They Came from Beyond

28th Session: The Swamp Destroyed
Campaign Dates: 2017-08-21 to 2017-08-25

08-21:
-

  • The DM names the regenerating zombie monster as a “Grendel”.
  • The zombies are too close to Vincent’s truck to risk going after it.
  • We can’t raise Professor Pine on the radio, so we head to her lab.
  • As we’re driving away from the zombies, the stunned people wake up. They were only out for seven rounds.
  • We radio to the Stadium (where everyone is holding for a last stand) and tell them about the forces arrayed against them.
    • They say that it appears that the zombies are retreating.
  • We make it to Prof Pine’s lab without much problem.
  • While grabbing the mind-controlling “bugs”, we hear a noise from a large cabinet.
    • It’s Prof Pine! She comes with us.
    • When we get back downstairs to the Humvee, we see that there are ten zombies harassing the vehicle.
      • They appear to be trying to tip it over, as their attempts to damage it are largely ineffectual.
      • We attack. It goes well.
      • More zombies are coming, so we get into the Humvee and drive to UF’s Motor Pool.
    • We get to the motor pool and it’s chaos, with many people trying to get vehicles and gas and leave.
      • There is some fist-fighting, but no gunfire.
      • Zorya and Vincent attempt to calm the situation, to good effect.
      • They are able to get everyone to calmly get enough gas for each of them to get to Ocala.
        • The group monitors the gas dispersion.
        • While doing so, they check in with the Stadium, only to hear the cries and screams of people dying on the other end.
        • Some stragglers arrive and confirm that the Stadium has been routed.
        • After everyone else has gas, we’re able to get out Gasoline x165 (165 TU, in three 55 gallon drums).
  • We head back (via the long way, avoiding main campus) to the Safehouse and load up the vehicles there.
    • We now have the Humvee, the Ford Escape XLT, and a Moving Truck.
    • We load up the moving truck with all of our salvaged goods and drive east out of town, on our way to St. Augustine.
    • Vehicles & Drivers:
      • Humvee: Sammi-Jo(driver) & Doc Tanner
      • Ford Escape XLT: Prof Pine(driver) & Zorya
      • Moving Truck: Vincent(driver) & Eric
    • We stop a short way east of Gainesville and heal up.

08-22:
-

  • We rest up and heal up for the day.
  • Vincent repairs all the broken weapons with 18 mechanical parts.
    • 18 Mechanical Parts Used, x125 (125 TU)

08-23:
-

  • We drive out to St. Augustine.
    • About twenty minutes outside of the city, we stow the Humvee in an abandoned house and hide the one of the psychic battery crystals in the house as well.
    • New Vehicles & Drivers:
      • Ford Escape XLT: Vincent(driver), Zorya, Doc Tanner, Prof Pine
      • Moving Truck: Sammi-Jo(driver) & Eric
  • We tell our business to the St. Augustine guards and they let us through.
    • We try to find Georgia McDaniels, the woman with the shared dream power.
      • We find her without much issue and she’s willing to teach Zorya the shared-dream power, for two power crystals.
      • On the way out of town, black-robed people stop us at the guard station.
        • Apparently, Trixie had promised that we would trade crystals any crystals we found with the city.
        • Vincent is able to bluff them and convince them to take the brain-sucker’s crystal in exchange for 50 rounds of Machine Gun Ammo and 50 rounds of 9mm Ammo.
  • We meet back up with Georgia and she describes the ritual that we must do.
    • We must drink a special tea, whose recipe she gives us.
    • Each dreamer must have an attuned psychic battery crystal. She tells Zorya how to attune the crystal.
    • The dreamers must join hands as they fall asleep and have the psychic person guide the dreamers.
  • We ask Georgia if she could loan us five crystals, to give back when done, that we could use in the ritual.
    • She says that she doesn’t even have five crystals, and anyone with them would be hesitant to loan/give them out, if they had them.
    • We thank her and leave. Then brainstorm.
  • While bemoaning our ability to take out super-zombies, the DM steps in and tells us that there are probably many of them dead back in Gainesville.
    • We spend the rest of the day in the wilderness, looking for the ingredients for the tea.
      • Unfortunately, Doc Tanner fails to find anything during the day of searching.
      • Vincent manages to find one of the three main ingredients, enough for tea for five people.

08-24:
-

  • We head back into the Swamp, to find it abandoned.
    • The zombie bodies have been largely piled up into a few locations.
    • Using their Detect Psionics abilities, Zorya and Sammi-Jo are able to find seven crystals.
    • This takes the whole day.
    • Vincent does find his truck intact! Woo!

08-25:
-

  • Everyone spends the next day searching for tea ingredients.
    • Between everyone, we find enough materials for the whole amount of tea.
    • We head back to our Safehouse that night and make the tea and attune the crystals.
  • Session ends with the party setting down for the group dream.
  • Current Inventory (stored in the Moving Truck):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Backpack x2 (6 TU)
    • Battery Charger x2 (10 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters x2 (4 TU)
    • Canned Goods x4 (8 TU)
    • Book x2 (4 TU)
    • Chemical Light Sticks x20 (4 TU)
    • Cigarette Lighter x7 (14 TU)
    • Crossbow (3 TU)
    • Day Pack (2 TU)
    • Digital Camera x3 (12 TU)
    • Duct Tape x4 (4 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x61 (61 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard x3 (3 TU)
    • Flashlight, Penlight (1 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x165 (165 TU)
    • Glock 17 x3 (21 TU)
    • Mechanical Parts x125 (125 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Tent, 2-Person Dome (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Basic x2 (4 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
    • Zipties x25 (2 TU)
  • Current Alien Technology:
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and two intact ones are with the team.
      • One is locked up at UPD.
      • One was used to repair the jetpack.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
    • Brain Sucker Jetpack
  • Thoughts on Things To Do:
    • Do what we can to translate the brain-fed alien transmissions.
    • Use the technology from the thought-negating/control devices to build a new translator device. One that doesn’t require surgery.
View
27th Session: Zombies & More Attack Campus!
Campaign Dates: 2017-08-21

08-21:
-

  • At the end of the day, Vincent lets Kurt know about the groups plans to head to St. Augustine the next day.
  • That night, as the group sleeps in the Safehouse, we are awakened by sirens and gunfire coming from campus.
    • Vincent turns the walkie-talkie on and hears that zombies are storming the east side of campus.
      • They’ve stormed the eastern wall of the campus.
  • We get in Vincent’s truck and the Humvee and head to the eastern side of campus.
    • The battle is happening at the intersection of Newell Drive & Museum Road
    • We get through the gate and speed through campus to the battle.
  • It’s a massive battle. Hundreds of zombies, attacking with weapons (knives & clubs).
    • There are, at least, a few “super-zombies” in the group. They are hanging back amongst the others.
    • Vincent uses an action point to gain a “psychic insight” into how best to defeat the zombies.
      • Taking out the “super-zombies” will leave the hoard in disarray and easier to defeat.
  • The plan!
    • Take the Humvee into the horde, going after the super-zombies.
    • Vincent drives, Eric is in the bed of the truck, with the machine gun. The dogs are there with him.
    • We’ll plow through the horde enough to get within one range increment of a super-zombie.
      • Then Eric will use the machine gun to try to take out the super-zombie.
      • There are more than a dozen super-zombies.
  • We head into the horde.
    • We get close enough (and stay moving fast enough) to try to run down a super-zombie.
    • It works and then we finish off the first super-zombie with the machine-gun.
    • The next super-zombie is tougher, but we manage to take it out.
    • The third super-zombie gets taken out.
    • Eric spots a humanoid-monster heading towards us.
      • 10’ tall, hunched-over, claws, glowing eyes, short tentacles on its shoulders
      • We drive out of the horde of zombies and lure the monster away.
      • We kite it for a couple rounds and do plenty of damage to it.
      • It turns and runs. We pursue and then it jumps through a widow and into a dorm.
      • We stop and chase it through the dorm.
      • We catch up to it as it tries to beat down a door.
      • It’s wounds are healing as we watch. Curses!
      • It hurts Sammi-Jo badly, but the dogs manage to take it down!
      • It’s wounds are still healing, even with multiple coup de grace each round.
      • Vincent realizes that massive cellular damage (acid immersion, radiation, or fire) is needed.
      • We drag it outside the dorm and use six shots from the flamethrower to finally kill it.
  • We head back to the horde.
    • Sadly, the horde has broken through the second barricade (where we were) and now everything is in chaos.
    • Non-combatants are being told to hole up where they are.
    • Combatants are being told to regroup back at the Stadium.
    • We start to head to the Stadium, but want to pick up Vincent’s truck first.
    • Near the truck is a group of a dozen-or-so zombies.
      • They are all bunched up.
    • We plan on attacking them.
    • When we drive up, so Eric can flamethrower the zombies.
    • When we get close, the zombies make a break for us and reveal a brain-sucker!
    • It tries to stun us, and gets Sammi-Jo, Eric, and the dogs.
    • Note: Doc Tanner had to us an Action Point to succeed on her save.
    • Zombies swarm the Humvee, throwing themselves upon it.
    • We pull away, Zorya gets on the machine gun and manages to hit the brain-sucker.
      • This kills the dozen-plus normal zombies around brain-sucker.
      • This doesn’t kill the two super-zombies flanking the brain-sucker.
    • The zombies on the Humvee drags Zorya off the truck. Then they all hop off the truck and go for her.
    • Doc Tanner mans the machine gun and shoots at the brain-sucker, but misses.
    • Vincent attempts to ram the super-zombies & brain-sucker, but only hits one super-zombie.
    • Doc Tanner misses with the machine gun again.
    • Note: Hannah-Sue Tanner had to us an Action Point to not jam the machine gun(!).
    • The super-zombies & brain-sucker begin approaching Zorya, who is pinned to the ground by the remaining zombies.
    • Doc Tanner hits with the machine gun.
    • Zorya gets away from the zombies pinning her to the ground.
    • Vincent attempts another ram attack and misses the super-zombies & brain-sucker, but hits all the normal zombies who had Zorya. They all die.
    • The brain-sucker attempts to stun us again, but we all make our Will saves!
    • Doc Tanner hits with the machine gun.
    • The brain-sucker (presumably) says in our minds, “Wait, I wish to bargain.” and hovers up into the air.
      • He doesn’t have one of the flying packs, however, so he’s just hovering upward.
    • Doc Tanner hits with the machine gun, but doesn’t take out the brain-sucker.
    • The brain-sucker says, “Fools, my brethren have arrived.”
      • With this, hordes of zombies, with a few brain-suckers with them, appear heading towards us.
    • Doc Tanner misses with the machine gun again.
    • Note: Hannah-Sue Tanner had to us an Action Point to not jam the machine gun, again(!).
    • Zorya plinks off a shot that hits and takes out the brain-sucker.
    • (Jammed weapons from this combat: Doc Tanner’s MP5, Eric’s Glock, Vincent’s Crossbow)
  • Session ends here.
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Backpack x2 (6 TU)
    • Battery Charger x2 (10 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x1 (8 TU)
    • Canned Goods x4 (8 TU)
    • Cigarette Lighter x7 (14 TU)
    • Crossbow (3 TU)
    • Duct Tape x4 (4 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x61 (61 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard x3 (3 TU)
    • Gasoline x184 (184 TU, deposited w/ UF)
    • Glock 17 (7 TU)
    • Mechanical Parts x143 (143 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • MRE x4 (24 TU)
    • Rope 150’ (2 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
  • Items on hold for payment for UF for the month of August, for five people. 300 TU total.
    • Beretta M3P (shotgun) x4 (32 TU)
    • Binoculars (2 TU)
    • Bolt Cutters x2 (4 TU)
    • Book x2 (4 TU)
    • Chemical Light Sticks x20 (4 TU)
    • Day Pack (2 TU)
    • Digital Camera x3 (12 TU)
    • Flashlight, Penlight (1 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x5 (5 TU, deposited w/ UF)
    • Glock 17 x2 (14 TU)
    • Moving Truck (125 TU)
    • Portable Stove (3 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Tent, 2-Person Dome (4 TU)
    • Walkie-Talkie, Basic x2 (4 TU)
    • Zipties x25 (2 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse & one is locked up at UPD.
      • One was used to repair the jetpack.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
    • Brain Sucker Jetpack
  • Thoughts on Things To Do:
    • Figure out this group dream thing!
    • Do what we can to translate the brain-fed alien transmissions.
    • Use the technology from the thought-negating/control devices to build a new translator device. One that doesn’t require surgery.
View
26th Session: Brain-Suckers, Jetpacks, & a Dream
Campaign Dates: 2017-08-17 to 2017-08-21

08-17:
-

  • Confirming the modifications to the Hummer.
    • Armor, Body?
    • Armor, Wheel?
    • Ram Plate, Standard?
    • Weapon Mount?
    • M2HB (heavy machine gun) with 200 rounds (shoots 10 at a time)
      • Yes to all.
  • We get the brain-sucker body into the “morgue” for dissection.
  • Vincent takes the “jetpack” into Professor Pine’s lab for analysis.

08-18:
-

  • Results from the jetpack:
    • Same general construction as the thought-negating devices.
    • Pad on the hand is the control pad.
    • Details on its specific function are unknown.
    • It no longer works.
      • A discrete power source is not identifiable.
      • Vincent is however (after rolling a 20 on a repair check) able to figure out how to repair it.
        • Parts would be needed from the thought-negating devices and other parts besides.
        • The result would be bulkier, but would function as the device originally intended.
  • Vincent has an idea to rebuild the thought-negating devices as psychic-protection helmets.
    • Given his recent insight into alien tech, the concept is possible, but probably grossly impractical.
  • Vincent is going to attempt to repair the jetpack!
    • Only one thought-negating bug is needed.
    • Electrical Parts Used: 14
      • Remaining Electrical Parts x61 (61 TU)
    • The earlier check is used for the Repair check
    • The work takes 10 hours.
  • Brain-sucker dissection results!
    • Many analogies to human anatomy, but many differences.
    • Notable lack of reproductive organs.
    • Crystalline deposit in the brain.
      • It compares in size to the other crystals we have, but is more organic in nature.
    • Brain has much more percentage of the body than human.
    • The have the same CeNA as the brain slugs. (Note, these results don’t arrive until the end of 08-19.)
    • Given what we know about the brain-slug reproduction, it’s possible that the slugs are some pupae form of the mature brain-suckers.
  • Zorya uses Psicraft to analyze the crystal we got from Bob Flinder’s brain.
    • Zorya believes it to be the same type of “psi-energy” storage crystal as the one the Father had.
  • Zorya uses Psicraft to analyze the crystal we got from the brain-sucker’s brain.
    • The crystal has the same molecular makeup as the other crystals, but it formed in a very different environment.
    • It doesn’t do the same sort of thing. It can’t be used to store “psi-energy”.
    • More of a conduit for psychic energy then storage for it.
  • Pictures of the difference between the crystals are shown to the players by the GM.
    • The one’s from the Father and Bob are single whole crystals.
    • The one from the brain-sucker is a cluster of many smaller crystals.

08-19:
-

  • Jetpack Tests!
    • We strap the jetpack to a 55-gallon drum filled with water and have the barrel loosely tied down to the two trucks.
    • The jetpack has enough force to pick up the drum.
    • Further experimentation reveals that the pack allows flight for short distances.
      • Basically, each use of the pack allows a flying at a speed of 50 feet, with poor maneuverability.
      • There is a distance limit of 250 feet per use.
      • There seems to be a limit of about 10 uses.
      • The power source is not meant to be removed. Hopefully it recharges itself.
      • Further Information:
        • It’s probable that the device was meant for use in Zero-G conditions.
        • When not having to resist the force of gravity, it would probably be able to be used for hours.
        • Therefore, the brain-suckers likely have some sort of inherent hovering capability.
      • After “running out” of power, the jetpack is left alone for an hour, at which time it turns on, but only briefly.

08-20:
-

  • While testing the recharging capabilities of the jetpack, Vincent gets together payment for UF for the month of August, for five people. 300 TU total.
    • Beretta M3P (shotgun) x4 (32 TU)
    • Binoculars (2 TU)
    • Bolt Cutters x2 (4 TU)
    • Book x2 (4 TU)
    • Chemical Light Sticks x20 (4 TU)
    • Day Pack (2 TU)
    • Digital Camera x3 (12 TU)
    • Flashlight, Penlight (1 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x5 (5 TU, deposited w/ UF)
    • Glock 17 x2 (14 TU)
    • Moving Truck (125 TU)
    • Portable Stove (3 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Tent, 2-Person Dome (4 TU)
    • Walkie-Talkie, Basic x2 (4 TU)
    • Zipties x25 (2 TU)
  • On the night of the 20th, Sammi-Jo has a weird dream.
    • She sees Rand (Crisman’s old PC) stuck in a man-sized crystal.
    • He’s speaking to her and pounding on the wall of the crystal.
    • She moves towards him and is about to touch the crystal, when the dream changes.
    • She’s in some sort of desert. The terrain is rough and jagged.
    • The ground is orange-ish color, with a purple-ish sky.
    • In the sky is a giant planet, with a series of rings.
    • She does see stars in the sky, with one star much brighter and bigger than the others.
    • As she moves forward, she realizes that she’s not in her normal body.
    • She looks down and is on all fours, with clawed paws.
    • She can’t talk, but she can make a growling, screeching noises.
    • She can smell, but it is a complicated, spicy aroma. Impossible to identify.
    • She runs and jumps and leaps in her alien body.
    • Gravity here seems to be lower than on Earth.
    • She eventually comes to a canyon with a trickle of water running down it.
    • Rocks are rolling down the side of the canyon.
    • A swarm of crabs (each the size of a man’s fist) come over the wall of the ravine and head towards her.
    • She runs away and is able to scale the wall of the canyon.
    • The crabs eventually reach the edge of the canyon. She easily leaves them behind.
    • She checks the sky for recognizable stars or constellations, but cannot figure this out.
    • She tries to use “Detect Psionics”, and while it doesn’t work like normal, it does let her hear Rand’s voice, calling to her.
    • She follows the voice, which is calling her name.
    • It leads to a large crater, with Rand hovering above the center, bathed in energy, which is wrapped around him.
    • The crater is filled with a fine sand.
    • Out of options, she approaches Rand, but shortly after she begins crossing the sand, tentacles come out of the sand and quickly make short work of her.
    • She wakes from the dream at this point, in the middle of the night.
  • Sammi-Jo wakes up the rest of the group.
    • We try to figure out what the dream means.
    • She tries to use Auto-hypnosis to recall the stars in the sky of her dream, but it doesn’t work.

08-21:
-

  • In the morning, Vincent uses Research to try to interpret the dream, with Sammi-Jo with him.
    • This was not an astral projection. It was a allegorical dream.
    • Clearly, Rand is trying to communicate with her, but he’s being prevented from doing so.
    • The forces preventing him from communicating are linked to the aliens.
    • The barrier could possibly be overcome, but not by Sammi-Jo alone.
  • Zorya and the rest of the group try to figure out what Rand has been up to.
    • Nobody has heard from Rand in several weeks, which is unusual.
    • It was last heard that he was heading to Atlanta, to look for his family, possibly.
  • Zorya has heard that shared/group dream is possible.
  • Zorya and everyone try to gather information on how to enact a shared/group dream.
    • We find out that there’s a woman in St. Augustine, one Georgia McDaniels, who claims to do such things and may be able to teach Zorya to do so.
    • Vincent tries to figure out if the people St. Augustine can be bargained with.
      • Black Jack is still in charge and is solidifying his power base.
      • The city is relatively friendly to psychics who want to join, but are ambivalent to psychics who are passing through. The outright refuse psychics who won’t join them, but want to stay there.
      • They are “farming” for the psychic battery crystals.
  • Session ends here.
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Backpack x2 (6 TU)
    • Battery Charger x2 (10 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x1 (8 TU)
    • Canned Goods x4 (8 TU)
    • Cigarette Lighter x7 (14 TU)
    • Crossbow (3 TU)
    • Duct Tape x4 (4 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x61 (61 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard x3 (3 TU)
    • Gasoline x184 (184 TU, deposited w/ UF)
    • Glock 17 (7 TU)
    • Mechanical Parts x143 (143 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • MRE x4 (24 TU)
    • Rope 150’ (2 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse & one is locked up at UPD.
      • One was used to repair the jetpack.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
    • Brain Sucker Jetpack
  • Thoughts on Things To Do:
    • Figure out this group dream thing!
    • Do what we can to translate the brain-fed alien transmissions.
    • Use the technology from the thought-negating/control devices to build a new translator device. One that doesn’t require surgery.
View
25th Session: Scavenging Turns Tables on Brain-Sucker
Campaign Dates: 2017-08-16 to 2017-08-17

08-16:
-

  • First of all, everyone levels up to level 6!
    • Doc Tanner picks up Armor Proficiency (Light), so she upgrades to a Undercover Vest.
      • We trade our Light Undercover Shirt (10 TU) and one gallon of gas for the upgrade.
      • Now: Gasoline x197 (197 TU, deposited w/ UF)
  • We report to Curt on what we saw in Jacksonville(flying brain-suckers & such).
    • He thinks it’s freaky, but has no other input.
  • Doc Tanner acquires another dog (Strider II) for 8 gallons of gasoline.
    • Now: Gasoline x189 (189 TU, deposited w/ UF)
  • Vincent spends the rest of the day researching scavenging spots in Jacksonville.

08-17:
-

  • Early in the morning, we head out to Jacksonville.
  • Driving Order:
    • Vincent’s Truck:
      • Driving: Vincent
      • Passengers: Hannah-Sue (cab) & the Dogs (truckbed)
    • Eric’s Truck:
      • Driving: Sammi-Jo
      • Passengers: Eric (truckbed) & Zorya (cab)
  • We find a washed-out road, but Doc Tanner realizes that it’s been dug up on purpose and only made to look washed-out.
    • We loop back and find another route, wanting to avoid a possible trap.
  • We get to our first scavenging location, a hardware store.
    • It’s 7000 sq ft & Vincent takes a 10 on his search check of each 1000 sq ft section.
    • He finds:
      • Electrical Parts x10 (10 TU)
      • Mechanical Parts x17 (17 TU)
      • Day Pack (2 TU)
      • Walkie-talkie, Basic x2 (4 TU)
      • Digital Camera (4 TU)
      • Duct Tape (1 TU)
      • Flashlight, Standard (1 TU)
      • Tent, 2-Person Dome (4 TU)
    • Vincent then rolls for each section of the store.
    • He finds:
      • Electrical Parts x8 (10 TU)
      • Mechanical Parts x16 (17 TU)
      • Flashlight, Standard (1 TU)
      • Flashlight, Penlight (1 TU)
      • Book x2 (4 TU)
  • We go to our second scavenging location, a fire station.
    • On the way there, we hear someone crying for help.
    • We sneak up and see a woman limping away from us, wearing a pirate outfit.
    • We converse about what to do.
    • We have Sammi-Jo throw a rock behind her, to make a noise.
    • She stops, but she doesn’t turn around, so we can’t see her face.
    • We converse some more.
    • We decide to try to sneak up on her.
  • As we’re sneaking up on her, we see that it’s a trap. There are dozens to a hundred zombies converging on us.
    • We must run for it. As we move by the woman, we take her out.
      • It soon becomes apparent that we are being herded by the zombies towards the center of the city (and the crystals).
      • We decide to try to push through the least-dense group of zombies.
      • After many grapple checks, we manage to burst through the line of zombies.
      • Realizing that we’re a short detour from where the Humvee set-up was, we head there.
      • The Humvee is still there!
        • The Humvee is a “AM General Hummer” with the four-door pickup truck with a short bed option.
      • We hop in and drive away.
        • Driving: Vincent
        • Front Passenger: Eric
        • Back Passengers: Sammi-Jo and the Dogs
        • Truck Bed (w/ M2HB Heavy Machine Gun): Doc Tanner & Zorya
  • Details for The Humvee:
    • It’s armored.
    • Has a “Cow Catcher”.
    • Armored Wheels.
  • We’re being chased by a flying brain-sucker! It’s about 60 feet up in the air.
    • We speed away to the trucks, but it’s slow-going in the midst of the city.
    • Zombies are attempting to get in our way, but the Humvee makes short work of them.
    • The brain-sucker is gaining on us.
    • When it’s within 100 feet, Zorya opens up on it with the machine gun.
    • We get a hit and the brain-sucker flees!
    • We get another hit on it as it flees and it plummets from the air, thudding to the ground.
      • (It failed it’s massive damage save.)
    • We spin around back to get the body.
    • Once we get it, we cut the head off and start back to our trucks.
    • On the way back, we hear the screams of thousands of people, presumably the zombies.
      • We don’t stop to investigate.
    • We manage to get back to our trucks and then back to Gainesville without incident.
  • On the drive back, we check out the brain-sucker!
    • It has rubbery-mauve flesh. (Description read from d20 Modern Mind Flayer entry)
    • It’s wearing a bodysuit and duster-like jacket.
    • On its back is a chitinous pack with vents at the bottom.
      • The pack has a wire that runs from it to a pad on the palm of the left hand of the creature.
  • Session ends here.
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Backpack x2 (6 TU)
    • Battery Charger x2 (10 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters x2 (4 TU)
    • Book x2 (4 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x20 (4 TU)
    • Cigarette Lighter x7 (14 TU)
    • Crossbow (3 TU)
    • Day Pack (2 TU)
    • Digital Camera x3 (12 TU)
    • Duct Tape x4 (4 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x75 (75 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Penlight (1 TU)
    • Flashlight, Standard x3 (3 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x189 (189 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Mechanical Parts x143 (143 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Tent, 2-Person Dome (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Basic x2 (4 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
    • Zipties x25 (2 TU)
  • The Humvee (AM General Hummer) with the four-door pickup truck with a short bed option.
    • It’s armored.
    • Has a “Cow Catcher”.
    • Armored Wheels.
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse, one is in Vincent’s truck, & one is locked up at UPD.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
    • Brain-sucker’s “flying pack”
  • Thoughts on Things To Do:
    • Dissect and analyze the brain-sucker!
    • Analyze the brain-sucker’s “flying pack”?
    • Do what we can to translate the brain-fed alien transmissions.
    • Use the technology from the thought-negating/control devices to build a new translator device. One that doesn’t require surgery.
    • Use the technology from the thought-negating/control devices to build some sort of protection from the brain-sucker’s stunning power.
View
24th Session: Of Bandits, Lizards, Brain-suckers, & Cats
Campaign Dates: 2017-08-15 to 2017-08-16

08-15:
-

  • We retcon a purchase of a suppressor for Doc Tanner’s SMG. (10 TU)
    • Gasoline x193 (193 TU, deposited w/ UF)
  • We start by searching the gas station.
    • Vincent takes a 20 on searching it, taking 3 hours and 20 minutes.
    • He finds:
      • Gasoline x5 (5 TU)
      • Mechanical Parts x5 (5 TU)
  • We head into the ZZ, on foot, to the hardware store we’ve already picked out.
    • There’s more zombies than normal in the area, but we manage to sneak past them.
    • We arrive at the hardware store around ~4:00pm.
    • At the hardware store, we place Eric, Sammi-Jo, & Doc Tanner watching the exits for zombies.
    • Vincent takes a 10 on the store, with Zorya’s help. He finds:
      • Backpack x2 (6 TU)
      • Battery Charger (5 TU)
      • Bolt Cutters (2 TU)
      • Chemical Light Sticks x15 (3 TU)
      • Digital Camera (5 TU)
      • Electrical Parts x15 (15 TU)
      • Cigarette Lighter (2 TU)
      • Mechanical Parts x25 (25 TU)
      • Zipties x25 (2 TU)
  • After we’re done packing up the loot, Doc Tanner hears the sounds of gunfire come from the city core. (Where the crystals fell.)
    • We head to the source of the sounds, which continue on.
    • Eventually, we all hear the sounds of battle. Rapid gunfire punctuated by explosions.
    • As we approach, the swarming zombies(attracted by the noise) become too dense to get closer without being observed.
    • We’re decide to head in anyway.
    • As we move in, we end up following a pack of two dozen zombies, while we are followed by a dozen zombies ourselves.
  • We arrive around the corner from the battle. Sammi-Jo checks around the corner to find…
    • A four-way intersection with a military Humvee(w/ a pickup bed) in the dead middle of it.
      • A guy in a “Mad Max” outfit using a heavy machine gun in the bed of the truck, with a woman (in a sexy pirate outfit) helping with feeding the machine gun.
      • Another guy is leaning out of the passenger side of the Humvee, picking off zombies with a rifle.
      • Two of the four roads are barricaded off by cars, with zombies swarming behind the barricades.
      • The other two roads are open.
      • The crew is keeping the two roads clear with the machine gun and rifle. The explosions are from grenades that the woman is occasionally throwing.
  • Combat!
    • We turn and attack the zombies that have followed us here.
    • We easily defeat the dozen zombies. Only Zorya is injured.
  • Not wanting to miss out on a adventure hook, but being wary the well-armed bandits, Vincent spends an action point to get a “psychic insight.”
    • He has a feeling of great dread, but that he should bear witness.
    • So, the group finds a nearby building to watch the intersection from.
    • Shortly, we see a young woman approach from behind a barricade, in a “bubble” of zombies. (The zombies are keeping clear of her, but still swarming in.
    • She takes a running jump and lands on top of the barricade of cars.
    • The woman see her first and shouts out “Super Z!” to the other bandits.
    • The “super z” woman shoots a bolt of flame from her hand, which strikes the vehicle. It has little effect.
    • The man with the rifle quickly kills the “super z”.
    • Then the woman moves over to the body and cuts off the head. She then heads back to the vehicle, with the head in her possession.
    • The group makes a Knowledge (Current Events) for “Super Zombies”. It turns out that there are rumors that some zombies do have psychic powers.
    • We assume that the bandits are from the psi-ocracy of St Augustine and that they are on a hunting expedition for the (likely) crystals that are in the heads of the “super zombies”. This is, however, pure speculation.
    • Shortly after all this, Doc Tanner sees the shadow of a hovering humanoid figure on a nearby building.
      • The figure is clearly hovering far off the ground, but we cannot see the being casting the shadow.
    • Then we see a minivan-sized lizard moving down the street, towards the intersection, moving up to a barricade.
      • It’s plowing through/under the zombies to one of the barricades.
    • When it reaches the barricade it shoves the barricade apart and charges the truck.
    • The bandits bring all forces to bear upon the lizard and manage to take it down.
    • By this point, zombies are flooding through the breached barricade.
    • The bandits now set off some explosives that they had (apparently) set at the breached barricade.
    • Now we see three humanoid figures hover up from around a corner.
    • They have purple skin and bulbous faces with many moving tentacles in place of/around a mouth.
    • They are taller than normal humans, probably around seven feet tall.
    • They are wearing some form of trench coat and bulky backpacks.
    • They begin floating down to the Humvee.
    • Each reaches out a hand and the bandits all become “stunned” into catalepsy.
    • The lead creature reaches the machine-gun bandit and uses it’s mouth tentacles to, basically, eat the bandit’s brain. We hear a horrible sucking sound and the body falls down with a pulverized head.
    • Another creature throws the woman to some of the (now) waiting zombies, who bear her off to the west, where the crystals are.
    • While the third creature is “eating” the rifle-bearing bandit, it sees us.
  • We run!
    • The plan is to run back to the trucks and get out of town ASAP.
    • We’re able to outrun the zombies, but we’re being followed by one of the brain-suckers.
      • It’s hovering behind us, keeping pace with us.
    • We get back to the gas station and notice that one of the boarded up windows has been breached.
    • We don’t have any time to investigate, so Eric just lifts up the garage door, only to get grabbed and yanked inside by some weird tentacles. At this point, we hear a loud yowling noise from inside the garage.
  • Combat!
    • The illusory cat creature is in the garage, apparently waiting for us.
    • Everyone brings all force to bear upon it.
    • The SMG with the camera is able to bypass the illusions that the cat creates.
    • The brain-sucker is just watching us.
    • After many of us getting hurt; and the loss of Strider, one of Doc Tanner’s dogs; as well as a few shots from the flamethrower, we manage to kill the cat creature.
    • We don’t have time to celebrate our victory and as we attempt to get into our trucks, the brain-sucker attacks.
    • It uses it’s stunning effect on all of us, but only Zorya is affected.
    • Eric easily picks her up and throws her in the trucks.
    • We flee, with the brain-sucker just watching from a vantage point, hovering above the gas station. It does not pursue us.
    • As we drive off we get the impression of mocking laughter from the brain-sucker…
  • We stop just outside the orange zone to bind our wounds.
    • Zorya is stil stunned. She doesn’t awaken until approximately ninety minutes after she was stunned.
    • We make it back to Gainesville without incident.

08-16:
-

  • Zorya is fully-healed by Doc Tanner in the morning.
  • Session ends here. We all get to level up to level 6!
  • Current Inventory (stored in the Safehouse):
  • Ammo, 9mm(Glock 17) x31 (31 TU)
  • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
  • Backpack x2 (6 TU)
  • Battery Charger x2 (10 TU)
  • Batteries x5 (15 TU)
  • Beretta M3P (shotgun) x5 (40 TU)
  • Binoculars (2 TU)
  • Bolt Cutters x2 (4 TU)
  • Canned Goods x4 (8 TU)
  • Chemical Light Sticks x20 (4 TU)
  • Cigarette Lighter x7 (14 TU)
  • Crossbow (3 TU)
  • Digital Camera x2 (10 TU)
  • Duct Tape x3 (3 TU)
  • Electric Generator (15 TU)
  • Electrical Parts x57 (57 TU)
  • Electrical Tool Kit, Deluxe (7 TU)
  • Flashlight, Standard (1 TU)
  • Ford Escape XLT (75 TU)
  • Gasoline x198 (198 TU, deposited w/ UF)
  • Glock 17 x3 (21 TU)
  • Light Undercover Shirt (10 TU)
  • Mechanical Parts x110 (110 TU)
  • Mechanical Tool Kit, Basic (4 TU)
  • Moving Truck (125 TU)
  • MRE x4 (24 TU)
  • Portable Stove (3 TU)
  • Rope 150’ (2 TU)
  • Shell Casings(9mm) x30 (3 TU)
  • Spike Strip (4 TU)
  • Undercover Vest (11 TU)
  • Walkie-Talkie, Professional x2 (8 TU)
  • Yamaha YZ250F (Dirtbike, 35 TU)
    • Zipties x25 (2 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse, one is in Vincent’s truck, & one is locked up at UPD.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
  • Thoughts on Things To Do:
    • Track down and kill the psychic cat creature. (done)
    • Do what we can to translate the brain-fed alien transmissions.
    • Use the technology from the thought-negating/control devices to build a new translator device. One that doesn’t require surgery.
    • Use the technology from the thought-negating/control devices to build some sort of protection from the brain-sucker’s stunning power.
View
23rd Session: The Campaign Resumes!
Campaign Dates: 2017-08-07 to 2017-08-15
  • OOC Notes:
    • We being the session with a recap of the last two campaign sessions and a general recap of the campaign.

08-07 to 08-08:
-

  • Vincent is going to try to decrypt the data he got from Singh’s hard drive and flash drive.
    • After a couple days of trying, Vincent discovers that he cannot decrypt the data from the laptop’s hard drive.
      • It’s encrypted with very high-level (likely governmental) security and totally outside Vincent’s skills.
      • The flash drive is another matter. It’s likely encrypted with a commercially-available system.
  • Zorya & Professor Pine are going to investigate the crystals we have.
    • The Crystal from Father Nathan is a Telepath’s “Power Crystal”.
      • Zorya can use it as her own “Power Crystal” when she is a 4th level Telepath.
    • The Crystal from Bob Flinder’s brain is…
      • Professor Pine recalls that the slug-creatures had crystals in their nervous systems.
      • She hypothesizes that the crystals allowed the slug-creatues to act has a hive mind.
      • She thinks that the crystal from Bob was used to directly control his brain, like a remote-control.
    • Both crystals were created using psychic energies. Normal atoms were placed into their crystalline structure using psychic energies.

08-09 to 08-14:
-

  • Vincent & Professor Pine work on decrypting the flash drive.
    • In order to do so, the will have to work together and Vincent will have to upgrade his laptop.
      • The laptop upgrade is a Advanced Craft (Electronic) check, but only a Complex Parts Check.
      • Parts DC: 35 / Electrical Parts Used: 10 / Craft DC: 30
      • Remaining Electrical Parts x32 (32 TU)
      • Vincent & Zorya are able to persuade a computer fabrication lab at UF to let Vincent and Professor Pine work there.
        • A diplomacy check convinces them, but they require 2 TU of payment per day.
          • They will take electronic parts at a exchange rate of one part for 2 TU.
          • It will take six days of work (at ten hours a day) to craft the upgrade.
        • Vincent pays them with 12 gallons of gas.
          • Gasoline x203 (203 TU, deposited w/ UF)
  • After all this preparation, the check fails! Curses!
    • The group decides to not try again, as it’s likely not worth it. The information may not
      • Remaining Electrical Parts x42 (42 TU)

08-15:
-

  • We decide to head to Jacksonville on a general scavenging run.
    • We’re hoping to find and kill the psychic cat creature too.
      • Curt says that UF doesn’t need anything specific and is okay with us going.
  • Driving Order:
    • Vincent’s Truck:
      • Driving: Vincent
      • Passengers: Hannah-Sue & the Dogs
    • Eric’s Truck:
      • Driving: Sammi-Jo
      • Passengers: Eric & Zorya
  • On the drive up to Jacksonville, about 20 minutes outside the Zombie Zone, we hear engines behind us.
    • It appears to be two dozen motorcyclists.
      • We believe that (from the red flags they are flying) the group is the Crimson Horde.
        • The Horde is a biker gang that moves up and down the Atlantic coast. They’ve absorbed the Hell’s Rapists.
        • The are antagonist with the St. Augustine psiocracy.
    • We pull over and try to look tough (bearing the flamethrower, dogs, & guns).
      • They slow down, but they pass us by.
    • We decided to double back on our route and find an alternative route to Jacksonville. In case the Horde tries to lay a trap for us.
  • We find our way into Jacksonville and look for a gas station to stow the trucks.
    • We arrive at the edge of the ZZ at ~11:00am.
    • We find an appropriate gas station and stow the trucks there.
  • Session ends here.
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Crossbow (3 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x42 (42 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard (1 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x203 (203 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x80 (80 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse, one is in Vincent’s truck, & one is locked up at UPD.
      • The last one(of the six) was taken by Curt when we first acquired them.
    • 8-12 hours of Digital Video of Alien Radio Transmission, as fed through Alien Circuitry tied into a human(zombie) brain.
  • Thoughts on Things To Do:
    • Use the technology from the thought-negating devices to build a new translator device. One that doesn’t require surgery.
    • Track down and kill the psychic cat creature.
    • Do what we can to translate the brain-fed alien transmissions.
View
22nd Session: Possession, Calico Creatures, Government Treasure, & Unearthly Chants
Campaign Dates: 2017-08-03 to 2017-08-06

08-03:
-

  • Downtime-generated questions:
    • Vincent was able to also copy Sycat’s flash drive to the external drive.
    • The pictures of Sycat that we saw in the apartment do not match Able’s description.
    • The party doesn’t object to “selling” additional info/“bugs” to Capt. Harrington.
  • We try to say that we wake up as the game start, but the GM calls for a watch schedule!
    • 1st Watch (Hour 1 & 2): Vincent & Eric
    • 2nd Watch (Hour 3 & 4): Zorya
    • 3rd Watch (Hour 5 & 6): Sammi-Jo
    • 4th Watch (Hour 7 & 8): Doc Tanner
  • During the first watch…
    • Vincent notices that Eric has gone quiet.
    • When he looks around he finds that Eric is behind him, with an improvise garrote!
    • Vincent springs away and shoots a crossbow bolt at Eric, which misses.
    • Eric then feels like he has “woken up” and is standing there.
    • Everyone else wakes up. The only psionics that she can detect is the “natural” dim aura that pervades the ZZ.
  • We change the watch so that we can leave earlier and have more people up.
    • 1st Watch (Hour 1, 2, & 3): Eric, Sammi-Jo, & Vincent
    • 2nd Watch (Hour 4, 5, & 6): Doc Tanner & Zorya

08-04:
-

  • Morning comes without incident.
    • The “weird screeching noise” is retconned out of existence.
  • First thing in the morning, we check the outside of the building.
    • It smells like something died outside.
    • Upon searching, we find a tuft of orange hair on a broken-down car. We collect it.
      • Doc Tanner doesn’t know exactly it could come from, but it is natural orange hair.
    • After that, we track the scent/miasma.
      • The scent leads to a wall of a nearby building.
      • There are a few hairs along the brick wall of the building.
  • We go to the fire escape and climb the building.
    • The only thing we find is a pile of excrement.
      • It is an omnivore’s poop. We collect it.
      • In the poop, we find some seeds, bones, and a shirt button.
    • The “decaying” scent is strongest around the scat.
  • We decide to head out.
    • We do want to do a zombie hunt, so we can try for a “translator” zombie again.
    • We’re going to hunt in the orange zone though.
    • When we get near our trucks, we see a large shadowy feline creature on the roof of a nearby building.
  • Combat!
    • We initially try to load the dirtbikes quickly, but the creature moves in and attacks.
    • In addition to having some sort of miss chance, the creature has “reach” with its shadowy tentacles.
    • We fight it, somewhat poorly, but do damage it enough to cause it to flee.
    • As it’s running away, a pack of zombies approaches.
    • We’re unable to shoot the creature dead before it runs away.
    • We turn on the zombies and take them out, leaving one to be captured.
    • We then flee, as more zombies are coming.
      • Vincent & Sammi-Jo take the dirtbikes. Zorya and Eric take the trucks. Doc Tanner secures the zombie.
  • We stop outside the orange zone and heal & remount the dirtbikes onto the trucks.
    • When we get back to the SUV (Ford Escape XLT) we find that it’s empty and has been stripped of many things.
    • Vincent repairs the truck enough so it can be towed. (Complex Repair):
      • Parts DC: 30 / Mechanical Parts Used: 6 / Repair DC: 20
      • Remaining Personal Mechanical Parts x19 (19 TU)
  • We head back to Gainesville without issue.
    • We head to Curt’s office.
    • We give the laptop and flash drive to Captain Harrington.
      • The Swamp will be receiving weapons and ammo for the mission.
    • Vincent talks to Curt about trading info for more supplies.
      • Curt is agreeable.
    • The group assembles copies of Prof Pine’s analysis of the alien samples, one of the “bugs” (the one from UPD) and a report on the going’s on in St Augustine.
      • Captain Harrington refuses the reports and the bug, but gives us a server to submit the information to.
      • He also gives us a fancy weapon!
        • It’s a modified HK MP5K (Same game stats as a HK MP5).
        • It’s modified to accept a suppressor, a digital camera below the barrel, and a flatscreen along the stock.
        • The suppressor, camera, and flatscreen are included.
        • With the camera and flatscreen, you can (badly) shoot around a corner.
        • Also included are five magazines, with 15 rounds each.
        • Notably, the camera feed can be rewired to feed into a heads-up display in a helmet or the like.
    • Captain Harrington then leaves.
  • We return the “bug” to UPD.
  • We submit the information on the aliens to the government server.
  • We prep for another bit of brain surgery in the morning.

08-05:
-

  • We do the surgery in the morning.
    • Doc Tanner completes the surgery without issue.
    • We get to the compound without issue. It’s unchanged.
  • We hook up the zombie to see what happens.
    • Vincent spends an action point on the “Knowledge, Technology” check.
    • It works, the zombie begins speaking in an unearthly tongue.
    • We are, of course, recording everything on a digital video camera.
  • The speaking has repetitious parts, like song refrains, but never completely begins repeating itself.
    • We record 8-12 hours of “speech”.
    • We disconnect the zombie and head back.

08-06:
-

  • Everyone except Vincent gets the video footage to Prof. Pine and the remains of UF’s Department of Linguistics.
  • Vincent repairs the Ford Escape XLT back to working order (Advanced Repair):
    • Parts DC: 40 / Mechanical Parts Used: 10 / Repair DC: 25
    • Remaining Personal Mechanical Parts x9 (9 TU)
  • Vincent replenishes his stock of Mechanical Parts with one’s from the safehouse.
    • Total Personal Mechanical Parts x9 + x16 = x25 (25 TU)
    • Remaining Stored Mechanical Parts x80 (80 TU)
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Crossbow (3 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x42 (42 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard (1 TU)
    • Ford Escape XLT (75 TU)
    • Gasoline x215 (215 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x80 (80 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse, one is in Vincent’s truck, & one is locked up at UPD.
      • The last one(of the six) was taken by Curt when we first acquired them.
View
21st Session: Working for the (Army)Man
Campaign Dates: 2017-08-01 to 2017-08-03
  • Vincent wants to make a device that will test the duration/power in the alien “battery”.
    • He can’t figure out how best to test it, however. (He rolled too low on his check.)
  • We plan on splitting up the five remaining “bugs”.
    • The disassembled one, along with an untouched one, will be in Prof. Pine’s lab.
      • Vincent builds and installs a locked ‘safe’ for them in the lab. It’s bolted to the ground.
    • One will be kept hidden in the safe house.
    • We will keep one in Vincent’s truck.
    • The last one will be put into a locked box and put under the care of UPD.
  • We want to test the “alien receiver”.
    • First, we need radio receiver input.
    • Our only option is to use a large radio tower for the input.
    • We don’t want to use the UF radio towers, so we decided to use the cultist’s one.
    • Vincent makes a metal locking & rolling stretcher for the zombie (Simple Craft[Mechanical]):
      • Parts DC: 15 / Mechanical Parts Used: 3 / Craft DC: 15
      • Remaining Mechanical Parts x93 (93 TU)
    • Doc Tanner will install the “receiver” into the captured zombie tomorrow.

08-02:
-

  • We do the surgery very, very early in the day, then immediately leave for the cultist compound.
    • Doc Tanner completes the surgery without issue.
    • We get to the compound without issue. It’s been picked over, but no one is there when we arrive.
  • We hook up the zombie to see what happens.
    • Sadly, Vincent rolled a natural 1 on his check to hook things up, thus cooking(& killing) the zombie.
    • Dejected, we return to Gainesville.
    • Vincent rebuilds the “translation” device. (Simple Craft[Electrical]):
      • Parts DC: 25 / Electrical Parts Used: 5 / Craft DC: 20
      • Remaining Electrical Parts x42 (42 TU)
  • During the evening, while Vincent is building the second “translation” device in the lab…
    • A military helicopter(Black Hawk) lands on the North Lawn.
    • Someone in a military uniform gets out and heads to Kurt’s office.
    • Vincent calls the rest of the team together.
    • Shortly after that, Kurt calls the team to meet with him.
  • We meet with Kurt and the uniformed man, and one of the Swamp’s deputies.
    • The man is Captain Harrington of the U.S. Army.
    • He has a favor to ask of us.
      • There was a government scientist who lived in Jacksonville, the government wants his data.
      • Name: Sycat Singh, he worked as a government contractor.
      • The main target is his work laptop, which was probably at his apartment.
        • Along with any other notes and information he may have. “We’ll know it when we see it.”
      • His apartment is in the core of the city (near the crystals).
      • His work place was near the military base.
    • “Payment” is offered as anything that the military can offer to us.
      • The Captain will remain here while we go on the mission.
      • The Captain will work with Kurt and the Sheriff to figure out appropriate compensation for the Swamp.
    • The Captain gives us a “gadget” that can summon the helicopter.(The one that will be in Gainesville.)
      • If we need to use this, the compensation will be reduced accordingly.
    • We’re also given a description of the laptop.
    • If we can only retrieve the laptop, then we will still have “succeeded”.
  • Being interested, Vincent wants to be able to copy the information on the laptop.
    • He attempts to get together the gear to copy the hard drive on the laptop.
    • The necessary hardware (a USB flash drive, an external HD, various power adapters) is acquired via 11 gallons of gas.
      • Remaining Gasoline x215 (215 TU, deposited w/ UF)
    • The necessary software(a version of Linux that can boot the laptop via the flash drive) is acquired in one hour.

08-03:
-

  • We leave the next morning! We’re heading to the apartment first.
  • In Stark, Doc Tanner spots a vehicle that has “stuff” in it.
    • It looks like the vehicle has cookware, blankets, etc.
    • We drive past the vehicle, anticipating an ambush, which doesn’t come.
    • We drive back and check it out.
    • It appears to be SUV that a small group of people were living & travelling around in.
    • Nearby, there is a boarded-up building.
    • The vehicle is unlocked and has a 1/4 tank of gas.
    • We note the location so we can get the vehicle on our return trip.
  • We arrive in Jacksonville without further incident.
    • We park the trucks at the edge of the hot zone and walk in.
    • We take the dirtbikes with us.
    • Thanks to Sammi-Jo’s scouting, we get to the apartment building without issue.
    • We go in & climb the stairs.
  • When we arrive at the 18th floor and open the door, we hear (recorded) music playing.
    • We send Sammi-Jo in to check it out.
    • She sneaks down the corridor and looks in the open door. (A lot of the doors are open.)
    • It’s a apocalypse-equipped apartment. Lots of canned goods, bottled water, & supplies.
    • We all go to the door of the apartment and knock.
    • An older man, who is in the middle of cooking, invites us in.
      • He’s wearing a tinfoil hat.
    • He say’s his name is Able & that he’s lived here since before the crystals landed.
    • He knew Sycat Singh, but hasn’t seen him in five years.
    • We ask him if he took Sy’s laptop. He say’s that he hasn’t.
      • He’s not into that “new-fangled” technology and probably left it in the apartment.
  • We go check Sycat’s apartment.
    • We easily find the laptop!
    • His books cover philosophy, religion, & new age topics.
      • He has Doctor Pine’s book.
    • During our through search We also find a bookend with a false bottom. It has a flash drive in it. We take it.
    • While we’re discussing what to do for/with Able, he shows up in the door of Singh’s apartment.
    • He gestures at us to quietly follow him.
      • We do so. He takes us into his apartment and closes the front door.
      • He keeps watch at the peephole. … for an hour.
        • We do hear the sounds of people walking by and trying doors and rummaging around.
      • After the hour, he says that things are fine.
        • Apparently he can make his door “invisible” to zombies.
    • We offer to have him come back with us, but he declines. We don’t force the issue.
  • We leave the apartment building and head for Singh’s workplace.
    • We have Sammi-Jo scout ahead. It doesn’t go as well as it did last time.
      • She runs into a pack of zombies, but is able to lose them.
    • She then successfully gets us to the office park.
    • Unfortunately, we won’t get there with enough time to make it back to our trucks before dark.
    • We arrive there. The glass door to the office is shattered.
    • We wait in the lobby while Sammi-Jo scouts the area.
  • It’s a fairly normal office.
    • There’s a lobby area with a hallway off of it that has six rooms.
    • Most of the rooms have what appears to be “testing stations” for psychic powers. (cards, tables with blinds, etc.)
    • One room is an office, but it also has a sink, microwave, & mini-fridge.
      • There is no computer, but there is an filing cabinet.
        • Vincent opens to cabinet to find… nothing. It is empty.
    • One room has a cabinet with crystals in it.
      • Zorya checks out the crystals. They are of no importance. We leave them.
    • One room has a table that has assorted art supplies on it.
    • We do a full search of the offices.
      • The room with the art supplies has, in fact, hundreds of very tiny holes in the walls.
        • It seems that the entire wall was covered, maybe layered, in pinned-up pieces of art.
  • We camp out in the two rear-most rooms of the office.
    • Vincent tries to make an disk image of the laptop and succeeds without issue.
    • The computer also boots up normally. Vincent then shuts it right back down.
    • We then sleep through the night. There is a weird screeching noise, but we don’t investigate.
  • Session ends!
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Crossbow (3 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x42 (42 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard (1 TU)
    • Gasoline x215 (215 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x96 (96 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
  • Current Alien Technology:
    • Crystal(Father)
      • Found on Father Nathan. Kept by Zorya.
    • Crystal(Bob)
      • Removed from Bob Flinder’s frontal cortex. Kept by Zorya.
    • Alien Thought-Negating Devices(“bugs”)
      • A disassembled one and an intact one are secure in a safe in Prof. Pine’s lab.
      • One is in the team’s Safehouse, one is in Vincent’s truck, & one is locked up at UPD.
      • The last one(of the six) was taken by Kurt when we first acquired them.
View
20th Session: Research, Repairs, & Dues
Campaign Dates: 2017-07-26 to 2017-07-31
  • We arrive back in Gainesville late in the day and head to Kurt.
    • We update Kurt on the disturbing fact that Bob has been turned into a zombie, even though he was immune.
    • Kurt takes one of the “bugs” and leaves the rest with us.
  • We investigate Bob!
    • He’s struggling, like a normal zombie, so we have to sedate him.
    • Doc Tanner & Vincent work together:
      • Bob has an implant in his head. It’s in his forebrain (where higher cognition happens).
        • It’s just one item, it doesn’t spread through the brain.
        • It’s about the size of a “D” battery.
    • We get Zorya to check things out with Detect Psionics and Psicraft.
      • Bob has the aura of a psychic creature, with a slightly stronger aura around his head.
    • We put Bob into a Faraday cage, in the hopes of blocking the control signal.
      • When the sedation wears off, he resumes his zombie-like behavior.
  • Doc Tanner checks him out before surgery.
    • He does have a “quite old” scar on his forehead where the surgery would have happened.
    • The age of the scar implies that the surgery occurred around a week before he was captured.
      • Since this is impossible, we assume that some sort of advanced technology lead to the increased healing.
    • Doc Tanner performs the surgery, without much difficulty.
      • The implant is another crystal! Similar in opacity and color to the crystal we found with the Father.
  • We investigate the crystals.
    • Professor Pine discovers that they appear to be naturally formed crystals of Earth minerals.
    • The are of the “middle” range of rarity of Earth crystals. Neither quartz nor sapphires.
    • Crystals aren’t common in Florida, so they may have come from further away.
      • Since the crystals fell on cities worldwide, this is not especially helpful.
  • Vincent and the Professor investigate the “bugs”!
    • A full examination would mean that reassembly would probably not be possible.
    • Vincent goes ahead and breaks one down.
    • It is made of unfamiliar, but not unknown materials.
      • The design is very advanced, but comprehendible.(micro-circuitry, chips, etc.).
      • If built out of Earth materials, the device would probably be room-sized.
      • There doesn’t seem to be any sort of “receiver” in the device.
      • The power source is some sort of battery, but that’s all we can figure out.
    • The basic function of the device is to “neutralize thought”.
      • It interrupts brain wave activity, making the subject very easily to direct.
    • Recalling the fight where we got the “bugs”, we remember that Bob didn’t say anything when he approached the captives and the “bugged” people started moving..
  • Soon, Bob wake up, and he is not acting like a zombie.
    • Instead he is utterly crazed and violent. Biting and aggressive and spitting.
    • There’s no change over several days, so we make the decision to terminate Bob.
  • Vincent spends the rest of the time working and giving UF it’s payment for the month.
  • Vincent repairs things:
    • Eric’s Crossbow (Moderate Repair)
      • Parts DC: 20 / Mechanical Parts Used: 3 / Repair DC: 15
    • Doc Tanner’s Gun (Complex Repair)
      • Parts DC: 30 / Mechanical Parts Used: 6 / Repair DC: 20
    • Eric’s Truck (Advanced Repair)
      • Parts DC: 40 / Mechanical Parts Used: 10 / Repair DC: 25
  • Vincent makes something for Zorya:
    • Headphones & Throat Microphone (Simple Craft)
      • Parts DC: 15 / Electrical Parts Used: 3 / Craft DC: 15
  • Vincent gets together payment for UF for the month, for five people. 300 TU total.
    • Ammo, 0.44(S&W M29) x8 (16 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x8 (16 TU)
    • Backpack x2 (6 TU)
    • Beretta M3P (shotgun) x2 (16 TU)
    • Club x7 (14 TU)
    • Electric Generator (15 TU)
    • Gasoline x3 (3 TU, deposited w/ UF)
    • Harley Davidson FLSTF x2 (90 TU)
    • Leather Jacket x8 (40 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Metal Baton (4 TU)
    • Sleeping Bags x2 (6 TU)
    • Smartphone(as PDA) x2 (10 TU)
    • Smith & Wesson M29 (8 TU)
    • Trade Food x50 (50 TU)
    • Walkie-Talkie, Basic (2 TU)
  • Current Inventory (stored in the Safehouse):
    • Ammo, 9mm(Glock 17) x31 (31 TU)
    • Ammo, 12 ga Buckshot(Beretta M3P) x14 (28 TU)
    • Battery Charger (5 TU)
    • Batteries x5 (15 TU)
    • Beretta M3P (shotgun) x5 (40 TU)
    • Binoculars (2 TU)
    • Bolt Cutters (2 TU)
    • Canned Goods x4 (8 TU)
    • Chemical Light Sticks x5 (1 TU)
    • Cigarette Lighter x6 (12 TU)
    • Crossbow (3 TU)
    • Digital Camera (5 TU)
    • Duct Tape x3 (3 TU)
    • Electric Generator (15 TU)
    • Electrical Parts x47 (47 TU)
    • Electrical Tool Kit, Deluxe (7 TU)
    • Flashlight, Standard (1 TU)
    • Gasoline x226 (226 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x96 (96 TU)
    • Mechanical Tool Kit, Basic (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Spike Strip (4 TU)
    • Undercover Vest (11 TU)
    • Walkie-Talkie, Professional x2 (8 TU)
    • Yamaha YZ250F (Dirtbike, 35 TU)
View
19th Session: Self-sponsored Scavenging Run Gone Awry
Campaign Dates: 2017-07-26
  • Zorya (the new Telepath) joins the group!
    • She’s a former militia member from St Augustine.
    • She worked on their scavenging team.
    • When Black Jack took over, he offered her a position in his telepocracy, but she refused.
    • When she made her way to Gainesville, they offered her a position in the scavenging teams, so she joined Vincent’s team.
  • We check out the Father’s map of Jacksonville:
    • The AT&T Tower(where we holed up on the roof) has a note: “Don’t make a sound.”
    • Near the tower and a crystal: “He hides in plain sight.”
    • At Trixie’s self-storage area “Crimson knight mounts his steed.”
      • Trixie joined the scavenging team since she knew of a storage area that had lots and lots of weapons.
      • The last time we were in Jacksonville we checked out said storage area. It was basically empty. It had been picked over.
    • Near river: “Behemoth rises.”
  • We plan an excursion!
    • We will scavenge in the orange zone around Jacksonville for salvage.
      • We want to get more “generic” salvage to turn in to UF for the month of July.
    • We also want to capture a zombie, so we can bring it back for experimental brain surgery.
      • By which we mean to install the “communication’s device” into a zombie.
    • Additionally, we will take a day trip into the city to check out the “Crimson Knight”.
    • We will drive on 200/228 through Stark to I-10 East into Jacksonville.
    • We notify Kurt and head out. (We want to get a straitjacket[for the zombie], but can’t find one quickly.)
  • While driving through Waldo, the front tires on Vincent’s truck blow out!
  • Combat!
    • The tires were blown out by a spike strip.
    • Vincent stops his truck safely.
    • Doc Tanner spots three people hiding at the side of the road with handguns.
      • Two on the right, one on the left.
    • Sammi-Jo is driving Eric’s truck and use it to run over the two bad guys on the right.
    • We all yell at the last guy to surrender.
    • He surrenders. We tie him up.
      • He’s your standard scruffy-looking raider.
        • He has a Glock 17 with 17 rounds.
  • We interrogate him!
    • They were trying to get in good with the Crimson Horde.
      • The Crimson Horde is a group of motorcycle-riding raiders out of Daytona.
      • The Hell’s Rapists have joined up with them.
    • He says they were planning on seizing what they could from us and taking it to Daytona.
    • Their three motorcycles are stashed nearby.
    • They’ve been here for a few days and haven’t seen anything of note.
  • We loot. (including above)
    • Ammo, 9mm(Glock 17) x41 (41 TU, 10 rounds go to Zorya)
    • Backpack x3 (9 TU)
    • Gasoline x20 (20 TU)
    • Glock 17 x3 (21 TU)
    • Harley Davidson FLSTF x3 (135 TU)
    • Mechanical Parts x5 (5 TU)
    • Mechanical Took Kit, Basic (4 TU)
    • Portable Stove (3 TU)
    • Preserved Food x6 (6 TU)
    • Sleeping Bags x3 (9 TU)
    • Smartphone(as PDA) x3 (15 TU)
    • Spike Strip (4 TU)
    • Tent, Four-person Dome (4 TU)
  • Aside: Cellphones are still carried around by lots of people, but they are only really useful as personal mementos.
    • But only in areas where there is useful electricity (like Gainesville).
  • We leave the raider with:
    • Backpack (3 TU)
    • Gasoline x10 (10 TU)
    • Harley Davidson FLSTF (45 TU)
    • Preserved Food x6 (6 TU)
    • Sleeping Bags (3 TU)
    • Tent, Four-person Dome (4 TU)
    • Smartphone(as PDA) (5 TU)
  • This leaves us with:
    • Ammo, 9mm(Glock 17) x41 (41 TU, 10 rounds go to Zorya)
    • Backpack x2 (6 TU)
    • Gasoline x10 (10 TU)
    • Glock 17 x3 (21 TU)
    • Harley Davidson FLSTF x2 (90 TU)
    • Mechanical Parts x5 (5 TU)
    • Mechanical Took Kit, Basic (4 TU)
    • Portable Stove (3 TU)
    • Sleeping Bags x2 (6 TU)
    • Smartphone(as PDA) x2 (10 TU)
    • Spike Strip (4 TU)
  • When we get to Stark we see a gathering of people, near the center of town.
    • They are gathered around two piles of dead bodies. One pile is on fire, the other is not.
    • The pile that is on fire is larger than the other pile.
      • Approximately eight bodies in the non-fire pile. The bodies are wrapped in cloth.
    • The people appear to be nomadic families, not residents of the area.
    • We can tell that the people are in mourning. Some some of them are injured.
      • The seriously wounded people are somewhat treated, the rest aren’t.
  • We approach and offer medical services.
    • Zorya and Vincent ask their leader, Earnest what happened.
      • Their caravan was staying here in Starke.
      • This morning a large contingent of zombies raided their caravan.
      • There were about 30 zombies in the group.
      • About half the zombies ended up grabbing 12 caravan members and heading back to Jacksonville.
        • Notably: We are firmly outside the orange zone. Zombies have never been seen outside the orange zone.
      • It’s now around noon. The zombies have had the captives for several hours.
      • We offer to help rescue the seized caravan members.
  • An aside on caravans:
    • Caravans are generally formed when a large group of people in a community “bud off” from one community to form another community.
  • We plan!
    • Doc Tanner will track the zombie scent on foot with the dogs.
    • Zorya and Eric will drive the two trucks behind Doc.
    • Vincent and Sammi-Jo will hop on the dirtbikes and scout ahead along the routes the scent is on.
    • We execute the plan!
  • After about 30 minutes (just outside of Highland) Vincent & Sammi-Jo spot the horde of zombies and captives.
    • Vincent radios to the rest of the group to catch up!
    • Vincent & Sammi-Jo check out the horde.
      • There are 25 zombies.
        • The zombies are armed normally: knives, clubs, crowbars.
      • There are 12 captives.
        • The captives are ziptied hand-to-hand and walking along, in the center of the horde.
        • Every other captive has an huge insect on their head.
          • The insect is about half the size of a human head and sitting on top of the captive’s head.
          • The insects legs are wrapped around the head of the captive.
    • Sammi-Jo thinks one of the zombies is somehow familiar.
    • By the time the rest of the group catches up, the horde will be close to the zombie zone.
  • The plan:
    • Vincent will drive with Eric in his truck.
      • Eric will shoot out of the passenger door.
    • Sammi-Jo will drive the other truck.
      • Zorya will shoot out of the passenger door.
      • Doc Tanner will shoot out of the bed of Eric’s truck. The dogs will be there with her.
    • We will make loops around the group and the shooters will fire as we drive by.
  • Combat!
    • The first round of attacks go well.
    • Then Vincent fails a Will save and can’t move his body, at all.
    • There are also some critical failures with the weapons.
    • Eric notices that Vincent doesn’t seem to be moving.
    • Eric manages to stop the truck and then get on the roof. He dragged Vincent up there along with him.
    • Vincent mind clears.
    • Sammi-Jo fails a Will save and can’t move her body, at all.
    • Zorya spectacularly fails to stop the truck, instead she flips the truck, hurting everyone inside.
    • 12 zombies head for the flipped truck.
    • After a few rounds of combat, including an autofire from Doc Tanner, there are five zombies (of the original 25) left.
      • One of them is the “familiar” zombie. It’s Bob Flinders! (The former leader of the North Jacksonville scavenger group.)
        • He’s running back towards the captives. The un-bugged ones have been dragging the whole group to the side of the road, trying to get away.
        • Bob is running for this group.
        • When he gets near them, the bugged captives begin moving back to the street. He’s somehow controlling them.
    • We manage to capture a normal zombie and Bob. Both are tied up and secured.
  • Post-Combat
    • We check out the bugs.
      • The bugs aren’t actually bugs. They are some sort of technology. The “legs” end in electronic leads that rest around the head of the victim. The leads make contact along the forehead and back of the head. The entire thing is covered in some sort of chitinous material. There is what appears to be a button on surface of the “bug” main body.
      • A Knowledge (technology) check leads Vincent to think that the bugs interrupt neural waves and that the button will stop this function.
      • Vincent presses the button and the bug releases it’s grip on the head of the victim. The Doc checks out the released captive and he seems to be fine.
      • Vincent removes the rest of the bugs without incident. Then the prisoners are released from the zipties.
      • We flip the truck back over, retrieve the shell casings, etc.
      • We head back to Starke and return the captives to the caravan.
      • We then return to Gainesville, after picking up the raider’s Harley motorcycles.
  • Session ends!
  • Current Inventory (stored in the Safehouse):
    • Ammo, 0.44(S&W M29) x8 (16 TU)
    • Ammo, 9mm(Glock 17) x41 (41 TU, 10 rounds go to Zorya)
    • Ammo, 12 ga Buckshot(Beretta M3P) x22 (44 TU)
    • Backpack x2 (6 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 x229 (229 TU, deposited w/ UF)
    • Glock 17 x3 (21 TU)
    • Harley Davidson FLSTF x2 (90 TU)
    • Leather Jacket x8 (40 TU)
    • Light Undercover Shirt (10 TU)
    • Mechanical Parts x115 (115 TU)
    • Mechanical Tool Kit, Basic x2 (8 TU)
    • Metal Baton (4 TU)
    • Moving Truck (125 TU)
    • MRE x4 (24 TU)
    • Portable Stove (3 TU)
    • Rope 150’ (2 TU)
    • Shell Casings(9mm) x30 (3 TU)
    • Sleeping Bags x2 (6 TU)
    • Smartphone(as PDA) x2 (10 TU)
    • Smith & Wesson M29 (8 TU)
    • Spike Strip (4 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)
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