The snow storm hit the town. Hard. To go outside was a suicide, plain and simple. Yet the zombies kept on moving. Nothing could stop them. They could be frozen for a day, like a grotesque statue. But whatever instinct kept the dead moving would keep pushing them. It would never end.
A new hoard of zombies was slowly approaching two key locations. It could be doom for the Colony if this invasion was not stopped. But the core group of survivors had other plans. They were tired of fighting the zombies and the dead winter on their own. The lack of support from the other members of the Colony meant each day was another nail on the coffin.
It was time for them to abandon ship. They had made up their minds, and for weeks they had been gathering the necessary weapons. They were armed, and they just needed enough food supplies to reach a new safe haven a few dozen miles west.
The choice was simple. The Colony was going to be overrun eventually. It all came down to this moment of truth for the group of survivors. They had to leave it all behind.
The zombies were threatening the hospital and the gas station. If the Colony lost these locations, it would be very difficult to survive in the long term. The survivors could not move, but as soon as the storm ended, they try to fight off the zombies. For that, they would need Food and Medication.
But was it worth it? The food could be better spent when they abandoned the Colony to its faith.
Last crisis: KILLER INSTINCT: Food / Medicine = Number of non-exiled players (a total of 4 cards, Food or Medicine)
FAIL: Add 3 zombies to the hospital and 3 zombies to the gas station.
Optional: Add 2 additional Food/Medicine cards to gain 1 morale for preventing the crisis
Not possible to move any Survivors this round (due to previous Crisis).
First turn is for Brian Lee.
Good luck!
Brian and James were together on the grocery store but this was a good thing as they were going to find the rest of the food they need. The storm forced them to stay there but as soon as they were ready they could leave the colony and start a new one without the "tagalongs".
Motivo: Initial Dice
Tirada: 5d6
Resultado: 2, 2, 1, 3, 5 (Suma: 13)
- I am going to clean some of the zombies aroud us. This is starting to be very crowded.
Brian moved to one of the entranced to the store. It was still dark and the storm was hitting hard but on the other side of the street he could see the light of a fire on one of the windows of a apartment building.
- It could be the lost children - think hopefully.
He called Sparky and crossed the street. There were 2 zombies next to the building but Sparky and him worked togheter to kill them. Once inside he could heard somebody criying. He opened the door and found two small kids close to a small fire make with chairs an furniture.
- Thanks god I have been able to found you - he said - Your mother was crazy. With this storm I can't leave you to the colony but you can talk to her with the walkie.
All them returned to the Store, the kids have a bag with some food inside that will help them to the new start.
- We have two new guest - said to James with an smile on his face - I will reinforced the entrance and tomorrow we can wait for their mother an leave.
Dice 2: Kill Zombie with sparky (no wound)
Dice 2: Kill Zombie with sparky (no wound)
Use Survivors 2 card.
Dice 1 + 1 (Brian ability): Search (noise 1)
Dice 3: Search (noise 0)
Dice 5: Build 2 barricades
Add a food card to the main mision.
Use rifle to kill one zombie at colony #1
End of turn
* The 2 survivors start at the colony but to make sense with the story on the text I have writed that they stay with us at the store.
* I made a mistake publishing this post on the round 2 section.
Rolls/info from the Round 2 scene:
Use Brian ability to change 1 die to 2.
Search 1 (1 noise) - 2 survivors, 1 Junk (conserve Junk)
Search 2 - Food 3 (conserve food)
- Tiradas (3)
Motivo: Search 1-1 Tirada: 1d20 Resultado: 19
Motivo: Search 1-2 (noise) Tirada: 1d20 Resultado: 14
Motivo: Search 2-1 Tirada: 1d20 Resultado: 6
Motivo: Exposure Kill 2 Tirada: 1d12 Resultado: 5
Motivo: Exposure Kill 2 Tirada: 1d12 Resultado: 1
Sophie Robinson joins the group of Survivors!
From the story perspective, it makes sense Sophie and the helpless survivor do not start at the Colony. However, for gaming mechanics they count as being there. Since the Green player is not making any actions with them, we can consider they are waiting for the storm to pass and then they move to the Colony for the end of round zombie count etc.
Also, their presence triggers a CROSSROADS during Green players turn!
The kid that came with Sophie and was looking for his mother... Jerry was the name. He was not well. At first it looked like a light fever, but when you look closer his neck was swollen and he had a strange purple tint to it. You had never seen anything like this.
The yellow buboes that have formed under Jerry's jaw are leaking pus, and the odor that surrounds him is harsh and bitter. This can't end well.
OUTBREAK: If a survivor the player controls is at the Colony and there are 1 or more helpless survivors at the Colony (for gaming mechanics, the new helpless survivor is considered to be at the Colony).
VOTE:
THUMBS UP: kick out the helpless survivor. Remove him and Lose 1 morale.
THUMBS DOWN: the sickness spreads through the Colony. Each survivor at the Colony receives 1 wound. If Olivia Brown or Janet Taylor are not in play, roll a die for each helpless survivor at the Colony. On a result of 1, kill that helpless survivor. Olivia Brown is in play, so the Survivors at the Colony would receive 1 wound (Sophie Robinson, Bev Russels and Brandon Kane)
THUMB DOWN
March 1st,
This is it. Either we get out of here tomorrow, or we don't get it at all...
The fucking blizzard is not helping, but fuck me backwards if we don't try. We have to fill up the remaining supplies and we are off for good.
But some strange news came from the main colony this morning through the radio. Apparently some kids seems to be sick or something. I handed over the walkie to Olivia so I don't know all the details. She will know what to do though. If the poor kid is helpless... well, is a tough world. But if someone can help him is definitely Olivia.
[...] To be continued
Motivo: Action dice
Tirada: 3d6
Resultado: 3, 6, 5 (Suma: 14)
I vote THUMBS DOWN.
We are not very high in moral and this is the first turn of round 1... don't want to risk loosing it all now... Also, a few wounds to the survivors there might not be of such importance now unless they have the same secondary objective as I do :D
THUMBS UP: We can afford to lose 1 point of morale.
Motivo: Action dice
Tirada: 2d6
Resultado: 6, 2 (Suma: 8)
Vote: THUMBS UP
(Kicking him out is thumbs up? harsh xD)
By the way, James is not at the Colony ¿?
And thus the vote was cast! Two thumbs up and two thumbs down. James and Mike had voted to kick the youngster out, and Brian and Gabriel to allow him to stay and accept the consequences. Since Brian was the leader at this moment, his vote broke the tie.
Jerry was staying, and Olivia Brown started giving instructions over the radio to minimize the health risk for the survivors at the Colony.
Sophie Robinson, Bev Russels and Brandon Kane receive all 1 wound.
Turn for Mike.
David Garcia: the Crosssroads for Mike Cho triggers only if he controls David Garcia, so unless he plays a Survivor Card and Mr. Garcia shows up, this Crossroads will not happen.
Grocery store is safe now. Even with the 1 noise we can resist 4 zombies with the barricades. James, if you want to search there with noise you should kill more zombies there.
Colony is safe also. With 4 survivors only 2 zombies will enter and we have still 3 free spaces. But we are short of food. I think we can afford loss 1 morale, but if somebody have a start food card that can't be uses for the main objective he could add it.
Main objective. We only need 1 more food. ;)
Motivo: Search
Tirada: 1d20
Resultado: 18
Motivo: Search
Tirada: 1d20
Resultado: 3
1 noise generated
Mike continued seeking for food for the long journey they were preparing.
The group were taking some risks with the new joiners, and Mike disagreed with that, but he would accept the decision.
Mike was so focused looking for the resources than he almost didn't see the zombie behind him.
- Fuck! I have to be more careful.
- Kill one zombie (AD 2)
- Search x2 (AD 6, 1 noise token is generated)
- Add 1 token food (Card #1)
- Kill one zombie at the Colony (Rifle, zone 5)
END OF TURN
Just to clarify, the Food is for food supply of the Colony, not the Main Objective (its a starter item)
Airplane: the crossroads event will trigger if Sophie Robinson is in play AND the player moves a Survivor. Since there are no movements allowed this round, the Crossroads will not occur.