They Came from Beyond

18th Session: Research & Re-charactering
Campaign Dates: 2017-07-26
  • The intervening days between the end of the last session and this one were spent healing and “levelling”.
  • We debrief Kurt about the cultists.
    • He tells us that he doesn’t have any jobs for us for the rest of the month.
  • The Professor & Vincent do some research on the crystal, the one we found on Father Nathan.
    • The crystal can be used to store psychic energy. This is the energy that psychics use for their powers.
    • Only the most powerful psychics can tap into the energy in the crystal.
    • The crystal can be made part of the alien communication device, but a brain is still needed.
  • We discuss our options.
    • Our discussions lead to the player of Professor Pine drawing up a new PC, a Telepath.
      • She’s a little tired of playing a semi-redundant and less-exciting character. Change is good.
      • This character creation takes the rest of the session.
View
17th Session: Finishing Off the Cultists!
Campaign Dates: 2017-07-23
  • With the arrival of the players of Sammi-Jo & Doc Tanner, we all try to escape!
    • After taking some shots at the sniper, and missing, we all jump off the roof, gaining cover from the sniper.
    • Sammi-Jo drives the truck up to the building.
    • Two cultists flee from the complex.
    • We wait for the other two (of four) cultists to leave the building, but they don’t.
    • We go in and check the building.
      • One cultists has killed himself and the other is curled up into a fetal position and sobbing.
      • We tie up the living cultist, with only cursory opposition.
    • We check out the rest of the Speaking Place and find no one else, so we go to the trailer truck.
      • There are some people in the truck, who say they need help, but Vincent thinks they don’t sound quite honest.
      • After warning the party, Vincent opens the truck doors and reveals three cultists with shotguns.
      • Everyone has readied actions! We quickly take out two of them and the third surrenders.
      • We take the survivor and lock him up in the building, with the bodies and the surviving cultist.
    • We heal and loot the rest of the site.
    • We check out the road map the Father had.
      • It’s a map of Jacksonville that has various notations.
        • It maps out where the crystals and the alien plants are.
          • The plants surround the crystals.
          • There are other notations on the map that we can’t figure out.
    • While we are looting, Eric digs a mass grave for the dead cultists.
    • We bury the dead and then leave.
      • The remaining cultists are left tied up in the building.
        • They are told that, when we leave, they are to count to one thousand, then go outside and get the knife we will leave for them.
  • We all return to Gainesville and level up to level 5!
  • The loot we get from the cult:
    • Walkie-Talkie, Professional x2 (8 TU)
    • Walkie-Talkie, Basic (2 TU)
    • Gasoline x55 (55 TU)
    • Trade Food x50 (50 TU)
    • Beretta M3P x7 (56 TU)
    • 12 ga Buckshot(Beretta M3P) x22 (44 TU)
    • Leather Jacket x8 (40 TU)
    • Club x7 (14 TU)
    • Smith & Wesson M29 (8 TU)
    • 0.44 x8 (16 TU)
    • Undercover Vest (11 TU)
    • Crossbow (3 TU)
    • Crossbow Bolt x5 (5 TU)
    • Metal Baton (4 TU)
    • Binoculars (2 TU)
    • Flashlight, Standard (1 TU)
    • MRE x4 (24 TU)
    • Moving Truck (125 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
    • Electric Generator (15 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Electrical Parts x15 (15 TU)
    • Mechanical Parts x5 (5 TU)
  • Current Inventory (including above, stored in the Safehouse):
    • Ammo, 12 ga Buckshot(Beretta M3P) x22 (44 TU)
    • Ammo, 0.44(S&W M29) x8 (16 TU)
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x7 (56 TU)
    • Binoculars (2 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Club x7 (14 TU)
    • Crossbow (3 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator x2 (30 TU)
    • Electrical Parts x50 (50 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard (1 TU)
    • Gasoline x219 (219 TU, deposited w/ UF)
    • Leather Jacket x8 (40 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x110 (110 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Metal Baton (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x5
    • Smith & Wesson M29 (8 TU)
    • Trade Food x50 (50 TU)
    • Undercover Vest (11 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
    • Walkie-Talkie, Basic (2 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
View
16th Session: Second Attack on the Cultists--
Campaign Dates: 2017-07-23
  • We decided on a plan.
    • Eric will sneak up and try to knock out the building guard as quitely as possible.
    • While he does so, the rest of us will be in Vincent’s truck, behind the turn.
      • The road to the complex has a turn that will keep the truck obscured behind the corner.
    • Eric will attack with his walkie-talkie mic open.
    • The rest of us will drive up to the tree line of the complex as Eric attacks.
      • We’ll run up to the building and see what happens.
    • The goal is to get into the building and just go from there.
  • We execute the plan.
    • It’s super effective! Eric knocks out the guard in one punch.
    • Vincent and the Professor leave the truck(and the dogs) behind the treeline and sneak up to the building.
    • Vincent and the Professor pick the lock on the building’s door.
    • When the door has just opened, someon asks, “Who is it?”
    • Vincent pushes the door open and ducks back.
  • Combat
    • The building is two square (30’ by 30’) rooms, with an archway separating them.
    • There are three people in the further(northern) room. Joaquin (the former captive), a tall man, and a woman.
    • Father Nathan, the Seer (the tall man) commands the woman (who has a pistol) and Joaquin (who has a SMG) to stand down.
    • He tries to use a psychic power on the Professor, but fails. The Professor tells Eric and Vincent about it.
    • We all stand down.
  • Out of combat.
    • Vincent is tying up the guard and pulling him and his stuff into the building.
    • Eric then barricades the door.
    • The first room(the southern one) is the living/eating quarters. There are three cots there, along with various equipment.
    • The second room(the northern one) is full of electronics and the controls for the radio transmitter.
    • Painted on the walls are five pointed stars with wavy tips. (Starfish-looking.)
    • Vincent takes the walkie-talkies from the guard, Joaquin, & Father Nathan.
      • Vincent takes the batteries from the walkie-talkies and puts the rest next to the tied-up guard.
    • Vincent checks out the tower transmission equipment.
      • The equipment has been altered to boost the transmission distance.
  • We question Father Nathan.
    • The woman is named Shelly, she helps with the equipment.
    • Eric questions Father Nathan, who then puts the whammy (Charm Person) on Eric. Professor Pine figures it out and tells Vincent.
    • Vincent tells Professor Pine to shoot the Father.
  • Combat, Again
    • Much chaos happens. Eric being charmed does not help matters.
    • Shelly is knocked out first.
    • There is weapon-juggling between Joaquin, Eric, & Vincent.
    • Then the Professor gets charmed.
    • Vincent then spends some time grappled by Joaquin.
      • However, Charm Person gives a +5 to the Will save if it’s used by an enemy in combat. Eric and the Professor didn’t get that bonus on their initial saves. Therefore, the GM gives them a second save.
    • Both Eric and the Professor make their second save are able to shake off the charm.
    • The Father is knocked out and the combat then focuses on Joaquin.
    • Joaquin ends things by pulling out a grenade and setting it off.
      • The explosion kills him, the Father, and Shelly.
    • At this point, there is banging on the door and the rest of the cultists are trying to find out what’s happening via the walkie-talkies.
    • We head out through a roof-access panel in the equipment (northern) room.
      • Before leaving, Vincent checks Father Nathan’s body.
        • Vincent finds a road map and a milky crystal that glows with a inner light.
    • After helping the Professor and Vincent out onto the roof, Eric jumps for the roof panel and makes it.
      • Sadly, Eric is shot by the cultists who have managed to break into the building.
  • Session ends as the trio ends up on the roof, trying to figure out how to escape.
  • Items Gained:
    • Road Map
    • Milky Crystal, glowing with an inner light.
View
15th Session: Surgery, Shopping, & Surveillance
Campaign Dates: 2017-07-22 to 2017-07-23
  • We return to Gainesville before sunrise, wounded.
    • Vincent goes under the knife first.
      • The surgery lasts 3 hours. It heals 12 hit points and will cause Vincent to be fatigued for 24 hours.
    • The Doc heals Eric for 6 hp.
    • The Doc heals Sammi-Jo for 5 hp.
    • Sammi-Jo undergoes surgery.
      • The surgery lasts 2 hours. It heals 20 hit points and will cause Sammi-Jo to be fatigued for 22 hours.
  • Once everyone is bandaged up, we go shopping.
    • The indifferent trader NPC is made friendly by Sammi-Jo’s powers & Vincent makes him helpful.
    • For the Professor, we buy:
      • HK PSG1 (7.62mm sniper rifle, 11 TU)
        • HK PSG1 Magazine (1 TU)
      • 7.62mm Ammo x10 (30 TU)
      • Dynamite x4 (16 TU)
      • C4 x2 (12 TU)
      • Thermite Grenade (8 TU)
        • Total = 78 TU total
    • We spend:
      • Binoculars, Standard x2 (4 TU)
      • Chemical Light Sticks x10 (3 TU)
      • Compass (2 TU)
      • Digital Camera x4 (16 TU)
      • Electrical Tool Kit, Basic (5 TU)
      • Gasoline x48 (48 TU)
        • Total = 78 TU total
  • While the others are getting surgery and shopping, Professor Pine has a dream!
    • She sees only darkness and hears whispers that resolve into a sibilant voice speaking a strange, unknown language.
    • Then a huge eye, very similar to the “scrying” eye appears.
    • She beings to pull back from the eye and sees that it is superimposed in front of a human brain.
    • Drawing further back, she sees glowing, silvery lines extending from the eye, tracing out a circutry-like pattern around the whole brain.
    • As she pulls further back, with the voice becoming louder, it is revealed that the brain is the exposed brain of a human being. A clothed human male. The eye is in front of the frontal lobes and she is looking straight at him.
    • As she pulls even further back, it is revealed that the human is spread-eagled and attached to a transmission tower via wires on his wrists and ankles.
    • Suddenly, the human beings to talk (without any comprehension behind it’s eyes) in the alien language that is being heard. He is saying the same thing that the bodiless voice is saying.
    • Then the dream ends.
  • Post-dreaming!
    • Professor Pine uses Autohypnosis to memorize the dream exactly.
    • She draws a professional-grade sketch of the face of the human in the dream.
    • She attempts to decode or infer understanding of what the voice was saying, but to no avail.
    • She draws out the circuts and she and Vincent analyze them.
      • The professor realizes that it is a functional circuit. It would take a signal it receives and…
      • With the doctor’s help, the professor figures out that it ties into the speech centers of the brain.
      • The “eye” is in the place of where a power source would be. Sort of a metaphorical placeholder.
        • The “eye” is also part of the device’s circuitry that deals with the signal.
      • The signal input for the device is compatible with a received radio transmission.
    • Conclusion: When completed, the incomplete device would take radio signals, modify them and feed the resulting signal into the speech centers of a human brain.
  • Aside:
    • Vincent has heard that that, amongst those who are immune, strange dreams are somewhat common.
      • Sometimes the dreams are even prophetic.
      • There are those that can communicate over short and long distances with their mind.
        • It may be that this information could alter someone’s dreams, if they got the information while they were asleep.
        • There are no claims that psychics can send “dreams” to others, however.
  • Vincent spends the rest of the day building the device from a dream.
    • 5 electrical parts used. 35 remaining.
  • Everyone rests up at Trixie’s bar.

07-23:
-

  • After the fatigue has passed for Vincent & Sammi-Jo, we update Kurt and then head back to Hollister.
    • We park the trucks where we hid them before, off the road somewhat near the Speaking Place.
    • We march into the woods, with Sammi-Jo scouting, back to where we first heard the Cultists over the radio.
    • We get in place around noon.
      • We hear a “check-in” exchange around 1230. They are “on alert” more than before. There are five people on watch.
  • We plan on doing recon for today and tonight, then planning.
    • Sammi-Jo scouts ahead to establish a visual on the Speaking Place.
    • They switch out the guy in the tower every six hours (0700, 1300, 1900, 0100).
    • Most of the people in the compound don’t actively watch, but they do check out the tree line with binoculars every half-hour or so.
    • There are only men at the compound, no women or children. The truck is gone.
    • They do deliver food in the evening, but only to the trailer cab.
    • At night, the door to the building is guarded by one man. He sits in a chair by the door.
    • The building generator (which is in the fenced area that houses the antenna) still runs all day and night.
  • Session ends as we beginning planning our course of action.
  • Current Inventory (stored in the Safehouse):
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x35 (35 TU)
    • Gasoline x164 (164 TU, deposited w/ UF)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x105 (105 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x5
View
14th Session: Assaulting the Cultists
Campaign Date: 2017-07-21
  • 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
View
13th Session: Finding the Cultists
Campaign Dates: 2017-07-20 to 2017-07-21
  • 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)
View
12th Session: Cultists!
Campaign Dates: 2017-07-19
  • 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)
View
11th Session: 5th Scavenging Assignment
Campaign Dates: 2017-07-18 to 2017-07-19
  • 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
View
10th Session: 5h Scavenging Assignment
Campaign Dates: 2017-07-17 to 2017-07-18
  • 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”.
View
9th Session: 5th Scavenging Assignment
Campaign Date: 2017-07-17

(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.

View

I'm sorry, but we no longer support this web browser. Please upgrade your browser or install Chrome or Firefox to enjoy the full functionality of this site.