Other details can be found in last week 's blog.
To the Safe House !
Turn one turns up the first event, a dangerous animal !
I determine this to be a rabid dog and randomly determine where it is on the table.
Luckily it is in an area well away from the action, near the read skip just behind the construction site, well out of site of the zombies and Jerome's gang.
Jerome and Washington start making their way to the 'Safe House', but the other civilians and the zombies are both inactive (they threw 1's for their activation)
Turn 2 springs a second event this time resulting in Jerome having 2" deducted from his movement for the rest of the scenario (a 50% chance as only the two characters were moving).
|Washington takes the lead|
The other gang members currently hiding remain hiding whilst Jerome hobbles after Washington who moves ahead to check the safe house door. I determine to keep Washington within the 4" command range of Jerome so he won't get too far ahead.
Turn 3 and yet another event !
(I decide to change the event die next turn).
The event turns out to be a Power Surge and when randomly chosen, it turn out to be the building just behind the construction site, furthest away from Jerome the cripple and not within 12" of the zombies, so at least it didn't have any immediate effect.
Washington gets to the door of the Safe House and surprise, surprise it's locked (he needed a double '1' on 2d6) Jerome continues to shuffle along to the bottom of the steps.
None of the other three hiding back in the HQ decide to do anything other than to continue to hide.
Switching the event die for another there was an event-free turn which saw Washington catching up with Jerome as they moved on to the adjacent house.The continued to hone their hiding skills and stayed put whilst the zombies did zombie things, most likely moaning about doing nothing.
|"Go check this one"|
Jerome was ready to throw caution to the wind and have Washington enter the next turn when yet another event forestalled the action !
I would be treating this type of building as three possible encounter areas, one for each of the three floors. All have the possibility of there being zombies, civilians or gangers present and even the slight chance of there being nothing at all.
The 2d6 were throw and coming up snake-eyes resulted in the ground floor being declared devoid of the living (and the un-living).
Needless to say the "hiders" were getting very proficient at hiding whilst the zombies were equally boring.
|"Come back, there's more"|
As it had been a long time since the last event (2 turns) the
|8 turns, two different dice and the 5th event !|
And so it was that Jerome and Washington became inseparable buddies(at least for the rest of this scenario) and as their initiative die indicated they wouldn't be doing anything else this turn (the gangers threw a '1') we can only imaging whether or not they were looking into each others eyes, holding hands (*shudder) or just giving fist-bumps and manly hugs!
Jax however, operating on a civilian initiative die roll (not currently being under Jerome's influence) once more passed the necessary dice roll to be on his way; following Jerome's route up to the roof, across the roof and down the stairs to next door, he should be joining them in the safe house in a dozen turns easy! The other two were obviously not inspired by Jax's enthusiasm for the journey into the unknown and remained hidden.
The zombies carried on doing nothing and probably moaning about there being bored and having nothing to do,
The next turn wasn't much better, but at least there was no event, Jerome and Washington continued to fail their initiative roll and stood in some sort of bromance trance whilst Jax made his way to the middle floor of the HQ whilst Patience, also in the HQ, decide to have a look at what was happening (now at Duck-back)
Back with Jerome and Washington on the next turn the two bf's moved up to the second floor to be faced with three zombies.
|Jax emerging from the hidden roof-hatch|
The gang of two decided against shooting (and attracting the zombies outside) and readied their long-arms to use as clubs in the inevitable zombie charge.
The zombies 'charged', two attacking Washington and one attacking Jerome . Three zombie dice against the seven dice of Washington and the 6 dice of Jerome were a bit of a mismatch and the three zombies were quickly dispatched, Second floor cleared !
Jax continued his way to the roof whilst Patience remained in her duck-back state.
Bunny and Claude, it turns out were both armed with pistols and one was quite a reasonable shot (a '4'), both both lacked any real leadership skill (they were both '2's). Even so the Leadership skills of Jerome couldn't make any headway into convincing these two to join in their foray into the unknowns of the safe-house next door and they all exchanged pleasantries instead.
|On the Safe-house roof (just short of the hidden hatch)|
Over the next couple of turns Patience once more went into look around mode (duck back) and whilst Jax made his was to the ground floor of the building he was in, Jerome and Washington made it across the roof-top to the safe-house hatch.
|Jax making it outside !|
It was now six turns since the last event and I was getting a bit twitchy as Jax finally made it to the outside.
Leroy who had been intent on becoming a world-class 'hider', decided to enter the now popular "Duck-back" mode whilst Patience decided that if Leroy wasn't hiding, then she would.
As they dropped through the hatch, Jerome and Washington couldn't see the four zombies that were present (the zombies had failed their initiative anyway). However the chance of a welcome break from the tedium stirred the zombies into action. This time, whilst Washington still came out tops with a 'surprise' total of 4, the zombies came a close second with '9' whilst Jerome could only manage a '6'. Washington charged into the fray, killing his target whilst Jerome hobbled towards his, only managing to knock it down !
And that's where I'll leave it for his week, and not only because I'll have something to blog about next week! Suffice to say that in game turns at this stage I'm less than half-way through the write-up!
Even so, next week should see the conclusion to this scenario.
I've also posted my latest blog on my Gladiator Project here (all the posts were written pre-April this year) and I've only got one other prepared! I'll be posting about how and what stage I'm currently at with this project very soon.