Zombie Adventure - Game 30 - Day 1 (Nov. 15, 2018)

in #gaming6 years ago

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Objective: Turn on the lights by finding the generator room, then clear out all remaining zombies.

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

This game is already in progress. You are welcome to join us using any of the unclaimed player numbers from the spreadsheet linked above.

The Rules of this game can be found 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://steemit.com/gaming/@happyme/zombie-adventure-game-30-sign-up-here

Prizes:

Everyone who plays gets daily up-votes on their comments.
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 stay where they are until disturbed by a player.
Finding a zombie (during a search) disturbs them, as does moving into or through their square. (Because it is so dark in this warehouse, players can move past a zombie without engaging in battle EXCEPT when a zombie catches up to a player or when a player stops or lands in the same square or after the lights have been turned on).
In other words, as long as the lights are OUT, you can slip by a zombie before it has a chance to actually engage in melee if you are making multiple moves and move away during that turn, but it will start to chase you. If your turn ENDS in the same space as the zombie, you are locked in melee.


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Player 12
Move north
Move north
Move north

Thanks for your submission, however there is a wall to the north (that dark line above all the players). As discussed with P2 earlier, I think I'll simply have players that bump into a wall get bounced back to an open path. I didn't plan for that to happen since the last time I used a darkened map, there were no walls. My bad.

Also, I strongly suggest players search while all huddled together so that IF a zombie is found, there will hopefully be many hands to help take it down. That's where it pays to be one of the first to take action when doing a search. Players start out with NO WEAPONS (other than those who won permanent weapons in previous games), so searching is generally what is done first before venturing out. The others are all veteran players, so they know this. Because you are new, I'm explaining this and will grant you a chance to take your turn over if you should want to begin with a search. Player 2 has determined that it is possible to move north after moving 2 west. If you should decide to follow P2, you will be with a zombie, so I don't recommend doing that. I would start with a search and see what was found and then decide on more actions, but ultimately the choice is yours. Also, make sure to use the bonus roll by calling the d20 dicebot (see the image of the table for account to call; if I type it here, it will be called). Good luck!

okay got it

search current square
Bonus roll (@rolld20)
move west
search current square

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

You rolled a 12.

Bonus produced nothing.
Action 1: Search the current square. @rollthedice

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

You rolled a 2.

rolls of 1 and 2 are a fail, so now you need to roll to see what was found in way of zombies. @rollthedice

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

You rolled a 6.

Oh no... what a way to start a brand new game! You discovered a hulk!
That means you are now locked into melee and cannot make your moves west, so lets attack this dude bare-handed. (By the way, you may do only one search per turn).

Actions 2&3: @rolltwodice to attack the found hulk twice.

Player 2 (1st to move) :

  • Bonus roll (@rolld20)
  • Timidly move West
  • Timidly move West
  • Timidly move North

YIKE! Just realized we have a problem HUSTON. You don't know where the walls end until you get there, so making 3 moves per turn is going to be a problem. In previous "dark" games, there were no walls! Now there are walls. What to do??? Should we just bump into a wall and be bounced into the next available square?
I don't even know where the wall ends until I peel back the fog, so I need to go check out the map to see where each player ends up. Looks like I'll need a reference map that is handy to refer to beside my keyboard.

I mean... I did very much expect to bump into walls, that's kind of part of the fun. Hmm, I'm totally okay if I bounced off into the next available square... it seems more fun than just stopping dead.

I'm sure most people won't run full pelt into the dark like I did... I kinda just wanted to help everyone else out...

LOL... sounds good. I guess we play by bounce whenever it happens that someone makes a move into a wall. As it turned out, you made your turn at the end of the wall, so all is good. You will probably see the wall bit when I do the next update. I'm not exactly sure how much will show with the fading of visibility.

Player 2 moves west, west and north, bumping into a walker at the last square. A search using the bonus action was made as well, but nothing was found.

Oh, hi, walker... lovely day for a walk isn't it?

Heeeeeelppppppp!

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

You rolled a 10.

Oi... ah, search this square (@rollthedice)

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

You rolled a 1.

Uh oh... what type of zombie? (@rollthedice)

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

You rolled a 2.

Question is... we're there any zombies in the square you stopped in, or those you traversed ? drumroll

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I know right... I'm hoping their night vision is even worse than mine...

Hmmm... let's see the bonus first
@rolld20

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

You rolled a 20.

Mwahahaha

@rollthedice search for guuuun

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

You rolled a 4.

It's happening!!!!

Bonus roll found a double-damage and a successful search finds a x-bow and a Molotov.

I can't believe P2 ran off without searching for a weapon where it was safe!

I knew PBock would be there to save me!

Good old Pbock! Unfortunately, he's out of actions for today. Let's hope the walker has lousy aim!

Fireeeeeeeeeeeeee

I mean.... neat, I'm no pyroman but could be useful.

Last moves : West twice

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P9 moves west, west, following the safe path cleared by P2.

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Player 1 (4th)

Bonus roll: @rolld20
Actions 1&2: Attack the hulk found by P12. @rolltwodice

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

First die lands...
You rolled a 3.

Second die lands...
You rolled a 6.

another half point damage to the hulk.
Last action: Attack again. @rollthedice

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

You rolled a 3.

failed! Yike.

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

You rolled a 15.

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