Zombie Adventure - Game 39 - Day 14 (June 18, 2019)

in #gaming5 years ago

A small team of adventurers (@improv, @aussieninja, @justatouchfey, @paulag, @bashadow, @pbock and @hhayweaver) head out to find the forgotten village of Goldcrest. Unfortunately, the road to the village has been blocked by several land-slides and nobody has cleared the road so our brave adventurers had to leave their vehicles behind and continue the journey on foot. They encountered many zombies along the way and managed to leave the zombies behind by scaling a nearly shear rock wall. Unfortunately, they lost most of their weapons while climbing but they did get away from the zombies and have entered Goldcrest. While searching the local newspaper building, they found a post-it note indicating that the mayor and the clergy were having a big argument.

Later, inside the City Hall, they discovered the Mayor's ledger with the following scribbled inside: I told Father Jones not to allow it, but he didn't listen. We tried to isolate them with teleport technology but we failed. God help us now!

The team found a teleport terminal in the warehouse across from City Hall and figured that must be the way to access the church, so they all jumped into it and disolved, leaving behind all their clothing and anything else that was not part of their body.

Arriving at the other teleport terminal, the team members are rather shocked and embarrassed to find themselves naked and once again without any weapons! The only saving grace is that all of them are in the same boat and equally naked. Who would have thought that only living tissue could be teleported? Probably the inventor(s) thought that this feature would prevent the zombies from being teleported, but since they are living dead, that's probably why it didn't work as planned. The team also noted that all their injuries were healed during the teleportation! Bonus for them, but probably also works for any zombies going through.

No time to worry about clothing now... the team needs weapons! Thanks to whomever left those 2 axes and a shotgun near the teleporter!

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Narrative A platform similar to Medium.


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Objective:

Investigate the (supposedly isolated) church area to see if you can find any gold and look for clues about why there are so many zombies in and around this village. Reveal the mystery and teleport back to the warehouse to retrieve your clothing and other belongings. (If the majority of players would like to try getting back to their vehicles, that could be done as another game segment. I suspect it should be easy getting out of Goldcrest itself because all the weapons will be there at the other end of the teleporter, however, after scaling the rock wall, it could be a real challenge! Please voice your opinions on this possibility.)

Inside one of the rooms of the newspaper office is a post-it note that reads: Mayor seen arguing with the Clergy.
In the city hall they found the Mayor's ledger which stated: I told Father Jones not to allow it, but he didn't listen. We tried to isolate them with teleport technology but we failed. God help us now!
In the warehouse across from the city hall is a teleporter that zaps you to the church area.

Additional twist: Before each player takes their daily turn, roll a D20 to see if you get any bonus. Please note that the bonus must be used during the CURRENT TURN. If you do not specify to which action you wish to apply the bonus, it will be applied to your first action where applicable.

Players can see a spreadsheet with their inventory and health here:

ctrl + L-click OR R-click and choose to open in a new tab (these are the ONLY solutions I found for opening a new tab/window).
https://docs.google.com/spreadsheets/d/1k5jXGMU9CF-9V3ZCz2YHGP7aswEiTizxfu4SBy-s2vI/edit?usp=sharing

The Rules of this game can be found here:

https://steemit.com/gaming/@happyme/zombie-adventure-game-39-sign-up-here

Prizes:

Everyone who plays gets daily up-votes on their comments. (Delegating SP will increase the vote value! This is way superior to SBI, so a good investment for ROI).
Winners can also 3D-print their own "survival" token using this link.
And
Winners may claim their buttons by copying and pasting the following code and proudly display them on their pages:
![SurvivedButton2.png](https://steemitimages.com/DQmTam1MrwcbLssSvPykpvUNYVY4aJKfhE2pQnTMwQRzzSh/SurvivedButton2.png)

![SteemButton2.png](https://steemitimages.com/DQmTwsQMxDVZgNMfniXk5Dme1ZnoAwAWjyirsgVcp3qSyeD/SteemButton2.png)

Zombie Turn after the players made their moves:

All zombies pre-existing on the board move. A hulk attacks P4, rolls 3 and misses. The walker from the next room joins P4.
A walker from inside a building runs out to join P3.

Zombies spawn at spawn sites:

Zone 1 rolls a 3 - walker
Zone 2 rolls a 5 - runner
Zone 3 rolls a 1 - nothing


G39June18.jpg

You may wish to use the template below (copy, paste, edit).
### Player ()
Bonus roll @rolld20
Action 1:
Action 2:


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Player 10

Bonus roll @rolld20
Action 1: Shoot the runner to the north
Action 2: If i miss shoot again. If I hit the runner I will axe the elusive door @rolltwodice

We need to roll for what zombie we find inside: @rollthedice

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

Looks like a walker.

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 5.

Second die lands...
You rolled a 2.

Shake shake shake, you roll the 20-sided die.

You rolled a 1.

WooHoo, I will apply the can't miss to the second roll, so the runner is dead and the door is open.

Player 3 (3rd)

Bonus roll @rolld20
Action 1: Axe the walker! @rollthedice

Shake shake shake, you roll the 20-sided die.

You rolled a 4.

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

Sweet. I'll move north for my 2nd action.

Player 1 first
Roll d20
Go north
Hit the Walker if it comes up any number but 20 else hit the hulk with bbbat
@rollthedice

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Shake shake shake, you roll the 6-sided die.

You rolled a 5.

Shake shake shake, you roll the 20-sided die.

You rolled a 7.

Player 5(2nd)

Bonus roll @rolld20
Action 1: Go north
Action 2: @rollthedice, swing wild and crazy at the hulk like a crazed manic in fear of his life.

Shake shake shake, you roll the 20-sided die.

You rolled a 8.

Shake shake shake, you roll the 6-sided die.

You rolled a 4.

Yes the wild and crazy attack mode seemed to do the trick, one hulk taking a forever dirt nap, never to rise to fight another day, done, gone, finito, no more but oh the oozing feel of the zombie life force, oh so pleasing a sensation.

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HF 21 is going to be rather interesting. So yes, caution should be exercised.

Player 2 (5th)

Bonus roll @rolld20
Action 1: Shoot the walker to the south using the CZ 550 (just because it is more fun to use).
Action 2: If miss, shoot again, otherwise move south. @rolltwodice

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 4.

Second die lands...
You rolled a 1.

Shake shake shake, you roll the 20-sided die.

You rolled a 12.

The first roll kills the walker so P2 moves into the church to find a ledger. In the ledger, Father Jones had kept a record of events for the church and the town's people. The last entry read:

When a troupe of travelling Gypsies came to town and offered pony rides, my niece got thrown from her pony when a rabbit scurried from where it was hiding and spooked her horse. She landed on a fence post and it punctured one of her lungs. I prayed for her recovery but she died a short time later.

The gypsies felt terrible that anyone should be killed because of the service they provided, so one of the gypsies offered to bring her back to life with a ritual from an old book they carried with them. I was hesitant about allowing this ritual to proceed and spoke to the mayor about it. The mayor said it was God's will that my niece should not survive and to let things be as they were.

On the other hand, I had my sister begging me to bring back her 11-year old daughter who was innocent and just starting her life. The gypsies were also pressuring me to allow them to correct the mistake their horse made. It was all too much for me and I didn't want to take responsibility for making such a monumental decision, so I told my sister to do whatever she felt was correct. Of course she allowed the gypsies to bring her daughter back to life and the gypsies were all to eager to oblige.

As it turned out, my niece was brought back from the dead, but she wasn't her normal self. She seemed distant and isolated from the rest of the world. My sister said that it was likely from the shock and it would just take time for her to return to normal. The next day, my sister was found dead along with her husband. In no time at all, more and more people were being killed and unless the bodies were immediately burned, they too returned from the dead and began killing others. They were all being turned into zombies!

We decided to isolate this area in order to stop the spread of this nightmare. I'll take a few things before

It seems Father Jones never got to finish his entry. Poor fellow was likely the zombie we just killed.

We haven't found any gold in this town yet, but there is quite a lot of cash in the collection box. Since these poor folks won't be needing it any more, I don't see any harm in taking it. At least we won't be leaving empty-handed. Oh wait! The teleporter only moves living matter. Darn it all anyway! I guess we DO go back empty-handed. Oh well, at least we solved the mystery. That was worth the effort. Now we just need to make it back to our cars and clean up as many of the zombified towns-folk as possible.

Player 4 (6th)

Bonus roll @rolld20
Action 1: Shoot the walker to the west.
Action 2: If hit, move south, otherwise shoot again. @rolltwodice

Shake shake shake, you roll the 20-sided die.

You rolled a 19.

You blow on two 6-sided dice, and throw:

First die lands...
You rolled a 2.

Second die lands...
You rolled a 6.

Player 9 (7th)

Bonus roll @rolld20
Action 1: move east
Action 2: move south

Shake shake shake, you roll the 20-sided die.

You rolled a 13.

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