Monday, December 1, 2014

Cirque de Pain: an ATZ Tales of Dread AAR

(Here's my newest AAR, covering a recent adventure using the, 'Bloody Big Top' scenario from ATZ Tales of Dread. The four humans (all citizens) try to escape the circus before become lunch for zombie clowns. Also, to show some of the new features in TOD, I'm playing as the zombies, or more specificially, Giggles the monster clown.

The rules in TOD are easy to modify to make games more or less thrilling. For more of a challenge, I'm not using any Special Zombies (except Giggle, of course!) and the only zeds who appear on the board do so either through PEF's or Defining moments (when entering buildings). Oh yeah, two normal zeds do guard the gate as well. In addition, all rolls that would spawn a Special Zed on the Contact Table instead spawn 1d6 normal zeds.

And the humans . . .

Alan: Rep 4, Sav 2, Pep 3, Rage, improvised weapon
Brad: Rep 4, Sav 3, Pep 2, Poser, imp. weapon, visual distraction (flashlight)
Callie: Rep 4, Sav 3, Pep 2, Attractive, imp. weapon, sound distraction (cell phone)
Dory: Rep 4, Savy 2, Pep 3, Free Spirit, imp. weapon, trap component (sharp)



The four woke up inside a deserted big top to find the seats covered with blood.

"What happened?" Dory asked.

Brad jumped and spun around as he heard hidious laughter in the distance. "I remember hearing that before we blacked out."

"Me too," callie said, "but this time it sounds . . . deeper . . . bigger."

Alan picked up a board, weilding like a club. "Well I don't give a $&%# what that is; bring 'em on !"

"Wait a minute," said Callie, searching the bleachers, "Where's my brother, Joey?"

Brad thought for a moment. "Right before we blacked out, I remember you telling him to run."

Callie jumped to her feet and headed for the tent's opening. "We've gotta find him!" (To balance the lack-of-zeds challenge, I'm using the, "Where's Joey" option.)

(Giggles will spawn in 3 turns.)

Two of the PEF's leave their buildings and move away from the humans. The last moves directly towards them.

"Maybe we should split up," Alan said. "We can cover more ground."

"You mean, 'with blood?'" Brad asked. "Forget it."

(Roll on Choice Table: Pass 2d6.)

"Brad's right," Dory said, "We're better off staying together."

"Yeah, we don't have a clue what's out here," Callie agreed.

"So which way should we go," Alan asked, "toward or away from the weird sounds?"

(Choice Table: Pass 2d6).

"Away, duh!" Brad said.

(The group explored the first building away from the sounds (Section 4). No items, no zeds, no Joey.)

First PEF approaches. Pass 1d6.

"Look at this," Alan said," pointing to the walls of the building as they stepped back outside.

Dory shuddered. "That's a lot of blood, and it's still wet. Whatever caused it is still out there."

(Giggles Spawns in 2 turns.)

(The group moved to Section 5 and inspected the buildings there. Again, no items, zeds, or Joey.)

Second PEF approaches. Pass 1d6. ER raised to 5.

The four spun around as their heard laughter in the air.

Callie wrapped her arms around her shoulders. "It's getting closer."

(Giggles spawns in 1 turn.)

Final PEF approaches and spawns as 2 zombies.

Dory pointed. "Look!"

The four froze in their tracks as two clowns approached. But these weren't ordinary clowns. Thei skin seemed rubbery and dark pale, and they spat blood between cackles.

Humans win Activation but don't activate (5-2). Zeds attack first with one taking Callie OOF.

"Callie!" Brad yelled as his girlfriend was tackled by one of the clowns. Alan lunged forward and slammed his club into its face. Blood and make-up splattered as the creature's head snapped back and it fell to the ground.

Second zed lunges, but Dory impaled it with metal pipe.

Brad rushed to Callie's side. (Recovery table - pass 2d6) "Are you okay?"

Callie slowly sat up, rubbing her head. ('Are you okay?' test - FAIL!) "Why Brad, dear, I'm hungry. Give us a kiss."

She lunged toward her boyfriend, but Alan decapitated her with his club.

"Sorry, man," Alan said, "she wasn't her anymore."

Searching her body and taking her cell phone, Brad glared at his friend. "If we get out of this alive, you're a #%#@@%%$@@ dead man!"

Dory suddenly looked up as the tent door opened. "What's that?"



"Hello, kiddies," Giggles said. "You need to laugh more, or rather I need to laugh more."

Tie on Activation. 2 more zeds spawn.

"Look!" Brad pointed as two more clowns approached. (Zeds win Activation.) The three started backing away when Dory looked around.

"Where's the big clown?"



"Right here! Giggles cackled as he shoved a woopie cushion into her face, smothering her to death.

Brad took off running while Alan spun to face the monster. "That was my girlfriend, you son of a %^#&*!"

(Both end up neutral in melee. The other zombies attack, but Alan kills them, breaks off melee (barely avoiding Giggles' attack, and takes off running.)

Alan bolted (fast travel to 3), keeping the various buildings between him and the creatures in pursuit, but after a few minutes, the laughter was all but distant in the wind. Catching his breath (Humans win Activation), he entered a lone structure and looked around. Hearing movement inside, he lifted his club.

(Search for Joey . . . )



"Joey!" Alan rushed forward and took the boy in his arms. "We've been looking everywhere for you. Are you okay?"

Shivering, little Joey nodded.

Nodding, Alan opened the door. "Let's go home." Spotting Brad as the other man appeared from behind a building, Alan yelled, "Brad, I found Joey!"

Zeds win activation.



Suddenly, Giggles appeared behind Alan. "And lookie who I found!" Knocking Alan to the ground, he dragged him to the dunking booth. "Care for a swim?" Not waiting for an answer, he lifted the man up and dropped him in head-first. "I promise you'll float . . . unless, of course, I hold you under . . . and pile rocks on your head . . . and seal you inside . . . "

Brad saw all of this but turning, he could see the front gates of the circus, guared by two more clowns.

(Choice Table with escape being the best choice and rescuing Joey being the worsy - Pass 2d6)

"I'll come back for you kid," Brad said as he bolted for the gates, "even if I have to bring the army with me."

(Tie on Activation Twice in a row. Two zeds appear in 1 and 1 appears in 2.)

Pulling out his flashlight, Brad turned it on and locked its setting (Savvy test - Pass 2d6). He threw it to the side (toward Section 2) (Physical test - Pass 2d6) away from the gates. Following the light with their life-less eyes, the clowns took off after it.

With the gates clear, Brad rushed to them and tried to open them. (Physical test - pass 1d6, pass 1d6 - Fail). But even with all his might, he couldn't get them to open.



"Yes," Giggles said as he suddenly appeared, "wear yourself out, little one. My turn's next!"

Pulling out his girlfriend's cellphone, Brad turned it on (Savvy test - Pass 2d6), and tried to throw it (Physical test - Pass 1d6), but out of strength, he simply dropped it on the ground. The clowns rushed forward and pounced the phone, giving Brad a few more seconds to make one more attempt on the gates.

(Physical test - FAIL!)

Zeds win Activation.

"Oh well, you tried," Giggles whispered over Brad's shoulder, before grabbing his shirt and throwing him to the ground. He then threw a pie in his face. "But my friends are hungry . . . and so am I!"

Brad shoved the pie pieces out of his face and looked up in horror as a 'rubber' mallet came crashing down over his head.

Alan, Brad, Callie, and Dory were never heard from again, and no one thought to search the circus, which was believed to be abandoned for years. As for little Joey . . .



Let's just say Giggle found a new friend.

THE END

Monday, November 10, 2014

Abandon Ship! Scenario from ATZ Tales of Dread.

(Note that the dice on the board represent PEF's.)



Lt. Wednesday here. Following our recent mission, the Captain gave us vacation time, so my partner and I booked a cruise, in separate cabins of course (I may be divorced, but I'm still breathing!). I was getting ready to stroll the deck when my partner started pounding on the door.

Tuesday (Rep 5 Cop, Fast): "Lou get out here! Hurry!"

Wednesday (Rep 5 Cop - Star, Logical, Free Spirit): "There better be a dead body if you're interrupting my vacation."

(Hearing screams, Wednesday looked through his window and saw zombies on the deck of the ship)

Wednesday: "That was a joke, Gent."

(The two entered the next section to find several people racing out of their cabins. Just then, four zeds burst into the hallway.)

Wednesday: "I knew this vacation was too good to be true."

(The two took on the zeds while the people blew past them (Both men passed their rolls to not get swept up by the people). After they dropped dead, the two prepared to step onto the deck when they ran into a little trouble.)



(Okay, a lot of trouble. Wednesday took down only one zed before two more mauled him to the ground (OOF). Tuesday killed the rest.)

Tuesday: "Lou, you all right?" (Roll on, 'Harry, are you okay?' test: FAIL!)

Wednesday: "You know, Gent, I've always admired your braaaaaains . . . . "

Tuesday: "Oh &$%#!" (Shoots Wednesday dead.)

(At this point, another PEF spawns in Section 3 and resolves as 5 zeds.)

Tuesday: "I'm so sorry-" (Jumps up as the zeds burst into the hallway.) You killed Lou Wednesday, you sorry sacks of- (Gun goes click.) Nevermind.!"

(Tuesday races onto the deck but doesn't find any lifeboats. He keeps running up and checking but with no luck. The zeds then catch up and gang up on him).

Tuesday: "Uh oh. (Turns and opens fire)"

(Tuesday is knocked down, but he survives. He kills two zeds with punches and shoots the others. They fall to the ground but survive. Tuesday then races back down the deck, but again, no luck with a lifeboat. He reenters the hallway and grabs Wednesday's gun.)

Tuesday: "All right you rotting sons of *******'s, bring it on!"

(The remaining zeds burst into the hallway, but Tuesday opens fire and kills all but one. The last falls to the ground but is still groaning. Tuesday then runs onto the opposite dock - Section 1 - but the lone zed catches up to him.)

Tuesday: "Not a chance in hell, you *************************************!"

(The zed charges but Tuesday kicks it in the stomach and unloads until the zed collapses to the ground. He then checks for a lifeboat - Success!)

Tuesday: "Next vacation, I'm staying home and watching Night Court!"

Through the Woods - a scenario for ATZ Tales of Dread

Here's a game I ran using the scenario, 'Through the woods,' from ATZ Tales of Dread. I used soldiers to represent my two police officers, zombies from, 'Bag 'O Zombies,' and cavemen for teenagers (not much of a stretch, right?).

Lt. Wednesday (star) - Rep 5 Cop, Sav 4, Pep 3, Free Spirit, Logical
Sgt. Tuesday (grunt) - Rep 5 Cop, Sav 3, Pepe 4, Fast

"Lt. Wednesday here. We're responding to a call from the campgrounds. Apparently, a bunch of teens reported some of their own turning into monsters. We're here to find out what happened."



Tuesday: "I called and told the kids to stay in their cabins. You don't happen to think this has anything to do with that kid who drowned years ago, do you?"

Wednesday: "Considering the lifeguard used CPR, saved him, they married, and ended up having a half dozen children, I doubt it."

(A PEF was rolled in Section 6.)

Tue: "Hey, I heard something near the cabins."

(Resolved as a Chaser.)

Suddenly a scrawny creature raced, shrieking toward us, like my ex-wife when I'd come home late.

(The zeds in Section 9 split, with three going into towards the teens in their cabins and the two attacking the cops.)

(After several minutes, Wed is injured by the Chaser before Tuesday kills it and the other zombies. Tuesday was forced to melee most of the zeds, but they never touched him. He finished the last two with bullets between the eyes.)

Tuesday: "Lou, you all right?"

Wednesday: (Passed, 'Harry, are you okay,' test.) "Yeah, just had my bell rung. Now let's get the kids."

We ran to the cabins and found the creatures pounding on the cabin doors. A few shots later, they were full of holes, and the teenagers were safe.



Tuesday: "Hey, Lou, I found the book that caused all this."

Wednesday: (Reads the title) "The Philosohpies of Nietzsche. No wonder they snapped."

(Another PEF spawned, again in 6. This turned out to be a Spooker.)

Tuesday: "Look, Lou, another body. Funny, I don't remember it being here before."

Wednesday: "Me neither, Gent. Back away."

(Zed or No Zed taken and passed. Both men open fire but miss. The Spooker leaps to its feet and charges Wednesday, but he clubs it with his pistol and shoots it dead.)

Wednesday: "Now it's dead."

(As they arrive at the squad car, Wednesday turns to the teens.)

Wednesday: "From now on, kids, stick with ancient Latin books. You'll probably survive longer."

Monday, August 11, 2014

Disaster at Disney!

My previous ATZ group decided to run through my Theme Park setting. Let's see how if they survived!

Greg, Erin, Tina, and May stopped in the Magic Kingdom at Walt Disney World for supplies, only to fidn the song, "It's a Small World," playing continuously over the park's speakers. Not only that, a glitch twisted the tone of the music just enough to turn a bunch of people, including those working at the park, into zombies, swaying and humming the horrific tune while searching for human flesh to consume.

OBJECTIVE: Get to, 'It's a Small Word,' and turn the music off.


The group started at Section 8 and their goal was in Section 2. Using my Them Park setting rules, this was a 'Turn it off' scenario.

PEF's started in Sections 6 and 4. Before the group could move however, two more spawned in Section 4.

The group moved to Section 5 and three PEF's hit them at once.

PEF 1 (Pass 1d6) Greg: "I have a bad feeling about this."
PEF 2 (Pass 1d6) Erin: "Yeah, me too."
PEF 3 (Pass 2d6)

Suddely, as the group walked under the castle itself, three zombies appeared and were quickly joined by a zombie Captain Hook (Mascot).

Hook immediatly charged Greg, but Greg lobbed his mask and head right off.
Erin dropped one zed while Tina shot the other.
Erin then dropped the last zed with both shots from her pistol, "Just to make sure."

PEF 4 ended up being a small group of citizens, a family trying desparately to escape the park.

The male with the higher Rep (4) scored higher than Erin, but since Erin had the higher Rep (6), they remained friendly, of not terrified.

Father: "You don't wanna go that way! We're getting the kids and splitting!"

As the group existed the castle, they ran into two lone zeds. Both charged Greg, but he decapitated both. Searching the Peter Pan ride, they found nothing, but another PEF spawned inside with two more zeds. May shot one while Tina shot the other when they charged the two women. The second zed actually fell onto the ride, which Greg turned on (Savvy check - passed 2d6), and got crushed between the ships.

Finally entering the Small World ride, the group ran into a larger group of zombies (four) and a fifth dressed as Donald duck (Mascot Zed).

Donald charged May, but she shot it in the face.
Two zeds charged Tina, but she put a bullet in each of their skulls. The last one charged Erin, and she tried to fire but ran out of bullets. The zed tried to attack her and both wrestled back and forth, landing in one of the boats. Tina tried to shoot it but also ran out of bullets. (Didn't anyone check their ammo before we left?)

The zed managed to overpower Erin and knock her off the boat, but she managed, but with some trouble (Physical Challenge - passed 1d6 the first time and 2d6 the second) to pull herself out of the water. The zed then leaped off the ride and attacked May, but she slammed her pistol into its skull and it fell into the water, leaving only a pool of blood behind.

Greg managed to find the sound system, and he worked to turn it off.

Greg: "I think I got it." (Savvy Check: Pass 0d6) "Or not."

The remaining PEF's appeared, spawning four more zeds total. Erin shot one, May shot one, and Tina blasted the other two.

Greg: "Now I got it." Pass 1d6, Pass 1d6 (Music gets louder) "Oops."

(No new PEF's spawn.)

Greg: "Damn." (A new PEF spawns in Section 1 but doesn't move.)

Erin: "Hurry up, Greg, I just hear more growling nearby!" (Another PEF appears in Section 9)

Greg: Pass 2d6 "I got it!"

May: "I still hear growling though. I thought that fixed everything."

Tina: "I'm guessing it only stopped more from appearing."

Erin: "Well let's not stay around and find out!"

The group fast-moved through the park and got to Section 9. The PEF at the top didn't move but the other appeared right in front of them: One lone zed . . . oh, along with Daisy Duck, Pluto, and Mickey himself. And they won activation.

Greg: "Oh ****!"

Tina shot the lone zed as it charged her near the gates.
May shot dodged Pluto and shot it when it hit the wall.
Erin dodged Daisy's charge and put both bullet's right above the bill.
Greg went toe to big-toe with Mickey and sent his mask/head hurtling into a trash can.

The group then jumped into May's SUV and took off down the road.

(I then rolled to see if anyone improved and only May did, raising her Rep to 5. Still, no one got hurt seriously, so I'm trating this as a success.)

Oh, when the players entered a section, I switched to the battleboard see things better. Players entered each Section at Squares (I used the term Squares for those parts that of a Section to keep things from getting confusing) 7-9, while PEF's who entered the section spawned in Squares 1-6. Because Disney is known for secret paths, hidden doors, and underground hallways, zeds/citzens could appear anywhere. Here's what I created and used for the Battleboard:

Monday, August 4, 2014

Slender! (An AAR and scenario for CR 3.1)

I wanted to try a scanario based on the Slender videogame, where the characters search the area for the mysterious pages while being stalked by the mysterious Slender Man. I used Chain Reaction 3.1 since it's easy to access and its modern rules seemed to fit the setting, though most non-sports games for Two Hour Wargames work.

And so it begins . . .

Fade in to a road as the two characters, one of which is wearing a headset-mounted camera look around.

Eric: Rep 5 Star. Items: Headset and camera.
Victor: Rep 4 Grunt. Items: Flashlight.

Victor: "There's the Silo that Ned mentioned but no sign of him."

Eric: (Challenge roll - success, page found) "Look at this." (Reads the paper) "It says;
'NIGHT NOW DEAD
THEY BEFORE DEAD'

What the ****?"

Victor: "Uh oh. Ned said once you find the creepy pages, something called, The Slender Man begins following you until you find all six pages."

Eric: "Oh crap, we better keep looking then."

(The two keep exploring until they find a large rock. They also find a flashlight near the rock (Area is lit).)

Challenge Rolls: Eric passes and finds a page.

Eric: "Here's another one. It says;
'IT SLEEPS AND SCREAMS
IN DARKNESS.'.

Victor: (Looking around nervously) "What've we got ourselves into?"

The two walk away from the rock and explore some rusted tankers.

Victor: (Challenge Roll - Pass. Page found) "Look, another one! It reads;
'THE BOY BEFORE NOW
FEARS PLAY.'
"

The two then explore some bathrooms but don't find anything of interest. Travelling some more down the road, they find a truck.

Victor: (Challenge Roll - passes) "Look on the seat. Another page."
'THEY WHISPER
FINAL WHISPERS.'
"

Eric: "Still no sign of Ned. I wonder what happened to him."

They explore a nearby tunnel.

Eric: (Challenge Roll - fail) "Nothing near the tunnel."

Victor: (Challenge Roll - fail) "Nothing in the tunnel either."

(Doubles on Activation. Slender targets Victor.)

Eric: "Vic, behind you!"

Victor: (In sight - Victor passes) "Oh ****!"
(Fast-move roll - pass 1d6. Victor runs back down the road.)

Eric: (Fast-move - pass 2d6. He catches up with Victor.) "I don't see him now."

Victor: "What the **** was that?"

Eric: "I'm guessing that Slender Man that Ned mention. Looks like we got his attention."

Victor: (Challenge roll - pass - page found) "Look, another one."
'HUNTING YOU'

Eric: "No ****!"

Victor: "Well, there's no sign of him now, so I think we're-"

(Slender rolls higher on Activation and appears to Victor's right.)

Eric: "Vic, run!"

Eric takes off toward the bathrooms. (Fast move - pass 2d6)

Victor: (Fast move - FAIL!) Victor falls and turns to see Slender directly over him.

Eric stops and turns as he hears Victor scream, but he doesn't see either Victor or Slender.

Eric: (Challenge roll - pass, page found). Eric finds a page on the wall of the bathroom.
THEN WHISPER
FINAL WHISPER


Eric walks back but doesn't find Victor, only the pages he found. Collecting them, he continues down the road, past a spooky tree and begins searching the side of the road.

Eric: (Challenge roll - pass, no page found).

(Doubles Rolled)

Slender appears behind Eric.

Eric: "Oh ****, not again!" (Slender wins In Sight and reaches Eric before he can move).

At this point, Eric looks away, but when he turns back, Slender is directly in front of him. Eric screams and a flash a light appears before the headset falls to the ground.

Some time later, police found the headset and watched the video but found no trace of the pages, Victor, Eric, or the mysterious being who stalked them.

(Note that the map is from the Slender computer game, with added grid to make it compatible with the THW format.)








Monday, July 14, 2014

M Squad tries to steal . . . I mean, borrow a boat!

The quest for a boat

The four members of M Squad arrived at the harbor to find a series of buildings on both sides of the dock (I used an old Cities of Mystery map from Dungeons and Dragons), with a few troops guarding it (1 PEF between us and the dock and the other 2 in buildings).

Objective: Scout the area and return to the Commander with info.

Vyper: "Hey, isn't that the guy who shot Grin?"

Bugs looked and sure enough, the man who had shot Grin dead and escaped in the last encounter was not promoted and leaving in one of the boats.

New Objective: Steal a boat and go after the ****!

The group (starting in Section 9) scouted those guarding the docks (Section 2) and saw three Rep 5's and three Rep 3's.

We won In Sight and Bugs used the opportunity to drop one of the Rep 5's dead, missing the other. Doc covered for him though, dropping the other two. Vyper took out one of the Rep 3's but missed the others.

Although they stood over their fallen teammates with bullets flying by their heads, the remaining troops held their ground (Passing 2d6 on both the Man Down and Received Fire tests). Returning fire (They won Activation), they shot Doc in the leg (OOF) while a series of bullets narrowly missed Bugs (Star Power).

Vyper and Bugs returning fire and took out the rest. After helping Doc recover (Passed 2d6 on Recovery test), they continued.

They then heard shouting in German and spun around, preparing for reinforcements (2nd PEF passed 1d6 after exiting the building to the dock's left). To the dock's right, two Rep 4 troops appeared (doubles in Activation became PEF #4), but again Bugs' group won In Sight and opened fire, taking out the opponents. The remaining PEF stayed in the building to the dock's right.
The group raced over to the dock and the boat without resistance (Again, no movement by the other PEF) and Doc got to work on getting the boat started.

(I rolled randomly to see how long it would take for doc to get the boating working and got a result of 5 successful Savvy rolls). Depending on the size of the PEF's and the chance for more to appear, this could be rather challenging.)

The PEF finally emerged from the building and revealed to be three Rep 3 troops. They won In Sight but missed all of their shots. Doc, Nerd, and Vyper stood their ground (passed 2d6 on RF) and fired back, though Bugs scored the only hits. Winning Activation, Bugs dropped the last guy.

3 Savvy rolls down, 2 to go. (No Sweat!)

Doc failed his next few rolls. (I know, I need to shut up!)

PEF #5 then appeared and immediately exited the building. Four Rep 5's and two Rep 4's.

Again, we won In Sight, and Vyper(who was using Grin's grenade launcher-attached shotgun) took out two of the Rep 5's (scoring knockdowns on the rest but nothing lethal), while Bugs shot another, along with Rep 4. The remaining two slipped behind the building (Pass 1d6 on Man Down) and returned fire from behind cover. Unfortunately, Nerd took a direct hit to the chest and was dead before he hit the ground (rolled 1 on damage). Bugs took a hit to the shoulder but rolled enough that it only grazed him (Star Power again). Both Vyper and Doc passed 2d6 on MD and continued.

Vyper then dropped the shotgun, pulled out his SMG's (I allowed that on the fly since he only moved 2") and opened fire, dropping all but the last Rep 5. He turned and disappeared completely (Hunker Down result).

Finally, Doc got the boat working and everyone jumped in, just as another PEF appeared at Section 6. The last guy then reappeared (having passed the HD test) and won In Sight. He opened fire but missed. Bugs returned fire but missed as well. Doc fired as well but struck the trooper (OOF).

(Yes, we're done! All we have to do is drive the boat away from the dock and we're clear.)

Then the last PEF was rolled. A Tank. Rep 5. And it won In Sight.

(You'd think I'd learn by now!)

Luckily, it missed by a mile. Vyper returned fire with his grenade launcher but missed as well. However, he must've done something to scare the driver because the tank then backed behind the building again (Passed 0d6 on Received Fire). M Squad then bolted out of the harbor.

After giving Nerd a burial at sea, the checked the radio to see if they could contact Base (Replacements Test). (Pass 1d6 American).

Doc: "Sorry, boss, I got nothing."

Bugs: "Great, we're on our own then."

Vyper: "So our squad, which is now down to three, is going in to German-occupied France with no one in our group who speaks either German or France?"

Bugs: "Or we could return to base, once we got past that tank, of course."

Vyper: "France, it is!"

(Afterward, Bugs failed his roll to improve, but Vyper improved to Rep 5, a scary thought since it now means he hits with all weapons on a 4, 5, or 6!)




Tuesday, July 8, 2014

The Adventures of M Squad! An AAR for Nuts.

ADVENTURES OF M SQUAD - An AAR for Nuts

This was my first time playing a THW game besides FNF and ATZ, so it was a new experience. Also since, in ATZ I only encountered zeds, this was the first time I used the In Sights test. Hopefully I did it correctly.

I used a Game Mastery plain map with objects representing trees, since I had randomly rolled a forest. Unfortunately, I don't have pics this time as I'm not sure where my camera is. I'll try and get some pics in the future. This is actually 2 encounters, with 2 different objectives.

Now, on with the game!

The members of M Company were on a plane to be dropped over Toulon, France in an attempt to flank German forces in the coastal cities. However, artillery fire forced the plane way off course, and the group was forced to jump early. Enemy fire also destroyed the plane before the entire group could jump, and the 4 who landed just outside a forest were the only members they could see.

Bugs: (Star) Rep 5, Fit 5, Pep 3, Sav 3, Marksman, Steely-eyed, Fit. SA Rifle w/ scope, Pistol. (Bugs got the nickname from his excellent eyesight and sneaky nature on the battlefield.)

Nerd: Rep 4, Fit 2, Pep 4, Sav 3, Nerves of Steel, Fluent. SA Rifle. (Nerd got his name from his love of reading, which is how he picked up several languages rather quickly.)

Grin: Rep 4, Fit 4, Pep 2, Sav 3, Stone Cold, Fit. Shotgun/grenade launcher. (Grin got his name from his habit of smirking in the face of danger.)

Vyper: Rep: 3, Fit 3, Pep 1, Sav 2. Marksman, Dim. x2 SMG's. (Vyper is the FNG and resident oddball of the group and is sometimes too brave for his own good.)

Objective: Figure out where the **** we are!

The group entered the forest, which quickly opened to a clearing (Section 8). Suddenly, they walked right into a mine. Everyone dove for cover, with Bugs getting the worst of the blast. Luckily, his Star Power saved him.

(Really, what kind of psycho just leaves a mine in the middle of a clearing, where there's absolutely no cover to dive behind and protect . . . On second thought, I think I see their point.)

Stepping back into the wooded area, the group hears yelling up ahead (1st PEF passed 1d6). Slipping behind some trees, the group waited and saw 2 old men (civilians) running their way PEF 2). Suddenly, 3 German soldiers appeared, apparently chasing the men.
Although the 2 seemed well trained, leaping from tree to tree so they weren't in the open (At least I'm guessing this since they were both Rep 5), Bugs dropped both with his rifle. They searched the bodies, but found nothing but ammo.

The two men were grateful and shook hands with Bugs' group, but they also spoke in a language the group didn't understand.

Bugs: "Nerd, I thought you knew multiple languages."

Nerd: "I don't this one, but it sounds like Italian to me."

Grin: "Italian? Ya mean we landed all the way in Italy?"

Nerd: "I doubt it. When we were hit, the plane veered south, not east."

Vyper: "Bummer, I'd love some pasta right now. Jumping from a plane makes me hungry."

Grin: "Vyp, eating makes you hungry. It's a wonder you're barely a buck ten!"

Bugs: "Well if those soldiers were here, there should be more. Let's take one and question him."

(At this point I decided that, since the group had already encountered all 3 PEF's so early, all rolls of doubles on Activation would generate more PEF's.)

Continuing through the forest, the group encountered 3 more German troops (Rep 4, Rep 3, Rep 3). One of them was busy preparing an anti-tank weapon while the other 2 watched.

M Squad won the In Sights and opened fire, with Nerd and Grin dropping 2 of them in seconds. The third, who had been arming the tank-killer, dropped his toy and took off into the woods.

Vyper: "Let's get him!"

Unfortunately, they ran right into a group of 6 more soldiers (Four Rep 4, two Rep 3). Fortunately, even though the group had been running, they won In Sights again. Nerd tried to talk with them, covering his flag insignia and pretending to be a fellow German soldier (Pep test), but they weren't buying it (Failed 0d6). Bugs quickly pulled his pistol out and shot 2 of the soldiers dead before they could react. Grin shot 2 more with his shotgun before they could raise their weapons. Nerd decided he was too close to shot one, so he lunged forward and slammed the butt of his rifle into the man's head. With a crack, the man fell to the ground, bleeding. The final one took off running. Nerd fired at him but missed.

Vyper stood to chase him, but Bugs stopped him.

Bugs: "Not this time. We're not walking into another ambush."

Grin: (Leaning over soldier that Nerd had killed). "Jeez, Nerd, how the ****'d you crak this guy's skull open? He's twice your size!"

Nerd: "I have no clue." (He searched through the soldier's pockets.) (Sav Test) "I found a map! And according to this map, we landed near the southern beaches of Sardinia."

Bugs: "Sardinia"

Vyper: "So what do we do now?"

Bugs: "Find a boat, I guess. Any harbors on that map?"

Nerd: "Not that I see, but there's a German camp about a few miles north of here. Maybe we can go there to get some more information."

Bugs: "Works for me."

Grin: "So we'll just march into a German camp and ask for directions to the nearest harbor. Wonderful plan! No possible way it could go wrong!"

New Objective: Enter the camp and gain info.

The group headed over a hill and into another (randomly-generated) forest (Does Sardinia really have this many?) Apparently the one soldier who had run away two encounters ago had found help because, upon entering the second forest, the group ran into a 5-soldier patrol (Rep 5, two Rep 4's, two Rep 3's).

Once again though, M Squad won In Sight (I'm really glad I rolled Steely Eyed for Bugs!). At first, the group opened fire, with Bugs and Nerd dropping the first two while the other three hid behind bushes. That's when everything went downhill!

Two of the three opened fire on Grin while he was switching to his grenade launcher. He was stunned by the first shot, but the second pierced his chest, and he was dead before he hit the ground. Furious, Vyper (Man Down Test: Pass 3d6) leaped forward, spinning around, and opened fire. He killed one soldier, but the other shot him from behind. Luckily, it had only grazed his shoulder. Nerd and Bugs then shot the last 2 dead.

Searching the troops, they found cigarettes, beer, food, and a map of an outpost in France. Hearing noise in the distance (Pass1d6 for PEF after a roll of doubles on Activation), they said a few words to honor Grin and continued.

After nearly an hour of searching (and reaching Section 1, just short of their goal), they found the camp. However, two groups of German soldiers converged from both sides (2 PEF's, rolled one after another): Two Rep 5's, one Rep 4, and seven Rep 3's.

Outnumbered in the worst way, the group used the trees for cover and opened fire, with Bugs attempting to drop the two commanders first. He got one, and Nerd got the other, but the rest opened fire, and Bugs fell to the ground. Rolling into some bushes (Thank whatever god's out there for Star Power!), he slipped out of sight and used the advantage to shoot a couple more soldiers. Nerd shot two more but took a bullet across his leg. He shook off the pain (Pass 2d6 on Recovery test) but missed any other shots.

Vyper, meanwhile, leaped into view, screaming like a madman, and took out the startled remaining troops.
Entering the camp, they found some civilian prisoners (PEF) and freed them. Nerd started to question the only one who spoke English about the location of the closest harbor, but the man refused to cooperate (Failed People test). Bugs had Nerd try to bribe him with cigarettes, beer, cheese, chocolate, a date on Saturday, tickets to a Bing Crosby concert, etc., but nothing worked.

Bugs: "Vyp, sing that song you like from that movie."

Vyper: (Nervously) "Do I have to?"

Bugs: "Should I make it an order?"

Vyper began singing, "Over the rainbow," in his slightly off-key (Okay, off the whole damn piano!) voice to the soldier. (People test: Pass!) The guard began blabbering like an auction worker.

Nerd: "He said they were using a harbor about 5 miles north-west of here, and it should still have some boats."

Eventually, more troops from M Company arrived, taking the lone soldier prisoner (Hey, I needed to do something with the guy!), and helping to retrieve Grin's body for services. Afterwards, the company took over the camp, and the commanding officer decided that the group worked best as a small squad, so they would continue as one. He claimed to officially call them, 'M Squad,' with the M being short for, 'Mental.'

The commander did replace Grin, though with a seasoned, but no-less-sane trooper (Replacements Table):

Doc: Rep 5, Fit 3, Pep 4, Sav 5, Hard as nails, Fixer. SA Rifle.

(I then rolled to raise Reps. Bugs increased to 6, Nerd to 5, and Vyper to 4. Considering they took on nearly 20 soldiers in an hour of game time, I think they earned the boosts.)





Wednesday, July 2, 2014

PART 2:
BATTLE OF WALMART


For this encounter, I used a generic Walmart floor plan that I found online and converted into a game map. Although the group was exploring inside a building, I treated it as a map instead, as if it were outside. For movement, I continued with the '1 section per turn' rate since that fit the movement on my larger maps (as each section is 8" long, the basic movement rate).
The objective was to acquire certain items for each character and escape. In addition to 3 more months of food (Hey, lodging up in an Adult store makes you hungry.), the characters also wanted:

Greg: 2H Weapon
Erin: Gun
Niki, Tina, May, Suzy: 1 non-food item each.

I also handled zombie placing differently. With such a small map, placing lots of zeds at one time could crowd things considerably. Instead, I decided to start with 3 PEF's, but every time doubles of activation was rolled, 2 more PEF's would be placed. In addition, if the first did not generate zeds, the second got a +1 on the Contact table. I didn't see PEF's generating in the same section as humans being unrealistic, though since, with all the aisles and walls, they could leap out from anywhere.
In addition, everyone is still a citizen (well except for the zombies, of course), and since this is still the first month, everyone encountered is either a citizen for zed.

Now, on with the fun:

The group entered at Section 9, and the PEF's were placed at 1, 3, and 4. All three moved toward the group. The group crossed the registers at 8, with Niki and Suzy collecting $ from the registers (treated as 1 luxury item each.
They encountered PEF 4, which turned out to be nothing. Exploring Section 4, they all found a bunch of food. PEF 3 then approached and generated as Citizens. They turned out to be a family (2 mature adults and 1 young kid). Greg offered some DVD's from the adult store (counting as 2 lux items total) for any weapons they had. The father and son declined, but the mother surprisingly accepted and handed over a sword.

Leaving the grocery area, they entered Section 1 and encountered a couple of zeds (PEF 1), which Tina and Suzy dispatched with little effort.

Leaving the back hall, the entered electronics, where May found some batteries, DVD's, and other items to trade. Thus far, this encounter seemed fairly easy.

Spoke too soon. I rolled doubles, and 2 PEF's appeared; one at 3 and one at 5. For 3, everyone thought they heard growls and faint screams, raising the encounter rating from 4 to 5. The other were 3 more zeds. Greg got to test his new toy, decapitating one zed in a single swing. Tina and Suzy shot the other two. I rolled for zeds generated by gunfire. Negative.
The group finally entered the hardware area (Section 6), where Greg found some backpacks, Erin found a pistol (BAP, to be exact), May found a second pistol, and Tina found some lube (For her SHOTGUN! Get your heads out of the gutter!) Niki and Suzy searched for more backpacks but found nothing.

Then 2 more PEF's appeared, both at 2. We waited, and they approached us at the same time. They generated as citizens, three mature males and two young males. Rolling at randomly determined they were actually one group and all bikers. The Meet and Greet roll ended up in their favor, but since their Reps were lower (the younger ones were 3 while the mature ones were 4), they just grunted out way and turned to leave.

Two more PEF's, one at 2 and one at 5. The Contact table generated zeds at both, and lots of them: 4 at Sect. 2 and 8 at Sect. 5.
The bikers fought the ones at 2, while our group took on the ones at 5. Erin got to test her gun out, dropping two of them fairly easily. May and Suzy got attacked, though, and both went Out of the fight. I rolled on the Man/Woman Down Table for Tina and Suzy, and both passed 2d6.

Meanwhile, the bikers had their own problems as one of their own (a Rep 4 mature) also went OOF. I rolled on the MD chart, but the remaining bikers passed 0d6, even with their leader's Leader Die. They took off through back doors, and luckily, the zeds fighting them followed.

(Let me get this straight. Two strippers go down . . . I mean, get hurt, and the remaining two only get angrier and continue fighting. But one bikers hits the ground, and his buddies split?)

Niki, Tina, and Erin drop all but one zed, who charges Niki. She rolls higher on the Charge into Melee table but runs out of ammo. The two engage in melee and she crushes its skull with the butt of her pistol.
After the battle, Tina tends to May and Suzy. She checks them for cuts or bite marks ("Are You Okay?" table) and finds none (5 and 10 rolled). Both are safe, so she helps them (pass 2d6 for both on the Recovery table).
Tina then checks on the lone OOF biker but finds bite marks on his arm (rolled a 6). Not wanting to take chances, she blows his head off. Better to be safe than sorry.

Taking a quick inventory the group members see they have just what they needed and wanted. All they need to do is reach Section 9 and escape.

PEF's form on Section 6. They hear growls (ER raised from 5 to 6) and three zeds leaps out from behind a display.
The group rolls successfully, but zeds are merely knocked down, getting right back up to continue fighting.
However, Niki, Erin, and Tina attracted 3 more zombies with their gunfire. At least now, it's and even fight.

Two more PEF's appear at Section 6. 1 zed and 4 more zeds.

(I'm paying that 'easy' comment, aren't I?)

The group opens fire, dropping several zeds pretty fast. Greg then charges in and drops one with his sword. Their turn comes up, with 4 attacking Greg at the same time. He wins all 4 melee attacks and strikes down all 4.

This leaves 1 more,

plus 2 more generated by gunfire.

Greg takes down the two, while Suzy shoots the last one. It stands up, so Niki shoots it. It stands up again, so Tina blows a hole in its chest. It fails to get back up.

Two more PEF's form at Sections 1 and 2, but the group has cleared Section 6. They Fast Move to 9 (Greg fails, I guess because of his sword), but the PEF don't follow. The group then says **** it and bolts out the door, to their truck and back to their "safehouse."

Rolling for Keeping it together reveals everyone stays, though I have to check again next time for the strippers. We completed our objective, and I rolled to improve everyone but May and Suzy, since they went OOF in the game.
Greg and Erin increased to Rep 6. Niki and Tina improved to Rep 5. I also remembered at about that time that May had 2 pistols, and she might've done better if she used them.

Also, since everyone got plenty of kills, I upgraded everyone to Survivors and moved the date forward one month.




Friday, June 27, 2014

You can't make this stuff up! All Things Zombie AAR

You can't make this stuff up!

I decided, for my ATZ game, to try a real-life map for once. I took a couple maps from Google-maps, copied them to Word, slapped gridlines on them, and turned them into game maps. These maps basically cover the area from my work to my apartment. Aside from the names of my and my wife's characters (names were changed to protect the not-so innocent), all locations are real.

Greg: Rep 5 (Star); Sav 4, Pep 3; Logical, Agile
Erin: Rep 5 (Star); Sav 3, Pep 4; Free Spirit, Fast

Both started as Citizens and with improvised weapons.

Note: I used a couple house rules to both make things move quicker and fill in the blanks. First, after the first couple encounters, I replaced all random events with new PEF's. Second, whenever I wasn't sure of something (Are they keys in the car?), I rolled 1d6 for, "Yes" and 1d6 for "No." Ties resulted in new PEF's.

The Set-up: Erin met Greg at his work for lunch when zombies appeared out of nowhere and attacked. Grabbing some metal posts used on equipment carts, the two took off. However, with the parking lot filled with zeds, they set off on foot.

PEF's: 2 started in the same section with 1 off to the side.

The two first ran to Walgreens to get some supplies, only to find it overrun with zeds. After killing a couple, they ran down the street to find some help. Meanwhile, the single PEF approached them while the other two didn't move.

Gym . . . zeds, McDonald's . . . zeds, KFC . . . zeds.

Greg: "Let's head over the bridge."

Erin: "The bridge only goes over the tracks and there're no trains. It's quicker to just go that way."

Greg: "But on the bridge, the zombies can only hit us from 2 directions, and we can knock them off."
(I decided that any attack at the edge of the bridge would result in a Physical challenge roll to keep from falling off.)

The two fought several zombies and sent a number falling to their deaths. The lone PEF moved away from them. The other 2 split with one not moving.

They then reached the gun range where they found no guns but several more zeds. Greg got knocked down, but he recovered and they killed the rest. Afterward, they only found some food. Heading across the street, they entered the gun store, but it was emptied of weapons.

The PEF that left the one entered the section next to the couple, and the other followed. The third went in its own direction. Greg and Erin investigated the building with the 2 PEF's which I noted was the strip club.

Inside were 4 more citizens:

Niki: Rep 3, Pep 1, Sav 2; Init.; Pistol.
Tina: Rep 4, Pep 3, Sav 2; Medic; SG
May: Rep 4, Pep 3, Sav 2; Fast; Pistol
Suzy: Rep 3, Pep 1, Sav 2, HN, SG

All four mentioned they worked in the club but also knew their way around the guns. Considering the gun store is right next to the strip club while the range is across the street, I can pretty much figure out how they spent their off time.

All 4 also offered to join the couple, which Greg and Erin had no problem with. Meanwhile, PEF #3 moved toward them.
As they left the club and entered a gas station, PEF #4 appeared as several zeds burst out of the back room. Erin was knocked into the drink case and knocked out.

All 4 ladies passed the Man (or rather Woman) Down test, stood over her, and unloaded their weapons into the zeds. Greg decided, "Till death do we part? Close enough, I'm gone!" (Okay, just kidding, he stuck around too!)

After the fight, Tina (who was also a nurse), checked over Erin. She found no bite marks or cuts, just some bumps and bruises. She helped Erin recover, and they continued. Searching the station, they found some food, but not much else and headed across the street to the Dunkin Donuts, where PEF #3 was. PEF #5 then spawned at the gas station where they just left, exited the store, but proved to be nothing.

In DD, they encountered more zeds. Niki and Ern took out two of them, while Tina, having recognized the third zed as being a repeat customer in the club (and not a pleasant one) unloaded everything in her shotgun into its chest.

Erin: "I thought you're supposed to shoot it in the head."

Greg: (Seeing absolutely nothing between the zombie's head and waist) "His head won't do him any good if there's nothing below it."
Searching the building, they found a baseball bat, machete, and more food. Greg and Erin took the weapons, while Tina and May took the food.

PEF #6 spawned in the Adult Store next door. As they left DD, it exited, but they only head a grumble (Pass 1d6). Entering the store, the found one zed near the entrance. It lunged forward, but Greg crushed its skull with the bat, and they dragged it outside and dumped it in the trash bin.

Inside the store, the found more food and supplies and also noted that the store not only had its own generator, but it connected to a small apartment, with a kitchen and bathroom.

Since this was Section #1 of the map and it was time for dinner, I decided to call it a night. I also figured Greg and Erin locking themselves in an Adult Store with 4 strippers (all armed) and 3 months of food each wasn't a bad way to stop a game.