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Sample file. Plague City

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Introduction

Once a mighty fortress and great city, perched on the banks of a broad and swift flowing river, beset from all sides by armies and looters and vagabonds. This great city succumbed to its final assault. Armies it could humiliate, besiegers it could resist, but against the cold fury of the dead it could not hold out. Thirty thousand inhabitants stared into the faces of the dead and knew that the end had come. Few escaped the slaughter.

Now the living, the survivors, shun this place. Death awaits those that return to the city, death or worse! Smoke and the stench of decay arise from this accursed place. Grey and ragged figures make their shambling progression through ruined streets in an endless quest for living flesh, their blood-caked mouths, dry, shuddering, craving. And yet some survivors look on this forbidding

city as a potential source of great wealth. What use to the dead have for the riches of the church, the fine merchant houses and sumptuous palaces? Surely an expedition into this damned city would be worth it. Risky, yes - but rewarding - surely!

Survivor Missions

This supplement contains a number of missions into the incredibly hostile environment that is the “Plague City”. Several of these missions are divided into a number of scenarios which describe the survivors progress as they make their way into the city, find what rewards they seek and make their perilous journey back. It is preferable that only the umpire player should read through the scenarios before the games are attempted, to ensure maximum surprise for the survivor players and rule out the chances of unfair advantage.

Game Requirements

Players will of course need a copy of the Pike & Shot

& Zombies rules, the post-apocalyptic Renaissance

survival game. They will also need a small selection of Renaissance figures representing the survivors and a lot of zombies! A number of models representing terrain features such as buildings of the appropriate scale and a number of ruins will also be needed. Players may also find it useful to have some card “floor-plan” sections to represent building interiors. Six-sided dice and a rule or tape measure is the other essential for this game plus one umpire player and two or more survivor players.

The Forces

It is recommended that players should use between four and six survivor figures for each scenario. This could mean two to three players with two figures each or up to six players with one figure each. More can play if the umpire is confident in handling large games as each scenario describes how the strength of the undead will rise to meet the increased threat.

Plague City

Plague City is the first gaming supplement for the Pike & Shot & Zombie rules - the first of what will be many

expansions!

Acknowledgements

I would like to thank Henry and Steve once again for some excellent game and scenario ideas and of course all of the play-testers - Mick, Sam, Martin, Dave. Joe, Steve, Tony, Henry and Steve

Plague City

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The Gatehouse

The entrance to the city is guarded by the gatehouse which overlooks the moat. This is the way in for the survivors in this scenario.

The Terrain

This encounter will take place at the entrance of the city walls. The umpire should set up the terrain using scale models of a castle wall, gate and ditch or can use card floor-plan if this is not available. A bridge crosses the ditch, the gatehouse has a room on either side of the entrance, each room has spiral stairs leading to a chamber on the upper floor. These features will only be revealed when the survivors make it to this area.

Survivors Deployment

The survivor figures will start the game on the road leading up to the gatehouse.

The Undead

In this scenario there are a number of arrival points. The number will equal the number of survivor figures that are involved, so if there are four survivors there will be four arrival points. The majority of the undead will be zombies but the umpire can include a

few “leggy” or “scary” zombies if they wish.

Arrival Points

The umpire can locate the arrival points in the following areas: in the moat by the bridge, either of the lower gatehouse chambers, either of the upper gatehouse chambers or on the main road into the city. It is recommended that at least the moat, gatehouse and main road should have one arrival point each.

Undead Deployment

A number of zombies will be visible to the survivors immediately. The number will depend on the number of survivor figures, but the umpire can deploy two zombies for every one survivor figure. These should be placed in the ditch and around the entrance to the city.

Survivors Objective

All that the survivors have to do is to pass through the city gates. It would certainly make things easier for them if they manage to neutralise some of the arrival points. If these are still in existence when the survivors (if the survivors) make their return journey - it will add considerable difficulty to their escape plans.

Mission Failure

It is entirely possible with this scenario that the survivors fail to push through the city gates. Unusually high numbers of zombies may appear and the survivors may not be able destroy sufficient arrival points to make their return feasible. Players can choose to withdraw from the area and attempt it at a later stage, once the concentration of undead has eased a little.

In this case, the umpire can simply re-set the scenario and let the players have another try. Perhaps move the arrival points round a bit to keep the survivors guessing.

Something To Find

If a “lucky find” card is played, a survivor figure near the gatehouse will find a key which fits one of the gatehouse doors. This can be used to lock or unlock one of the doors.

Mission One

A little extra help!

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Mean Streets

This scenario assumes that the survivors have managed to pass through the gatehouse and are making their way into the city.

The Terrain

This scenario should be played on a table about five feet long, the main road from the gatehouse to the city centre runs along the middle of the table, down its entire length. On either side of the road are a jumble of houses and ruins and a maze of narrow streets and dark courtyards.

Survivors Deployment

The survivor figures will start the game on the main road at the end of the table that is next to the gatehouse, no more than six inches from the table edge.

The Undead

The majority of the undead will be zombies but the umpire can include a few “fat” or “clever” zombies if they wish.

Arrival Points

For this scenario the number of arrival points will exceed the number of survivor figures by one. These will be located by the umpire but must be placed evenly down the length of the table, inside buildings or ruined buildings or other out-of-the-way places. One arrival point should be located at the exit point, i.e. where the road leaves the table at the opposite end to the gatehouse.

Undead Deployment

A number of zombies will be visible to the survivors shuffling aimlessly along the main-road. The number will depend on the number of survivor figures, the umpire can deploy two zombies for every one survivor figure in this scenario.

Survivors Objective

All that the survivors have to do is to pass through this area and exit the road at the opposite end of the table from their starting position. It would make things easier for the survivors if they manage to neutralise some of the arrival points. If these are still in existence when the survivors make their return journey - it will increase the forces of undead that oppose their return.

Mission Failure

If the survivors find that they cannot pass safely down

the road they have the option of turning back and leaving the ruined city behind. The survivors will have to pass through the gatehouse area which will contain any arrival points that were not destroyed previously plus an additional arrival point (located in the moat). Loitering around the entrance will be one zombie per remaining survivor figure.

Something To Find

If a “lucky find” card is played, a survivor figure near the gatehouse will find a key which fits one of the gatehouse doors. This can be used to lock or unlock one of the doors. Other items of interest will be:

Heavy Crossbow

A crossbow in good working order and 2d6 ammunition for this or other crossbow weapons.

Half Plate Armour

This armour is in good condition and will take eight actions for the survivor to put on (over two turns). Only once the armour has been put on will the player discover whether the suits fits the figure. Roll 1d6 a score of four or more and it does. A score of three or less and the figure will not be able to move or fight in the armour. If carried off, this armour is worth 5d6tlr if the survivor wishes to sell it.

Fine Cloths

The survivor has discovered a trunk containing fine cloths (male). The player can choose to clothe their figure in these garments (increasing the figures Geist by one point) or the survivor can sell them at a later stage for 2d6tlr. Changing into these cloths takes two actions.

Iron-bound Chest

A sturdy looking chest has been discovered. It is of high quality and it is also locked. Such a chest must have been constructed to keep safe valuable items. It will take two to four actions to break the lock and open the chest (noisy!), disappointingly, the chest is empty.

Religious Tracts

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Treasure House

To play this scenario it is assumed that the survivors have managed to pass through the gatehouse and the outskirts of the town and are are making their way into the interior.

The Terrain

This scenario should be played on a table about five feet long and three to four feet wide. The main road from the gatehouse to the centre runs into this area and is surrounded by a number of derelict and ruined buildings. In the central area is an open square surrounded by a number of large buildings facing inwards (players should use scale models here or can use card floor plan if these are more convenient).

Survivors Deployment

The survivor figures will start the game on the main road that runs up from the gatehouse and must be placed within six inches of the table edge.

The Undead

The majority of the undead will be zombies but the umpire can include a few “fat” or “clever” zombies if they wish for variety.

Arrival Points

For this scenario there will be one arrival point per survivor figure. These will be located by the umpire, at least one will be placed near the survivors entry/exit point (within twelve inches), the rest will be located around the edges of the town square.

Undead Deployment

The survivors will spot a number of zombies milling about the square. There will be three undead creatures per survivor figure.

Survivors Objective

The survivors objective in this scenario is to locate the most wealthy looking house on the square, have a quick look inside and loot as much treasure as they can practicably carry. One particularly large looking merchants house immediately grabs the survivors attention, especially as it doesn’t seem to have any zombies near it.

Something To Find

Inside the wealthy merchants house there is signs of considerable destruction and disorder. However, there is also some evidence of wealth too. Valuable gold and silver

ornaments, coins and jewellery are strewn across the floor - obviously of little use to the doomed inhabitants of the city or the undead hordes now in occupation. To find the treasure, the survivor players must declare their intention of searching specific areas in the usual way (see Finding Stuff section in the main rules) except that discoveries will be made on a score of five or more (rather than the usual six).

If the survivor has discovered something the player rolls 2d6 for the value of the item and adds one for each square inch searched. For example, the survivor is searching four square inches of a room, this takes four actions. 1d6 is rolled to see if anything is found and a five is rolled - success! 2d6 is rolled for the value of the item plus four because of the area searched.

The value of the item will be in the usual thalers (dollars). Once the value of the item has been established, the weight of the item must be determined. To do this, 1d6 is rolled, a score of one to three and the weight is negligible, a score of four to five and the weight is half a weight point, a score of six and it is one weight point. If the survivors managed to sneak into the house undetected, the umpire should give the players plenty of time to collect treasure without the threat of zombie attacks. If the survivors did not manage to enter the house unnoticed - the umpire should not! If the survivors do not post look-outs to keep a check on what’s going in the street, the umpire can rearrange the zombies on the outside for when the survivors attempt to leave.

The umpire will instruct the players to note the effects of any additional weight on their figures movement rates and adjust them accordingly.

Mission Failure

If the survivor figures draw too much attention to themselves as they approach the merchants house they will have many zombies to deal with. Players may find that the area has become too “hot” and will be forced to withdraw, survivors will therefore have to face the Return Journey.

Return Journey

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Into the Breach

This scenario is another mission into the “plague city”. This time the survivors have been hired by Hauptmann Hajek to undertake a rescue mission. A previous expedition into the city has become trapped and a rescue is required, especially a rescue of the captains daughter Silvia. The only person to escape from the previous and unsuccessful mission reports that the survivors are now hiding in the Bürgermeisters house and it is only a matter of time before food, ammunition and the strength to resist runs out.

The survivors have found a more discreet way of entering the city, rather than using the main town gates. Picking their way through the siege damaged rubble of the town walls may attract less undead attention. Three games can be generated from this mission: getting in, finding the survivors and getting out again.

The Terrain

The terrain will consist of the damaged section of town wall, a rubble filled moat and an area representing the city interior filled with ruined or derelict buildings and should be laid out on a table at least five feet long and three feet wide.

Survivors Deployment

The survivor figures will start the game in the moat area outside of the town walls. This will be located at one end of the table within six inches of the table edge.

The Undead

The majority of the undead will be normal zombies but the umpire can include a few “throwing”, “skillful” or “fat” zombies if the umpire wishes.

Arrival Points

For this scenario the number of arrival points will be one for each of the starting survivor figures. One will be located within twelve inches of the survivors starting point, the rest will be inside the abandoned or ruined buildings in the interior of the town.

Undead Deployment

A number of zombies will be visible to the survivors milling around the entrance area at the start of the game. The number will depend on the number of survivor

figures, but the umpire can deploy two zombies for every survivor figure.

Survivors Objective

All that the survivors have to do is to pass through this area and move into the interior of the town. It would make things easier for the survivors if they manage to neutralise some of the arrival points. If these are still in existence when the survivors make their return journey - it will increase the forces of undead that oppose their return.

Mission Failure

References

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