PBB Turn 17 results

I am unable to post a map for this turn as I can't find the master map that I made. I need the master map as I can move objects around the map rather create a new map each time.

The zombies rolled badly for initiative meaning every one on the ground floor was able to make it to the hatch, or next to the hatch, safely.

Therefor these players are safe from the zombies.

 Vonnie finishes her movement at the bottom of the stairs. She will need one more turn to get to the hatch, and this means risking running the gauntlet through the zombies to reach the hatch, or go back up stairs and hide away in a room until rescued.

If the zombies win the next initiative it will be very nasty... nom nom nom...

If she goes for the hatch there is a jolly good chance they zombies will grab her... nom nom nom...


Going back upstairs is the safest bet for immediate survival.


PBB2 - Turn 16 results

The zombie hoard moves forward, the chance to eat fresh brains urging them on.

Blink looses his nerve and backs away as they approach.

Misty fires a  burst at the on coming zombies and darts off into the kitchen.

Karen, who is very composed takes down four of the undead, giving them a small bit of breathing space.

As Lorenzo re-enforces the window at the bottom of the stairs he is joined by Grom coming down from the upper floor.

In the kitchen Robert climbs down the ladder in to what ever room is below the house.

Upstairs, Vonnie does a quick search of the room she is in before heading out of the room in to the corridor.







Game Notes

 The zombies won the initiative by one point, allowing them to move in on Blink and Misty.

Both were allowed to snap fire at the zombies before makeing GUTS check as the hoard closed in on them.

 Both of them missed killing off any of the zombies, and Blink actually failed his check, meaning he backed into the wall and is suppressed (must pass another GUTS check before taking any action).

 Misty was able to withdraw, so I more or less made her turn as per ordered.

Karen did a lot of damage - for some reason I kept rolling '3' for her wound chances on the zombies.

Robert is safe for the remainder of the game, and unless he wants to come out of the room he is now in, there is no need for Dan to give him any further orders.

Do the rest of the players want to continue for three more turns, or continue until all are dead or are safe in the underground room?

Basically everyone except Vonnie can make it into the underground room in the next turn, while Vonnie would need two or three turns to make it should Clint want to see her safe.

This is of course if the zombies don't win the initiative again.

PBB2 - turn 15 results

The zombies lunge at Karen, the small hoard seemingly flowing into the house.

 Karen backs away from the hoard in a controlled panic and fires into the mass of undead, taking two of them down.

 Blink and Misty add their own shots to the hoard and take a further three zombies out.

 Lorenzo rushes out of the room he was in and heads for the stairs. Reaching the stairs he notices a group of zombies gathering outside the window on the north side of the house.

In the kitchen Robert looks down the hatch he has just opened. He sees the rungs of a metal step ladder built into the face of the hole going down. Lighting, like that of emergency back up lights.

 No noise rises from the hole, suggesting it might be empty...

Upstairs Vonda begins to barricade the room she is in.

Grom manages to break open the last door and enters. Relieved to find there are no zombies in the room, Grom notices a number of boxes with the bio hazard symbol on them.







Game notes

 The zombies won the initiative and would have ripped Karen apart if it wasn't for the fact she passed your GUTS check (just passed) and I was able to employ the "Stumbling retreat" rule to move her to safety.

 It will be very interesting next turn, as it could end in a very messy way if a) the zombies win the initiative again, and the orders the players give aren't in their own best interests.

 As mentioned the previous turn, only one player is in a position to save themselves and possibly the group........

My apologies for the length in time between turns - things should be a lot calmer in my part of the world until early December, so I hope to get turn results a lot sooner.

 This turn did its best to prevent me from finishing it.  I couldn't find my map images for ages, and when I did find them my online image host decided to have a hissy fit.


Plants vs Zombies Gangnam Style


 Having seen it I had to inflict it on others...


PBB2 - turn 14 results

Misty rushes from the kitchen in to the main living room and hastily raisers her SMG and fires a burst in to the zombie in the door way. Unfortunately the burst has no effect on the undead.

Karen enters the living room, takes up position and blows the head off the zombie that Misty had fired upon.

Dropping to one knee, blink steadies his SMG and fires in to the mass of zombies he sees at the door. He manages to take out the zombie next in line to enter the house.

Robert kicks and kicks and kicks at the door and with a crash the door swings open revealing something unexpected.  The cupboard is empty. Empty that is unless you count the hatch in the floor that must go down to somewhere...

Lorenzo begins to look really worried, looking from window to window to door and back to window again. Hefting his machete in his hand as if to reassure himself he keeps watch in his room to make sure no zombies break in.

Vonda manages to bust the door open, and cautiously entering she sees a dead body slumped over a desk.

 Not hearing any need for assistance from Vonda, Grom heads to the third door on the first floor and prepares to open it.


Game Notes

I rolled high for the zombie initiative, but the survivors were able to pluck the initiative away with their good dice rolls.

Things are very interesting right now... will the zombies eat brains for dinner? What is the hatch in the floor all about? Who or what has been killing the people upstairs?

 Given a few things that could happen with orders this turn, I am prepared to allow players to change orders based on what orders Dan gives Robert this turn. Assuming they give orders before Dan does that is...



PBB game 2 - turn 13 results

Turn 13 Results

The zombies shuffle ever closer around the house, and with a shattering noise their weight of numbers breaks down the front door, and a zombie moans as it enters the house.

Upstairs Vonnie tries to force open the door in front of her, but to no success.

She hears Grom muttering to himself and then the sound of automatic fire breaks the relative silence of the house.

Taking aim through the upstairs window, Grom takes down five of the undead forming in to a hoard outside the front door.

"Hey guys.. Did you miss me?", quips Blink popping a tic tac. "I am going to go upstairs and take you the deadheads from above!"

 Leaving the kitched blink enters the main room and is shocked to see the front door smashed in and a zombie in the house. Firing a hasty burst at the zombie has no effect on the zombie.

Back in the kitchen Misty says "Hi Guys, miss me?" Panting for breath she quickly starts to barricade the rear door, with Roberts help.

 Having helped Misty, Robert checks out the door closest to him and discovers it is only a toilet. Fortunately nothing nasty is in this room.

 Heading back to the upper door in the kitchen, Robert stops in front of it and contemplates the best way to break it down.

Karen silently barricades the window looking out on the road, not wanting to attract the attention of the zombies.

 She is not certain if she alerted the zombies to her presence when she calls out "Hey, guys, there's a rocket launcher and ammo on the couch in the lounge if you want it!"

Lorenzo barricades the last window on the lower floor and flinches when Karen calls out.

Even more zombies approach the house, attracted by the sound of gun fire...










Game Notes:

 The zombies won the initiative for the turn, but as they failed to notice Karen and Lorzeno through the windows I had those characters hold fire.

I halted Blink's movement and fired a burst at the zombie entering the house, as I figured this would be done given the chance.

In fact it seemed to work out better that the zombies won the initiative, as it meant Blink was able to see them entering the house and is in a better turn to give orders next turn.

Robert ran out of full actions to be able to tackle the upper most door again this turn.

And Vonnie would have opened the door with some better dice rolls on my behalf :-P

PBB2 - Turn 12 results

 Turn 12

After hearing some thumps and cries of frustration, Vonnie moves upstairs to help Grom. Noticing Misty and Blink from the upper floor window she calls out to the other survivors 'Friendly approaching!".

Hastily grabbing some items to make a barricade with, Misty darts in and out of the shed and bolts down the path as Robert opens the door for her.

 Blink runs down the side of the house and just makes it into the kitchen as Robert slams the door behind him and locks the rear door again.

Lorenzo moves to the south west room and starts to collect items to make a barricade. He is joined by Karen, who starts to look for items to use in the barricade.

 Grom kicks the door in front of him in a rage of frustration - the door flies open making a loud 'bang' that can be heard through out the house.

 Entering the room he suddenly pales - something is so wrong with the scene before him.

 There are hospital beds and some kind of scientific testing computer in the room. Two of the beds had what appear to be corpses in them. 
 The body of a man in a lab coat lies on the floor, and there is blood pooled around his head. It appears someone or something tried to eat the brains on this body.
 Grom is so repulsed by what he has seen he wants that he looses what little food was in his stomach.

The zombies to the North - North East of the house break through the fence.

The front door looks like it might not hold for another turn due to the mass of zombies pushing on it.



Game notes

 The new map meant I had the moves done in under 10 mins. This was awesome.

 Ok - I tweaked players' actions for this turn a bit, as again if the players were on hand to use knowledge given to them, then I feel sure they would have done some things slightly different.

 Misty & Blink - I allowed them to both gain entry into the house, as they had a slight bit of movement left, and I figured a fear boosted shot of adreniline would have helped.

 Lorenzo & Karen - most of your turn was taken up in moving, so I deemed there wasn't enough actions left to actually barricade the windows in this room. Between the pair of you you should be able to barricade this room completely next turn - provided the zombies outside the windows don't get the initiative next turn. mwahahahahahah

 I used Robert's actions to let Misty and Blink into the house and lock the door behind them.

 Misty grabbed enough nails, tools and wood to barricade one door, but enough extra nails to help out elsewhere.

 Does anyone have a molotov? Upper floor window vs zombies at front door.  Just a thought.


PBB - One Map

No, not the name of a crappy boy band that can't sing to save their lives, but something that will make my life even easier for a PBB.

I have learnt how to 'stitch' images together so that I only have to use one map (well, two counting the upstairs area of the game) - this means fixing the game will be very fast, and I won't have discrepancies between maps if I miss moving a survivor or zombie.

 I have divided my work load by 1/4 in doing this.

 The map isn't perfect as I have only just learnt how to use the stitch feature, and I need to add the barricaded doors and windows onto the map, but it is well on the way.

 With every one having submitted orders I hope to post the results for the next turn tomorrow - a few days earlier than normal.


 I only wish I had learnt that my image editor program had this feature a whole lot earlier.

 I have gone from editing nine maps and compiling them into four maps, to using four maps, to now only needing one map. Happy times!

PBB game 2 turn 11 results

Blink turns and first at the 'good old boy' zombie coming up behind him. Maybe it is because he is startled that he needs to fire burst after burst into the zombie before it goes down.

Grom heads to the next door in the corridor to find it locked. The third door is also lock, and he attempts to break it down, but it doesn't budge.

Robert can't find the keys to this re-enforced door, so he begins to barricade the window in the kitchen.

Karen moves into the kitchen and helps Robert barricade the window.

Von crosses the room to the base of the stairs and stands prepared to defend herself or others if needed.

Lorenzo moves to the window near where Von is standing guard and quickly barricades it.

Misty, completely zombie free for the moment moves to the shed in the back yard. The handle on the door is a bit stiff, but she is able to open it with minimal effort. Inside the shed are a lot of tools and equipment such as hammer, nails, boards, and any number of gardening tools that would make useful anti zombie weapons.

The zombies at the fence near Blink really make a mess of the fence, and he is sure they will break through very soon.





Game Notes: 

 The attack rolls for Blink went really badly, and I used his third action to fire at the zombie again, thus why he didn't move.

 Grom - I rolled badly for his attempts to open the door. Trust me when I say you can break this door down by yourself, provided I roll above a 5.

 I took a slight liberty with Karen's movement and placed her in a position that placed her close to Robert when they barricaded the window.

The maps now have yellow text next to the doors and windows to show which ones have been barricaded and or locked.

 Theoretically the game can end in about two turns if every one gets in side the house and the last couple of windows/doors are barricaded.

PBB Game 2 - Turn 10 results

First of all an apology for the time taken between turns. Not only has 'real life' managed to get in the way of having fun, but I have done a lot of work on the maps I use to make them a lot simpler to use for each turn.

 As it stood I had to open up and arrange things on 9 separate mini maps, then join them together into bigger maps to get the images I post in the blog.  On top of that, I would spend a lot of time getting frustrated when the program I used would play "silly buggers" and delete my maps so I would have to start again.

 This could take anything from 2 to 3 hours for each turn to be processed depending on how temperamental the program was going to be.

 To fix the problem I have copied the larger maps and found a way to save them so I can move the characters and zombies around them each time I open the image file.

 This took me between 3 and 4 hours of work, but I have finally finished the work I needed to do on them, so hopefully this means I can speed up the game a lot more.
 This 3 or 4 hours of work should mean 10 to 15 minutes per turn of work for me, so it is worth the time I have put in.

 Anyway, enough rambling... on to the parts you all want to get on with, assuming I still have players that is.


Turn Results:

Blink opens up on the two zombies near the red car, putting both of them down with multiple hits to each.

 As the path is now clear, Misty rushes to the car and is disappointed to see there is nothing of interest in the car.

Vonnie looks around near the door and sees a board for holding keys on the wall near the door. Locking the door behind the survivors she and Lorenzo begin to pile furniture around the door to make a stronger barricade.

Karen moves into the centre of the room and stands guard for those barricading the front door.

From the kitchen area of the house, Robert yells out, "We've gor a friendly upstairs I found hiding in the closet. His name is Grom. Could one of you bring something to help barricade the back door."

 Listening at the door, Robert can't hear anything. The keys he has doesn't fit the lock in the door, and the door appears to be a lot stronger than any of the other doors in the house.

Grom beats at the door in front of him, but thinks he needs some extra help from other survivors to really break it down.









Game Notes:

The dice rolls for Blink were the best I have ever rolled in a zombie game. All but two rounds were killing blows, so those two deadheads burst apart when hit. This was done with only two attacks, so I used the third action to take a shot at the zombie coming up behind him, but wouldn't you believe it, they all missed.

The front door is now barricaded. This will slow the zombies down for a little bit, but there is still the other door and the windows to go.

 Grom can spend extra actions smashing at the door - it will break down with a good dice roll (unlike the ones I made), and if anyone helps, it will go down faster.

Every character can make a barricade - no skill is needed, but I do make dice rolls to see how soon they are made.