A Cabin in the Woods

It feels like a lifetime ago, but when Jezza was a kid, he used to spend time camping in a cottage owned by his Uncle Bob. Bob had a bit of a survivalist streak, and Jezza can't help but wonder if his uncle might still be alive, holed up in that same cottage. If nothing else, some of Bob's survival gear might still be there.


Turn 1

After losing Tiff and with The Stig nowhere to be found, Jezza had no choice but to bring in some new recruits. Enter Sabine, a West German national stranded in the UK when the zombie outbreak hit. Armed with a knife and a pistol, she was ready for action. Joining her was Freddie, a Manchester punk who preferred to let his fists do the talking.

After parking the van, Jezza surveyed the area and decided to move. Knowing Uncle Bob had a habit of stashing gear around his property, he led the gang toward the outhouse. Luck was on their side—rolling the first of fourteen sixes granted Hamster an extra action, which he used to scavenge supplies from the outhouse.

The gang’s movements, however, did not go unnoticed. The undead began to stir.


Turn 2

The gang took a brief stroll to a nearby boat, where Sabine quickly uncovered another bundle of supplies. Meanwhile, the rest of the group assumed defensive positions, staying out of the line of sight (LOS) of the first zombie spawn point. However, Freddie was caught off guard when a 'fast' zombie, drawn by the group's noise, lunged at him. Fortunately, his leather jacket absorbed the attack, preventing any harm.

Turn 3

Believing it only fair that humans should gain a bonus when outnumbering a zombie in melee combat, Sabine stepped up to the one attacking Freddie and drove her knife into its head. The zombie collapsed into a lifeless heap.

With the threat eliminated, Freddie sprinted over to the Land Rover and began searching for supplies. Luck was once again on the gang’s side - he unearthed Uncle Bob’s bow and a full quiver of arrows.

Meanwhile, Jezza rushed into action, unleashing a devastating streak of seven consecutive rolls of 6 with his trusty shotgun, cutting down zombies in rapid succession. However, the downside of rolling all those 6s was dire - two regular zombies and one fast zombie spawned at each of the designated spawn points.

Turn 4

With three search tokens secured, the team turned their attention to the cottage. Jezza, Hamster, and Sabine sprinted toward the building, peering through the windows to spot two zombies inside. Without hesitation, Hamster raised his pistol and fired—only to miss every shot and deplete his ammunition for the third game in a row.

Jezza, unimpressed, took aim with his shotgun and blasted both zombies. As one collapsed, he recognized the face of his Uncle Bob. Muttering a quick prayer, he pushed down his emotions and hurried upstairs to search.

Near the Land Rover, Freddie remained on watch. With an extra burst of energy, he loosed three arrows in quick succession, each finding its mark and dropping an advancing zombie.

Meanwhile, Sabine leveled her pistol and squeezed off a shot, forcing a fast-moving zombie to stumble back.

Turn 5

Freddie seized the chance to sprint over and reunite with the gang.

A fast-moving zombie lunged at Sabine, managing to land a flesh wound. Meanwhile, Jezza took down the last zombie upstairs with another well-placed strike before retreating to the front door. With the path momentarily clear, Hamster searched the final token and discovered three supplies of medicine. Wasting no time, he quickly fell back to the front door as well.

Turn 6

With all four search tokens found, the gang had to return to the van to complete the mission.

However, Sabine’s limited movement—restricted to one action per turn—slowed them down. Out of ammo, Hamster sprinted toward the van while Jezza and Freddie held the line, taking out advancing zombies.

Unfortunately, their actions drew attention from another zombie spawn point, and a fresh wave of undead began to close in.

Turn 7

A swift zombie closed in on the limping Sabine, but she swiftly countered with her trusty knife, fending off the threat. Jezza fired his shotgun several times before retreating to the van.

Meanwhile, Freddie loosed arrow after arrow until he realized his quiver was empty. During the zombie phase, another fast-moving undead lunged at him in melee, but once again, his leather jacket saved his life.

Turn 8

Sabine managed to drag herself back to the van, battered but alive. Meanwhile, Freddie rolled his fourteenth 6, landing a final blow on the attacking zombie before sprinting to safety.



Unlike the previous two outings, everything seemed to go right for the gang this time. They successfully secured all four search tokens, recovering 2 supplies, a bow, and 3 doses of medicine.

Both newcomers survived, earning them promotions. Freddie gained the Shooter trait (+1 to Shoot rolls), while Sabine picked up Brawler (+1 to Melee rolls).

On top of that, we realized we had overlooked a key rule: each surviving gang member grants a free reroll. After tallying up from all three games, the gang now has 9 rerolls banked for future use.

Comments

  1. A good encounter. Some luck, but you need that to survive.

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    Replies
    1. Absolutely. More than made up for the two previous encounters.

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  2. That was an amazing string of 6's! Good to see things work out much better for the crew this time. Umm, I may have overlooked that re-roll rule, too. I thought that was by expending "Supplies" you could get a re-roll (something I took out of my games, as supplies are their main goal).

    ReplyDelete
    Replies
    1. It was only when looking to see how to turn a liability into a survivor that I spotted it - "Gain 1 supply (free reroll) per model that survived the mission" (Page 6).

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