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Return of Bad Company - Chapter 1 of the War of the Dead...
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Cryonic
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PostPosted: Fri Jan 27, 2012 5:11 pm    Post subject: Reply with quote

The adventure continued with the return of another player, Sergeant Lucas Hawke. He came to in the woods near Henry's house in time to see the party being driven on the backs of motorcycles towards town. He took off running through the woods and came to town about the time the main part of the party was stuck up on the roof of one of the buildings with the Living Dead battering down the doors and coming up after them (in their slow, shuffling manner).
Roy was managing to keep the Dead at bay while Derric and Korey helped cover him. That's when the amusement started. Hawke managed to find his way into a small pharmacy and found supplies for making a couple of molotov cocktails (gotta love those bennies to spend). He chucked the cocktail into the crowd of Dead, setting them alight like living torches. Of course that meant the fire spread into the building the party was on top of. They saw the strange glow and then the smoke and realized they needed to go, NOW.
Roy leapt to the next building and then Korey and Derric wrangled a couple of boards between the buildings for the others to walk across. Hawke spotted them changing buildings and before the Dead could catch up to him took off down the side of the building the players were now on to find a different door into the building.
Roy dropped down the far side of the building, right into several Dead that were coming along. The others used a roof hatch and climbed down into the building where they met up with Hawke. They came out of the building when they realized that it was going to burn as well and snuck to the front of the building. Several bodies of now burnt to a crisp Dead were lying in the streets and only a few were moving along far up the road.
They ran across the street and started going up back alleys and such to try and get closer to the car that they'd seen from their previous vantage. As they went behind a house they heard the scream of a woman. Roy and Derric had no interest in helping the person, but Hawke mentioned that she might have access to a car with gas. That got them interested and they charged into the house. They found a woman being chewed on by two Dead. One went down in a spray of brains and black ooze as Hawke shot him from behind. The other was taken out by Roy and his deadly blades.
Terra seems to have picked up a cold streak as she tried to shoot the woman in the head as her way of fixing up the wounds. After a stern lecture from Hawke she did actually patch up the woman and then headed off to explore the house and see what she could find. The woman had passed out from fright at being nearly eaten, saved, and then shot at by her saviors.
Eventually they collected several hunting rifles, pistols, ammo and knives as well as some basic meds and canned goods. Roy woke up the woman and, even through her shell-shocked state, managed to find out the two Dead they'd killed when they entered were her own son and husband. She came with them as they continued across the town on foot. Turns out her car was A) too small for all of them and B) out of gas.
Hawke's plan for creating a distraction, find a tank of propane and rig it to blow up, then get to a safe distance and set it off with as many Dead nearby.
They got to the car they saw, and noticed a few minor issues with it. Namely broken out side windows and, looking inside, the radio had been ripped out of it. Korey got the car started, which attracted the attention of some nearby Dead. Hey, why not. The team piled into the car and Korey laid on the horn as he drove for the far side of town. They ended up with a large mob of Dead following them.
They found a large propane tank at the far end of town and Korey rigged up a remote detonator using one of the team's radios and some other materials (he's the McGuyver of the group). They drove off up the road and waited as the Dead shambled towards them and when a large pile of them were near the tank, they detonated it...
The blast was immense. The shockwave rippled for quite some distance and even caught the team in their car. They didn't pass out from the pressure wave, but it did leave their ears ringing. Over their radios they could hear Hell, the leader of the bike gang, swearing up a storm while he tried to use the radio and order his men around. It sounded like they'd been caught unprepared for the blast.
While the bikers spread out through the town looking for loot, the party headed back through town to collect some stuff they'd left behind and then off to Henry's place they went. They made it out of town, but then slammed on the brakes as they ran into a roadblock of the Harley's across the road and several gang members, including Spiderbait standing guard. The bikers opened fire with M16s and chewed up the poor car. In response the boys of Bad Company ripped them apart with a heavy return of fire. Roy at the end slit the throat of Spiderbait and then the group sabotaged the bikes they didn't need, and took the rest (5 of them) to get to the house.
At the house they found that only a few were left behind to guard the civilians and Henry's wife, Elanor. They spent a little time scouting around and came up with a very nice plan to assault the house and take it back. Roy charged in the back door, but unfortunately the guys inside weren't caught off guard. He was shot and nearly killed by a hail of gunfire. The others took that as their cue to attack the front and managed to take out the sniper and then the other guys as they tried to get into position.
Back in the kitchen, Roy managed to struggle and strike down one of the guys and used his body as a shield from the other biker.
After securing the house and bandaging up Roy, the team and the civilians headed off in the RV and two of the bikes. The epilogue of the adventure left their jaws on the floor and all of them hooting as they realized they had made themselves an enemy in Hell and his gang Smile
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Jordan Peacock
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PostPosted: Fri Jan 27, 2012 6:35 pm    Post subject: Reply with quote

Way to go!

How is Roy, game-stat-wise? Several Wounds? I assume he didn't hit Incapacitated, but I guess he's going to have quite a challenge dealing with natural healing rules combined with the fast-paced nature of most of the adventure.
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Cryonic
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PostPosted: Sat Jan 28, 2012 5:17 pm    Post subject: Reply with quote

Jordan Peacock wrote:
Way to go!

How is Roy, game-stat-wise? Several Wounds? I assume he didn't hit Incapacitated, but I guess he's going to have quite a challenge dealing with natural healing rules combined with the fast-paced nature of most of the adventure.


The party healer got to him inside the golden hour and managed to heal the wounds. He's, from a RP point of view, spending a little time in bed as his body finishes healing.

Roy is a very mean close-in fighter.

Agility d10
Smarts d4
Strength d10
Spirit d6
Vigor d8

Fighting d12
Shooting d8
Stealth d8
Lockpicking d6
Climb d8
Notice d4
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Lee_Szczepanik
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PostPosted: Sat Jan 28, 2012 7:02 pm    Post subject: Reply with quote

How did I miss this thread for over a month?

I really need more forum-reading time. Confused

Anyway, great posts!
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Cryonic
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PostPosted: Mon Jan 30, 2012 1:49 pm    Post subject: Reply with quote

Lee_Szczepanik wrote:
How did I miss this thread for over a month?

I really need more forum-reading time. Confused

Anyway, great posts!


I'm sorry you've missed it for this long, heheh. We're only halfway through Chapter 1, but the players all seem to be enjoying themselves.
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Cryonic
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PostPosted: Mon Feb 13, 2012 5:16 pm    Post subject: Reply with quote

With everyone either piled into the RV or riding along on the motorcycles the group took from Hell’s gang. Roy was resting up in one of the beds recovering from being nearly killed by the gang when the guys stormed Henry’s house to rescue the civilians they’d been travelling with. After a bit of time on the road a guy on a bike came out of the nearby woods and was hit by the RV when Henry failed to avoid him. Roy and Derric climbed down from the RV to investigate the body and found the mangled bike mixed in with a very much dead person. As Roy investigated they heard the now all too familiar moan of the Living Dead. At first Roy thought it was the biker who’d moaned, only to realize that a large pack of the creatures was making its way out of the forest towards them. They climbed back onboard and got going up the road. Unfortunately it wasn’t much longer before the RV suffered a break down from the cooling system leaking (radiator took a hit from the bike). Thankfully there were several dead cars nearby that Korey, the team’s mechanic, was able to use for spare parts to get the radiator working again and refilled with coolant.
Another hour or so on the road and they heard the thup-thup-thup-thup of an airborne chopper. As they turned to find it, it came over a rise behind them and crashed down in a nearby clearing. Roy, who had transferred onto a bike, and Korey went into the field with their bikes to investigate the crash. They found a crashed Coast Guard Sea King with the 2 pilots dead. In the back they could see some others moving weakly. They were able to get into the chopper and pull the rear crew free when more of the Dead came out of the nearby woods, drawn by the noise of the accident. They swarmed Korey and Roy, but with the help of several team members providing covering fire, the two were able to get the crew members onto their bikes and get clear of the field. Unfortunately Roy was not able to escape unscathed and was clawed and bitten by at least one of the creatures. The new injuries were patched up while the group continued up the road.
To make this day even more eventful, the RV broke down again in an area without a lot of cars to check out for parts. This time it was the gas line that had suffered damage and needed to be fixed with a new hose to allow the group to continue. Bad Company began to explore the area around the vehicles and found a farm house. While there they heard the gong of a church bell, but chose to ignore it as they had nothing but bad encounters when they ran into people and noise like that meant Dead would be coming. They explored the farm house some more, but didn’t find anything useful. That’s when they heard the reports of shotguns being fired. Investigating the noise led them through some woods to a church. Three people were standing outside, two with shotguns, and the third in a black jacket and pants with a white collar.
The two with the shotguns were taking down a small pack of the Dead that were back near the road while the pulled back towards the church. Bad Company helped out with their own weapons (in the case of Roy this meant charging across the open area to try and get near the Dead, but they were all killed off before he could make it to them. The Father introduced himself and his two cohorts, Michael and Zachary, and invited the group back to the church. They also asked if there were any others and that they were welcome as well.
Inside the church they found an assortment of civilians. Most are locals to the area that had gathered at the church for common protection. One of the women is very pregnant and her daughter is ill. No one in the party really investigates the people much, instead being more interested in getting the RV fixed and getting back on the road (I’m surprised that no one thought to just take the bikes and leave the civilians behind given some of their past behaviors towards anyone not in the party). The people all gathered in the rectory and enjoyed a nice communal meal where the party got introduced to the various people present. Michael and Zachary end up offering to go find the needed part for the RV.
While they are eating the pregnant woman ends up going into labor. The Father, her husband, and Terra (the party’s medic) take her to a room in the upper part of the church to deal with the birth. While this is happening, Hell and his boys come upon the church and demand that Bad Company surrender and he’ll leave the other civilians alone. Obviously Bad Company chooses not to be surrendered to Hell and Co. and send Derric and Korey up into the bell tower to get a nice overwatch with a sniper. While the group debates what to do, the woman’s husband comes running into the room covered in blood and muttering…
The party is now faced with a new horror. A child that has been turned while in the womb and isn’t the slow shambler type they’ve been facing this whole time. It killed its mother, the Father and chased the other NPCs out of the room, leaving Terra behind to report over the radio the new development. With two threats the party has to figure a way to deal with one or the other, and quickly. Their solution, ring the dinner bell and hope that Hell and his boys deal with the creatures or get eaten while the party and others slip out and get away.
The plan works, Hell gets away with his guys before they can be overwhelmed by the Dead and as they race off the RV shows up with Zach and Michael inside. Even as the baby is attacking the group in the main part of the church the party and civilians evacuate to the RV and take off on the road towards Jacksonville.
Unfortunately, it is at this stage that Roy succumbs to the disease and becomes a member of the Dead. Derric puts him down and the group continues on after dumping the body by the side of the road. They make it to Jacksonville to discover a new horror. The military is shelling the city and the refugee camp is being overrun by new, faster Dead. The RV gets t-boned by a hummer that tips the vehicle over on its side, leaving the party without a useful ride. They are chased by a large horde of the Dead and just manage to get away. As they come over a rise they find themselves looking at a distribution warehouse on the outskirts of Jacksonville…
And that ends the adventure for the week. Almost two modules were done in one day.
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Jordan Peacock
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PostPosted: Mon Feb 13, 2012 6:44 pm    Post subject: Reply with quote

Cryonic wrote:
the two were able to get the crew members onto their bikes and get clear of the field.


Aha. Survivors, then? Could be potentially helpful to the PCs (even if they're Extras), if any of them have Survival, Healing or Kn: Medicine skills, if the PCs don't have that adequately covered already (and even then, Extras can be handy for cooperative checks for skills that don't require "solo competence" -- sadly, Driving not really being one of those skills).

Cryonic wrote:
Unfortunately Roy was not able to escape unscathed and was clawed and bitten by at least one of the creatures.


Ouch. I forgot already -- Was Roy one of the PCs, or an Extra who was along with the group?

Cryonic wrote:
I’m surprised that no one thought to just take the bikes and leave the civilians behind given some of their past behaviors towards anyone not in the party


Hmm. Just for the sake of theorizing, maybe:

1) These civilians might seem more competent/skilled (able to wield shotguns, able to drive, mechanical skills) than random tourists?

2) The RV might in and of itself seem like a valuable resource to the PCs, since it represents not merely transportation, but a "home on wheels" that presents somewhere to hide/shelter (pull over and post someone on sentry duty to get some rest) vs. being out on the open (and having to stake out a nearby shelter and clear it out first before you can set up "camp" for the night).

Cryonic wrote:
Their solution, ring the dinner bell and hope that Hell and his boys deal with the creatures or get eaten while the party and others slip out and get away.


Heh. That's a pretty cool twist on things, letting the party be proactive, rather than zombies just *happening* to show up (or getting called up by Hell & Co's actions).

Cryonic wrote:

And that ends the adventure for the week. Almost two modules were done in one day.


Pretty nice accomplishment! So was the group deprived of their motorcycles as well, or do they still have those as a resource? (Of course, that doesn't preclude motivation to find better transportation anyway, since bikes aren't so useful if you want to carry supplies.)

Just curious about the headcount at this point: How many PCs and surviving NPCs are in the heroes' "posse" as of the end of the adventure?

Thanks for the update! I'm very interested in finding out how different games go, and I'm kind of envious that other folks are catching up and surpassing my own zombie campaign all the time! I've got to round up another group to take through Chapter 2 sometime.
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Cryonic
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PostPosted: Mon Feb 13, 2012 11:38 pm    Post subject: Reply with quote

Jordan Peacock wrote:
Cryonic wrote:
the two were able to get the crew members onto their bikes and get clear of the field.


Aha. Survivors, then? Could be potentially helpful to the PCs (even if they're Extras), if any of them have Survival, Healing or Kn: Medicine skills, if the PCs don't have that adequately covered already (and even then, Extras can be handy for cooperative checks for skills that don't require "solo competence" -- sadly, Driving not really being one of those skills).


Unfortunately in their deciding to heal the PCs first, who weren't critically wounded, the crew members died.

Quote:


Cryonic wrote:
Unfortunately Roy was not able to escape unscathed and was clawed and bitten by at least one of the creatures.


Ouch. I forgot already -- Was Roy one of the PCs, or an Extra who was along with the group?

Roy was a PC. He took 2 wounds from a creature. Just wasn't his night.
Quote:

Cryonic wrote:
I’m surprised that no one thought to just take the bikes and leave the civilians behind given some of their past behaviors towards anyone not in the party


Hmm. Just for the sake of theorizing, maybe:

1) These civilians might seem more competent/skilled (able to wield shotguns, able to drive, mechanical skills) than random tourists?

2) The RV might in and of itself seem like a valuable resource to the PCs, since it represents not merely transportation, but a "home on wheels" that presents somewhere to hide/shelter (pull over and post someone on sentry duty to get some rest) vs. being out on the open (and having to stake out a nearby shelter and clear it out first before you can set up "camp" for the night).

Cryonic wrote:
Their solution, ring the dinner bell and hope that Hell and his boys deal with the creatures or get eaten while the party and others slip out and get away.


Heh. That's a pretty cool twist on things, letting the party be proactive, rather than zombies just *happening* to show up (or getting called up by Hell & Co's actions).

Cryonic wrote:

And that ends the adventure for the week. Almost two modules were done in one day.


Pretty nice accomplishment! So was the group deprived of their motorcycles as well, or do they still have those as a resource? (Of course, that doesn't preclude motivation to find better transportation anyway, since bikes aren't so useful if you want to carry supplies.)


Hell and his boys took their bikes back since they were sitting outside the church before they rode off.

Quote:

Just curious about the headcount at this point: How many PCs and surviving NPCs are in the heroes' "posse" as of the end of the adventure?


14 from the boat, plus henry/elanor and now about another dozen. The RV sleeps 8, so it is cramped, but is holding the group.

Quote:

Thanks for the update! I'm very interested in finding out how different games go, and I'm kind of envious that other folks are catching up and surpassing my own zombie campaign all the time! I've got to round up another group to take through Chapter 2 sometime.

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Jordan Peacock
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PostPosted: Tue Feb 14, 2012 8:05 am    Post subject: Reply with quote

[quote="Cryonic"]Unfortunately in their deciding to heal the PCs first, who weren't critically wounded, the crew members died.
Quote:


Wow. That seems ... random.

[quote="Cryonic"]Hell and his boys took their bikes back since they were sitting outside the church before they rode off.


Oops. Well, that certainly makes sense, if they were out in the open like that.


Cryonic wrote:
14 from the boat, plus henry/elanor and now about another dozen. The RV sleeps 8, so it is cramped, but is holding the group.


Interesting! Your group actually had a larger entourage with them than mine did by this point. (Things went especially badly at the Marina in my version, alas, wiping out the bulk of the NPCs from the boat.)
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Cryonic
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PostPosted: Wed Feb 15, 2012 7:40 pm    Post subject: Reply with quote

Jordan Peacock wrote:

Cryonic wrote:
14 from the boat, plus henry/elanor and now about another dozen. The RV sleeps 8, so it is cramped, but is holding the group.


Interesting! Your group actually had a larger entourage with them than mine did by this point. (Things went especially badly at the Marina in my version, alas, wiping out the bulk of the NPCs from the boat.)


Most of the NPCs are really just there as hidden weight as it were. Sort of like a show where you have 5 main characters, but you keep seeing more guest stars even though no one else has come or gone from the area the show deals with (like Once Upon a Time).
Some of this is that I'm not a great NPC runner. The paragraphs in the module tend to be far more descriptive than I am in general. Plus it's hard to convey a lot of different NPCs having conversations with each other as you spend the evening just talking to yourself... don't think that is very fun for the players. More fun if they're the center of the show Smile
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Jordan Peacock
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PostPosted: Wed Feb 15, 2012 10:48 pm    Post subject: Reply with quote

Cryonic wrote:
Most of the NPCs are really just there as hidden weight as it were.


Hey, I know what you mean. Time is precious when I'm running a game, and I have to juggle the attention I spend with each of the players. Therefore, I'm very mindful that time I spend trying to "flesh out" NPCs is potentially cutting out of that, so I feel a lot of pressure to make it really pay off for the players if I'm going to that extent. Hence, it's a lot easier to just let them drift along quietly in the background until the players have particular need for them - and yet at the same time I feel vaguely guilty about it.

On the other hand, I had a bit of player pushback (some grumbling from one player, that is) when perhaps a little bit too much spotlight time was being lavished upon the "Samantha" stand-in for my campaign. I think she was coming across as a "pet NPC" (or her "plot armor" was a little too conspicuous), and this prompted a bit of "meta-gaming" and player pushback. Big fail on my part. I plan on approaching these things much differently if/when I manage to get a group back together to continue with Chapter 2.

By the way - I forgot to ask about the zombified/deceased PC: How are you planning on handling the replacement? Are you just going to have the player take over a "promoted" NPC (e.g., NPC gains Wild Card status and a full character sheet), or come up with a new character that the group runs into?

On the (thankfully) rare occasion it comes up, it's a hard choice for me how to handle the aftermath of PC death - whether to stick to the rules as written regarding a replacement character. I've often made exceptions if the death was (by my admittedly very subjective judgement) "dramatically appropriate."
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Cryonic
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PostPosted: Thu Feb 16, 2012 11:22 am    Post subject: Reply with quote

Jordan Peacock wrote:

On the other hand, I had a bit of player pushback (some grumbling from one player, that is) when perhaps a little bit too much spotlight time was being lavished upon the "Samantha" stand-in for my campaign. I think she was coming across as a "pet NPC" (or her "plot armor" was a little too conspicuous), and this prompted a bit of "meta-gaming" and player pushback. Big fail on my part. I plan on approaching these things much differently if/when I manage to get a group back together to continue with Chapter 2.


Samantha has only just been introduced and I haven't given her any plot armor. One of the PCs even went so far, on his own, to grab her when they were all trying to get away from the Sprinters after the RV got knocked over by the hummer.

Quote:

By the way - I forgot to ask about the zombified/deceased PC: How are you planning on handling the replacement? Are you just going to have the player take over a "promoted" NPC (e.g., NPC gains Wild Card status and a full character sheet), or come up with a new character that the group runs into?

On the (thankfully) rare occasion it comes up, it's a hard choice for me how to handle the aftermath of PC death - whether to stick to the rules as written regarding a replacement character. I've often made exceptions if the death was (by my admittedly very subjective judgement) "dramatically appropriate."


I told him in private that his character was about to die. He took it well, even role-played the situation with the rest of the party. He created a new character at half the XP of his current one. He was introduced as someone from the refugee camp who happened upon the party while they were all trying to get away, so he helped by getting people onto his bike and racing them away, then coming back for others.
And now he can't play as he got a new job with a conflicting schedule... so, his new character is just going to ride off on his bike...
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