Showing posts with label RPG SOLO. Show all posts
Showing posts with label RPG SOLO. Show all posts

Thursday, 24 December 2015

RPG Solo: Zombie Apocalypse quick play through free form

Name:

 Ardy Curr

Skills:
4+

Hunting.

3+

Quick-draw.

Leadership.

2+

Sword fighting.

Animal handling.

Fishing.

1+

Camouflage.

Electronics.

First aid.

Diplomacy.

Things he can't do:

-2

Martial arts weapons.

-1

Streetwise.

Swimming.

I wake up

Ruined shopping mall.

Items I have number

2 = 2[d10]

Flint and steel.

Slingshot.

Poor start!
What type of shop am I in, in the mall?

Machete.

A blade shop! promising, do I find anything?

9 = 9[d10]

Keys.

Magnifying glass.

Metal pole.

Small mirror.

Slingshot.

Kerosene.

Gold coins.

Motorcycle helmet.

Flint and steel.

A very poor haul given the location.

Can I see or hear any thing out side this shop?

(50/50 | 1[d10]) No, and...

its is eirely silent

Are there any other shops with promising loot left?

(50/50 | 9[d10]) Yes.

how many?

4 = 4[d10]

Alarm clock.

Pickaxe.

Poison.

Axe.

A Clock shop
A tools shop
A Chemist
A hunting store

I try the hunting store first

3 = 3[d10]

Trench coat.

Buck knife.

Instruction manual.

I move on to the Tool shop, any movement?

(50/50 | 4[d10]) No.

8 = 8[d10]

M67 frag grenade.

Nails.

Metal-bladed weed trimmer.

Molotov cocktail.

Bullhorn.

Duct tape.

Backpack.

Laser pointer.

THe Chemist should have useful stuff too, any one there?

(50/50 | 7[d10]) Yes.

Zombies?

(50/50 | 4[d10]) No.

Hostile?

(50/50 | 8[d10]) Yes.

Insane survivalist.

Do I see them first?

(50/50 | 3[d10]) No.

As I leave the tool shop I sense something, stepping back a shovel misses me by a hair, a crazed woman in unkempt clothes with hair billowing
she shouts something unintelligable and swings at me again,

I use my sword fighting skill 2+

2 = +0 +0 +1 +1

a 4+

(19 = 18[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(8 = 7[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(11 = 10[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(8 = 7[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

A quick flurry sees her hit the ground blood pumping from a neck wound.
Recovering from the shock of her attack I search her corpse.

6 = 6[d10]

Sword.

Smart phone.

M60 machinegun (7.62 mm).

Lawn darts.

Damaged keys.

Above average how-to guide.

Damn lucky she was too crazy to use the machinegun or sword on me!

taking time to sort out my kit i decide to make the chemist my final place

2 = 2[d10]

Worn-out SW revolver (.38 cal).

One of a kind sword.

A good haul if rather strange places to find this stuff

I move to the exit of the mall, do I see anyone?

(50/50 | 10[d10]) Yes, and...

zombies?

(50/50 | 9[d10]) Yes.

9 = 9[d10]

Shrieking zombie.

Putrid zombie.

Unusually cunning zombie.

Slime-covered zombie.

Unusually cunning zombie.

Bloated zombie.

Enormous zombie.

Unusually strong zombie.

Earless zombie.

any non zombies in sight?

(Unlikely | 1[d10]) No, and...

do they see me?

(50/50 | 4[d10]) No.

Is there a way past them without being seen?

(50/50 | 7[d10]) Yes.

I try using my camouflage skill 1+

-3 = -1 -1 +0 -1

oooh so bad! -2 total I trip over a pot hole attracting their attention! d'oh
I attempt to use my quick draw skill to bring the machine gun to bare 3+

2 = +1 +1 +1 -1

Superb!

(20 = 15[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(8 = 3[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(14 = 9[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(17 = 12[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(11 = 6[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(18 = 13[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(23 = 18[d20]+5) Killed.

(6 = 1[d20]+5) Negligible: Nick/Scratch/Bruise.

(24 = 19[d20]+5) Killed.

I take 5 out straight away, the remaining 4 keep going, I shoot again using my hunting skill 4+

0 = +1 -1 +1 -1

Great

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(19 = 14[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(24 = 19[d20]+5) Killed.

That leaves two still coming, do I get another shot in?

(50/50 | 1[d10]) No, and...

dropping the gun I draw my swords 3+

-1 = +0 -1 +1 -1

(21 = 16[d20]+5) Killed.

(21 = 16[d20]+5) Killed.

with a blur worthy of bruce lee or jackie chan I cut the last two down, I then finish off the wounded zombies.

is there any vehicles near by that look operational?

(50/50 | 6[d10]) Yes, but...

there are more zombies coming?

(50/50 | 1[d10]) No, and...

other hostiles?

(50/50 | 8[d10]) Yes.

4 = 4[d10]

Battle-scarred scientist.

Chauvinistic artist.

Whiny female hunter.

Passive-aggressive child.

do I see them first?

(Likely | 5[d10]) No, but...

we see each other at distance, do they open fire?

(50/50 | 7[d10]) Yes.

(16 = 16[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

(10 = 10[d20]) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(17 = 17[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

(17 = 17[d20]) Severe Injury: Incapacitating and may become Critical if untreated.

I attempt to dodge their fire

1 = +0 +1 -1 +1

1 = +1 +0 +1 -1

-2 = -1 +0 +0 -1

0 = +0 -1 +0 +1

One gets through, I use my first aid 1+

-3 = -1 -1 +0 -1

burn a fate point

3 = +1 +0 +1 +1

avoiding any serious damage I take cover and line up the machine gun 4+

0 = +1 +1 -1 -1

(22 = 17[d20]+5) Killed.

(17 = 12[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(12 = 7[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

Does the hunter flee?

(Likely | 8[d10]) Yes.

leaving them in a bad way I head to the car I saw that looked okay
do I get it started?

2 = +1 -1 +1 +1

Driving I look for a way out of the area, is it clear?

(50/50 | 2[d10]) No. +Twist: Organization / Helps the hero

the CB radio in the car suddenly crackles "Attention driver of the blue Honda, you need to take a right, right and then a left to get out of the area, once your out head down
the highway, good luck"

Do I make it out on that route?

(Very Likely | 2[d10]) No.

Is it a trap?

(50/50 | 8[d10]) Yes.

Damn it! A dead end, gun fire peppers the car, "turn off the engine and step out, we will let you go if you pay tribute"

I use my diplomacy skill 1+

-3 = -1 -1 -1 +0

attempts at finding common ground fail quickly, offering my surrender sees a number aproach me

1 = 1[d10]

Independent con artist.

Only one guy approaches, I realise I can't see anyone else? is he alone!?

"right now pass your valuables out the window to me..."

Instead I point my pistol at him

"...err now hold on mate, come on we have you covered, just pay a toll and be on your way..."

"I think there is no one else here, so why don't you hand over your stuff and I will let you go?"

Does he give in?

(Likely | 10[d10]) Yes, and...

"Look..look alright you called it, heres all I have.."

7 = 7[d10]

Cheap trench coat.

Wallet.

Bowie knife.

Very high quality cigars.

Excellent keys.

Exquisite lighter fluid.

Broken bolt-action rifle (.308 cal).

I take his cigars and bolt action rifle and the lighter fluid, I decide to give him the weed trimmer as a consolation.

finding my way out i hit the road what do I come to next?

Heavily trapped hotel.

Are there any zombies in sight out side of the hotel?

(50/50 | 2[d10]) No.

Can I see any survivours at the hotel?

(50/50 | 4[d10]) No.

does it look occupied?

(50/50 | 1[d10]) No, and...

despite the heavy boarding up the door is hanging open, blood and debrie litters the area.

Securing the car I enter the hotel, do I come across anything or anyone downstairs?

(50/50 | 8[d10]) Yes.

7 = 7[d10]

Emaciated zombie.

Unusually strong zombie.

Sprinting zombie.

Child zombie.

Wave of zombies.

Unusually tough zombie.

Vomiting zombie.

Opening a door I see 7 zombies, can I sneak away without attracting attention? 1+

2 = +1 +1 -1 +1

closing the door I have second thoughts and open it enough to throw my grenade in, blocking the door with some furniture I move on up as the explosion rips through behind me.
As I move up the stairs do I come across anything on the landing?

(50/50 | 6[d10]) Yes, but... +Twist: PC / Alters the location

Group of zombies.

10 = 10[d10]

Damn ten more zombies turn as I reach the top of the stairs it looks like they are feeding.
I turn to run for the car, enough of this damn hotel!

1 = +0 +0 +1 +0

I make it with seconds to spare as zombies crash into the car, putting it into gear I tear away from here and back on the road.

Poorly hidden mansion.

The next likely stop is a long drive up to a stately home, are there any signs of life?

(50/50 | 5[d10]) No, but...

it looks like there was a hell of a fight here not long ago

can I get inside the house?

(Very Likely | 9[d10]) Yes. +Twist: Item / Ends the scene

as I open the door my world turns black..

Worn-out Molotov cocktail.

(21 = 16[d20]+5) Killed.

fin ******************

RPG Solo: Rescue the cloned general from the founders asteroid.

Rescue the cloned general from the founders asteroid.


Intergalactic platform.

I step out of the airlock and breath deeply, hardly fresh but compared to the heavily recycled air of the shuttle its a fine thing.

Who am I?

Egomaniacal fugitive.

Quick-draw.

Streetwise.

Danger sense.

Melee weapons.

Aircraft piloting.

Powered armor.

Escape artist.

Projectile weapons.

Tactics.

Gambling.

And any kit I have to go with these skills?

Data crystal.

Homing missile launcher.

Vibro-blade.

Plasma cutter.

Force field generator.

Below average subspace communicator.

High quality blast helmet.

Keycard.

Schematics.

Light armor.

Is this the Founders asteroid?

(50/50 | 2[d10]) No.

Is this the nearest dock to get there?

(50/50 | 5[d10]) No, but...

There is a ship leaving for the asteroid today.

Is the station hostile to me?

(50/50 | 5[d10]) No, but...

there is a security check point to get through?

(Likely | 6[d10]) Yes, but...

they are not too observant?

(Likely | 10[d10]) Yes, and...

they know me?

(50/50 | 7[d10]) Yes.

Am I on my own?

(50/50 | 1[d10]) No, and...

I have alarge team with me?

(50/50 | 9[d10]) Yes.

18 = 18[d20]

I attempt to talk our way into the platform at the checkpoint. Difficulty level 5,
Using my Streetwise skill rated 2+

1 = +0 +1 -1 +1

I fall two levels short, they are willing to let some of us through but not all of us?

(Likely | 10[d10]) Yes, and...

they let us go through with out being searched.
I lead 8 of my team through into the platform

what else is here besides:
Security
Operations/communications hub
A number of docking stations

Liberated anomaly.

Lost hideout.

Deserted prototype.

A lively entertainment area known as the Liberated anomaly, its neon sign lights up the surrounding corridors.

The Lost hideout is a difficult to find gambling den I have frequented previously.

An abandondond workshop sits rundown and neglected.

We head to the Anomaly first to check out who else is docked plus it aids our cover of mercs blowing off steam.

Tough fanatic.

Chauvinistic clergy.

Generous female stellar cartographer.

Intelligent athlete.

Zealot.

Relentless female astrophysicist.

Draconian warrior.

Sadistic female salesman.

Dangerous fugitive.

Hedonistic duke.

Draconian slave.

Sloppy clergy.

A mixed crowd. I take a good look around, a bunch of pilgrims seem to be spending the little they have on the delights found in the depths of the anomaly.
A number of others are dotted around the bar and seating booths, a slave tends to its masters needs in one booth whilst an aristocrate surrounded by sychophants seems to be trying to experience everything at once.

we occupy a large booth and order some drinks whilst I get a feel for the atmosphere.

Abuse.

Raised voices suddenly cut over the general hubub. One of the pilgrims appears to be berrating an attractive woman sitting at the bar on her own.
She in turn is holding nothing back in her scathing apraisal of his life choices and generally telling him where to go.

The zelot a large man suddenly hammers his fist into her face the large hardback book he was holding catching her over the eye as she catapaults from her bar stool.

Most of the clientle are either too far in their cups to notice or unwilling to draw a

Does any one else intervein?

(50/50 | 9[d10]) Yes.

more than one person?

(50/50 | 2[d10]) No.

Is it one of the other two women?

(Likely | 10[d10]) Yes, and...

A sharply dressed woman helps the saleswoman to her feet, whilst berating the fanatical zelot, does she notice the look in his eye?

(Unlikely | 5[d10]) No, but...

Two more fanatical pilgrims join their leader/priest(?).

This could attract unwanted attention if its not controlled soon.

Signalling my men to stay put I advance upon the altercation.

Do they sense my approach?

(Unlikely | 2[d10]) No. +Twist: Item / Ends the scene

Opting to end this fast and without weapons I tackle the first zelot

(5 = 4[d20]+1) Negligible: Nick/Scratch/Bruise.

A blow behind the knee puts him off balance and a twist sends him back over a table into a pile on the floor.
I turn on the second one as he registers all is not right

(20 = 19[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

Failing to hold my temper in check I feel ribs crack as he folds up spraying blood from his mouth, the Priest turns eyes of fury on me as he haults his diatribe against the two women.

(18 = 17[d20]+1) Severe Injury: Incapacitating and may become Critical if untreated.

My first strike ruptures something in his stomach, as the light of fury dims in his eyes..

(19 = 18[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

my follow up breaks his neck.

As I turn to leave

Uncouth hitman who is as strong as you and whose motivation is to abduct nature, manage advice, and steal wealth; who speaks of friendly discourse and is focused on your enemy.

There is a group blocking the doors, the leader slowly claps.. well would you look at this boys so many bounties in one bar on a forsaken rock in space.. guess our luck is in.

I register another patron in the corner of the bar is freeing weapons and casing for an exit, whilst my men take what cover they can around their booth.

do I know him?

(Likely | 4[d10]) No.

I opt to use my quick draw skill at 3+ & my projectile weapons skill at 4+ to take advantage of his desire to talk,

-1 = -1 +0 +0 +0

Only fair but I still draw first

1 = -1 +1 +1 +0

Nudges me to superb, I draw my side arms and with procise fire engage the bounty hunters at the door

(14 = 9[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(8 = 3[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

(23 = 18[d20]+5) Killed.

(6 = 1[d20]+5) Negligible: Nick/Scratch/Bruise.

(16 = 11[d20]+5) Severe Injury: Incapacitating and may become Critical if untreated.

With three of the six down and out, the other three look for cover, the other fugitive in the room opens up as well

1 = 1[d5]

(20 = 15[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

Is the leader one of the last two standing enemies?

(Likely | 8[d10]) Yes.

"You'll regret this both of you!" Sirens begin to wail belatedly as shutters close off other entrances as the door closes gas is pumped through the vents.
The other patrons whom had hit the floor as the shooting started bank madley on the shutters as they sucum to the gas.

Roll against my Escape artist skill of 3+

1 = -1 +0 +1 +1

4 is a great so I manage to don-my high quality helmet that includes airfilters.
Do all my men have adequete protection from the gas?

(50/50 | 7[d10]) Yes.

As everyone else falls me and my men take up positions. Does the other fugative have anything?

(50/50 | 8[d10]) Yes.

Expecting to see no one else standing I nod in suprise to see the fellow in the corner having donned a slim rebreather helmet.

Expecting them to open the shutters after flushind the gas within an hour at them most, I become worried after two hours pass.

Do they keep us sealed until we run out of air in our suits?

(50/50 | 4[d10]) No.

Android.

Toxin.

As the shutters open, 5 androids march in through the cloudy gas, with a high pitched werring noise they unleash toxin darts.

2 = -1 +1 +1 +1

-3 = -1 -1 +0 -1

1 = +1 +0 -1 +1

1 = +1 +0 +1 -1

-2 = -1 -1 +0 +0

0 = -1 +0 +0 +1

-2 = -1 +0 -1 +0

1 = +1 +0 +0 +0

3 of my 8 are straight down a fourth follows quickly.

I activate my force field and using my plasma cutter I start with the nearest one

-2 = -1 +1 -1 -1

Almost a disaster as I cut the first one in half it locks an arm on my armour, cutting free takes time and I have to evade more darts.

0 = -1 -1 +1 +1

-1 = -1 +1 -1 +0

0 = -1 +1 +0 +0

-1 = -1 +1 +0 -1

-1 = +0 -1 +0 +0

I manage to stay safe but the rest of my men are now down.
The fugitive takes another one down, 3 left.

"Screw this" Activating my homing missile launcher attached behind my shoulder, it pops up with and with a cough it launches a small spread of high-tech missiles

(22 = 17[d20]+5) Destroyed.

(17 = 12[d20]+5) Severe Damage: Incapacitating and may become Critical if not addressed.

(21 = 16[d20]+5) Destroyed.

"that all you got?! I yell.
Opening my subspace communicator - are they jamming?

(50/50 | 6[d10]) Yes, but...

not enough to totally block my signal. "Blackbird in flight" I yell, "Roger" I hear back before the signal is blocked as they change their jamming frequency.
Smiling I lean back on a booth.

I begin to hear gunfire and loud bangs.

Smiling I approach the doorway.

Did my 9 men left on the shuttle successfully take control of the platform?

(Somewhat Likely | 10[d10]) Yes, and...

As I emerge I am greeted by the sight of a number of bounty hunters and system security personnel being tied up under the watch of my armed men.

"Are we in control?"

"Yes Sir, all locked down on this floor...Sir you should take this - patching you in now"

"..repeat this is the Peoples ship No Compromise, prepare to be boarded this platform is being freed from its tyrannical masters, prepare to join the comune"

"Well... shit"

*******************************************

Tuesday, 26 May 2015

RPG Solo: Zombie Apocalypse First Zombie run through

Rubble-strewn apartment building.


I awaken in a ruined apartment building, my memory is hazy as to why I'm here yet I feel calm despite this lack of knowledge.

I look around me

M67 frag grenade.

Very high quality smart phone.

Batteries.

Pickaxe.

Above average map.

Bullet-proof vest.

I look over the smart phone and spare battery putting them in my bag without thought to what use they might be.
I strap on the vest pocket the grenade and with the pickaxe next to me I consult the map.

Is it a map of the local area?

(Likely | 8[d10]) Yes.

Do I know where I am on it?

(50/50 | 2[d10]) No.

Can I see any landmarks outside the building from the room I am in?

(50/50 | 4[d10]) No.

I pull down the furniture with which I blocked the door and peer outside into the corridor. Can I see anyone?

(50/50 | 2[d10]) No.

Stepping out I move along, is there other rooms accessible to search?

(50/50 | 1[d10]) Noand...

I hear a noise from the end of the corridor, can I get out the other way?

(50/50 | 1[d10]) Noand...

Luck is really not with me, not only is there only one way out some one is coming round the corner.. I heft my pickaxe.

Paranoid female student.

As I go to swing.. A young woman appears holding her hands up.. "WAIT" she near screams at me. "Please I need help"

I take a moment to think about helping her, "What do you have that's useful to us?" I ask
She empties her pockets

4 = 4[d6]

Rope.

Fishing gear.

Below average night vision goggles.

Lock picks.

"..I found these things below but I can't use them" I add the goggles and picks to my bag, "loop the rope around you like this and carry the fishing rod for now".
Putting her behind me we move back the way she came, as we get near the outside I stop to look

Can I see anything?

(50/50 | 3[d10]) No.

There is no one in sight. is there cover out there?

(Very Likely | 6[d10]) Yesbut...

there is plenty of open space. Is there anything to help me find us on the map?

(Likely | 9[d10]) Yes.

Locating us on the Map I find the following places of interest that should be near by

2 = 2[d6]

Ruined carnival.

Dilapidated department store.

"We need food, lets try the department store, its.."

1 = 1[d6]

"..only 1 block away"

She nods and follows me out the door.
We move quickly from cover to cover, there are bodies showing various stages of decay all over the place.
I keep an eye out for any vehicles that still look serviceable. 
We reach a building across the street.

Any sign of anyone yet?

(50/50 | 2[d10]) No+Twist: Emotional event / Changes the goal

Move towards goal.

Guide.

"Why are we going further into town? I want to leave, lets just head away.." I stop to explain, "look we need food, clothes and medicine which this store may still have, there may also be more weapons we can use" "Then we can head away but we need to make the most of this chance"

Do I convince her?

(50/50 | 3[d10]) No.

"NO I won't go on, you can't leave me either" "I am going one regardless if you won't come with me you can try and meet me by the petrol station half a mile that way" I point out of town.

Does she go quietly?

(50/50 | 8[d10]) Yes.

"Okay.. but you will come for me right?" Sighing at what I have got myself into "yes now stay quiet and try to avoid being seen or heard"

I move on quickly to the store, do I encounter anyone before reaching it?

(50/50 | 8[d10]) Yes.

Sprinting zombie.

A blur of sound and movement gives me warning as a skinny zombie rushes from a pile of trash cans at me, I swing my pickaxe...

(Likely | 3[d10]) No.

And miss... The Zombie takes a swipe at me

(Somewhat Unlikely | 3[d10]) No.

I manage to dodge backwards.. as it comes in again I line up my swing

(8 = 7[d20]+1) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

I take it in the shoulder, does the zombie slow down?

(Unlikely | 2[d10]) No.

Ignoring the blow it reaches for me with the other arm

(20 = 19[d20]+1) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

It manages to tear my arm dislocating it from the shoulder. With a cry of pain I swing the pick at its head

(22 = 17[d20]+5) Killed.

Killing it dead. Can I pop my arm back in myself?

(50/50 | 3[d10]) No.

With my arm in agony I decide to still search as best I can

I enter the store. How looted is it?


82 = 82[d100]

82% looted, so most stuff is gone, damaged or inaccessible but a large enough selection can still be found.

Is there anyone in sight?

(50/50 | 6[d10]) Yesbut...

Zombies?

(Likely | 9[d10]) Yes.

5 = 5[d10]

Is there any non-zombies here?

(50/50 | 5[d10]) Nobut...

There was, the zombies are busy eating some unfortunates. Can I get around them without being seen?

(Somewhat Likely | 1[d10]) Noand...

Those on the edge of the feeding see me and start shuffling my way. Can I see anywhere to run to make a stand inside?

(50/50 | 1[d10]) Noand... +Twist: Item / Ends the scene

I sense something behind me but as I turn I feel a blow to my head

(23 = 18[d20]+5) Killed.

As the light leaves my eyes I see the zombies crowd in to feed.

*************************************************

I have been waiting at the Petrol station for hours with out sign, he's not coming back I decide.
Pulling myself together and wiping away tears I decide to search the area again. "Must be something worth having round here" I mutter.

Do I find much in the station?

9 = 9[d10]

M18 anti-personnel mine.

Radio.

Pen.

Hacksaw.

Throwing knife.

Silver ingots.

Tools.

Wire.

Above average bullhorn.

My searching turns up mostly rubbish, I try tuning in the radio but get nothing but static and a looping emergency broadcast.

I strap the knife to my waste and decide I need to practice throwing it just encase.

I add the wire, tools and silver into my bag. I leave the bullhorn, the last thing I need is to draw attention to myself.

With the Pen I write a notice warning people to stay away from the town, and for that guy to say I waited as long as I could.

Despite being frightened of the mine I add it to my bag as well.

Stepping out side I see a number of cars with dead bodies in them, some have crashed or are otherwise clearly not going anywhere.

Do I find a car I can get in?

(50/50 | 10[d10]) Yesand...

The door opens on a old pick up truck, the keys are still sitting under the sun visor.
I climb in and it starts first time. 

"Finally some luck"

Smiling I drive away from town.

After travelling some time does the road get blocked with traffic?

(50/50 | 10[d10]) Yesand...

is there a way around?

(50/50 | 3[d10]) No.

Are there any zombies in sight?

(50/50 | 8[d10]) Yes.

Slamming on the breaks as I see the blocked road a large number of shuffling corpses starts making their way in my direction, getting over my initial panic I slam into reverse and head back the way I came.

Do I find a clear exit ramp?

(Likely | 10[d10]) Yesand...

I make a clear break away.

What interesting building do I come to next?

Blood-caked hotel.

I pull into a hotel, looking for some food and a place to stay awhile.

I find an old looking motel, it appears deserted but as I enter the reception I see blood stains everywhere.

taking a deep breath I look for a key to a room on the upper floor that was empty according to the desk book, I then take a look around the office.

Do I find anything much?

7 = 7[d10]

Gloves.

Lumber.

Crossbow and bolts.

Old kerosene lantern.

Below average spiked bat.

Military uniform.

Claw hammer.

I ignore the uniform, putting on the gloves to keep the blood from my hands I add the crossbow and nail studded baseball bat to my bag, the claw hammer I hold on to with the lantern for later on.
Do I find any food?

(Likely | 8[d10]) Yes.

I use the claw hammer to break the two vending machines open. I laugh at my first reaction to find some change followed by a guilty look over my shoulder.

I get settled within my room finding it locked and clean, like a undisturbed room from the past.

I am delighted to find there is still some running water and take a cold shower.

I use my tools and the lumber to block up the window and door before settling in for the night. My weapons to hand.

Do I sleep undisturbed?

(50/50 | 8[d10]) Yes.

I wake refreshed and peer outside. Do I see anything?

(50/50 | 5[d10]) Nobut...

As I open the door I think I can hear some odd noises.

Is it coming from another room?

(50/50 | 9[d10]) Yes.

Do I risk opening the door? (A bad idea)

(50/50 | 9[d10]) Yes.

With shaking hands I get the key for the room and taking a deep breath I swing it open ready to slam it shut if need be.

Pungent zombie.

A rotting zombie lunges out at me, I scream as I swing the claw hammer at its head

(13 = 10[d20]+3) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

It moans as I knock it down, I swing again as it goes to rise

(23 = 18[d20]+5) Killed.

Getting my breath back I accept it is dead and look past it, does the room appear to have anything worth searching?

(Likely | 2[d10]) No.

Despite the likelihood of finding something I can't stomach going past its corpse.

Do I feel up to searching any other rooms showing as occupied at the end?

(50/50 | 4[d10]) No.

I run back to my truck and loading my new goods in I make speed for the road.

Fly infested clinic.

Next up a winding drive is a private clinic, rows of body bags and dead clinicians cover the grounds outside, 

Do I see any movements?

(50/50 | 2[d10]) No.

I decide to brave the pharmacy

I enter the clinic, do I find anything at first?

(50/50 | 3[d10]) No.

Do I find anyone?

(50/50 | 4[d10]) No.

Moving further in I locate the pharmacy and some storage rooms.

7 = 7[d10]

Old stick with nails.

Very high quality antibiotics.

Rope.

Worn-out katana.

Below average crowbar.

Hatchet.

Bowie knife.

Adding all I find to my kit I decide to use the sword as my main weapon.

Grabbing some bandages and antiseptic wipes I head back to the truck.

Do I come across anyone in the two trips I take?

(50/50 | 9[d10]) Yes.

Zombies?

(50/50 | 4[d10]) No.

DO I see them first?

(50/50 | 4[d10]) No.

Are they hostile?

(50/50 | 4[d10]) No.

"Hello" I startle and nearly drop the load I'm holding.

How many are there?

2 = 2[d10]

Greedy female chemist.

Insane government agent.

"Hi, where did you two come from?"

"We were near by when we heard you truck"

Never have I been so glad I locked the truck and took the keys with me out of habit.

"Where are you headed?" asked a officious looking guy wearing a dirty black suit with some sort of flip badge/shield in his top pocket.

"Any where, nowhere, is there anywhere normal left?"

"I know what you mean, you must be so scared travelling all alone" The woman in the lab coat approaches me as though she would put her arm around me.

I move past them loading the truck and freeing up my hands.

"What about you two are you staying here?"

"We have a car and would be happy to travel together miss" the suited man waves at a government looking dark sedan.

"Sure follow me I guess?"

Do they follow?

(Sure Thing | 7[d10]) Yes.

Corpse-choked prison.

I next stop near a large prison, I can see the buzzards circling from here.

"I wouldn't go nearer if I was you" I turn to the guy I now know is called Chuck.
To my unspoken question "No one let them out, I wouldn't like to risk it."

"Would there not be weapons and supplies there though?" I ask

"But what if the gates are locked? you wouldn't get far inside"

"Okay lets move on" I say as the horror of what those people must have gone through registered with me.

I notice the Chemist Alice had not even got out the car.

Disinfected stadium.

We approach the local Sports stadium, a cordon seemed to have been set up around it, with military vehicles and emergency ones surrounding the place.

There are less bodies in sight than you would expect but enough.

Is there anyone in sight?

(50/50 | 1[d10]) Noand...

We risk entering, driving right through the open gates and onto the field.

Stopping we see tents and bodies everywhere.

We stop to grab what we can find.

Cigars.

Frying pan.

Sawed-off shotgun (12 gauge).

Ammo (12 gauge).

Tear gas canister.

Whistle.

Hatchet.

Gas mask.

Ammo (9 mm).

Scoped hunting rifle (.308 cal).

Laser pointer.

Clothing.

One of a kind pocket knife.

Above average jewelry.

Very high quality gloves.

Ammo (7.62 mm).

Bottled water.

Smart phone.

Zippo lighter.

Old ammo (12 gauge).

Glock pistol (9 mm).

Colt revolver (.45 cal).

Military uniform.

We find loads of useful stuff to load in the truck, Chuck to his delight lights up a Cigar, putting the others away in his suit.
Alice takes the 9mm Glock, and I take the Shotgun. Chuck addes the Colt .35 to the one he already had under his suit.

Do we get back to the Cars without any trouble?

(50/50 | 7[d10]) Yes.

We set back off down the road, do we find enough petrol to keep both cars going?

(50/50 | 2[d10]) No.

Do we keep one going?

(Very Likely | 7[d10]) Yes.

We abandon my truck and I join Chuck and Alice in his car.

I find out he was some sort of Government agent, whilst Alice had worked at the clinic we met at.

Recently abandoned nightclub.

We come across a out of town club, a number of cars and bikes are strewn across the car park along with bodies.

Is there any Zombies there?

(Somewhat Likely | 6[d10]) Yes.

6 = 6[d10]

Do they all rush towards us once were out of the car?

(Likely | 10[d10]) Yesand...

They are fast, I panic and fire the shotgun once at them

(8 = 5[d20]+3) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(16 = 13[d20]+3) Severe Injury: Incapacitating and may become Critical if untreated.

(16 = 13[d20]+3) Severe Injury: Incapacitating and may become Critical if untreated.

I punch two of them from their feet, body parts hanging loose, the others press on.

Alice and Chuck open up as well

(11 = 8[d20]+3) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(19 = 16[d20]+3) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(22 = 19[d20]+3) Killed.

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(9 = 4[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

(6 = 1[d20]+5) Negligible: Nick/Scratch/Bruise.

The two almost untouched zombies rush forwards,

Do we have time to shoot again?

(50/50 | 9[d10]) Yes.

(12 = 7[d20]+5) Moderate Injury: Hampers action significantly; will require first aid/medical attention.

(19 = 14[d20]+5) Critical Injury: Requires immediate attention; clearly life-threatening if not immediately deadly.

(10 = 5[d20]+5) Minor Injury: Largely superficial; painful and distracting, but not life threatening.

One zombie reaches Alice, does she manage to fight it off?

(Unlikely | 1[d10]) Noand...

(25 = 20[d20]+5) Killed.

It bites out her throat before we can help her.

Chuck takes careful aim

(25 = 20[d20]+5) Killed.

With the remaining zombies out the ground he takes a bat and finishes them all off.

We stand for a moment by Alice. "Damn"

He turns and enters the Club.

IS there anyone inside?

(Somewhat Unlikely | 3[d10]) No.

3 = 3[d10]

Cheap lock picks.

AK-47 assault rifle (7.62 mm).

Below average sawed-off shotgun (12 gauge).

Finding two more useful firearms we load up the car and head out.