or luxury items. Too bad, the Stars will have to loot buildings for those. To compensate, though, there are a lot more figures with body armour than the tables on pp. 74-75 of ATZ: FFO would suggest. One or two of the figures have backpacks, which I will allow players to search as if they were buildings, so long as what they claim to find would fit inside a pack.

Zeds: I’ll use the Mongoose Battlefield Evolution figures for zombies until I get some proper zeds. They’re the only ones I have enough of, and I need to replace the red and green pawns with something that shows facing – facing is important in ATZ. Or maybe I’ll try the free download zed standees from Pinnacle’s website.

SIMPLIFIED LOOT TABLE

This is more for solo play, really; it allows me to run games using just the encounter tables in the QRS, without looking up what’s on the bodies in the main rulebook. I crunched some numbers about who carries what, and came up with this as an alternative to looking up loot on ATZ: FFO pp. 74-75.

When a figure is vanquished, roll 1d6 for each of Food, Luxury, Medical and Body Armour to see what it’s carrying. (Actually, I suppose I should roll for armour when the figure appears, as it may affect combat.)

  • Food: 1-3 figure is carrying one unit, 4-6 it has two units.
  • Luxuries: 1-2 none, 3-6 one unit.
  • Medical supplies or Body Armour: 1-5 none, 6 one unit.

That doesn’t give the correct relative frequencies, but in the long term it averages out at roughly the right levels.

FACTIONS

The lazy way to add these is to say that each encounter table (for example, Gangers 4-6) is one faction, a recurring ally or enemy. I did some analysis of who has how much of what compared to the averages, picked some likely-looking leaders for the groups, and let my mind wander for a bit. I won’t bore you with the percentages, but this is what I came up with; numbers in ( ) show which group member I mean when I say someone is the leader.

Citizens 1-3: The Commune. Led by a council of four equally capable leaders, David (2), Kim (3), John (10) and Michelle (11), the Commune has no surplus of anything, and is short of everything; charitable players could easily befriend them. They have more women than most groups, however, and if things get bad enough they might be tempted to swap them for something edible; any of the ganger or survivor groups would be credible partners in that trade.

Citizens 4-6: The Farm. Led by Robert (10), a Born Leader, who has three right-hand women; Amy (2), Angela (4) and Melissa (11 – a medic). This faction has more female members than any other; they also have a surplus of Food, which they will trade for Luxuries or Medical supplies.

Gangers 1-3: The Kings. Led by Chris (7), a Greedy old man. The heir to the throne is his Fast grandson Will (4). They prefer to trade Food to get Luxury goods and Medical supplies, although they have no actual medic.

Gangers 4-6: The Jacks. Nominally led by Brian (2), who is Dim; the power behind the throne is Tammy (12), Brian’s young mistress. While she is the ruthless brains of the outfit, though, its heart is Mark (8), a badly injured (Rep 2) but charismatic consigliore. The Jacks would also offer Food and ask for Luxuries or Medical supplies.

Survivors 1-3: The Righteous. These are led by Mary (12), a mature but Agile female, whose second in command is Richard (2), a young male Brawler – I picture him as heading up the Arm Militant, who defend the rest of the Righteous. The Righteous are intended to subvert the post-apocalyptic trope of the mad, vicious fundamentalist Christian group; these guys are indeed fundamentalist Christians, but they have retained their essential decency. (That will please those of my group who are devout Christians, and worry those who play Silent Hill.) The Righteous have a surplus of both Food and Luxuries, but need Medical supplies (and a medic who can use them).

Survivors 4-6: The Libertarian Militia. The Militia is a group of doomsday preppers who have been waiting for this day for years. They are well-equipped, well-prepared, and well-organised. They are nominally led by Jeff (12), a mature male Poser, but the real power is with Scott (2), a young male and a Born Leader. This group has the lowest number of female members, and if they cannot adjust their gender imbalance by civilised means, at some point they will probably raid one of the Citizen groups and steal some women. Like the Righteous, the Militia have Food and Luxuries, but want Medical supplies – they had envisioned an apocalypse, but not one with this much disease or this many injuries.

So, short version: Everyone wants Medical supplies, and almost everyone would swap Food for them. If the campaign gets sufficiently grim and dark, Citizens 4-6 might offer women to Survivors 4-6 in exchange for Luxury items, while Citizens 1-3 might offer women to Survivors 4-6 for Food, and any of the ganger or survivor groups could raid either of the citizen groups for women. (It would be equally valid to say that all groups are ~50% female, but preferentially send males out scavenging, so the players meet more men than women; but a darker interpretation lends itself better to the classic damsel in distress scenario and is more in line with my original inspiration, the movie 28 Days Later.) Less disturbingly, any of the 1-3 groups might offer any of the 4-6 groups Items or Resources to gain access to their medical skills; and Stars with that skill in their tactical group could probably find employment too.

I did think about doing a large-scale map showing which faction was where compared to the Stars, but lacked the motivation to do so. Maybe later.

Savage, Z+43: Black Hawk Down

“If the wings are traveling faster than the fuselage, it’s probably a helicopter… and therefore, unsafe.” – Anon.

Merry Christmas to all readers! Here’s the last post before Christmas Day…

2nd February, 2013: Z+43.

"Bex? About those contrails you wanted… Does a chopper on fire count?"

"Sure. Let’s check it out."

"You want to swap that shotgun for the other assault rifle?"

"No thanks. I prefer this for close work."

Metagaming: The shotgun has nearly a 50% chance that at least one damage die will ace, while the AR has less than a 25% chance of that. So although when the AR is burst-fired it appears to have roughly the same chance to hit and average damage, the SG is a little more likely to take down a zed in one shot, and makes less noise doing it (one die roll for extra zeds instead of three). The range in my encounters is short enough not to be a factor. I’d switch Don back to a shotgun as well if I had another one, mostly because that matches the figure I have in mind for him. If I ever get around to painting it…

Admin: It’s the start of a new month, so Don and Bex reduce their stocks of food by one unit per person – from 5 to 3. They’re OK for a while yet. I check for an involuntary encounter by rolling 2d6 vs the area’s Encounter Rating (1); 6, 4 – no encounter this month. I roll for lack of sleep by rolling 2d6 and get a total of 8, meaning 8 hours’ sleep the night before the next encounter; whatever they’re getting up to in that watermill, they’re sleeping soundly enough.

SETUP

This is a daytime Search encounter in a rural area. Having settled in, Don and Bex are scouting the area for useful items, resources such as food, and possibly other survivors to join their little band. Don’s objectives, worth one experience point each, are: (1) Survive the encounter without either Don or Bex being Incapacitated or turned into a zombie; (2) find at least one item, or recruit one new member; (3) kill at least one zombie. I’m especially interested in getting Bex some body armour.

However, this time they’re not searching buildings – they’ve found a crashed helicopter, one of those black choppers that occasionally turn up as random events… I spent some time looking for a suitable picture and doodling in Hexographer, and then decided to Just Play the Game and make a big token for the chopper wreck. The map is The Crossroads from Cry Havoc Fan, in Hex Map Pro as usual.

2012120707

PLAY

Turn 1: Don and Bex can immediately see two of the Possible Enemy Forces, which resolve as a case of nerves and three survivors, respectively. The survivors are numbers 2, 7 and 8 from table 1-3. The Opposing Forces draw a Club Jack to Don’s Spade 8, and go first. The remaining PEF moves into the chopper. The survivors are currently neutral, and move closer to Don and attempt to interact. The zeds all run at the closest human. Survivor 7A has an assault rifle and Shooting d10, so sweeps across the incoming brace of zeds, two shots on one and one on the other; this does no damage to anyone, but at least it doesn’t draw any zeds. Don puts one zed down with a well-aimed burst, and Bex shakes one. I decide interaction can wait until the zeds are all down.

Turn 2: Don draws a Heart Queen to the others’ Heart 3. Trusting Bex to handle the zed on his left, which she kills, he turns and shoots one of the zeds assaulting the survivors shaking it. PEF5 sneaks up to the edge of the crater and lies in wait. While the survivors and the zeds go simultaneously, I decide that bullets cross the 4 yard gap faster than raging zombies, so the three survivors combine fire on the zeds and kill them both.

2012120708

Turn 3: Initiative doesn’t matter this turn, as Don, Bex and the survivors meet to talk. Don (Persuasion d6) makes an opposed Persuasion roll with the survivors’ leader (Persuasion d8); Don can’t do better than match their roll even after spending two bennies, so they exchange pleasantries but that’s all. Looking at the stats for the Survivors 1-3 table, it looks like they are OK as far as food and luxury goods are concerned, and have enough women not to kill Don for Bex, but they are interested in medical supplies and need a medic – more on this approach to loading PEFs later, when I’ve worked the kinks out of it. They agree to look inside the chopper wreck and divide the loot.

The leader of the group, a man in his twenties with a large-calibre SMG and the scars on his knuckles that mark him as an experienced bare-knuckle fighter, eyes Don up and speaks.

"You claiming the chopper?"

"No. Just curious, that’s all," Don replies.

"Good," the opposing leader says. He thinks for a moment. "My crew goes in first, and we get our pick of what’s inside. Agreed?"

It’s Don’s turn to think; them going in first means they’ll take all the good stuff, but it also means they have to deal with whatever is inside.

"Agreed. I just want to know where it came from.”

The opposing leader looks at him curiously, but says nothing.

Turn 4: Initiative matters because of who looks in the chopper first, and the survivors get first dibs, which I use to justify the exchange above. Everyone moves up, and the PEF is resolved; there’s nothing there.

2012120709

"NAVY," Don reads from the side of the wreck. "Thought so. Makes sense."

"How’d you work that out?" asks the survivors’ leader. Don shrugs.

"Nuclear-powered ships," he says, "Especially carriers; sometimes they don’t – didn’t – touch land for months. Probably at least one missed the infection, and now they’re looking for somewhere safe to resupply. No power ashore, so no radio; so they send choppers."

Turn 5: Don and Bex go first, but go on hold while the survivors cautiously enter the burned-out chopper. There’s a lone zed inside, but they make short work of it, and search the wreck. Whatever they find, they don’t tell Don about it. Turns stop mattering now, as the survivors cautiously move off.

Don enters the wreckage and searches it himself, in case they missed something useful.

"Nothing," he says as he emerges. "Just one body inside; should be more than that, so maybe the rest got away. Be interesting to talk to them, if we can find them."

“Wait a minute,” says Bex. “How did that guy get infected?”

Don shrugs as they walk back to the motorbike. “Like I say, be interesting to talk to them.”

And there’s the next encounter, easy as that.

AFTERMATH

Two experience for Don, taking him to 14. Bex rolls a 6, so advances; she’s using the shotgun a lot, so I boost her Shooting.

REFLECTIONS

A very short, quiet encounter to wind down before Christmas; but that happens sometimes, even in the Zombie Apocalypse.

CURRENT STATUS

Don Savage * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d6. Skills: Driving d4, Fighting d8, Healing d4, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4. Charisma: –; Pace: 6; Parry: 6; Toughness: 7/9. Edges: Command, Natural Leader. Hindrances: Code of Honour, Loyal, Vengeful. Gear: Kevlar vest, assault rifle, crowbar, backpack. XP: 14. Advances: Strength, Fighting. Progress: ZZZF but using ATZ Survivor tables if necessary; as a PC ("Star") he was automatically promoted on Z+21.

Rebecca "Bex" Smith * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d8. Skills: Driving d6, Fighting d6, Notice d6, Repair d4, Shooting d8. Charisma: -. Pace: 6". Parry: 5. Toughness: 6. Edges: Brave, Hard to Kill. Hindrances: None. Gear: Pump shotgun. Advances: Vigour, Shooting. Progress: ZZZF – still using Citizen tables, in case it ever matters.

Team Resources: Food 3, Fuel 0, Lux 4, Med 0, SMG, Assault Rifle, Motorcycle.

Savage, Z+38: Get a Room. And a Bike.

28th January 2013: Z+38.

Don and Bex are sitting quietly, watching the stars and huddling together for warmth. At least, that’s Don’s excuse, and he’s sticking to it.

"Don, where do you think this all started?" Bex asks, idly.

"The zombies? I don’t know, but it must be somewhere close by."

"Why?"

"You’ve seen people get bitten, and turn, right? How long does it take?"

"A few seconds. Minute, maybe."

"There you go. No incubation period. It’s not like you get bitten, hop on a plane, and then bite someone in another country three days later. No, you get bitten, and you go looking for someone else to bite right away. So, it spreads slowly, at the speed of a walking zed. We saw zombies within a few days of the outbreak, so it must’ve started near us."

"What a comforting thought. Not."

"Well, yes, actually. It means people far enough away had some warning, some time to prepare. Maybe in France, or Brazil, or somewhere, they still have a civilization going."

"I don’t think so. When was the last time you saw contrails? If anyone was still okay, they’d send planes to take pictures, wouldn’t they? If only to find out how bad it was?"

Rules Updates: I see I’ve been short-changing the zombies on recovery from Shaken – they may only have Spirit d4, but as Undead, they roll at +2.

SETUP

This is a daytime Take Back encounter in a rural area. Don and Bex have enough food for a while, and they’re looking for somewhere to call home – at least, until they’ve used up all the resources in the area and have to move on. As usual, comments in italics show where I’m using ATZ to supplement Savage Worlds.

The map is The Watermill from Cry Havoc Fan – I’m sticking with one inch per hex, which makes it a small map, but that won’t break the game, just speed it up a little. Don’s objectives, worth one experience each, are: (1) Survive without either Bex or himself being Incapacitated or turned into zombies; (2) clear all buildings on the map and resolve all Possible Enemy Forces; (3) kill all zombies on the table and drive off all opposing humans.

Don and Bex walk their Pace (6") onto the table and look around. PEFs: Rep 1 in section 4, Rep 6 in section 6, Rep 5 in section 4. Zombies: 1d3 per person, namely 3; they are 12" away at Don’s 12, 10 and 10 o’clock, respectively.

2012120301

The couple can see PEF6, so I resolve it right away; I roll 2d6 vs Encounter Rating (1) and get 5, 4 – just a case of nerves, there’s nothing there really. I remove the PEF.

PLAY

Turn 1

Don draws Club 7, Opposing Forces draw Spade 7. Spades trump Clubs, so the zeds and PEFs go first. PEF1 astonishingly passes 1d6 and moves to the table edge, then turns left. It is still hidden from view.PEF5 passes 2d6 and would like to close up, but can’t without breaking cover. The zombies shamble towards Our heroes, that being the way they were set up facing, and one gains line of sight on Bex, so it starts running. It runs 1d6" on top of its Pace of 4" – it rolls a 1, and this is hardly noticeable. It’s now 7" away from Bex and will likely be all over her next turn, so she blasts it with her pump shotgun.

She rolls Shooting d6 (3) and Wild d6 (1), picks the 3 as it’s bigger, and adds the +2 for a shotgun at close range – 5, a hit, since the Target Number is 4. She rolls 3d6 for damage and gets 11; since that is 4 more than the zed’s Toughness of 7, she succeeds with a raise, inflicting one wound on it – as it is an Extra, this kills it. I roll 1d6 to see if another zombie has been attracted by the noise and get a 2; no, it hasn’t. I note that Bex has killed her third zombie, and need only hurt a real person now to be promoted from Citizen.

The pair move to put their backs to a wall on general principles, but can’t see anything else right now, so Don has no target.

Turn 2

Don Club Ace, OpFor Diamond 6. Don and Bex go on hold; let the zeds come to them first. PEF1 passes 0d6 and stays put. PEF5 passes 1d6 and moves away.

The zeds run 5" extra this turn, or 9" in all, and as they break cover Don makes an opposed Agility roll to interrupt them and shoot one as they charge. The zombies make a group Agility roll (p. 63) and get an 11, against Don’s 5; they’re just too fast for him, and they’re into melee before he can squeeze off a shot.

Fortunately only one can reach him this turn; it makes a wild attack, rolling Fighting d6 (6, that’s an ace so it rerolls – 2 – for a total of 8, then adds +2 for the wild attack to get a 10). That beats Don’s Parry of 5 by at least 4, so the zombie gets an extra d6 of damage for hitting with a raise. It rolls 2d6 (Strength d6 plus 1d6 for the raise) and gets a 13, adding +2 for the wild attack for a total of 15, beating Don’s Toughness of 7 (5 for him, 2 for his armour) by 8 and thus threatening a Shaken condition and two Wounds. Don spends a benny and makes a Vigour roll to soak the damage. He rolls Vigour d6 (1) and Wild d6 (1) for an abysmal total of 2; I’m not having that, so I spend a second benny to reroll and get a much better 10 thanks to an ace – each success and raise soaks one wound, and since that means Don has no wounds left, he is not shaken either. Don now smacks the zed with his rifle; he rolls Fighting d6 (5) and Wild d6 (1), and since the zed’s Parry is reduced by 2 for the wild attack, from 5 to 3, he hits. He rolls Strength d6 (3) and improvised weapon damage d4 (3) and gets a 6 – this is less than the zed’s Toughness, so he inflicts no damage.

Bex walks calmly around the melee and fires at the second zed running towards Don, hitting with a raise to inflict 4d6 damage, and blowing it to pieces.

2012120302

Turn 3

Don Heart 5, OpFor Spade King. PEF5 moves in again, PEF1 stays put.The zed makes another wild attack on Don, hitting with a raise again and threatening one Wound. Don soaks this, as in the country the PEFs are quite likely to resolve as nothing to worry about. He soaks one wound and is fine, then counterattacks, killing the zombie.

I check the rules, but can’t see anything that would stop Don moving now he has killed his opponent, so he and Bex move across the river (which I count as difficult terrain, an extra 1" of movement required per hex) – he walks as he didn’t declare running earlier, and Bex walks as she might want to shoot. I decide to give the PEFs the benefit of the doubt and don’t resolve them yet.

Turn 4

Don Diamond Ace, OpFor Club Jack. Don goes first this time, and he and Bex move up to gain line of sight on the PEFs, which I now resolve. PEF1 is nothing in and of itself, but does increase the local Encounter Rating by one, to 2. PEF5 is just nerves. I remove both PEFs from the board.

Turns 5-6

No need for initiative now; Don and Bex take a leisurely stroll back to the watermill and enter (the door is unlocked, as per my usual 50/50 chance). I now roll 6d6 for zombies, with each 6 indicating one is present; three of the blighters. Two of them attack Don in melee, but they both miss – the third one can’t get to him. Don returns the compliment.

Turn 7

Don Heart 9, zeds Club King. The zeds make another wild attack, and one hits, but the claws scrape uselessly at Don’s armour. Bex moves away, so that Don can back up, giving her a shot into the zeds. Don goes on full defence and withdraws from combat; he rolls Fighting d6 (9) and Wild d6 (17 thanks to a couple of aces) – he uses the higher of these instead of his normal Parry (5) until his next action. Parry 17 ought to be enough.

2012120303

Turn 8

Don Club Queen, zeds Spade 5. Bex blasts one of the zeds to bits. Don runs across the stream to join her, and also covers the doorway. The zeds boil out, running 10", and one gets into melee with Bex and Don – the other can’t quite make it as I rule each hex moved inside a building counts double. The zed misses, and Don swipes at it, connecting thanks to the +1 gang-up bonus granted by its fighting both he and Bex; but he fails to damage it.

Turn 9

Don Heart 6, zeds Club 2. Bex clubs her zed, hitting it and shaking it. Don swings at it as well, but misses. The zed rolls a 1 to recover from Shaken, and even with the +2 for being undead, it fails to recover. The second zed moves up and attacks Don, as he is closer.

Turn 10

Don Diamond 9, zeds joker. The shaken zed recovers, and thanks to the joker can act immediately. It makes a wild attack on Bex, and hits thanks to the total +4 bonus (+2 joker, +2 wild attack) even on a roll of 2; however, 5 damage (1 rolled, +2 for wild attack, +2 for joker) is not enough to get past Bex’s Toughness of 6 (it went up one last encounter when she improved her Vigour). The other zed clocks Don, and also fails to damage him. Don’s return swipe hits on a 3, as the zed’s wild attack lowered its Parry, and he kills it thanks to an ace on the damage roll. Bex counterattacks, hits with a raise, and kills hers.

There’s now nothing to stop Don and Bex looting the watermill; I reason that although they have entered it before, it can still be searched as no-one else has been there since. The ER is now 2; Don rolls 4, 3 and passes 0d6, while Bex rolls 1, 1 and finds an Item – this can be anything I want except a weapon or body armour, and I decide it should be a motorcycle, for two reasons:

  1. Travel between areas costs one food unit if on foot, or the vehicle’s Bash Value in fuel units if driving. Motorcycles have a Bash Value of zero. Hur hur hur.
  2. I can’t resist the thought of roaring through a post-apocalyptic wasteland on a motorcycle laden with guns and a hot chick riding pillion. If the thought of that doesn’t bring a grin to your face, check your testosterone levels immediately.

AFTERMATH

Experience: All objectives achieved. Don gets three experience, taking him to 12 and gaining him an advance; I choose Fighting. Bex rolls a 1, and since as a NPC she needs 5+ to advance, she doesn’t. never mind.

Keeping It Together: Don and Bex make an opposed Persuasion roll to see if they split up or not. Don rolls Persuasion d6 (4) and Wild d6 (1), so scores 4; Bex rolls Persuasion d4-2 (0) and Wild d6-2 (0) and gets a 0 overall. Don succeeds with a raise (a result at least 4 higher than Bex’s), so Bex is a permanent addition to his tactical group and will not need to make this roll again.

Don and Bex sit in companionable silence for a while, staring into the flames of their carefully-concealed fire; then Bex starts singing, in a smoky contralto.

"Our house… is a very, very, very fine house; with two cats in the yard; life used to be so hard…" she stops suddenly and turns to look at Don, surprised at herself.

"Our house? You’re staying, then?"

"Yeah, I suppose I might as well. Don’t get cocky, though," she smiles. "It’s just until someone better turns up." Don offers her an arm to lean into, and she accepts. The odds of her finding someone better out here, he reasons, are not good. And if she does, Don can always shoot him.

CURRENT STATUS

Don Savage * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d6. Skills: Driving d4, Fighting d8, Healing d4, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4. Charisma: –; Pace: 6; Parry: 6; Toughness: 7/9. Edges: Command, Natural Leader. Hindrances: Code of Honour, Loyal, Vengeful. Gear: Kevlar vest, assault rifle, crowbar, backpack. XP: 12. Advances: Strength, Fighting. Progress: ZZZF but using ATZ Survivor tables if necessary; as a PC ("Star") he was automatically promoted on Z+21.

Rebecca "Bex" Smith * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d8. Skills: Driving d6, Fighting d6, Notice d6, Repair d4, Shooting d6. Charisma: -. Pace: 6". Parry: 5. Toughness: 5. Edges: Brave, Hard to Kill. Hindrances: None. Gear: Pump shotgun. Advances: Vigour. Progress: ZZZF – still using Citizen tables, in case it ever matters.

Team Resources: Food 5, Fuel 0, Lux 4, Med 0, SMG, Assault Rifle, Motorcycle.

REFLECTIONS

You know, I’m not sure which is more fun; plain vanilla ATZ or the ATZ/SW hybrid. Fortunately, I don’t have to choose, I can keep playing both until something shinier catches my eye.

Savage, Z+28: Galloping Cadavers

"Look, you’re the one who got me out in the armpit of the world chasing your galloping cadavers." – City of the Living Dead

January 18th: Z+28

"Bex? You clear on what we’re doing?"

"That is the tenth time you’ve asked," she sighs. "All right, if I must… We check the buildings one by one. We don’t go in if there are more than two zeds inside. We stop searching when we have three man-months’ worth of food or one man-month and a vehicle, and then bug out for Zeebrugge, whatever that means. We run between buildings. We stop when we get to a building and check we’re both ready before we go in. We face different directions so we can’t be surprised. Did I miss anything?"

"You’ll do. One up the spout, safety on? Okay then, let’s go…"

"You know, Don, you really know how to show a girl a good time."

Continuity Error: Last time, Don should have had an assault rifle, not a shotgun – he picked up the AR on Z+7, but gave his shotgun to Lisa, and didn’t retrieve it on Z+14. I’ll correct that going forward. I’m not sure what sort of assault rifle this is, but for game purposes the M-16 stats will do well enough. (I’m also dropping his $40 is cash because, really, what can he buy with it now?)

Rules Updates: First, as per SWD p. 76, one cannot conduct a Wild Attack with a ranged weapon, as the bonus to hit applies to Fighting skill – oops. Second, I have been forgetting my house rule for combat in buildings – in a building, figures move at half Pace, but are treated as being in light cover if moving, and medium cover if stationary. Third, I’m going to start labelling tokens so I can look them up easily on ATZ pp. 74-75 – the first letter is the type (e.g. G for Ganger), then a number which is the position on the relevant table, then a final letter which denotes the table if necessary – A for 1-3, B for 4-6. (So for example Bex, as Citizen 9 on the 4-6 table, would be C9B. I reckon they only deserve names and personalities if they survive long enough to talk to Don.) Fourth, I note from SWD p. 73 that using an improvised weapon is at -1 to Fighting and Parry, and by comparison to similar items in the weapons list, clubbed longarms should do about Str+d4 damage.

Finally, I will henceforth only detail dice rolls the first time they come up, as the posts are getting a bit long.

SETUP

Don and Bex need food and a vehicle. Due to their misadventures last time, they both have one Wound as they enter the board along the road in section 8. It’s daytime, in an urban location. Don and Bex have three bennies each, the zeds have one between them.

PEFs: Rep 5 in section 5; Rep 6 in section 1; Rep 3 in section 5. Zeds: 8, at Don’s 10, 6, 4, 4, 8, 6, 2 and 10 o’clock, rotated as necessary to fit.

Don and Bex can see the two PEFs in section 5 right away, so I resolve them both. One is four zombies, the other is three gangers (number 8 on the 1-3 table, and numbers 7 and 12 on the 4-6 table). Since there is no building in this section, both PEFs are placed in the middle of section 5, then resolved; this makes most sense to me if they are already in melee with each other, and given where the initial placement zeds wind up, those gangers are in real trouble. Excellent, the zeds and gangers can kill each other off and then Don and Bex can loot the bodies. Of course, Don would never think such a thing, and his Code of Honour will probably force him into action.

2012113001

TURN 1

Initiative is important right away, as it may influence which way the zeds move. Don draws Spade 9, the zeds Club King. The zeds in section 7 bump into the wall of the building and turn (house rule: by the least acute angle) to move along it. The Possible Enemy Force sneaks closer. Most of the zeds run at the gangers and wild attack them. The two in the doorway of the building in section 9 charge Bex and almost get into melee – that decides Don and Bex on their actions. Bex will back up and fire her shotgun at one zed, while Don will step away a little to get a clear shot and burst-fire his assault rifle at the other.

However, the gangers and zeds are going first. Two zeds attack G8A, who has Rep 4, thus Fighting d8 and Vigour d8, hence Parry 6 and Toughness 6. They roll 3 and 5 respectively, and add +2 for their Wild Attacks and +1 gang-up bonus to get totals of 6 (hit) and 7 (hit). The hits do 1d6 damage each; both roll 3, +2 for wild attack is 5, and fail to Shake or Wound the ganger. The ganger has a SMG, but can’t shoot as he is in melee, and is forced to use it as an improvised club. He rolls Fighting d8 (7), -1 for improvised weapon, and gets a 6; this is greater than or equal to the zed’s Parry of 5, so he hits. He rolls Strength d8 (4) plus 1d4 for an improvised weapon (2), and as the total (6) is less than the zed’s Toughness (7), no harm is done.

Now you’ve seen how that works, by a similar process, G7B is Shaken, but manages to hit one of her opponents, killing it. G12B is well ‘ard, so survives the attacks on her, but fails to injure either zed.

Bex rolls Shooting d6 (4) and Wild d6 (2), chooses the 4 as it is better, then adds +2 for firing a shotgun to get a 6 – a hit, since the target number at this range is 4. Shotguns within 12" do 3d6 damage; she rolls 1, 3, and 1 for a total of 5, and since this is less than the zed’s Toughness of 7, it suffers no damage. Oops.

Don rolls Shooting d6 (3) and Wild d6 (2), chooses the 3, and adds +2 for firing a 3-round burst. This is greater than or equal to 4, so he hits. A burst-firing assault rifle does 2d8+2 damage; he rolls 7, 6 and gets a total of 15 damage. As this is at least 4 more than the zed’s Toughness of 7, he succeeds with a raise, which Shakes the zed and inflicts one Wound. As the zombie is an Extra, this incapacitates it, and it is removed from play ("up, down, or off the table").

Four shots have been fired, so I roll 4d6; each result of 4-6 means a new zed is drawn to the noise. I roll 4, 4, 6, 5 and get 4 new zeds, one of which appears at Bex’s 12 o’clock, and the rest at Don’s 12, 10 and 8 o’clock respectively.

2012113002

"Bex, we have to help those guys, the zeds are going to kill them!"

"Don, we can’t help if we get killed! Remember how much trouble we had with a handful of zeds? How many do you see here?"

TURNS 2-4

Turn 2: Don Heart 8, zeds Diamond Jack. The zed previously charging Don is now closer to him than Bex, so it changes target and makes a wild attack on him, Shaking him. A couple more zeds run towards Don, and three march to the sound of the guns, but most of them pile in on the gangers, who are closer; that melee is inconclusive, with the only damage being G12B, who is Shaken -  but G7B recovers. Bex can’t get a clear shot, so steps in and flanks the zed attacking Don; they both roll to hit with a +1 gang-up bonus, and Don manages to Shake the zed.

Turn 3: Don Heart 7, zeds Heart 4. Don and Bex run for the building in section 4, as any other destination leaves them in charge reach of one or more zeds, and the ones in melee with the gangers will stay there. As an afterthought, I notice this means the gangers are now closer to the two zeds in pursuit than Don or Bex, so they go for the closest meat. A short conga line of zeds moves around the building in section 9 (I must give these buildings some names, I think) – they can’t see Don or Bex any more, but can see the gangers, so join the general feeding frenzy. While Don and Bex stack up ready to enter the building, the lone remaining PEF sneaks up right behind the door.

Turn 4: Don Diamond 2, zeds Club Jack. G12B recovers from Shaken and can act immediately as she succeeded with a raise; the Shaken zed fails to recover. The gangers decide to withdraw from melee and run, as there are now four zeds apiece either in melee with them or about to be so. This gives 7 zeds a free hit; one manages to Shake G12B, so she only retreats at half Pace. The others make a single running roll, and get a measly 1, so only move 7" to G12B’s 3". To minimise zed contacts, G8A and G7B move southeast, while G12B staggers northeast, drawing 8 zeds after her while the others are pursued by three. Another three start charging towards them as well, then realise Bex is closer and turn to her, one getting into melee but fortunately missing her.

One of the 8 zeds clustered around G12B brings her down with a lucky hit, and they begin to feast on her body; this will last 4 turns, until the end of turn 8. Bex now takes a Fear check as she is Seeing the Feast for the first time; she rolls Spirit d8 (8, which is an ace, so she rolls again – 3 – and adds the scores and +2 for being Brave for 13) and Wild d7 (6, roll again – 4 – and add +2 for being Brave, total 12). Bex succeeds with two raises, and quite frankly wonders what all the fuss is about.

Meanwhile, two more zeds have caught up to G8A, and one Shakes him.

Don fires a short burst at one of the other two in that group to thin them out, and kills one. (Unfortunately this generates another zed at his 12 o’clock.) Bex meanwhile strikes back at her opponent in melee, killing it outright.

2012113003

TURN 5

Don Club Queen, zeds Diamond 8. Don burst-fires at the remaining zed close enough to melee Bex, rolls 23 damage, and starkly annihilates it. The noise creates two more zeds at his 2 and 6 o’clock. Don and Bex ready themselves to go through the door next turn; bursting in now with Don’s action for the turn already gone sounds like a bad idea, although Bex checks the door and discovers it is unlocked. Two zeds charge Don and Bex, so it looks like next turn could be another melee. As gangers are specified as being interested solely in their own welfare, G7B breaks and runs off down the alley behind her – anything else brings her into zed charge reach. G8A attempts to follow, but the free hits from zeds as she withdraws from melee Shake her and she can only move 3"; the zeds follow, catch her, get their normal attacks, and bring her down; another feast begins, lasting 5 turns – until the end of turn 10.

I could have used the NPC Movement table for the gangers, but it seemed so obvious what they would do that I didn’t bother.

2012113004

Don thinks about calling the surviving ganger over, but she’s running the other way now and frankly that’s better for her. His conscience pricking him, he gets ready to open the door.

TURNS 6-11

Turn 6: Don Diamond 4, zeds Heart 3. Don and Bex step through the door, and are immediately face to face with PEF6, so I now resolve it – I roll 2d6 vs area ER (5) and get 6, 6 – nothing there. However, as there was a PEF in the building, I don’t need to roll for zeds or any other occupants. Perfect. Don and Bex use their action to close and barricade the door, increasing its DV from 1 to 3; two zeds arrive outside and busily reduce it to 2. Meanwhile, outside the feasts continue and G7B runs off the board while the zeds eat her pals.

Turn 7: Initiative doesn’t matter this turn. Don and Bex search the building while the zeds outside reduce the door’s DV to 1 – they’ll break through next turn. Each human rolls 2d6 vs area ER (5); they both find a Food Unit and hastily stuff the tins and packets into Don’s backpack.

Turn 8: Don Heart Jack, zeds Heart 9 – excellent. The couple run for the back door, rolling a 5 and increasing their move from 6" to 11" this turn – by my house rules that is halved and rounded down as they are in a building, so 5". That takes them right to the door, and I roll 1d6 to see if it’s locked; a 5, so it is. Bex has the Universal Key, so blasts the door – she hits, and does a lousy 6 damage. As per SWD p. 71, this is not enough to break through a light door (Toughness 8), so she makes a mess, but nothing more. Since that has failed, Don burst-fires his assault rifle at the lock, hitting and causing 14 damage, shattering the door and allowing them out next turn. The noise draws two more zeds (at Don’s 8 and 10 o’clock) and alerts a third, ambling past outside, which moves to just outside the door, as well as the eight which have just finished their feast across the street (Don was hoping to wait until they dispersed and then loot the bodies; oh, well). Meanwhile, the zeds right outside break through the door and charge across the building.

Turn 9: Don Club 7, zeds Club 6 – thank heavens! Don yanks the door open and is immediately confronted by a zed, which Bex blasts to bits. The noise draws another zed at her 4 o’clock. Our Heroes now leave the building and run around the building into the alley between sections 4 and 7 and flatten themselves against the wall, hoping to dodge the zeds. The zeds shamble, or run if they could see humans at the start of the turn, towards the last sighting or source of the last shot.

Turn 10: Don Club Queen, zeds Spade 6. Don and Bex run 9" around the corner and up to the back door of the building in section 7, but discover it’s locked; there’s a zed inside, but it can’t get out, so it turns and shambles back towards the other door. The zeds outside move by the usual rules, meaning one charges as it can see Bex – fortunately it’s too far away to get into contact – and those across the road finish the second feast.

Turn 11: Don Spade 5, zeds Heart 8. Three zeds charge into melee this turn, two on Bex and one on Don. (Most of the rest amble through the open door into the building in section 4.) Bex is unharmed, and destroys one of her assailants. Don and his opponent are evenly matched, and neither injures the other.

2012113005

TURNS 12-23

Turn 12: Don Joker, zeds Diamond 10. Don smashes his foe to the ground, Bex does likewise (handy, those Joker bonuses on die rolls), and as the door is locked they run around the corner before anything else notices them. Only one zed can see them; it charges, but is too far away to reach them. The zed inside the section 7 building discovers both doors are locked and starts battering away at the one leading to the main street.

Don and Bex look at each other.

"Let it come to us," says Don, "Then we’ll brain it. I think noise attracts them."

Turn 13: Don and BEx are On Hold, waiting for the charging zed to reach them. Unfortunately, a second one rounds the corner, sees Don, and charges into melee, where it and Don miss each other. Bex steps in and Shakes it. Zeds with no line of sight to Our Heroes continue to mill about as usual.

Turn 14: Don Club 3, zeds Spade 9. Finally, the zed shaken some turns ago recovers, and shambles closer to Don and Bex. Another one charges into melee and hits Don, but his armour turns the claws. The lone in-building zed breaks down the door and emerges onto the street, moaning. Another zed gains LOS on Don and starts running towards him. More aimless shambling elsewhere. Meanwhile, Don and Bex fail to injure their opponents.

Turn 15: Don Heart 7, zeds Diamond 3. Don and Bex both fail to damage their zeds, who return the favour. A run of bad melee rolls here. To make matters worse, two more zeds get LOS on the couple and charge into the dogpile. Elsewhere, the zeds are shaking out into their traditional conga lines; one going clockwise around the board, and two more going both ways around the inside of the building in section 4.

Turn 16: Don Diamond 8, zeds Heart 5. Don and Bex go on full defence and withdraw from melee; once the zeds outnumber you, it gets really messy, even in a system as forgiving as Savage Worlds. To do this, each makes a Fighting roll, and if this is better than their Parry, they can use the roll instead this turn. It does Bex no good, but Don boosts his Parry to 6 this way, dodging the incoming claws (it would have gone up to 7, but there is a -1 penalty for using an improvised weapon, namely a clubbed assault rifle). Luckily, the only zed who can strike at Bex is Shaken and forfeits his attack. The pair now run off 8". Those zeds who saw them go charge after them, but zeds are on average slower than people. As Don and Bex round the corner, the board-edge conga line sees them and turns in pursuit.

Turn 17: Don Diamond 2, zeds Club 9. Curses, foiled again. Had Don gone first, he and Bex could have escaped the zeds by running down the alley, but as it is, three of them get back into melee, two with Don and one with Bex, and the Shaken one recovers, though it can’t attack this turn. Don’s Parry is still 6, though, as he hasn’t gone yet. One hits Don and Shakes him; I’m saving his bennies for now. Don goes first and rolls Spirit d8 (2) and Wild d6 (6, that’s the maximum possible on that die – an ace – so I roll it again and add the scores; a 3, for a total of 9). Don takes the 9, as that is higher, and since it is at least 4 more than the standard target number of 4, he has succeeded with a raise; that means he recovers immediately and can act this turn. Saving the benny is looking pretty smart right now. He hits one zed with a raise and Shakes it. Next turn Bex will be surrounded by zeds, so she aims her shotgun at the door behind them and blows it open with 18 damage. Even better, the noise doesn’t attract any more zeds.

Turn 18: Don Spade Jack, zeds Club King. Both humans are attacked by two zeds, and Don’s both hit, causing 17 and 9 damage respectively; Don’s effective Toughness is 7 (5 for him, +2 for the kevlar against claws), so the 17 Shakes him and threatens two Wounds, while the 9 just Shakes him. There’s no option but to soak the first, spending one benny to make a Vigour roll; he rolls Vigour d6 (2) and Wild d6 (1) – no good, so I spend a second benny to reroll and get a 4, which soaks one Wound. He may need his third benny so keeps it in reserve. He is now Shaken and Wounded, at -2 to all rolls. The second Shaken result stacks with the existing one to cause a third Wound, and Don is now at -3. Things are looking bad. However, he rolls a 16 on the Vigour check to avoid infection, and at least won’t turn into a zombie. Where was that 16 when I needed it, eh? Anyway… another one hits Bex but does no harm. Now Our Heroes act; full defence and withdraw again. First Don rolls to recover from Shaken, and gets an 11 – phew! Even with -3 for his Wounds, that’s still a success with a raise. Next he rolls to boost his Parry, but fails (not surprising considering his Fighting is now at -4). Bex also fails. It’s time to get the Hell out of Dodge, and they fall back into the building at a run.

Turn 19: Don Spade 10, zeds Spade Queen. The zeds charge after Don and Bex, but can’t quite catch them. The other door was already broken down by a zed in a previous turn – I need to start marking that somehow in future games – so they can run right out, and do so, making it halfway across the road – Don has his eye on the remains of the feast, hoping to get some loot from the corpse.

Turn 20: Don Diamond Ace, zeds Diamond 6. Huzzah! The guys move 12" this turn and make it right up to the corpse of G8A, which they use their action to loot, picking up one Food, two Luxury items, and an SMG. Even better, the zeds only move 5" this turn. Actually, that looks like we can loot the other body as well; entering buildings is too dangerous in this state, though.

Turn 21: Don Club Jack, zeds Diamond King. The zeds are starting to emerge now, so Don and Bex had better be quick. They run 10" to the zeds 5" this turn, and make it as far as the body of G12B. They strip the body, gaining 3 Food, 1 Luxury, 1 Medical and an Assault Rifle.

Turn 22: Don Spade 7, zeds Spade King. The zeds run 7" this turn and are getting worryingly close; time to go. The pair run 10" towards the edge of the board.

2012113006

Turn 23: Don Spade Ace, zeds Heart Ace. Spades go before Hearts in the case of matching face values, so Don and Bex run 8" away, taking them off the board and ending the game.

AFTERMATH

Damn, these guys are lucky. For the second half of the game, they were one die roll away from disaster the whole time. Another tense game, and a real feeling of success to get them off-board meeting all their victory conditions for a Search scenario (get away without being Incapacitated, pick up some goodies, kill at least one zed). Three experience to Don, taking him to 9, and Bex rolls 1d6 for an advance – however, on a 3 she doesn’t get one.

They use up their new unit of Medical supplies treating Don’s wounds. Now, if Don rolls, he’ll be rolling d4-6 (three Wounds, doubled because he’s treating himself), the same as Bex; d4, -2 for unskilled, -1 for her own wound, -3 for Don’s. In both cases they are at +2 as they have 21st century medicine, so an effective d4-4 either way. However, Bex has three bennies left, and after using them all up, she manages to get a 13 thanks to aces – that drops to a 9 with the bonuses and penalties, but it’s still a success with a raise, so he recovers two Wounds and is now on -1. Don returns the favour, and is now rolling at d4-2; d4 basic, -1 for his Wound, -1 for her Wound, +2 for 21st century techniques, -2 for no more supplies. Even using his last benny, he can’t help her.

There’s another week before their next adventure, though, so they can both make natural healing rolls; those are ordinary Vigour rolls. Both succeed and recover fully.

Finally, an opposed Persuasion roll between Don and Bex to see if they stay together. Don rolls Persuasion d6 with a wild die and gets a 3; Bex rolls Persuasion d4-2 (no skill) with a wild die, and also gets a 3. I count that as "same number of successes", so again Bex stays with Don for another encounter.

"You know what’ll happen if we stay together," says Bex. "I’m not sure if I’m ready for it. There’s just been so much death…"

"I understand," Don replies. "But, let’s stick together at least until we get out of town, okay? You’ve seen what it’s like out there. We’ll have a better chance together."

The city is too freakin’ dangerous by half, so Don and Bex burn a Food Unit each and march out into the countryside, where they will begin their next encounter. I was hoping to find a vehicle, but I don’t want one badly enough to go into town again. We’ll start with a Take Back encounter to find somewhere to live, then synchronise encounters with calendar months.

CURRENT STATUS

Don Savage * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d6. Skills: Driving d4, Fighting d6, Healing d4, Intimidation d6, Knowledge (Battle) d6, Notice d6, Persuasion d6, Shooting d6, Stealth d4. Charisma: –; Pace: 6; Parry: 5; Toughness: 7/9. Edges: Command, Natural Leader . Hindrances: Code of Honour, Loyal, Vengeful. Gear: Kevlar vest, assault rifle, crowbar, backpack. XP: 9. Advances: Strength. Progress: ZZZF but using ATZ Survivor tables if necessary; as a PC ("Star") he was automatically promoted on Z+21.

Rebecca "Bex" Smith * Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigour d8. Skills: Driving d6, Fighting d6, Notice d6, Repair d4, Shooting d6. Charisma: -. Pace: 6". Parry: 5. Toughness 6. Edges: Brave, Hard to Kill. Hindrances: None. Gear: Pump shotgun. Advances: Vigour. Progress: ZZF – still using Citizen tables, in case it ever matters.

Team Resources: Food 5, Fuel 0, Lux 4, Med 0, SMG, Assault Rifle.

REFLECTIONS

I’m not using random encounters, and at this stage not feeling the lack of them either. If I want to add them in future, I’ll rule that a random encounter occurs if a joker is drawn.

The Hexographer map is working well, but I can make some improvements; first, name or number the buildings, and second, make the road up the middle dark grey instead of black – I can’t see the hex grid against it.