Day 21 - Late evening
Cast: Mr. Whiteface, Mrs. Whiteface (OOF), Dotty Whiteface and Lynn
Objective: Discover
Area: suburban Whiteville
Special: still Day 21, late evening with a LOS of only 18”
It’s a beautiful, warm summer evening in the southern US. Nothing disturbs the peaceful silence outside. No traffic noises, no church bells or even sirens can be heard. The girl – Lynn - has been observing the area through the sun-blinds for more than two hours now. Without saying a word. You may not see it on her face, but the sound coming from the inside of the trailer is wearing her down. A long moan, not loud, but with a hollow, unearthly voice. Hushed words behind a closed bathroom door and the soft sobbing of a little girl having run out of tears many hours ago.
Lynn glances over her shoulder at the door of the bathroom. This wasn’t going to end well. She knew the signs.
Setup: It’s the same 4’ x 4’ setup as in my previous batrep The sun ain't gonna shine anymore. All zombies have been removed from the table and the little group of survivors is still hiding in a sun bleached trailer in section nine. The is one PEF in section two, inside the diner, another one behind the Humvee, in section four and a third PEF in the supermarket in section 6.
Turn 1:
(6 / 3) Only the PEFs activate. The PEFs move.
Turn 2:
(4 / 4) All are cancelled.
Turn 3:
(4 / 3) All are active, Team Whiteface activates first.
Team Whiteface activates and Mrs. Whiteface rolls a d6 to check for “Harry, are you OK?”. As a Rep 3 Survivor she needs a 6. Unfortunately it’s just a 4. Not enough to survive in a desirable condition. Her husband opens the door. Without talking everything is understood and Lynn calls for Dotty to join her in the living room and takes the little girl in her arms.
After a short moment a single shot breaks the painful silence.
The PEFs move closer toward the white pick-up in the trailer park.
The single shot doesn’t create any zeds.
Turn 4:
(4 / 2) All are active, Team Whiteface acts first.
“Hush, I think I’ve heard something!”
Team Whiteface moves to the window to get a better LOS to the PEFs. The first PEF (REP 5) turns out to be a false alarm.
“Prob’ly just a cat.” Whiteface says under his breath.
The second PEF (Rep 3) is a false alarm as well.
“These days it’s never just ‘a cat’...” Lynn whispers without looking at him “and by the way I really, really hate cats.”
The third PEF (Rep 2) exits the supermarket and moves until it is only 18” away and therefore in LOS. It resolves to be the third false alarm. Being on the bright side of life, eh?
Turn 5:
(6 / 4) Team Whiteface doesn’t activate and there isn’t anyone else to play. I do roll for activation, because it is possible to have a random occurrence by rolling a double six.
Turn 6:
(6 / 4) Team Whiteface isn’t in the mood to activate. They still continue to observe the area.
Turn 7:
(4 / 5) Team Whiteface activates.
Mr. Whiteface grabs his sports bag, his BA Pistol and Dotty, who’s still staring at the bathroom door. Lynn puts on her baseball cap, grabs her new assault rifle and follows them outside. All move to another trailer, home of Darlene and Billy, as a colourful sign next to the door announces.
Turn 8:
(5 / 2) Hesitating. Listening. Breathing. No one activates.
Turn 9:
(1 / 2) Team Whiteface activates.
They enter the other trailer to find Darlene and Billy in full zombie mode. Having expected trouble Team Whiteface wins the zombie surprise test.
Whiteface fires two shots with his BAP at Billy and knocks him down. Lynn fires a single shot with her assault rifle, but misses. Despite of having the RUNT attribute she kills Darlene in the ensuing close combat.
Three shots draw the attention of granny zed from the nearby supermarket.
Turn 10:
(4 / 3) All are active, Team Whiteface acts first.
Whiteface walks up to the knocked down Billy finishes him.
Granny Zed shuffles closer.
No new zombies are created.
Turn 11:
(2 / 3) All are active, but Granny moves first.
The elder zombie lady walks enters the trailer park.
Whiteface activates and exits the mobile home. He charges the zombie and kills her.
Turn 12:
(6 / 4) All are inactive. No one to play.
Turn 13:
(1 / 5) Team Whiteface activates.
Whiteface walks back into the trailer while absently removing blood from his large BA Pistol.
Turn 14:
(5 / 2) All are inactive. No one to play.
Turn 15:
(6 / 2) All are inactive. No one to play.
Turn 16:
(4 / 2) Team Whiteface activates.
Lynn and Whiteface take their time to investigate this mobile home. Lynn finds a .45 BA Pistol and Whiteface puts a smaller Pistol in his bag. He would have preferred something to eat, but you take what you can get.
Turn 17:
(2 / 4) Team Whiteface activates and leaves the trailer.
Turn 18:
(6 / 6) See, I told you! A random occurrence!
“Over there!” Lynn shouts and fires a single bullet through the sun-blinds of the third trailer, because she thought she saw some moving shadows. Dangerous shadows.
This shot creates one zombie.
“Calm down, Lynn, there’s nothing to be afraid of. It’s just shadows.”
Turn 19:
(2 / 3) All activate, the newly created zombie acts first.
He shambles closer between the trailers.
Whiteface puts away his large revolver and prepares his assault rifle. Lynn fires a single shot at the zed. A well placed bullet kills the zombie.
This shot doesn’t attract any zombies.
Turn 20:
(3 / 4) Team Whiteface activates and enters the last trailer. They find two civilians inside. A girl…boy…well, who knows what may be hidden under that haircut…with a SPAS-12 (Rep 3 civilian) and a woman with an assault rifle. Whiteface isn’t sure what irritates him more: the barrel of her AK following every movement of his head or the Eagle, Globe and Anchor on her shirt. (Rep 5 civilian).
He loses the NPC Interaction by minus two successes and has a serious run in. I ignored the part about “plotting revenge” for this time, but it was pretty obvious that she wasn’t in the mood for small talk. Maybe Lynn shouldn’t have shot a bullet into their home? The woman orders Team Whiteface to leave her mobile home and no, they can’t have any of the MRE packs piled up in the kitchen. Whiteface hesitates, but eventually concludes that the odds aren’t in his favour.
They would have been a great addition to Team Whiteface.
Turn 21:
(3 / 2) Team Whiteface activates and leaves the trailer.
Turn 22:
(5 / 1) All are inactive and scanning the surrounding.
“Just shadows, eh?”
"Oh, shut up, Lynn..."
Turn 23:
(6 / 1) All are inactive while making some new plans.
Turn 24:
(5 / 6) All are inactive. There is a hushed voice coming from the trailer:
“If those bozos outside aren’t gone in ten seconds I’ll kill them…”
Comment: I am not adding an activation dice for the civilians, because they won’t do anything but barricade themselves in the trailer.
Turn 25:
(4 / 5) Team Whiteface is active.
They fast move across the road and enter the super market. This building is occupied by a single zombie, but win the zombie surprise test. Both fire single shots and Lynn kills their target. Whiteface loots a combat knife from the corpse and puts it into his sports bag. The knife, not the corpse.
Two shots generate two zombies.
Turn 26:
(4 / 1) All are active.
Team Whiteface leaves the store to fire at the new zombies. Both fire single shots and miss.
No new zeds are created.
Turn 27:
(2 / 6) Only Team Whiteface is active and both charge one zed, with Whiteface scoring another zombie kill. It’s something personal.
Turn 28:
(1 / 1) All are inactive.
Turn 29:
(2 / 4) All are active, the zombie acts first.
The shuffler moves closer.
Team Whiteface activates and charges the lone zombie. They kill him violently.
Turn 30:
(6 / 5) All are inactive to catch their breath.
Turn 31:
(4 / 6) Team Whiteface is active and walks to the diner.
Turn 32:
(3 / 1) Team Whiteface is active again and enters the diner. The building isn’t occupied.
Turn 33:
(3 / 1) Team Whiteface is active. There isn’t anything to eat, but Whiteface finds a machine pistol and some ammunition in the microwave oven.
Turn 34:
(4 / 6) Team Whiteface is active. The exit the diner and move towards the brown apartment block. They stop at the lawn where the Whiteface’s had met the rogue National Guard soldiers some hours before.
Turn 35:
(2 / 6) Team Whiteface activates and moves closer to the brown apartment building.
Turn 36:
(3 / 2) Team Whiteface activates and enters the ground floor.
The camera lingers outside for some time, slowly beginning to zoom out until a sudden black screen ends Part I.
Final comment (Part I): This is the last building (two floors) to check and this has been a very sedate scenario so far. The civilians in the trailer don’t cause any trouble and there isn’t a single zombie on the board. What can probably go wrong?
I guess you know the answer.
Check in tomorrow to see if you are right.
Whiteface