Tuesday, 31 July 2018

On the outskirts of Anson.

I was in need of a little "light relief" after the trials of the last couple of weeks, and wanted to ease myself back into "normality", so I threw down my 'Lidl grass mat', plonked my most recent 'terrain project' (a tarted up charity shop find) in the middle, and played out the latest ATZ:FFO episode which I'd cooked up in my head during the trips up and down the motorway.

After leaving Doc Littlelake's surgery with the RV, the group drove out to where they'd hidden the pickup and Jeep. Amy was still in severe shock after seeing her zombiefied father, and then having to walk through the mess that had been his brains, on her way to the fire exit as they made their escape.
Despite Amy's condition, and Zac moping over his broken pistol, the encounter had definitely been a success - they just needed to rest up for the night.

The following morning, Brad headed the convoy west (route markers) with no clear plan in his mind, but an instinctive urge in his gut, to find some "space". He needed time to think, and time to discuss the options with the group, and heading towards open country just seemed the best thing to do - and anyhow, IF they decided to make for Nevada, they were going in the right direction!
A note on the timeline.
The previous encounter, "Back to the 'burbs" took place on Day 16 of the outbreak. Resting overnight on the outskirts of Jacksboro means the journey starts on Day 17, and though the distance is only 200 and something miles (which would normally take maybe 4 - 5 hours) with current conditions, avoiding contact etc, "proceeding with extreme caution" it takes a day to reach their current location and the group arrive on the 'Outskirts Of Anson' on Day 18.
Day 19 is spent "resting" and deciding that the general area seems quiet enough to try and set up a camp - they can try and find out how the government are dealing with the infestation by contacting  the authorities in nearby Lubbock.

Day 20 - Brad, Zac and Nate have taken the Jeep on a supply and scouting run. They need to replenish the water supplies and find a site further off the beaten track to set up the group's base.
Spotting an overgrown sign saying "Gas & Grits" at a junction, they  turn off the road and follow the track, arriving at an old gas station after about a mile.
They switch off the engine and step out of the Jeep to take a look around. There are a couple of lone zeds approaching from the woods on either side of the track (They haven't spotted the group of zombies behind the building) and Zac's eyes light up - first of all as he admires the abandoned motorbike, and then when he spots the baseball bat in the hands of what might have been the bikes previous owner! Currently having no weapon (His pistol broke in the previous encounter), he prised the bat from the Deadmans Hand.
The group had won the initiative roll for turn one, and the zombies and PEF's now moved.
Brad thought there was something behind the sign board, but it was just a bad case of nerves and it turned out to be nothing. (passed no D6 - PEF removed) 
He was sure there was SOMETHING out there though, when he was certain he'd seen movement over by the old wrecked car! (passed one D6 - ER rating increased by 1, PEF removed)

Nate also spotted something behind the approaching zombie........
..... a group of citizens! (passed 2D6 - Contact! which turned out to be "the Kirkmam family" after rolling on the 'what' and 'how many' tables)
The Kirkmans were armed, but looked more scared than aggressive - they'd been hiding out in the woods since the outbreak, and the noise of the Jeep's engine had been the sound of salvation to their ears! (the 'Meet & Greet' went in the group's favour, resulting in the citizens asking to join them)

The situation at the end of turn one.
The  zombies won the initiative roll for turn two, but with a "6", none would activate.
Hefting his new baseball bat, Zac advanced on the zed as it stood confused - not knowing which way to turn with human flesh in front and behind it! Nate moved up in support, while Brad called over to the Kirkmans to keep cool.
With a wet crunch, Zac felled the zombie with blow that smashed it's skull and it collapsed like a puppet that'd had its strings cut!
Turn three started with "doubles" rolled for initiative, so an event card was drawn from the deck -
the re-roll once again resulted in the zombies remaining inactive.
Heading around the front of the gas station, Brad decided to take a shot at the other lone zed, rather than wait for it to approach, or move over towards the trees to take it on in hand-to-hand.
The shot rang out and the biter bit the dust.
No zombies are attracted by the shot (thanks to the Event Card), but it's still 'Days 11 - 20'  and the cops might respond.
I say "might" because I've tweaked the rules and will be dicing each turn for their arrival, starting on the turn specified in ATZ:FFO - in this case 1D6 plus 1D3 (Turn 8)

The group won the initiative for turn four, but this turn the zombies will activate!
Heading around to check the opposite side of the shack, Brad spots the group of undead, and quickly gets the guys with melee weapons to the front. The bunch of three advance directly towards them, while the fourth zed, still out of line-of-sight moves to the right, behind the fence where it last saw its human prey.
Once again the zeds win the initiative roll, but fail to activate.
As the walking corpses pause in a confused huddle, Brad takes the fight to them with Zac and Dave while Nate, Hillary and Christine take up covering fire positions in case the fight goes badly.
Dave thrusts his hunting knife into the putrid head of his opponent and it's instantly killed, Zac swings his bat at the big lass but only manages to knock her down - Brad delivers the killing blow to her temple and the machete slices off the top of her head  like opening a boiled egg (except the contents oozing out did not look anything like as appetizing!!)
Turn 6 and the zombies win the initiative roll and activate!
The remaining zed makes a lunge for Dave, but he side steps and knocks it to the ground....
......where Zac lays in with his baseball bat, raining a flurry of blows to its head and reducing it to pulp.
Meanwhile, the last of the zombies has moved around the fence and is now making its way towards the noise.
Turn 7 sees the group win the initiative again, though the zeds will also activate.
Hillary has spotted the approaching zombie, and calls out a warning to the rest of the group. After a quick look around, Brad leads the rest over - "Let's take it down and see what we've got here"
With its arms grasping, and slavering jaws snapping, the last zed heads straight for the group.
Turn 8, and I make the first check for the cops - no response this turn, so they get a plus one on the dice next turn. The group wins initiative roll.
Brad steps forward and makes a two-handed swing with his machete - decapitating the remaining zombie.
Turn 9. Still no police response.
Brad wastes no time and heads straight into the gas station with Nate, while the rest of the group watch their backs out on the front porch.
"Nobody's home", and they left a crate of beer behind!
Post Encounter
Brad sent Nate off in the Jeep to get the rest of the group from the camp, while he and Zac had a chat with the new guys, as well as taking a closer look around the new site.
By late afternoon, the convoy had arrived and parked up. After the introductions had been made over a meal washed down with a beer, Brad posted a sentry duty roster and the group settled in for the night.
So, Brad has made it to the end of Day 20, and the group has expanded and established a camp. On reflection, I now feel a little ashamed about just throwing down the terrain for such a pivotal game!

Definitely a 'success' for the group, and Brad had no problems on the "Keeping it Together" checks afterwards - pretty much in line with how I'm feeling as I hope to get back into gaming and blogging.
Many thanks for dropping by, and as always your comments or questions are most welcome!

 

18 comments:

  1. Oh this was a corking episode, Greg, and a lot of fun to read. Things are certainly looking good for the survivors at present, but I get the impression things can turn nasty really quickly in this zed-world of yours. Looking forward to the next instalment :-)

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    1. Thanks Simon, I've been threatening for so long to switch to "campaign mode" (as per the ATZ:FFO rules) for SO long, and now I can actually do it and feel 'comfortable' with the change :-)
      Yep, an 'open' camp out in the woods is not the best option, so I'm sure there'll be trouble ahead!

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  2. Good to see the survivors get a decent run of luck, great report Sir.

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    1. Good old ATZ ;-)
      Things were going so well, I was just WAITING for the one dice roll that would change everything!

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  3. What a great return to your blogging Greg, the AAR brought twists and turns and was a most enjoyable read. Hope life is getting back to normal for you now

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    1. Many thanks Dave - it's good to be back :-)
      The recent events have unfortunately led to some changes, so it's just a case of getting used to the NEW "normal" ;-)

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  4. Nice report mate. The group has increased in size and no injuries and there was beer!

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    1. Cheers Simon :-)
      Things went so well that "beer" just HAD to be the 'Luxury Item' that turned up in the old gas station! I also made sure I had a beer in the house for when I did the write-up ;-)

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  5. That turned out to be a very successful encounter for Brad and his friends. Very enjoyable. Oh, and welcome back to the world of blogging. I wish you and your family all the best.

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    1. Many thanks Bryan - and as you know, it could have gone horribly wrong at just about any point!
      Everything came together though, and I'm looking forward to running the game as per the campaign rules instead of "day by day" now :-)
      Jane's bro' is out of hospital now, but has a string of outpatient and GP appointments ahead of him - onwards and upwards though :-)

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  6. I really enjoyed the narrative. Especially,..(With a wet crunch). Uniquely descriptive and attention holding. The scenario appeals to me too, as in group finds new, untouched possible treasure trove. I'll admit that not being a drinker, (Anymore.lol) just finding beer left me a tad disappointed, but I hasten to add, precisely for the reason I wouldn't have been able to celebrate the good fortune in the find with the others. That tells you that the story had me as if being a part of the group. Did I pre-mention Kudos to the narrative??,..well I'll do it again here. ;-)

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    1. Many thanks SW - not all of the group are 'drinkers', so you'd have been quite welcome to join them in a celebratory beverage of your choice :-)

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  7. Things went very well for them in this episode didn’t it! Great read

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    1. Cheers Andy, the group had yet another run of good luck - I'm confident it won't last ;-)

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  8. Been a bit hard on yourself Greg as the set looked the part :) a trilling tale I was hoping for the cops to turn up to see what that might add, maybe next time :)

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    1. You're very kind Frank - the props department did the best they could at short notice ;-)
      The chances of the cops turning up at this stage of the outbreak and way out "in the sticks" was pretty slim, but possible.
      The group have had the pleasure of visits by the cops in previous encounters if you fancy any of the re-runs, it all starts here
      http://thewargameaddict.blogspot.com/2017/06/day-minus-one-brad-had-enjoyed-week.html
      and I WILL get around to collating the episodes in their own section of the blog when I figure out how to do it ;-)

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  9. Another gripping episode in Zombie land, one that was almost serene, I kept waiting for it to go to rat sh*t but it ended well.
    You are getting quite graphic in your descriptions, must be hanging round dGG's blog having an effect.
    I'm getting my internet I a bar today and it's all a bit distracting so I will catch up on the Zed games at a better time when I can concentrate and now the battery's going.
    Keep up with this series it's got loads of potential.

    Glad things seem to have reached a better level with the B in L.
    Cheers

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    1. Many thanks John, I'm not sure where you are atm but I hope you're keeping well hydrated if you're experiencing the "European Heatwave" we're hearing about ;-)

      As for the encounter, I wanted a "light" game but was quite happy to let the ATZ:FFO mechanics take it in whatever direction the dice gods dictated - it COULD have gone pear shaped at any moment, so there was plenty of tension, but all went well for Brad and his group.
      I don't think he feels "safe" with an open campsite though, so there'll be some scouting runs for a better location in the area as 'Vouluntary Encounters' and of course, now I've dropped into "Campaign Time" there's the possibility of 'Involuntary Encounters' to deal with ;-)

      Nice to hear that my writing has improved a tad - I MUST be learning from all my fellow bloggers whose work I admire and appreciate :-)

      The B-in-L situation sad, but stable ta, and all we need now is for him to do as he's told (for a change) ;-)

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