They Came from Beyond

14th Session: Assaulting the Cultists

May 12, 2013 15:00
  • We send Sammi-Jo up to check out the cultist camp.
    • We are approaching the compound from the east.
  • Compound Description:
    • A dirt road runs into the compound from the south. It likely meets up with the road we were taking here.
    • The one permanent structure is a one-story concrete building that’s connected to the radio tower.
    • There is a chain-link fence around the north part of the building. It circles the tower.
    • East of the building is a “shantytown” of metal & wood sheds that have been connected together.
    • North of the building is a tractor-trailer (with cab) and a corral (two horses, around six goats, chickens).
    • Near the corral are some outhouses.
    • South of the building is a pickup truck and an ATV.
    • Sammi-Jo can see eight people, four of them are children (under 10).
      • There are also three dogs
      • One adult is watching the kids while sewing.
      • One is working on maintenance. Another is doing carpentry. The last person is working on a generator.
      • Two of them clearly have shotguns. The other two might have weapons too.
      • At least one of them has a walkie-talkie. They don’t use headsets.
    • While the generator that is being worked on is off, we can hear another generator. It sounds like it’s in the building.
    • We ask Sammi-Jo to move around to the north of the building, so she can see what’s west of the building.
      • She can now see two more dirtbikes on the west side of the building.
      • There are three 55-gallon drums on the west side of the building too.
      • The mail building appears to have exterior lights.
  • We send Sammi-Jo back to the east side of the camp to watch the compound until noon.
    • We want to see if we can figure out how many adults are in the compound.
    • About half-an-hour after Sammi-Jo is dug-in, three people leave to do some “scouting”.
      • A man, a woman, and a dog get into the truck. A man gets onto the dirtbike.
      • All three are armed with shotguns.
      • The two vehicles head out together.
  • In the end, we can see a total of seven adults, eight children, three dogs.
  • We only see one person come-and-go to-and-from the building. They were delivering food.
    • It was obviously food for more than one person being taken to the building.
    • The trailer had even more food delivered to it.
    • The trailer has a small “food delivery” door or hole in it.
  • We discuss our options. Our many, many, many options.
    • After much & lengthy discussion, we decide to try to ambush the scouting party on the next day.
    • Aside: The watchman in the tower changes every six hours.
    • The scouting party arrives back in the late-afternoon/early-evening.
      • We hear, over the radio, that they are returning with a “guest”.
        • The radio call was probably made before they turned off the main road and onto the dirt road to the complex.
      • They head to the trailer and put a prisoner(unarmed and such) from the back of the pickup into the trailer.
      • They have cultists guarding the trailer with guns.
        • Sammi-Jo can see four other people in the trailer. With the new person, there are now five people in the trailer.
      • After the “guests” are secure, someone asks, “Will we be making the offering tomorrow?”
      • They will be making the offering tomorrow as scheduled.
  • We rethink our options.
    • We decide to attack that night, so that we can stop the prisoners from being “offered”.
      • We assume that the offering is when the cult will drag these people into the Zombie Zone.
    • The plan is to drive into the complex at night, with the lights of our trucks off.
    • Once they spot us, we try to get the prisoners and get away as soon as possible.
    • We’ll come back later, if possible.
    • We prep the trucks and get a few hours of sleep.
  • We execute the plan!
    • We are spotted as we leave the dirt road and enter the compound.
    • We rush to the trailer and park.
    • Three dogs sprint towards us. The watchmen in the tower starts shooting at us.
    • Four people with shotguns run towards us from the “shantytown”.
    • We shoot at the dogs. Taking at least one down and then scaring the others away.
    • Eric & Sammi-Jo move up on the shotgun cultists.
    • Vincent is shot by the watchmen’s rifle. Due to taking “massive damage” he is knocked out.
    • Doc Tanner manages to revive Vincent as Eric snaps the lock off of the trailer(with his bare hands!)
    • We get four of the prisoners out of the trailer and into the trucks.
      • The fifth prisoner (the one who was put into the trailer today) simply runs away from us and into the nearby woods.
    • As we drive off, two cultists try to shoot out our tires, but they miss.
    • When we are about to turn off the dirt road, Doc Tanner & Trixie spot a glowing eye in the sky.
    • It’s a glowing iris, almost a foot across. It’s not moving.
    • We stop and take some pictures, but we make sure that the “eye” can’t see Prof. Pine.
      • The “eye” doesn’t show up on the cameras.
    • We take the opposite turn (from the one that’s directly back to Gainesville) onto the main road and drive away.
  • The story from the “guests”.
    • They were all by themselves and not in towns or the like when the cultists found them.
    • The cultists were nice to the “guests” until they took them captive.
    • Then the cultists told them of being an “offering” or becoming “worthy”.
    • They weren’t told more than that.
    • They are fine with coming back to Gainesville, but they would like to be taken back home at some point.
  • We head back to Gainesville as the session ends.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars, Standard x2 (4 TU)
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x40 (40 TU)
    • Electrical Tool Kit
    • Gasoline x212 (212 TU, deposited w/ UF)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x105 (105 TU)
    • Rope 150’
    • Shell Casings(9mm) x5

13th Session: Finding the Cultists

April 21, 2013 14:00
  • On the next day we investigate the cultist attack further.
    • The cultists killed three people on their way through the lab.
    • No one else (besides the cops) were hurt in the attack.
    • We decide to try to track them down.
    • From this point on, until things with the Cultists are resolved, we are going to stay together, to guard the Professor.
    • We also pick up the Yamaha Street Bike from where the cultist left it (game stats as a Harley Davidson FLSTF).
  • We do a Gather Information check on the Cultists.
    • We know they are to the east of Gainesville, somewhere around Hollister.
    • We know that they are very interested in acquiring communications gear (i.e. long-distance transceviers).
  • We brainstorm on our options.
    • Passive Options:
      • Guard Prof Pine as we go about our business and wait for the next cultist attack.
      • Upon taking them out, we can possibly interrogate them for more information.
    • Active Options:
      • We can try to fake membership in the group, but that would be difficult.
      • The Speaking Place is probably associated with a radio transmitter or the like. That might allow us to track it down.
  • We decide to try to make a pre-emptive strike upon the Speaking Place.
    • We do some research at UF and make a map of radio transmitter stations near Hollister.
    • There are four such places relatively near Hollister.
    • We let Kurt know about our plans and he has no problem with it.
    • We go purchase ammo, as we may be out for awhile.
      • We give Prof Pine the club and the taser.
      • We trade away 10mm rounds x7 (7 TU), a Colt Double Eagle (8 TU), Fatigues (3 TU), & Gasoline x40 (40 TU) for:
        • 9mm Bullets x40 (40 TU) → 9mm Bullets x36 after capping people off.
        • Crossbow Bolts x15 (15 TU)
        • Taser Charges x3 (3 TU)
  • We spend the rest of the 20th resting and getting ready for the next day’s excursions.

07-21:
-

  • The plan is to drive towards a transmitter. About a mile away from it we will take the trucks off-road and hide them. We will then march up to a spot where we can do recon on the transmitter to see if someone lives there.
    • We plan on arriving at the first location around dawn.
    • We have the cultist’s walkie-talkie with us. Vincent is listening in on the cultist’s frequency, in the hopes that they use the same frequencey out here.
    • At the first stop:
      • We plan on Sammi-Jo scouting a 1/4 mile ahead, then coming back to get us.
      • When we all are 1/2 a mile away from the transmitter, the walkie-talkie starts receiving.
        • Vincent hears the sounds of a small compound waking up. Daily orders and the like.
          • They have “guests” to feed.
          • They have a night watchmen, who hasn’t seen anything. (He’s glad to be “coming down from here”.)
      • We send Eric up a tree to see what he can see.
        • He sees the transmitter tower, with a small watch platform on it. There is someone with binoculars on the tower.
        • It appears that the guard doesn’t see Eric.
        • Eric climbs down the tower and we plan what to do next.
  • Session ends here.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars, Standard x2 (4 TU)
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x40 (40 TU)
    • Electrical Tool Kit
    • Gasoline x212 (212 TU, deposited w/ UF)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x105 (105 TU)
    • Rope 150’
    • Shell Casings(9mm) x5
    • Walkie-Talkie, Professional (4 TU)

12th Session: Cultists!

March 10, 2013 14:00
  • First of all, we check to see if what we’ve done (shooting down and taking captive a random person) is of questionable “legality” in the current world.
    • If the person is of Gainesville, it’s bad for us.
    • Otherwise, who knows?
  • We all switch over to a new walkie-talkie frequency. We tell everyone to base it off the day that Eric did his cool action-movie moves with the cars.
  • Pre-Interogation:
    • We blindfold and tied up the guy and leave him in the store-room while he regains consciousness. (This will take several hours.)
    • Trixie checks up on the guy via Gather Information.
      • He’s been seen around for less than a week. No one knows much about him. He hasn’t caused any trouble.
    • Concerning the keys:
      • The vehicle key is a motorcycle key. The padlock key is for a generic brand of padlock.
  • The Interrogation!
    • Sammi-Jo uses Telempathic Projection to make him friendlier.
    • Trixie uses Attraction to make him like her.
      • The Questions and Answers:
        • Why are you interested in Professor Pine? “She will help us communicate with the Starspawn.”
        • What is a Starspawn? “The visitors who have come from outer space.”
        • A Starspawn is the crystal? “They crystals are the ships they came in.”
      • Just Answers:
        • Father Nathan is the one who has the visions of the Starspawn. He is the “Seer”.
        • His church seeks to serve the Starspwan.
          • Only the “worthy” may serve the Starspawn.
        • Father Nathan says that the Starspawn don’t look like us.
        • They don’t look like cats, but may look in some ways like the slugs.
        • Prof. Pine has special knowledge of the Starspawn.
        • The spy was sent to enlist the aid of Prof. Pine.
          • Either by hook or by crook.
          • He does not have to “check-in”, but he cannot fail.
        • Father Nathan has seen that Prof. Pine is the “Speaker”
        • Father Nathan wants Prof. Pine to be taken to the “Speaking Place”
        • He won’t take us to the Speaking Place until the “right time”.
          • His motorcycle is a Yamaha and it is at a local “watering hole” (specific, but unnamed place).
          • The other keys are to be used at the Speaking Place
        • Those who are “worthy” are the ones who are immune to the Zombie Zones.
        • Father Nathan is “worthy”. As is all who activly serve him.
          • The unworthy serve the Starspawn by being dragged into the ZZ. The worthy ones drag them there.
        • There are about two-dozen “worthy” in total.
        • There are three or four “worthy” people in Gainesville. They serve as backup for him.
        • The “Speaking Place” is not in a ZZ.
        • Prof. Pine “would know what to bring” for her role as the Speaker.
        • He’s only been following Prof. Pine for a few days, but he was the one who took the pictures previously.
        • After the Father saw the pictures of Prof. Pine, he knew that she was the Speaker.
        • He will be killed if he is unsuccessful. “Doctor Pine must assist.”
        • The rest of the scavenging team would be allowed to come with her.
        • Many people live at the Speaking Place. Father Nathan is among them.
          • Roughly a dozen people live at the Speaking Place.
        • Father Nathan has no other (psychic) powers aside from his visions.
          • He started having visions before the arrival of the Starspawn.
          • He was considered insane before the Starspawn arrived. He had no followers then.
        • Also, they do not have a great arsenal.
    • We end the interrogation and leave him locked up.
  • Trixie & Sammi-Jo let Curt know about the situation.
  • Trixie gets a call over the radio, asking for “Joaquin.”
    • The person on the radio “doesn’t want to make this any harder than it has to be.”
    • He also wants us to just go to the speaking place.
  • Half an hour after that radio call, Prof Pine & Doc Tanner hear gunshots in the lab building.
    • Someone(or ones) are coming in the front of the building.
  • Combat
    • Everyone else (Vincent, Eric, Trixie, & Sammi-Jo) head to the lab via their respective vehicles.
    • Doc Tanner & Prof. Pine are ambushed at the back door by two men, with a white van.
      • As these guys shoot at the Doc & Prof, they radio to the others (in the building) to join them at “Point B.”
    • One enemy is taken down by the dogs while the other one’s gun misfires.
    • Both Doc Tanner’s gun and Prof. Pine’s gun misfire.
    • Then two other cultists join the fray.
    • Prof Pine runs, Doc Tanner sends the dogs to guard the Prof and runs after them.
    • The cultists try to drive after them, but they wreck the van on a planter, just as the local police show up.
      • A gun fight erupts between the two groups, as the Doc & Prof escape.
  • Combat is over.
    • Prof. Pine & Doc Tanner meet up with Vincent & Eric.
    • They head back to firefight. It is over.
      • Two cops are injured, two cultists (in addition to the one taken out by the dogs) are down. The fourth cultist escaped in the van.
      • One of the UF entrances reports that the fourth cultist fled at the gate on foot, leaving behind the van.
      • The cops were sent via Curt.
  • Everyone heads back to Trixie’s place to finish repairs and rest.
    • We discover that Joaquin has escaped. Exact method unknown.
    • Vincent repairs Doc Tanner’s broken gun with six mechanical parts.
    • Vincent repairs Prof. Pine’s broken gun with six mechanical parts.
    • Vincent finishes his work on Cherry & the dirtbike.
      • 12 Mechanical Parts used. 105 remaining.
  • After the repairs, the group rests at Trixie’s place.
  • Current Inventory (stored in the Safehouse):
    • 10mm rounds x7 (7 TU)
    • Battery Charger
    • Batteries x5
    • Binoculars, Standard x2 (4 TU)
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Club (2 TU)
    • Colt Double Eagle (8 TU)
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x40 (40 TU)
    • Electrical Tool Kit
    • Fatigues (3 TU)
    • Gasoline x252 (252 TU, deposited w/ UF)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x105 (105 TU)
    • Rope 150’
    • Shell Casings(9mm) x5
    • Taser (4 TU)
    • Walkie-Talkie, Professional (4 TU)

11th Session: 5th Scavenging Assignment

February 24, 2013 14:00
  • Campaign Dates: 2017-07-18
  • We tow the broken truck (a Ford F-150 XL) back to the secure house and begin the repairs.
    • We use 10 Mechanical Parts on the repairs (96 remaining).
    • We put 25 gallons of gas into the truck (136 remaining).
    • We crash for the night.
  • Watch:
    • 1st Watch (Hour 1 & 2): Vincent
    • 2nd Watch (Hour 3 & 4): Trixie & Eric
    • 3rd Watch (Hour 5 & 6): Pine & Sammi-Jo
    • 4th Watch (Hour 7 & 8): Tanner
  • In the Second Watch:
    • Something large and “blurry” jumps through the front window, into the living room.
  • Combat!
    • We try to shoot the “blurry”, four-legged thing, but that is very difficult.
    • Eric punches it, but it claws him pretty badly.
    • Trixie tells it to “Go take a bubble bath.” It does so.
    • We try to shoot it down before it gets away, but everyone misses.
  • Post-combat:
    • Doc Tanner patches up Erik.
    • We decide to track the creature, but the dogs can’t pick up the scent.
    • We get samples of the creatures blood via the evidence kit.
  • We decide to get out of the warm zone, at least 30 minutes outside of it.
    • As getting 30 minutes outside the warm zone puts us 15 minutes from Gainesville, we head straight home.

07-19:
-

  • We meet with Curt Harbaugh in the morning & update him on the situation.
    • We spend the day resting, recovering, & investigating.
    • Vincent checks on the safehouse. It is fine.
  • Prof. Pine investigates the plants & blood:
    • Both are made of DNA.
      • The plant DNA has six base pairs. Two more than normal Earth DNA.
      • The beast DNA is similar to feline DNA, but heavily modified.
        • Otherwise it is normal DNA. (four base pairs, etc.)
  • We refuel the trucks and motorcycles with 16 gallons of gas.
  • Shopping!
    • We get:
      • Preserved Food x12 (12 TU)
      • Crossbow Bolts x5 (5 TU)
      • Flamethrower Fuel Pack (10 TU)
    • We spend:
      • Gasoline X27 (27 TU)
    • Mr. Monkey (Trixie’s monkey) steals some bananas, as well.
  • Vincent works on the new truck:
    • He installs an booby trap on the new truck’s ignition.
    • He installs a camper-back on the new truck.
    • He installs a booby trap on the camper-back.
    • He installs a dirtbike mount onto Cherry (his truck).
    • He installs a booby trap on the dirtbike ignition.
    • 15 Mechancial Parts Used
  • Doc Tanner… gets into trouble!? (This occurs while Prof Pine is researching & Vincent is installing.)
    • On her way to help Prof. Pine with research, she spots someone in the bushes, watching Prof. Pine’s lab through binoculars.
    • She sends the dogs to sic him.
  • Combat!
    • The dogs rush forward and attack the guy.
    • The guy in the bushes tries to shoot the dogs, but fails to land a shot.
    • Between the dogs and the submachine gun, he’s taken down.
  • Post-Combat
    • Doc Tanner keeps him alive and calls us (on the walkie-talkies) for help.
    • Eric, Trixie, & Sammi-Joe head off to get the Doc & the “prisoner”.
    • They take him to Trixie’s bar, for interrogation.
    • Eric has him handcuffed.
      • They strip him of his gear:
        • Colt Double Eagle (8 TU)
        • 10mm rounds x7 (7 TU)
        • Binoculars, Standard (2 TU)
        • Taser (4 TU)
        • Club (2 TU)
        • Light Undercover Shirt (10 TU)
        • Fatigues (3 TU)
        • Zipties(Packet of 25) (2 TU)
        • Walkie-Talkie, Professional (4 TU)
        • Photographs of Doctor Pine (n/a)
          • Assorted different photographs, some include us, but Prof Pine is the focus.
        • Keyring w/ 3 Keys:
          • 1 Car Key, 1 Door Key, 1 Padlock Key
  • Session ends with four members of group (Doc Tanner, Eric, Trixie, & Sammi-Jo) ready to interrogate the prisoner, while Prof Pine researches and Vincent works on his dirtbike.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x40 (40 TU)
    • Electrical Tool Kit
    • Gasoline x252 (252 TU, deposited w/ UF)
    • Mechanical Parts x117 (117 TU)
    • Rope 150’
    • Shell Casings(9mm) x5

10th Session: 5h Scavenging Assignment

January 13, 2013 15:00
  • We are camping out in the top floor of the AT&T Tower.
  • There is a ten-story tall crystal within a few blocks of us.
    • Watch:
      • 1st Watch (Hour 1 & 2): Vincent
      • 2nd Watch (Hour 3 & 4): Trixie & Eric
      • 3rd Watch (Hour 5 & 6): Pine
      • 4th Watch (Hour 7 & 8): Tanner
  • About an hour into Vincent’s watch, the building starts to tremble.
    • Looking outside, he sees the streets are utterly packed with zombies, who appear to be heading into the building.
    • Their movement within the building is causing the trembling.
    • Vincent wakes up everyone else and we head to the roof, hoping to barricade off a last-stand.
    • The door to the roof is locked.
    • Vincent can’t pick the lock on his first try, but with Prof. Pine’s help, he can.
  • On the roof!
    • Vincent locks the door behind the group as the others look for the other doors to the roof.
    • There are three entrances onto the roof. All are now locked.
    • Vincent attempts to “barricade” the doors to the roof. He makes Craft (structural) checks, helped by everyone else.
      • Vincent spends an action point on each of his three checks and hopes the doors will hold out.
    • We wait at the doors, with guns and flamethrower ready….
      • The zombies get to the doors and beat on them, but give up after about 30 minutes of beating on the doors. They fail to get through.
    • After the half-hour, the zombies leave the building and spread out around it, searching the buildings around us.
      • Their activity does cause a small, nearby building to collapse.
    • We wait, in the hopes that they will disperse.

07-18:
-

  • After six hours, the horde disperses.
  • We wait for one more hour, and then head down the AT&T Tower.
  • We try to escape the Zombie Zone.
    • With Sammi-Jo scouting, we want to head out of the Zombie Zone as fast as possible.
    • Sammi-Jo gets spotted while scouting, only a block away from the AT&T Hotel.
    • She tries to get away from them, but fails. Her fatigue keeps her from running.
  • Combat!
    • We head out of the lobby and towards the direction of where Sammi-Jo went.
    • As she moves back to us, we ready actions to attack the zombies.
    • The zombies arrive, but they don’t last long.
      • Also, our attack dogs are awesome!
  • Deciding that it’s too risky to send SammiJo out to scout, we all stick together and run for the edge of the Zombie Zone.
    • A few blocks along our route, Vincent finds a dirtbike that seems to be in running condition.
    • As we walk along with the dirtbike, Vincent get’s the idea to use it to distract the zombies away from the group. To use the dirtbike to “clear out” the patrols between us and the border of the Zomibe Zone.
  • Vincent heads off to execue the plan!
    • Vincent manages to distract the zombies as the group heads to the truck.
    • The group gets to the truck, which has had one break-in attempt. Luckily the trap(s) injured the thief and drove them off. The did write “You are likely to be eaten by a grue,” with their own blood.
  • We head to the edge of the warm zone and find a secure place to hole up. (A two-story house with an enclosed garage.)
    • It’s mid-morning by the time we get there.
    • Doc Tanner stays with Sammi-Jo while the other four go scavenging, with the intent of finding a truck.
    • We easily find a truck, but need more parts for the advanced parts check (Parts Check, DC 40).
    • We go scavenging for three hours, given that it will take ten hours to get the truck in working order.
      • Loot:
        • Gasoline x161 (161 TU)
        • Mechanical Parts x96 (96 TU)
  • Session ends with the group gathering together at the “safehouse”.

9th Session: 5th Scavenging Assignment

December 16, 2012 15:00

(Notes written by lexkixass)

Car pulls up, Trixie gets out.

Per Trixie, we have a business propasition. They want us to drop off any interesting Jax stuff THERE to try and sell instead of bringing to Gville.

Eric wants to know if they can get us a boat. Trixie forgot about that…

Eric asks if there was anyway we could get a boat.

We can rent or buy a boat, but if we rent they’ll need collateral.

Trixie tries to talk to Mafisto, rolled a 17 (2+15), DM says they’re not inclined to help.

Mafisto will hook them up with a boat, but he wants a 20% cut of whatever we bring back.

Trixie says 15% plus case of Trixie’s moonshine in exchange for boat, and will ensure trucks will be here when we get back. Trixie also bringing her bike onto the boat, plus dogs and monkey. Boat is about the same as what we had last time.

…we decided we’re not taking the boat, that we’re going to drive to Jax instead, because we’re idiots.

We’re gonna leave Eric’s truck…because reasons. (I don’t get it.)

Now we’re driving up now, taking A1A. Because we didn’t know where we were going last session, wherein if we had we’d’ve taken 301 up to Callahan.

On drive up, we see flashing red&blue lights in rearview mirror. It’s a marked cop car. We’re a pretty good way outside of St. Auggie. They are gaining but not terribly close yet.

Trixie splits off, to go around and come up behind the car.

Everyone readies their weapons, just in case. We slow down the car, we can see that their car is being followed by a motorcycle, and the people are dressed in police-type uniforms.

‘Cops’ wiggle a 9mm after they drive up alongside and motion for us to pull over.

[Roll for initiative!]

Window on cop car rolls down, and sticks a shotgun out the window. Aims at Vincent, but car shakes and throws it off so shot hits the truck.

SammiJo in passenger seat next to Vincent.

Guy on bike behind us shoots out one of the tires. (Rear left.)

Tanner opens back door, shoots out bike’s front tire. Cyclist does not go flying but he does slow down & is 25 feet away.

Eric uses flamethrower! It’s effective. Cyclist stops and rolls on the ground; flames extinguished but he’s not moving.

Vincent sideswipes car; both cars take 11 points of damage.

Pine shoots out one of the police car’s tires.

SammiJo uses Vincent’s crossbow to shoot Shotgun Guy—
(SammiJo: “Do I want to shoot the passenger?”
(Tanner: “He was shooting us with a shotgun.”)
—and misses.

Trixie not yet to cyclist.

Shotgun Guy shoots at front tire, misses.

Driver of other car sideswipes our car. Both vehicles 3 pts of damage.

Tanner tells Vincent to gun it, readies to shoot @ car from back.

Eric over radio “Gun it and get in front of it”, then moves to get on tailgate so he can ready to jump on hood.

Vincent guns it and swerves in front of car.

Tanner fires, misses.

Pine fires, shatters windshield.

Eric uses flamethrower, 10pts of damage. He sets driver on fire, the car rolls a few times then explodes. Eric whoops!

Trixie can tell cyclist is alive and bleeding to death. Vincent turns back to where Trixie & cyclist are. Eric giggles as they pass the flaming wreck.

Tanner stabilizes cyclist.

~

We then get to where Bob Flinders was zombie-napped. Dogs sniff around, are confused and run around in circles.

Cyclist gets woken; are cops turned raiders. Eric is personally insulted.

Cyclist gets stripped.
Mob lady: Should we leave him his underwear?
Medic: YES.

Will have to leave truck @ edge of zombie zone as inside is impassable.

We reach estimated edge of zombie zone.

Strider got a scent!

Cyclist gets let go; he runs away.

(“They’re just brigands.”
(“They’re not very good. They ran into us.”
(“No, they ran into Eric’s flamethrower.”
(“Oh that’s riiiiight…”)

Tanner takes lead, handling dogs and scouting for hiding places while keeping eye out for zombies.

Tanner hears footsteps, tells group she thinks we should hide. She hesitates, then jumps behind a car.

DM: “You see some zombies coming. They’re zombie-ing around.”

We sneak around, dogs keeping the scent. We head down an alleyway and see some zombies laying on the ground. They’re not moving.

Trixie sends monkey over to investigate. Monkey pokes zombie. Zombies look alive; mouths and eyes are moving.

Tanner takes out video camera to tape zombies. Cthulu slug comes out of one of the zombie’s mouth, then the zombie’s head explodes into a cloud of Cthulu slugs. Then all the zombies’ heads explode with more slugs.

Eric fires flamethrower as soon as the slugs after monkey’s clear. Slugs are all of them bursting into flame.

We are close enough to see a giant crystal, guesstimate half an hour away. Crystal is opaque and whitish in color, leaning drunkenly to the side.

The closer we get to the crystal, the worse the zombie activity gets.

We decide to hole up in a luxury highrise until nightfall. Looks pretty sturdy, safe. Head up to upper floor. Zombies HAVE been through the building already. Once on floor, look out in direction of crystal and see three. The crystals have a weird radiance when light hits them, but they don’t glow at night. Streets around the crystal are filled with carnage, see it’s actually some sort of plant that’s red and viney, growing outward from the crystals.

Tanner takes video with help of binoculars.

With binocs, can see some groups of zombies moving through plants; zombies are not affected.

We decide to scavenge the building as we wait for the sun to go down. We find gas and some electrical parts. (DM will tell us amounts later.)

~

Sun goes down.

Moon is waning; just after last quarter, rises at 8:30. We head out of building at 9pm when moon is high enough to see by. Video camera has nightvision. Tanner follows the dogs; they’ve got makeshift leashes.

We are approaching the plants, Tanner keeps the dogs from actually reaching the plants. Tanner stops about 20 feet from the plants.

Tanner gets strange compulsion to head into the plants. Dogs have no reaction. Tanner starts to back away. One of the plants suddenly surges at Strider, five feet short. Tanner quickly calls Strider back.

Tie the rope around the monkey, send monkey in to get a sample of the plant. Plant twitches, monkey gets yanked back and the vine snaps where the monkey was.

Monkey gets sent out again, SammiJo readies action to chop off sample of plant. Eric is ready to yank monkey back, and also SammiJo if she gets in trouble. Tanner is taping.

Monkey gets within 10 feet of plant, nothing happens.

Monkey gets within 5 feet of plant, nothing happens.

SammiJo creeps up to try and chop a sample.

Plant moves, SammiJo takes 15 points of damage. Vine wraps around SammiJo and yanks her back into the mass. Eric yanks SammiJo back, but he gets yanked off his feet instead.

SammiJo gets stabbed with thorns from vines, takes 3 pts of damage.

Eric, Tanner, and Pine together yank SammiJo back out of the mass.

Vine gets taut.

Eric, Tanner, Pine yank again, vine snaps and Eric/Tanner/Pine fall on their butts. SammiJo is still mobile, and some zombies come around the corner.

We decide to run; Tanner draws weapon and readies command for dogs to attack if the zombies get too close.

We duck around a corner, the zombies trickle by. Tanner heals SammiJo for 6 pts on SammiJo (patches her up), then does surgery for 4 hours. SammiJo is completely healed but will be fatigued for 17 hours.

We set up watches, Vincent gets first watch, Tanner gets last.

8th Session: 5th Scavenging Assignment

December 02, 2012 15:00
  • Campaign Date: 2017-07-16
  • We go to Curt Harbaugh, for our next job!
    • There isn’t a lot going on right now, but there is a trade meeting today with Ocala and they would like us to come along, as a show of force.
    • We will be awarded 5 TU for attending.
    • Vincent convinces Curt to let the group take Trixie down with us, as we are one person short.
      • Officially, a replacement member of our team will be chosen by the Sherrif.
    • We head to Trixie’s Bar.
      • She’s there and interested in joining us.
    • We join up with the convoy heading to the meeting.
      • The meeting goes without issue. UF exchanges vet supplies and textbooks for horses.
  • Upon return to Gaineville, Vincent installs wheel armor on Cherry.
    • 2 mechanical parts deducted from 45. 43 parts left.

07-17:
-

  • The next day, we head to meet with Curt.
    • Bob’s team is there, but Bob isn’t. Bob has been captured by a horde of zombies!
      • While they were in north Jacksonville, one member of the group was swarmed in the zombie attack, and Bob tried to rescue him, but instead Bob was captured.
      • Curt asks Vincent’s team to rescue him, even though such a thing has never been done before.
      • Additionally, Trixie has been formally allowed to join Vincent’s team.
  • We get ready to go!
    • We pick up the 2nd truck and a 55-gallon drum of gas, for trading & use.
    • We get some of Bob’s clothes, for scent tracking.
    • We head to St. Augustine!
    • There is some concern about running into the Hell’s Rapists in Palatka, as happened last time.
      • These concerns are obviated by the fact that Trixie is a member(?) of the gang. Thus, they let us pass.
  • We get to St. Augustine.
    • The guards at the road block are no longer in various military uniforms, they are instead wearing normal clothes with black armbands around their left arm.
    • It appears that the recent unrest in St. Augustine was caused by someone called “Black Jack”, who was agitating against the powers-that-be in the city. People were even leaving town due to the troubles. At the very least, Black Jack has claimed control of this border area of St. Augustine.
    • We try to intimidate and bargain with them, but they just want to take all of our stuff and leave us with nothing, so combat breaks out.
  • Combat!
    • There are three guys behind the road block.
    • There is a sniper in the Armory, which is next to the road block.
    • After a brief combat, the men at the barricades are all down, in a manner of speaking.
      • The sniper is continues to shoot at us, but we just drive away.
  • We attempt to head to the St. Augustine docks, in the hopes that they are still under milita control.
    • The city has many roadblocks and some buildings on fire.
    • As we run into yet another roadblock, Prof. Pine realizes that we’re being herded to go somewhere.
    • When we try to head back the way we came, we find that we are trapped by a roadblock that wasn’t there before.
    • An overwhelmingly large force of Black Jack’s men (50 guys with rifles) appear.
      • They demand that we exit our vehicles and drop our weapons. We do.
      • Trixie convinces them to take her to their leader.
      • Session ends as Trixie is bound and hooded to be taken to Black Jack.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x40 (40 TU)
    • Electrical Tool Kit
    • Gasoline x159 (159 TU, deposited w/ UF)
    • Mechanical Parts x43 (43 TU)
    • Rope 150’
    • Shell Casings(9mm) x5
  • Campaign Dates: 2017-07-16 to 2017-07-17
    XP Earned: ?
    Total Campaign XP: 5370+?

7th Session: 4th Scavenging Assignment

October 07, 2012 13:00
  • Campaign Date: 2017-07-14
  • We attempt to use Diplomacy on the prisoner, but it only gets him to unfriendly.
  • Intimidate works, however.
    • The innmates come and go through the west entrance.
      • West entrance is at the center of the western fence line.
      • Vehicle traffice generally goes through the gate there.
        • This is where they brought the artillary piece.
          • It is now near the south-center fence line.
  • Most prisoners live in the SW corner, in a complex of buildings.
    • There is, basically, a gauntlet of fencing between the west entrance, the living quarters, and the artillary piece.
  • The guards at the gate know everyone on sight.
  • We tie up, blindfold, & gag the prisoner and keep him in the back of the truck.
  • We want to scout out the artillery piece before we decided on a plan of attack.
    • Sammi-Joe says that she can scout for us.
      • We drive into the treeline off the south side of the prison.
      • Hannah-Sue & Randi mock-up a ghille suit for Sammi-Joe.
  • Sammi-Joe sneaks up to the fence.
    • The artillery piece is chained to a junked car, behind two chain-link fences.
    • There are no guards and the artillary piece does have a truck hitch built in.
  • Vincent makes two bolt cutters.
    • Six mechanical parts used of Vincent’s stash of 25. Vincent has 19 parts now.
    • We plan!
      • We will send Sammi-Jo and Eric up, under the cover of night, to cut through the fences.
      • Then Vincent with smash the truck through the fence and we will attempt to bolt the artillary piece to the truck and escape.
      • The horses will be placed much further away along our escape route.
  • We go!
    • We are able to get through the fence (with some damage to the truck) without an issue.
    • The chain is welded to the artillery piece and to the car’s axle.
    • We choose to cut the axle from the car, rather than try to cut the chain directly.
    • The prisoners (using torches) are approaching as we get everything done.
    • We leave, but not before kicking our prisoner out the back of the truck.
    • The horse-owners get on their horses and head overland to Camp Blanding.
    • The rest of the party drives away, only to be pursued by prisoners!
      • After a brief car chase/combat, Vincent is injured but the two pursuing vehicles are disabled and do not continue.
  • We meet up with everyone at Camp Blanding and trade the artillary piece for Mike Williams.
    • Meanwhile, Randi has been left behind at a strip club.
    • We then head back to Gainesville!

07-15:
-

  • After bringing back Mike Williams, we now have 160 TU credit with UF for the month.
  • Repairs!
    • Vincent restocks his personal supply of mechanical parts with six parts.
    • Vincent repairs Prof Pine’s broken gun with six mechanical parts.
    • Vincent repairs Cherry’s broken windows and damage with 24 mechanical parts.
      • 36 mechanical parts deducted from 75. 39 parts left.
  • Trading!
    • We have, for sale:
      • Shell Casings(.38) x10 (1 TU)
      • Ruger Service 6 x3 (21 TU)
      • Colt M1911 (8 TU)
      • Ammo(.38) x13 (13 TU)
      • Sports Pad Armor x 4 (24 TU)
      • Cleaver x4 (16 TU)
    • We pick up:
      • Ammo(9mm) x30 (30 TU)
      • Crossbow Bolts x4 (4 TU)
      • HK MP5 (13 TU)
        • This is for Doc Tanner
      • Flamethrower (14 TU)
      • Electrical Parts x11 (11 TU)
      • Mechancial Parts x11 (11 TU)
  • While trading for the HK MP5 and the Flamethrower, we meet Trixie, a local ex-black-market dealer, who has gone “legit” after the end of the world. We mention that we’re getting the Flamethrower for our next trip to Jacksonville and she says that she’d like to join us.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighter x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x45 (45 TU)
    • Electrical Tool Kit
    • Gasoline x214 (214 TU, deposited w/ UF)
    • Mechanical Parts x50 (50 TU)
    • Rope 150’
    • Shell Casings(9mm) x5
  • Everyone levels up to level 4!
  • Campaign Dates: 2017-07-14 to 2017-07-15
    XP Earned: ?
    Total Campaign XP: 5370+?

6th Session: 4th Scavenging Assignment

August 26, 2012 13:00
  • Campaign Date: 2017-07-09
  • Curt cannot “pay” us for the resucue, but those we rescued will give us the truck.
    • Eric takes posesssion of the truck. It will be kept in the Safehouse(see below) when not in use.
  • Bob Flinders advises us to either set up a “vault” off-campus or bury our excess goods.
  • We analyze the head!
    • It appears to be a dead head. Doh!
  • We study the zombie.
    • As she was trying to rip herself out of the zipties, Vincent makes a straightjacket.
      • Three mechanical parts deducted from 218. 215 parts left.
    • EEG shows that the zombie is mentally “asleep”.
    • For three days, she tries to free herself, but fails.
      • After three days, she screams for 10-15 minutes, then falls into catatonic state.
        • Her brain state is that of a catatonic person.
      • The initial blood work shows that she is malnourished, dehydrated, stressed-out, but her tryptophan levels are at least 100x normal.
      • The later blood work (after her catatonia) shows that her tryptophan levels are still high, but approaching normal.
        • The signifigence of this result is as of yet unknown.
        • Left with a catatonic zombie, we turn her over to a UF medical group on July 12th.
  • Repairs!
    • Vincent repairs Randi’s broken gun with six mechanical parts.
    • Vincent repairs Cherry’s broken windows with three mechanical parts.
      • Nine mechanical parts deducted from 215. 206 parts left.
  • Trading!
    • We trade the following:
      • Bolt Cutters x2 (4 TU)
      • Books x6 (12 TU, 50 Shades of Grey Trilogy & 3 of the Twilight Books)
      • Briefcases x5 (10 TU)
      • Daypack x8 (16 TU)
    • To get the following:
      • Shell Casings x100 (10 TU)
      • Electrical Parts x18 (18 TU)
  • Making!
    • Vincent makes two Multipurpose tools.
    • Vincent makes ten Crossbow bolts.
    • Vincent makes 90 rounds of 9mm ammo. 30 rounds each for Randi, Eric, & Prof Pine.
    • Vincent makes 10 rounds of .45 ammo for Doc.
    • Vincent installs a booby trap on the ignition for Ed’s truck.
      • 89 mechanical parts deducted from 206. 117 parts left.
  • Vincent moves 16 mechanical parts to Cherry.
    • 16 mechanical parts deducted from 117. 101 parts left.
  • Food!
    • We trade 27 gallons of gas for days of Preserved Food, split as follows.
      • Sammi-Jo gets 3, Randi gets 7, Eric gets 3, Prof Pine gets 4, Doc Tanner gets 4, Vincent gets 6.
      • 27 gallons of gasoline deducted from 241. 214 gallons left.
  • We find a Safehouse!
    • We get an abandoned house that is nearby UF.
      • Two car garage. 4 Bed / 2 Bath. One bedroom has a small window.
        • We’ll use the bedroom with the small window as the “secure bedroom”.
    • We board up the windows and any holes in the roof.
    • Vincent builds two booby traps on the secure bedroom. One on the window and one on the door.
      • Vincent also builds interior bars for the window.
    • 9 mechanical parts deducted from 101. 92 parts left.
    • From now on, as part of his daily routine, Vincent will check on the Safehouse once a day.

07-12:
-

  • All the above action takes us through July 12th.

07-13:
-

4th Assignment:
-

  • Curt wants us to kill two birds with one stone.
    • The simple part: Get a tanker of ammonium. (NH3)
      • They will provide the tanker truck and a list of the six (or so) local chemical companies that had stores of it.
    • The tricky bit: Camp Blanding wanted to hire a chemist, so Mike Williams went up there.
      • He hasn’t been heard from since. It’s been three weeks.
  • The tanker will be worth 100 TU. The return of Mike Williams will be worth 60 TU.
  • We head out to Camp Blanding.
    • Vincent, Randi, Eric, & Prof. Pine are in Cherry.
    • Sammi-Jo & Doc Tanner drive the tanker truck.
    • At the gate, the guards say that we can’t meet with Mike, but Randi convinces them to make a case for us.
    • The guard manages to get General Walker to meet with Vincent, Randi, & Eric just inside the base.
      • The General says that Mike decided to stay with them and is very busy and can’t be met with.
      • He does say that Mike could be “persuaded” to return to Gainesville if we could do one of the two following tasks.
        • Bring them a tanker-truck full of Chlorine.
        • Retrieve an artillery piece that the prisoners stole from a group of soliders passing through Starke.
    • Vincent, Randi, & Eric head back out to the group.
      • Eric noticed that the guard that helped us looked nervous.
      • Vincent and Randi talk to Private Cunningham (the guard). He reveals that the objectives both relate to the prisoners in Stark.
        • The prisoners and the soliders in Camp Blanding have frequent run-ins.
        • The chlorine gas will (probably) be used to fend them off.
        • The artilery piece will be used for the same purpose.
  • The group decides to table the decision until the next session.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters
    • Canned Goods x2 (4 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighters x6
    • Compass
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x34 (16 TU)
    • Electrical Tool Kit
    • Gasoline x214 (214 TU, deposited w/ UF)
    • Mechanical Parts x92 (92 TU)
    • Rope 150’
  • Campaign Dates: 2017-07-09 to 2017-07-13
    XP Earned: ?
    Total Campaign XP: 5370+?

5th Session: 3rd Scavenging Assignment

August 12, 2012 13:00
  • Campaign Date: 2017-07-08
  • We continue on through Stark and Camp Blanding without incident.
  • In Middleburg… nothing happens. (We all failed our Spot checks.)
  • We arrive in Doctor’s Inlet
    • We head to the only pharmacy in town.
      • When we have Strider (the hunting dog) check for Mike’s scent, he points towards the entrance to the pharmacy and growls.
      • We move forward and enter the store.
      • We see pools of blood and a rifle. Then we hear growling.
  • Combat!
    • Four starving dogs attack our party. With ample use of Action Points and our dogs, we defeat them.
  • Post-Combat:
    • We patch up our injured dog and try (but fail) to fix Randi’s jammed gun.
    • We search the store. We find Mike’s rifle, with one round in it.
    • We check the scene (via Invesgtigate):
      • There were two injured/unconscious people. One was stabbed.
      • Around six people involved in the fight when it took place, the dogs showed up later.
      • We track a scent from a blood pool in the store towards the ZZ.
      • We head back to check the parking lot of the pharmacy for clues.
        • We find a pool of freshly-dried gasoline.
  • As we are out of excellent clues, we check the rest of Doctor’s Inlet.
    • We decide to head slowly back home, looking for the group.
    • Between Doctor’s Inlet & Middleburg, we find a freshly-abadoned truck.
    • It appears that it ran out of gas.
    • It has some pill bottles and boxes in the bed of the truck.
  • We are able to track Mike’s scent from the abandoned truck and back to Middleburg.
    • The scent leads to a Wal-Mart. At the entrance Strider growls.
    • We leave Strider in the truck and head to the entrance.
    • We call out to Mike, but Zombies respond.
  • Combat!
    • Six zombies come out of the front of the Walmart.
    • Thanks to readied actions and zombies not being as tough as dogs, we are able to defeat them without trouble.
    • The last one attempted to run, but we knocked her out.
  • Post-Combat:
    • We take samples (cheek swabs, blood, etc) from the knocked-out zombie.
    • We decapitated one “dead” zombie to take it’s head back for dissection.
    • We head into the store and fine that three of the amateur scavengers have holed up in an office.
    • We convince them that we’re here to help and they come out for medical attention and such.
  • Their story:
    • They were in the pharmacy when zombies attacked. Ken was ripped apart by them and Jason was stabbed.
    • Mike, Cindy, & Jason ran for the truck and fled.
    • The truck ran out of gas and they tried to find some gas, but didn’t find any.
    • Then different zombies came upon the truck and the three of them fled to the Walmart.
  • We hole up in Walmart for the night.
    • We store Cherry in the Walmart’s “garage”.
    • We scavenge the Walmart before going to sleep at midnight.
  • We find:
    • Electrical Parts x10 (10 TU)
    • Mechanical Parts x3 (3 TU)
    • Backpack x2
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters x3
    • Books x6 (50 Shades of Grey Trilogy & 3 of the Twilight Books)
    • Briefcases x5
    • Canned Goods x2 (4 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighters x6
    • Compass
    • Daypack x6
    • Digital Camera x5
    • Duct Tape x3
    • Electrical Tool Kit
    • Rope 150’

07-09:
-

  • The Doc patches the injured up and Vincent easily repairs the truck. (1 Mechanical Part, already deducted from above.)
  • We split the gas in Cherry between the two trucks and head back.
  • In Starke, we come across the scene of a recent battle.
    • It appears to be a fight between prisoners (from the near-by jail) and troops from Camp Blanding.
      • The prisoners appear to have easily won the battle. (Only one dead prisoner and three dead troops.)
  • We arrive back in Gainesville without incident.
    • We report in to Curt and get Jason to the hospital.
  • Current Inventory (temporarily stored with UF):
    • Backpack x2
    • Battery Charger
    • Batteries x5
    • Binoculars
    • Bolt Cutters x3
    • Books x6 (50 Shades of Grey Trilogy & 3 of the Twilight Books)
    • Briefcases x5
    • Canned Goods x2 (4 TU)
    • Chemical Light Sticks x15
    • Cigarette Lighters x6
    • Compass
    • Daypack x6
    • Digital Camera x5
    • Duct Tape x3
    • Electric Generator (15 TU)
    • Electrical Parts x16 (16 TU)
    • Electrical Tool Kit
    • Gasoline x241 (241 TU, deposited w/ UF)
    • Mechanical Parts x218 (218 TU)
    • Rope 150’
  • Campaign Dates: 2017-07-08 to 2017-07-09
    XP Earned: 710
    Total Campaign XP: 5370