|Situation outside the 'HQ', with Jax making his bid for freedom|
At the same time as the above fracas was happening, of the three other gang members, Jax continued to make his way to the safe house, Leroy made his way to the second floor of their 'HQ' whilst Patience stayed hidden.
I decided that as I already had a zombie on the floor in the SAfe House that this would be the 'wounded zombie' of the event.
The dice gods however weren't finished for this turn yet, with both the civilians and gangers throwing a '1' for activation, meaning the zombies had free rein to attack, which they did !
The zombie that had been knocked to the floor, normally would have stood up, but as it was now a 'crawler' it attacked Jerome, whilst the 'fit', upright zombie attacked Washington. Keeping with his current run of form, Jerome managed to once more only effect a 'knock-down', thus having no effect on the already prostrate zombie attempting to gnaw at his ankles; Washington on the other hand continued to be impressive with his shogun-bat and quickly dealt with the zombie facing him.
Three rounds of melee and the gang of two still hadn't dealt with the four zombies facing them !
|Jax in the street|
The next turn (turn 17 for those attempting to keep count) once more saw the civilians and gangers taking a break to gawp about nonchalantly - once more I'd thrown a '1' for the initiatives of both ! This left Jax seemingly reluctant to cross the street, Leroy hesitating on the middle floor of the 'HQ' and Patience still hiding.
Washington meantime looked on as Jerome fought off the ankle biter, finally nailing the him,
|Leroy standing on the camouflaged roof hatch|
The occupancy of middle floor of the safe house was diced for revealing that there would be humans; they were gangers and were two in number. Dicing to find their allegiance (50% chance) revealed them to be former member of Jerome's gang. A quick meet and greet later and both decided to throw their hand in with Jerome. Whilst their skills were the typical mixed bag for gangers, they were no worse or better than the rest of the gang and they were fairly well armed, which is always a plus!
Jax finally got to the safe house and Leroy made it to the roof, but Patience would still not come out of her hiding place.
With their two new colleagues Chuckles and Bubba in tow, Jerome and Washington made their way to the ground floor of the safe house, to complete their sweep and once more they encountered humans.
|Chuckles and Bubba|
With the safe house 'cleared' the game scenario was complete, but there were a few loose ends still to be tied up. Jax couldn't get in the safe house even with Jerome imploring the 'rival' gang to help ( a Leadership challenge). Jax would have to make his way to the other house.
|Ransacked already - bugger!|
Jerome and Washington I'd decided would make their way to meet the newly arriving gang member and began their journey up through the safe house and back to the house next door.
After arriving at the top floor of the Safe house I determined that as there had been zombies there I would search it next turn (I'd also decided that any floor that had had humans present would have already been thoroughly searched)
The dice gods being what they are decided that even this was too much and threw me an event denying me even this small boon.
The room had already been ransacked !
|Leroy makes it outside.|
Eventually confronting the two civilians once more but now with greater numbers, I'd decided that there was a 50% chance of Jerome chancing another "meet and greet". The up-shot being he passed that roll and succeeded in recruiting the two civilians into his gang.
|Bunny and Claude|
Eventually she would make it across to the gang, barring any untoward events.
I quickly rattled off the 23 turns (yep 23 !) managing only a single event (a secret door) which was ignored and eventually Patience joined the gang.
With that the scenario was ended and the next one was already formulating in my mind.
The latest post for my Gladiator project blog can be found here.