Gaming Life: Return to War of the Dead Finale

The other night we had our final game of the War of the Dead campaign. It’s rare that we finish a campaign, so this was a particular treat.

We pick up with our heroes deep inside the Center for Disease Control Headquarters in Atlanta. They had just escaped the main control room for the self-destruct system before it was overrun with the living dead after fighting with soldiers intent on setting it off. It had been armed just as the elevator doors, but the zombies had also just overtaken the room, so the heroes hoped that they might have taken out the soldiers as well.

Safe in the elevator, they push the button for Level 5, where they had left their allies in control of the main security operations centre. When the door opens, a security guard lies on the ground in front of them in a pool of blood, bite marks evident on his neck, another’s head and shoulders can be seen sprawled halfway out of the door to the ops control room. It is all quiet otherwise and no zombies can be seen.

IMG_0130

Immediately, the cat burglar fires a burst into the chest of the guard in front of her. The others spread out, two moving quietly up toward the control room, the others flanking around the side corridor while the kid stays back at the elevator.

The other guard pops up when the burglar approaches and strikes at her. Already strained from almost being zombie lunch in the previous session, she’s slow and almost gets bit, but the mother moves up and deftly slips in behind the dead guard and slams her knife deep into its chest, puncturing its heart and spraying blood over the burglar. The zombie drops to the ground.

The lounge singer, held up by his daughter, peer around the corner in the hall and notice one of the lab techs who had just arrived a few minutes before them and was just as puzzled as them about what has happened. The only hint was the faint sound of keyboard strokes coming from the control room and now sounds of someone moving around in the room.

Suddenly, the floor is filled with the booming sound of alarms, “Self-destruct system initiated, 10 minutes to self-destruct. All personnel evacuate immediately. All personnel evacuate immediately.” Lights flash and klaxons sound. The nuke has been activated.

Peering around the corner, the burglar and wife notice feet vanish from a hole in the ceiling tiles above in the control room. Also, their FBI contact lies in a pool of blood on the floor and the CDC security commander is clearly dead, her neck snapped lying at an odd angle.

The burglar again moves in and fires off rounds into the commander’s body, ensuring she stays down. The FBI agent croaks out, “It’s Khan, get him!” They look at the screens and see that he has activated the self-destruct system and the monitors show hordes of the living dead pouring over the walls outside, overrunning the camps and the soldiers vainly trying to hold them back.

The technician moves over to the computer terminal and begins trying to cancel the self-destruct system, but keeps being locked out. Finally, he manages to add 10 minutes to the count-down, buying them more time.

As they investigate further, the kid by the elevator watches on and is surprised by someone dropping down on him from the ceiling. The kid rolls out of the way and looks up to see a strange face. Oddly rotted and wearing patient’s robes, but with an intelligence behind his eyes he snarls, “There’s a new evolution that is taking place, either you are part of it or you are part of the past. The last threat to it will die with this place along with you. As for me, my servants have cleared a path for me to leave, so I will say goodbye.” It’s Khan! Patient Zero for the plague, a former BioTech executive who had stolen a virus from the lab to sell to unknown parties. The heroes knew him originally as an elderly wheelchair bound man on the cruise ship, but learned that was his disguise and last saw him on an island after the cruise ship sank, having apparently recovered from the sickness and with superhuman strength and strange determination.

He steps back into the elevator and pushes the door close button.

The burglar, hearing this, sprints back to the elevator and slides in as the door is about to close. The kid grabs a wrench from his backpack and lodges it in the doorway.

IMG_0134

Slamming into the back to the elevator, she pulls up her carbine and unloads on full automatic, riddling Khan’s body with bullets. But, he keeps coming, leaping on her, biting with a fury. The kid opens fire blasting the killer’s head, dropping him to the ground.

The klaxon continues to sound. The heroes regroup and the technician tells them that Dr. Oppenheimer has found a cure. They descend in the elevator to the Secure Labs, leaving Khan’s crumpled body in the corner.

They arrive to find Oppenheimer alive and well. She explains that she believes she has found the cure, but needs to test it. The burglar, burning up with fever already and covered in zombie bites, volunteers immediately. Oppenheimer points what looks like a modified cell phone at her and activates it. The burglar drops to the ground with spasms, convulsing and blood spilling out from every orifice.

The others look at the Doctor and ask, is this what’s supposed to happen? The doctor looks excited. She says, yes, that’s what I expected. The virus is shutting down and is trying to take her with it. Will she live, they ask? Probably not, the Doctor replies.

IMG_0135

Meanwhile, the kid has stayed back by the elevator and is startled by an unnerving bang on the roof of the elevator. Then, Khan rises up and lunges toward the kid, biting at him. The kid dodges out of the way and races away. Just then, a zombie drops from the ceiling of the elevator, picks itself up and shambles toward the nearby group.

IMG_0137

 

The herbalist turns and unleashes a full auto burst on Khan again, this time blasting his heart apart and ending him for good (they hope!). The zombie shambles forward just as another bang is heard in the elevator. They quickly dispatch them and try to close up the elevator ceiling access door.

Looking at their friend who had received the cure lying limp, they ask the doctor about the cure (good to ask after getting it!). She explains that the virus is in fact a nano-virus – microscopic robots with the ability to self-replicate. BioTech had created it trying to find a path to immortality. The nanites were designed to not only repair damage to the body (hence the zombie’s ability to regenerate), but improve it. Unfortunately, the project was not a total success at the time Khan stole it (the technicians had hidden information about it from the VPs).

In infecting a body, the fever caused brain damage that the nanites weren’t able to repair and led to the body returning to life with a reptilian brain focused on feeding and spreading the virus. Only a very, very small percentage kept their faculties intact (such as Khan). The nanites were very determined though and would regenerate any body that had an intact heart. And even that could be repaired given enough time (weeks), so the only way to permanently destroy a zombie is to burn it entirely.

The cure is simple, a microwave sending instructions to the nanites to shut down. She explains that since the zombies need the nanites to keep going, anyone fully infected will die once they receive the cure, but those who have not yet succumbed might survive, depending on how infected they are.

Further, she says, this cure could be spread throughout the world through satellites still functioning, they only have to transmit it and instructions to retransmit across the globe using the satellite uplink on the roof of the building.

The group pulls together and regroups in the elevator, heading up to the first floor (the highest this elevator goes to). The burglar comes conscious and the group sighs relief that she has survived. The doctor is fascinated.

The elevator door opens to the main floor and zombies fill the area. The kid races across the hall toward the stairs, finding more walking dead inside.

IMG_0138The burglar pushes forward, unleashing her carbine, taking a few of the closest down. The next second though, more move in and pull her down, tearing her to pieces.

IMG_0140

The group pushes on, unleashing torrents of bullets clearing a path to the stairs and up them. As  they climb the stairs, the klaxon continues to sound. Even with the time they bought, they are now down to five minutes to self destruct.

One of the players asks, Hey, even if we get the cure out, aren’t we going to trapped in this building and all killed by the nuke? Good question. I had wondered how long until they realized this.

On the top floor, they emerge from the staircase and find only a couple zombies stumbling about.

IMG_0141
The wife moves forward and quickly dispatches one of them, but is suddenly surprised as someone grabs her from behind and points a large pistol at her heard. It is Hell Furrie, a gang member they had encountered earlier and who has been hunting the lounge singer for a long-past betrayal of his gang. “I told you you would pay, and now you’re going to watch your wife die in front of your eyes before I kill you,” he calls out.

IMG_0142

Before he can pull the trigger though, the kid gets a lucky shot off, killing Hell instantly. They easily take out the remaining zombie and arrive at the roof, only to find a helicopter there sitting on a landing pad.

There is only three minutes before the self-destruct goes off. The technician goes to work uploading the cure instructions and the rest pile into the helicopter, trying to get it started. They manage with seconds to go and the cure is uploaded. The technician loads into the helicopter which they have gotten going and lurch off the roof as hordes of zombies continue to mass below them.

The nuke goes off just as they make it outside the main blast radius, but the shock wave hits them and the rookie pilot can’t keep it in the air, the helicopter slams into the ground.

The next day, four survivors awaken and pull themselves from the wreck to find a strangely silent world, cured of the plague that had wreaked such destruction.

Here are the four who lived:

The Kid: Grandson of “The Cuke”, a retired firefighter who had died on the island confronting Khan.

Laura: Daughter of the lounge singer.

CDC Technician: Transmitter of the cure.

Dr. Oppenheimer: Creator of the cure.

IMG_0144
None of the original PCs survived, but they succeeded overall and two of their family members survived. A brutal, but exciting end to the War of the Dead campaign.

Gaming Life: Return to War of the Dead – Going Nuclear

We’re closing in on the finale of our Savage Worlds War of the Dead campaign. We pick up with our heroes after they escaped the relocation camp run by the army just outside and broke into the CDC buildings. There, they are greeted by a few of the surviving employees and brought down into one of the sub-levels of the CDC Headquarters in Atlanta.

In a situation room, they learn that the remaining scientists and technicians have recruited their loved ones to help, given that there are so few of them. Two of the original characters from the start of the campaign are here, a doctor and a lounge singer, now hardened by the events of the last few months.

IMG_0084

The loved ones learn that Khan (patient Zero who started the infection in New York City and then on the cruise ship the PCs were on) has been captured and brought here. He was being studied by their scientists, as well as interrogated by the General. The General in particular was fascinated by this man who had survived the infection and now appeared almost invincible to all disease and injury.

They have learned that the infection is unlike any they’ve seen before. It is incredibly infectious, causes a fever that almost always kills the patient, then starts regenerating bodily systems and brings the body back to life – but with an animal-like intelligence, only interested in attacking others and spreading the infection.

But, they have seen in Khan’s case, and heard cases of at least a couple others, surviving the infection with their intellect intact, and gaining a regenerative system that protects and heals them from all disease, poison and injuries.

Only by damaging the heart can they stop the process – for a time. Eventually, even heart damage will heal up and the dead will walk again. Only complete incineration is a final solution.

A couple days ago last couple days, Khan broke free from his secure holding area and is somewhere in the building. The General views him as the biggest threat there is. He blames Khan for all the walking dead who are massing around the walls of the relocation camp and CDC. There are hundreds of thousands now and the General seems to believe that by killing Khan, he can somehow end this disaster.

As such, the General has put the CDC under quarantine, surrounded it with troops and vowed to activate the facility’s self-destruct system, a nuke embedded in the building. He believes everyone left in the building is contaminated and will shoot and burn anyone who tries to leave.

However, their research on Khan and the information provided by the memory stick and hard drive the heroes recovered from the cruise ship (from Khan’s possessions – he was an VP with a bio-tech firm and was trying to smuggle the information on a new project out of the country to a secret buyer, but feel victim to it), they are close to finding a cure. In the secure lab on the next level below, a lone scientist believes she can stop the virus.

While the CDC Director is explaining this to the PCs, an alarm goes off – two breaches detected. One of on Level 2 – where the self-destruct control terminal is located and one on the main level (where they had entered themselves). They quickly discuss what to do and decide it is likely the General’s soldiers trying to activate the nuke, so head to Level 2, arming themselves with the remaining CDC Security Station weapons.

On Level 2, the elevator doors open and they see the control room, but three walking dead are here.

IMG_0088

The heroes decide to keep quiet and holster their pistols, instead using knives and a fire axe to go to work on these zombies. As they do so, the kid scoots past them, grabbing a mop as an improvised weapon and harasses them from behind.

They suddenly hear automatic gunfire from behind the door across the room. The kid breaks off and runs to the door, listening closely (and rolling an 18 on his Notice roll!). He hears a group of men talking in hushed whispers, “Don’t put too much, we only want to open it, not blow up the whole place!” Wisely, he dashes away from the door into the corner, but shouts out, “Hey guys, I think there’s someone at the door!” to his friends (Big Mouth disadvantage).

The next second, the door is blasted open and a flash bang grenade is thrown in, blinding the herbalist.

IMG_0093

One of the girls runs across the room, grabbing the re-killed security guard’s pistol as she goes, hiding in the other corner.

The soldiers go next and unload their rifles at the group, spraying them and the zombies as they burst into the room, running for cover on either side.

The Corporal in charge runs toward the corner with the girl, laying down suppressive fire on the main group as he goes, but misses seeing the girl. She pops up and unloads her pistol into him, scoring a head shot and dropping him instantly.

Meanwhile, two of the soldiers are in the other corner with the kid. He’s hiding and they haven’t noticed him, concentrating their fire on the main group who are now caught between shooting back and dealing with a couple remaining undead. The kid pulls a flash bang grenade from one of the soldiers, pulls the pin and shoves it back in the soldier’s pocket. BANG! Soldier down.

IMG_0097

The burglar meanwhile is struggling with the zombies and pulls off a double-move, grabbing one of the zombies and using it as cover while she shoots at the soldiers. Unfortunately, the zombie breaks free and bites the arm that held it, chomping down hard and knocking down the burglar. The other zombie bites at the herbalist and connects with her shoulder, she screams and is taken down as well.

IMG_0099

The doctor shoots the soldier still outside of the room and hits him, knocking him down, then races forward to finish him off, but his shot hits armoured kevlar and looking up he sees there are more walking dead moving in, so decides to abandon the soldier’s fate to the zombies and get out of there. He sprints back into the room, just as the lounge singer who has been exchanging shots with the soldiers to the south is hit by a burst of automatic fire and is almost killed on the spot.

The soldiers turn their attention to the console and one begins starting the nuclear weapon activation sequence while the other covers him. The doctor sees this and stops to open fire on them, unfortunately hitting their armour.

The rest of the group sees the horde of walking dead approaching and decide they need to get out here now, the kid, the girl, the lounge singer all sprint to the elevator, pulling the zombie off the burglar and into the elevator too. As the door slides shut, the soldiers continue the arming process as zombies pour into the room, overwhelming the doctor who is busy trying to shoot up the console and dodge the covering soldier’s bullets. He is overtaken and the door closes.

IMG_0101

The doctor is overtaken as the elevator door closes and the session ends.

IMG_0103
One PC was killed, as well as his loved one. Two more are badly wounded. The kid and the girl survived untouched. I don’t think there were any bennies left by the end. A bloody night.

The next session will likely be the last when we’ll find out:

Was the nuke activated?

What happened to Khan?

And, what about that cure?

 

GAME PROP NOTES

This session, I used the third basement level from Dramascape’s The Bunker for the main sub-level and situation room and then their City Sewers map for the Level 2 control room. For minis, I used the usual assortment of Heroclix and a bunch of painted minis borrowed from one of our players, Michel (thanks!).

I also used the Stuffer Shack counters for keeping track of the various soldiers and zombies, as well as the Shaken (S), Wounded (W) and other (X) notations as needed. This allows me to run a combat with almost no paperwork, other than marking off when someone is killed. I highly recommend them.

Gaming Life: Return to War of the Dead Campaign Session 4 – Relocation Camp 5

We returned to the War of the Dead campaign just outside the CDC in Atlanta with the PCs (survivors) being herded to a relocation camp set up by the military to contain the residents of Atlanta who had not succumbed to the sickness.
IMG_0047

As they were being led to their camp, the FBI agent with them breaks away, running toward a military commander on the scene. She yells at him, “Morrison, what the hell are you doing!” as the survivors notice that the CDC buildings are themselves surrounded by barbed wire fencing and soldiers facing in. The commander tells her that her little plan is over and that he’s in command now. She is led back to the group, who meanwhile use the distraction as an opportunity to steal a taser from one of the soldiers.

IMG_0050

As they’re being forced into the fenced in camp, the soldiers pat down each of the survivors, but through more distractions, the survivors manage to sneak in the taser and a couple of small knives.

IMG_0048

Inside the camp, they meet a number their fellow inmates residents, including Max the Fixer. You want it, he can probably get it. They trade the taser for crucial information on the guards and a promise of some lockpicks in four days time from him. They learn that some bikers recently arrived, but were put in a different camp.

The next day, a biker in an adjacent camp threatens Gina, one of the survivors. Hell is coming for her and her husband. She taunts him back to come and get her.

The rest of the group settles in to figuring out the weaknesses in the fencing, tracking the guards to ensure their information is correct and planning their escape. One of the survivors was bitten and has hidden it from the guards, but she knows it’s only a matter of time before she starts showing signs of the sickness. A guard who carries a flamethrower is a grim reminder that the camp’s way of dealing with the sickness isn’t a nice one.

IMG_0054

The survivors put their plan to escape in action close to midnight on the their second night there, using a weak point in the fencing to sneak out. Miraculously, they all make their stealth checks and manage to get away. As they’re leaving, Gina notices the profile of Hell Furrie, the biker who is coming to kill her in an adjacent camp. He’s obviously waiting for his opportunity to escape into their camp and kill her. The group decides to just leave him and proceed to the barbed wire fencing.

IMG_0053
Although a few of them get caught on the barbed wire, cutting themselves up a bit, they use a blanket and make it over without attracting any attention. It’s only once they make it into one of the CDC buildings that one of the girls with them slams the door closed too loudly and suddenly all lights are on the building. But, they’re in and they encounter some CDC scientists who, upon meeting the FBI agent with them, urges the survivors to go with them, there’s something big they have to see.

This night went very smoothly for the PCs. They played it smart and careful. No big risks were taken (other than the escape). They planned their escape well and didn’t take my bait for them to settle some scores and instead kept to plan and as a result there were no combats and no major confrontations at all. It was a good information gathering and plot development session, which is ironic since the sets were a huge amount of work, but everyone loved it and it added to the feeling of being penned up.

I also wanted to take a shot of what it looks like behind the GM screen. I have my item cards ready for most things they could get their hands on (and some that they’re not likely to get), face cards for the major NPCs they encounter, a zombie deck of cards, dice, markers, my wheel of raises, rulebook and notes for the session.

IMG_0045

Happy gaming!

Gaming Life: Return to War of the Dead Campaign Session 3 – Bennies A’Burning

Having survived a helicopter crash, escaped Augusta, Georgia in an SUV, and successfully fought off a biker gang attack, we find the loved ones of our main heroes continuing on the road to Atlanta, Georgia, and the main HQ of the CDC.

You can find Session 1 here and Session 2 here.

IMG_20150219_180703

Tonight’s session begins with our group finding a pile up blocking the highway. They decide prudently to slow down and a few of them get out to check things out. They discover a few of the walking dead wandering around the scene.

The bennies start flying right off the bat as they leap onto cars to get a better view of what the situation is and to try to find a way through it. The zombies manages to team up on one of the women and bites her. The bennies don’t save her from suffering a wound and… possibly infection. The shots begin to fly and they decide they need to get out of here.

The herbalist notices a path through the wrecks and the rest of the group piles into the SUV as they drive through it, running over several of the zombies on their way. As they leave the area, the burglar notices that the grass is all trampled down around them and realizes it’s been like that since they left Augusta. No one says it, but everyone has a bad feeling about it.

IMG_20150219_183746

Their concerns are soon confirmed as a dust cloud is sighted on the horizon and looking through the binoculars they can see the walking dead filling the horizon to either side of them, hundreds and thousands of them, all moving toward Atlanta. There’s a brief discussion of running through them, but they realize this would be suicide and, looking at the map, decide to backtrack and take an alternate route through a park to the north.

Just outside the park, one of the players asks if there’s an information station. Sure, I say. He goes up to it, knocks on the door and sure enough a moan comes from inside. He opens the door and quickly knocks the living dead attendant down and dispatches her. He loots the station (not finding much), but does get what he was looking for – a map of the park. He locates the camp ranger’s station and they take a back road to it.

They arrive to find the station is a house, a barn and a small tower over looking the main road (they entered from the bottom of the map, the top of the map is the main road).

IMG_20150219_191401

This was a real advantage to them, as I had a group of cannibals holed up here. They had a whole ambush planned for the main road, including ropes across the highway to catch motorcyclists and tire spikes. Unfortunately, they rode their motorcycles into the area, spoiling any surprise. And further bad luck, one of them decided to ride around the barn on the main road and rolled a double 1s as she went around, which I determined meant she hit the rope and was knocked off her bike and unconscious for a few seconds.

IMG_20150219_192617

Meanwhile, the herbalist checked out the barn and noticed a car and fresh tracks showing it had been recently used. As the kid and burglar walked up to the house, she walked across the grounds and then – a shot. A deadly three wound sniper shot hit her hard, knocking her to the ground, but her last benny managed to reduce it to one wound.

Bursting out the front door is a madman wielding two machetes. He attacks the burglar ferociously, and the kid sneaks up along the house to get a peek at the sniper.

The unconscious woman wakes to find herself on the ground with a very sore neck,  her motorcycle running nearby and a man with a rifle peeking around the barn at the rest of her friends. With quick thinking, she drew a flare from her pack and pressed it against him and pressed the trigger. Flares launched into his body, bursting inside him and killing him instantly.

IMG_20150219_193942

The kid opened up with his pistol on the sniper and the herbalist on the ground recovered enough to get her carbine up and unloaded a 3-round burst into him, dropping him from his perch.

IMG_20150219_193857
Meanwhile, back at the house, a raging fight between the madman with machetes finished with him escaping into the house and being gunned down by the FBI agent as he failed to ambush them on the second floor. 

The group searched the premises and found a store of bodies in the barn in various states of carving. They realized that the meat in the fridges wasn’t from hunting, at least not in the traditional sense. Nevertheless, they looted what they could and holed up there for the night, getting some much-needed rest and recuperation.

One of the women decided to take watch in the tower and late at night, she heard motorcycles coming. She watched as they passed, headed toward Atlanta.

The next day, they loaded up their SUV, ditched their motorcycles and took the car from the barn and headed out toward Atlanta.

They found a couple on the side of the road a few hours later stranded. After a tense, but brief exchange, they decided to barter trade and gave them some gas for a kevlar vest. The couple warn them that Atlanta is overrun and that they should avoid the relocation camps. And yes, they did see a couple motorcyclists go by.

The next stop was the CDC HQ in Atlanta. They arrive late that evening to find a very fortified compound with soldiers and humvees guarding the gate (we failed to get a picture of this!).

The FBI agent approaches and explains who she is and they let the group enter. Once inside, they stop them and order them to leave their vehicles. Once outside, they order them to drop all their weapons (they all keep some hidden) and then begin handcuffing them all and explain to the FBI agent that she is under arrest. In the distance, they can see fence lines and tents and hear people’s voices.

And, the session ended here. Next session starts with them in the relocation camp controlled by the CDC. What could possibly go wrong with that?

Gaming Life: Return to War of the Dead Campaign Session 1- Out of the Frying Pan

The Walking Dead is returning to the screen, and my Savage Worlds War of the Dead campaign has returned to the gaming table.

81544-thumb140

War of the Dead is a Savage Worlds campaign by Daring Entertainment that now spans over four Chapters or seasons, each featuring a dozen or so adventures, as well as a follow up plot point campaign called World of the Dead.

It’s a great campaign and I am using a lot of material from it, but have changed a number of parts to expedite the game. While I love each Week’s adventure from it, my own group can only play 2 1/2 to 3 hours at a time, so we can’t get through one of their full adventures in a night.

As such, I’m taking the highlights and focusing on those in my own campaign and it has now gone quite far off the rails, using the War of the Dead campaign more as reference material for characters, events and settings rather than following the set adventures.

My own game has also taken a sharp turn in exploring the relationship aspect of zombie games. I instituted the following house rules for the game at the very start:

Dependents: Every PC starts with one or more Dependent(s). If a Dependent dies during a session, the PC must forfeit a Benny (if they have any left) and starts the next session with one less Benny. At the end of that next session, they must assign that Benny to an existing Dependent or create a new Dependent. If a Dependent has more than one Benny assigned to it, those are all lost when that Dependent dies and the PC starts with that many less Bennies the next session. 

New PCs: A killed PC may forfeit one benny to start next session with one of his Dependents as his PC with full XP transferred. Otherwise, a new PC starts with 1/2 XP accumulated to date.

The concept behind this was to tie each PC to one or more dependents and have an in-game reason for them to want to keep them alive. Furthermore, as in War of the Dead, they all start on a cruise ship. Since most people travel with others on cruise ships, it made sense for them to have loved ones with them at the start of the game.

From past experience, only the most role-playing focused players didn’t either ignore or abandon “loved ones”, leaving those who actually role-played the affection at a disadvantage. This house rule was meant to overcome that situation and create some real tension as loved ones were put in the dangerous situation of a world filled with the living dead.

It worked. Players took it hard when their loved ones perished and did what they could to keep them alive. For the most part. There have been a few slip ups, but for the most part, it has worked.

My most recent session has also played with the Dependents idea even further. When we last left the campaign (over a year ago), the main characters had left their loved ones stranded on a derelict boat in the Atlantic and set out for a nearby island to find fuel/food/water. They encountered mercenaries on the island and fought desperately against them and the zombies there, one dying and the rest barely surviving. That’s where we left off.

For the resumption of the campaign, we picked up with the Dependents on the stranded boat. Left starving, dehydrated, out of fuel and power on the boat, the group struggles to survive with other former passengers of the cruise ship they had originally set out on.

A fight soon breaks out as one of the passengers tries to seize control of the ship, and a major fight soon ensues, ending finally with him being taken down, but not without inflicting some injuries on the PCs. 

This event to start the game session was really to see how the players would settle into running their Dependent PCs. It didn’t take long for them to start asserting themselves in these new roles, which was very good.

The next major event came as a helicopter was sighted in the distance, a Coast Guard helicopter. Everyone nervously watched its approach. Then, a couple figures descend from the hovering helicopter: a Coast Guard officer, heavily armed in a biowarfare suit ordering them to drop all weapons and prepare to be searched and a woman in a biowarfare suit, but she’s not armed and is instead asking a lot of strange questions, seemingly knowing they came from the cruise ship and what had happened to them.

This set off all kinds of questions about what had happened to their loved ones (main PCs) and tied the game once again in session to the past campaign.

The two federal agents separated out the surviving family members of the surviving former PCs and say they’re leaving.

I was curious here how the players would react, whether there’d be any solidarity with the rest, but no, everyone being taken was happy to leave and the rest just sat back and let them go.

The grandson of one of the PCs who died was being left behind and he managed to cry/persuade the crew to take him, but not his dying father, who he left behind. The final PC being left behind jumped onto the rope and managed to climb up and they let her in.

Then, as we reached the end of the session, they had a quick flight to the mainland, and there were many questions from the PCs, but few answers. They made an attempted landing at a Coast Guard station, but only to find it was being overrun by zombies. So, they tried for a further off base, only to run out of fuel over Augusta, Georgia, descending over an industrial area, hoping for a soft landing. And that’s where we left off until the next session.

As you can see from the pictures, I tend to run very visual games. I use a mix of minis from a variety of sources, but for War of the Dead, mostly Heroclix of generic modern type characters. I have also found that 1:43 scale vehicles are a perfect scale for these miniatures, as in the case of the Coast Guard helicopter.

The boat and water is from Mayhem Marina by WorldWorks Games and is one of our favourite props.

Finally of course, I use the markers from Stuffer Shack for noting shaken, wounds and multiples of characters.

Gaming Life: Return to War of the Dead Campaign Session 2 – Into the Fire

My Savage Worlds War of the Dead campaign has returned to the gaming table. Please find Session 1 here.

Our second session begins with the helicopter trying to make it to Atlanta, but running out of fuel over Augusta, Georgia and as the try to land in an industrial area, they hit some power lines and the helicopter goes in hard, spinning and landing on it’s side, warning sirens sounding and smoke filling the cabin. Outside, they can see figures moving.

IMG_20150205_175803

This started the night with a great mad scramble of the PCs trying to escape the burning helicopter with their children and the wounded/unconscious Coast Guard crew and avoiding the zombies who were congregating on this burning wreck. This race to escape was coupled with wanting to loot whatever they could from inside the helicopter and rescue their unconscious children and the unconscious crew. It was an intense start to the game. 

Unfortunately, one of the PC’s children pulled from the helicopter was eaten as the group tried to hold off the zombies, and another of the PCs got  greedy and just barely escaped the brunt of the inevitable explosion of the helicopter three rounds into the session, only to be knocked in the opposite direction from everyone else. But, what could possibly go wrong with being alone? She struggled from building to building as zombies kept amassing around her, finally managing to climb up a dumpster/fire escape onto the roof of a neighbouring building.

IMG_20150205_182848

The rest of the group made their way into one of the buildings, holing up for a bit to catch their breath while zombies pounded on the door. They noticed the place had already been looted. Escaping onto the roof, they saw the looter, a survivalist who is making it for his SUV at the end of the street.

While trying to get to him, the kid (grandkid of one of the PCs) who is extremely lucky and agile attempted running across some pipes between buildings. He figured, worst case scenario, he uses a couple Bennies and makes it faster than anyone else. Unfortunately for him, he rolled double 1’s (no Bennies allowed for double 1’s) and fell three stories, suffering three wounds and even worse injuries to his pride.

IMG_20150205_193503

They managed to rescue the kid and everyone reached the SUV, speeding out with any more casualties. Shortly into their journey though, they decided to ditch the survivalist, shooting him in the leg first (even these loved ones can be murder hoboes!). This was a strange event in the adventure, but players do always surprise. You can be sure he will show up again.

On the road again headed toward Atlanta, they finally had time to find out what was happening from the FBI agent and CDC Tech who had come to rescue them in the Coast Guard helicopter.

She explained that she was tracking down patient zero who was on the cruise ship and had stolen a virus from UniMed labs. Their loved ones (the main PCs) were picked up by the Coast Guard and taken to the Centre for Disease Control (CDC) HQ in Atlanta, but they’re not talking about what they know until their loved ones are brought to them. This is why the FBI agent came to get them on the boat, and she needs to get them to Atlanta so that she can find out what the (main PCs) know. In fact, the main PCs do have crucial information on the source of the outbreak, so this all does make sense.

Their next bad luck happened when the SUV broke down on the highway, only to have a gang of bikers show up and try to rob them. (The bikers were taken entirely from War of the Dead, I only added that one of the PC’s husband served time with the gang leader, so they knew each other – fitting with the fact that the husband is wanted dead by this gang!)

IMG_20150205_202246

Just as things were getting tense and combat was imminent, the quick-thinking kid sitting in the SUV (which was just repaired) decided to take matters into his own hands and took to the wheel and slammed on the gas in reverse(!), running over the gang leader’s girlfriend and scattering the rest of the gang members. After a quick firefight, the gang leader and one of his thugs escaped on their bikes, and the PCs had scored a few new motorcycles and some extra guns.

IMG_20150205_202506

It was a very intense evening! I was worried playing the PCs’ loved ones might not be as much fun, but the wives and children are proving to be some very interesting characters and the players all had a great time.

For this session’s game I again used many Heroclix figures and 1:43 scale vehicles.

The map for the first encounter is the City Slums from Dramascape. The second is a game mat from the Mars Attacks! miniatures game.

Finally of course, I use the markers from Stuffer Shack for noting shaken, wounds and multiples of characters.