Showing posts with label PBB2. Show all posts
Showing posts with label PBB2. Show all posts

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.


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 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.

PBB Game 2 - Turn 9 results

Thank you to the players for being patient for this turn. So, with out any fanfare...


Grom heads up stairs - everything is very quiet on the first floor, and to his frustration, the doors seemed locked.

Misty fires two bursts into the zombie at the fence before it goes down. With relief she heads to the corner of the house.

Blink fires a couple of times into the zombie approaching from the south east. Most of the rounds strike the zombie before, it too, goes down. He proceeds to pop a tic tac as a reward.

Robert grabs the keys from the table, checks that the rear door is shut and then attempts to open what appears to be a cupboard door. The door is well and truly locks, and it even appears that is is made of stronger materials that you average broom cupboard.

Karen moves up to the child zombie and thrusts a gun against its head. The resulting pink mist leaves very little of the zombie remaining. Without skipping a beat, Karen enters the house.

 Von and Lorenzo move into the house behind Karen, closing the door behind them.

 More zombies appear, and the hoard to the south seems to be getting larger as it makes its way to the front door.















Game notes

 The zombies rolled so bad for initiative that I didn't need to roll initiative for any of the survivors.

 I hope I have placed characters where the players wanted them - Misty in particular... I didn't think Misty wanted to move too far forward in the back yard.

Note the upper floor has very little detail. I made the mistake of letting everyone see what was on the ground floor, but this time you have to find out what is on the next level by exploring.









PBB Game 2 turn 8 results

 The zombies shuffle forward towards what ever their rotten brains tell them to do.

 The zombie closest to Misty moves to the fence and starts to shake the flimsy wooden structure. It doesn't look like it will take too much to brake the fence at all.

Misty moves and puts a burst into the zombie at the fence, but the damage in minimal.

Blink moves up next to Misty and fires at the zombies coming towards them from the back yard. he kills the closest one easily enough, but doesn't take down the second closest one.

Robert opens up the door to the bath room, and to his relief he only sees a few bags of canned food in bags on the floor.

 Going to the next door he notices a set of car keys on the table.

 Grom leaves Robert to deal with what ever he comes across and heads up the stairs by himself to the first floor.

Karen, Vonda and Lorenzo move towards the front door of the house - the little girl zombie is scratching on the door and hasn't noticed them... yet.

 But the trio are now sandwiched between two zombies as another one appears opposite the front door, but this shouldn't be of too much concern to them.



Game Notes:

 Zombies won the initiative for this turn, and it looks like a nice little hoard is starting to form to the South East.

 Things will start to get very interesting soon, as I dare say there will be some gun shots about to happen, as it is not nice at all if a hoard gets to the survivors. It is easy to take a single zombie down, but quite the opposite when a hoard is involved.

 The results for the next turn will be delayed due to other commitments. If I am able to I will post the results early next week, otherwise it will have to be in two weekends time.

PBB 2 - turn 6 results

The zombies shamble forward relentlessly and three more zombies join the potential battle.

Blink takes aim and manages to kill the closest zombie to him, all other shots either missing or hitting the zombies harmlessly.

Misty has better luck and takes out the two remaining zombies closing in on their position.

Robert tentatively enters the next room, his heart pounding in his chest, feeling like it will explode through his rib cage.

 Slowly he enters the room and notices a bed, a pot plant and a desk with a lap top computer on it.

 Breathing a sigh of relief he opens the closet to see what is inside - and gets a fright when he sees another survivor hiding in the closet, wide eyed and weapon ready.

 Nerves pound as neither of them shoot and they struggle not to hyper ventilate.

Lorenzo climbs on to the car and swings his blade at the zombie. With one clean sweep his take the head clean off the zombie clawing at him.

 [I adjusted your move to match the movement of the zombie, otherwise your actions would have been wasted, and if we were playing in person you could change your orders if needed. Thus I put you on a different part of the car to attack the zombie. I hope this is acceptable.]

Karen smashes the window of the car with one of her pistols. Peering in she sees a lot of useful things stashed there.

 Within easy reach for her is a rocket launcher with two missiles, and two clips of ammo that match her pistols.

[This particular encounter allows two rolls for every character poking through the stash. Given how spread out you are, I will allow as many rolls as their are characters should you stay there to look the car]

Vonda looks around pensively trying to keep an eye on Lorenzo, Karen and the zombies in all directions at once.






Game notes:

 The zombies won the initiative - again. For slow shufflers they move first a lot. Lucky they are not faster nastier ones, or there would be a lot more melee.

 With that in mind, do players want the option of changing their orders if the zombies have the initiative for the turn or are they happy with me adjusting the orders like I did for Zerloon?






PBB2 - Turn 5 results

"Braaaiiiiiins" moan the zombies as they shuffle forward, with many more zombies appearing in the area, almost as if someone advertised on FaceStalk that there was a party in the area.

 Blink decides that caution is better than valor and jumps the fence and climbs up into the back of the jeep to give himself a tiny buffer from the on coming shamblers.

 Misty takes careful aim and manages to take down the zombie that was coming up behind Blink from the west.

 Robert moves on to the door step of the house and motions to the Karen/Vonda/Lorenzo group that he is going inside the house. At least that is what they think he means.
 Heading back into the house, Robert is a little creeped out by the child zombie that has appeared opposite the footpath leading to the house.
 Going inside, Robert stops before the closest door from the entry way.

 Karen tries to pick the lock to the car, but is unnerved by the sudden appearance of a zombie on the other side of the car.

 Vonda and Lorenzo ready themselves for the quickly forming hoard of zombies coming from the east....












Game Notes:

The zombies won the initiative again and their numbers were swelled by some decent spawning rolls on their behalf.
 Misty and firing - was very lucky with one of the dice that took out the zombie, despite an aiming bonus.  Re aiming bonus - there aren't any actual rules for aiming (which their should be) so as a group we need to decide if an aiming bonus adds to the chance to hit, or to the chance to hit a zombie where it counts.
 Vonda - not sure if I should make a 'pissed off' check to see if she likes being called 'lad' or not. I might let you guys role play this one out with your replies.
 Robert - Not enough actions to open the door inside the house for this turn, which might be a good thing given that the zombies seem to be winning the initiative at the moment.

 Any questions?


PBB Game 2 Turn 4 results

The zombies in the north half of the area shamble closer towards Blink, one of them almost gets within reaching distance before Blink can act.

At very close range Blink puts all of his rounds into this zombie but fails to get a head shot. Misty, moving up to the fence fires a solid burst into the same zombie, but it isn't until the end of the burst before the zombie's head explodes and it goes down.

More zombies appear to the south east of the area.

Robert cautiously opens the door. Nothing jumps out of nowhere, so he enters the front room of the house.

Vonda and co. gather upon the car to the south west. Peering inside they see a dead man in the drivers seat, a gun shot wound to his head. Packed in the car are all kinds of goodies - weapons and food supplies  amongst them.

 The car is locked.



Game Notes:

 the zombies won the initiative this turn and one stopped one square short of Blink. When it came to shooting all of Blink's and Misty's shots hit this zombie, but it wasn't until the last die roll that it was killed.  I know your orders said to shoot at the various zombies, but I figured survival would kick in and this single zombie would be the target until it went down.

 Every one can now see the interior of the house, but not every thing is on display as yet. I wont answer questions about things in the house a character can not see.




PBB2 - Turn 2 results

Here are the results for turn 2:

Misty Climbs over the fence and looks into the car. She doesn't see anything of interest, but does get a creepy feeling down her spine.

Blink 'pauses' for a moment to take in the scenery and moves of down the road. He notices two zombies down the road from him, and two more on the other side of the fence line behind the house.

Robert moves in for a closer look a the car, but like Misty, doesn't see anything of interest.

Lorenzo moves down the road and hurries to catch up to Karen and Vonnie.

Vonnie moves to the bottom of the fence line and looks down the path - she can see a zombie shuffling behind a tree at the far end, and what appears to be a dog with a hand in it's mouth.

Karen moves further down providing cover to Vonnie should she need it.













Game Notes - ranges for the weapons will be in squares, not inches. Thus if a pistol has 10" range in table top terms, it will have a range 10 squares in this game.

Ranges are:

Pistols - 10
Heavy Pistols - 10
Rifles - 30
SMG - 15
Grenade - 10




PBB2 - Turn 1

Ok, I waited the full week for everyone to submit their turns, but one of you might be having 'real world' problems and hasn't done so.

 But, the game will go on regardless.

Turn 1 Results

 Nothing out of the ordinary happens.

Misty moves forward to look over the fence at the jeep, but can't see anything of note.

Blink cautiously follows Misty and provides back up.

Robert moves towards the drive way, while Von moves to check out the front of the house via the pathway leading to the front door.

Karen provides back up for Von.

Lorenzo seems to be a bit stunned by the whole zombie apocalypse thing and remains where he is.




I haven't provided the other map sections for this turn, as nothing has happened involving them... that you know of.

If you want to refer to them, please check them out here: set up maps


Other Game Notes

   Zombie spawn points - there aren't any. But... zombies can spawn anywhere. Player's shouldn't worry though - zombies won't spawn right next to any of the survivors, unless they open the door to  a room that contains some that is.

 Missing the dead line for orders: if a player misses the dead line for submitting orders their survivor will just stand their for the turn. Then will defend themselves if attacked, but otherwise should be considered suffering from a bit of shell shock.

 If you know there will be a week or two that you will be away from a PC and thus unable to issue orders, then let all the players know and someone can cover you for that duration.



PBB2 - characters and initial map/briefing

 The Map

o.k. Gentlemen, I have completed the map - it is in four sections, and I will be showing section one today. 

It is a large picture, so you will need to enlarge it to see it clearly.  If you have a slow internet connection let me know and I will do something to make it smaller than the 2 meg size that it is.

The characters will be set up (at my discretion) in the top left hand corner of the map.


You will see there are faint squares on the map - a character can occupy a single square at a time, and all movement rates will be in squares, not inches.

 I couldn't add a grid reference to the map using the program I created it with, so movement orders will either be "move right 2 squares and down 3 squares" or "I move towards the front door via the shortest route".

Not everything is shown on the map - more will be added (like rooms in the house) once characters are close enough to see what is around.

The Characters


Ok, now for the characters:

Misty, played by Brummie:


Karen, played by Vampifan:


Robert, played by Dan:


Von, Vonda or Vonnie (you choose), played by Clint:



Survivor with no name, played by  Zerloon:


And finally (at this stage) we have,

Blink, played by Lord Siwoc:






What I need is: a name for Zerloon's character, and stats for Blink from Lord Siwoc.


The Scenario

 This mission is the "First Night" scenario.

 The zombie plague has started and complete chaos reigns.  The survivors have gathered in a group and have decided they must occupy a building for the night. They must fortify the building and make sure there are no zombies in the house for the game to end successfully.


Other bits

Players are free to ask any questions before the game starts. They can also discuss the game amongst themselves and work out a plan of attack etc.

Once a player is happy with asking questions and organising a plan of attack, please mention this in the comments so I know every one is set.



Like the last game, players have a week between turns to submit orders before the next turn starts.  If orders come in sooner than one week, and I have the time, I will post the next turn sooner.

I dare say I will remember other things I have forgotten.