Showing posts with label Zombies. Show all posts
Showing posts with label Zombies. Show all posts

Sunday, April 13, 2025

(Fistful of Lead) Last Train From Zulovo

 It's been rough getting the girls together to play some games, especially with Easter coming up, but with one at my place, we knocked out a quick zombie game... it's close to Easter-theme.

1936 - Zulovo, Soviet Union

"Four Hasidic Jews and a rogue Soviet agent enter an strangely abandoned research facility."  

Alexander Mikoyan rarely laughed, but that though elicited a smile.  He had travelled the Russian Empire, now the Soviet Union, meeting interesting people, killing them sometimes, uncovering secrets the party was not meant to know, and befriending a collection of individuals that would certainly get him killed in one of Stalin's purges.  Except, for good reason, Stalin knew why Mikoyan was scary and necessary for the survival of the nation.

When rumors rose of a vanished village... with a questionable state facility nearby, Mikoyan commandeered a train operated by some previous companions... and requested the aid of the four Hasidic Jews with experience in the occult.  

The mission was a partial success.  There was nothing pointing out to the abandonment of the facility, or the disappearance of the nearby townsfolk.  Mikoyan had uncovered some questionable documents and a very peculiar black statue, with veins of a bright green glowing material.  

They were almost back to the train, when Mikoyan was doubly annoyed.   Had they really been down there so long that Rudakov, the engineer, quelled the boiler.  Alexander could sense something was coming, and this was going to delay their escape.

Our heroes (L to R), Rudakov the Engineer, Aleksandrov the Fireman, Yevgeny the Conductor, Alexander Mikoyan, Avrum, Menachem, Yitzchak, and Tuvia

Secret Heroes of the Soviet Union 

1) Load up the statue: A two man job, both men loading it must succeed a task 5+ on a d8 on the same turn.  
2) Leave.  The engineer and fireman must succeed a task 5+ on a d8 on the same turn TWICE.  It does not have to be in successive turns. The following turn, so long as there is a crew member in the cab with a free action to push the lever forward, the train moves 6 inches each turn. 

Undead Enemy of the State 

Prevent the train from leaving the station, human deaths are a simple bonus (and more members to the army)

The pseudo secret railway station near the Zulovo research station (lower right).

Turn One:  With the swirling snow obscuring vision, Mikoyan knew he need to eliminate the threat close up and quickly, so he charged them.  Two of the jews had just stepped into the station to warm their hands on the dying embers of the fire the train crew set in the stove.  They were on the other side of the train, and couldn't see anything.  Yitzchak and Tuvia fumbled with the statue, and the train crew equally bumbled stoking the boiler and building up a head of steam to leave. 

Turn Two: Mikoyan swung his pick at the undead, ripping out a chuck of flesh.  The monster dropped to a knee but continued to attack and wounding the agent.   Meanachem ran around the back of the train and levelled one with his shotgun, although it required a double tab to put its out of everyone's misery.

Tuvia, armed with a submachine gun, stopped trying to lift the statue to fire at a closing zombie, a rip of bullets hitting a vital spot.
Mikoyan looks to be in trouble.
Meanwhile: the train crew began arguing with each other, not realizing that more zombies had assembled from behind the station.

Turn Three: With the luckiest roll, Mikoyan crawled away from the closing zombie, just enough for Tuvia to distract a zombie... and meet his own doom.   Avrum snuck between the rail cars and help Yittzchak secure the statue on the train.

The train crew rolled successes!  One more pair to go!
 
Turn Four:  Avrum and Menachem took two different approaches for the growing zombie mob behind the station.  Menachem climbed the last train car, missing every shot, but distracting the undead hadn't closed in on the locomotive yet.  

Having secured the statue, Avrum slid back to the other side, aimed at a zombie with the pistol 

*click click*

Weapon jam/Out of Ammo!
Avrum quickly climbed the tender to give him a moment to fix his pisol.

Alexander Mikoyan could feel his own blood coming out of his body.   

"I'm not going to die from some TrupokoldĂșn (Corpse-Wizard's) plaything... and he willed himself to get and and stumble back to the train. (He pulled a Queen of Hearts, perfect to combat his faltering die rolls).

The crew finally got the locomotive ready, and the bell was pulled once to alert the others... and alert more zombies.

But they were already here. 

The first wave of zombies from beyond the station had reached the train.

The zombies tried to climb up the tender, but Alexandrov and Avrum beat them down.  One did manage to climb into the cab and wound the engineer.  

Turn Five: Rudakov regained enough composure in the locative cab to kick the zombie away, summon enough strength to pull the lever to start the train in motion.

Turn Six and Seven:  With the train in motion, it was unlikely the lone zombie on board would disable it, nor would any zombie after turn six even attempt to board.  But there is room to tell two more heroic tales.  

Yevgeny the conductor had stood in the front of the train, making sure the path was clear.  He was constantly distracted by the gunfire, so it was no surprise that was beset by a zombie.  The conductor must have learned something from his previous time with the rogue Soviet agent, as he quickly dispatched the creature.... only to see zombies walking alongside the tracks.  He pushed another zombie onto the tracks, slowly crushed by the wheels of the locomotive, before Yevgeny climbed into the locomotive cab and helped the engineer push the last zombie off the train.

Yevgeny in his the midst of his moment of heroism.  Aleksandov and Avrum stand in disbelief.  
At the back end of the train, Yitzhcak had found himself embroiled in a desperate wrestling match with a zombie, with three or four more coming at him.  Even Menachem's shots from atop the rail car were not helping. In fact, they were drawing more zombies towards them.  

At the last moment, he finally managed to push the zombie away, giving him just enough time to grab the railing of the last car... 
Alexander Mikoyan lay in the gondola car, clutching a wound.  

"You know, you could have come to help us?"  

"And scare your human allies?  Not likely at all Sasha..."

Mikoyan confers with his friend, Adric the Rusalki

Hiding in the corner, across from him, was a fishman, in a thick fur coat, reading an ancient tome while, trapsing its clawed fingers over the newly obtained statue.  

"I don't think your little incursion of Mertvyaki is associated with this little relic.  I am a bit perplexed though.  All signs point that this wasn't made by my people."

I think three simple zombie games let me realize that Fistful of Lead is certainly adequate for it, as well as help me determine how we're using the rules for some of our skirmish level gnome games.  It's refreshing to actually get a chance to use my Soviet-era figures (even if Mikoyan's figure is the lead character from Sisu), the Russian Deep One, and the Armed Jews from Battle Valor. 

Monday, March 31, 2025

(Fistful of Lead) Dead Birds

Months into the zombie apocalypse, there was considerable confusion about how the outbreak originated.  There were talks of fungi, molds, and infections, but almost all of the scientists and doctors were dead... or walking the earth trying to consume the living.  

But deep down, humanity knew there wasn't a logical explanation for everything... something otherworldly, maybe not voodoo or necromancy, but something that warped their reality into the hellscape they were living in.

The good news:  this apparently supernatural force could be killed my physical means. 

Kyle had a rap sheet a mile long for bar brawls, street fights, etc. He also liked the character Darryl Dixon from the Walking Dead, so when the real shit hit the fan, he found himself a leather vest, a machete, and a crossbow.  

Two problems:  a) he had never shot a crossbow in his life before then  and b) he was blind as a bat without his glasses, which he had lost early on.  

Just his look and demeanor was enough to have him join groups.  Somehow everything went wrong on his watch.  

Recently, things had gotten a little better.  After escaping a horde with just his trusty machete, and getting rid of the kids in their protection, the group moved faster.  The world before the apocalypse had created a generation of women who thought swords and silver could eliminate most evils.  He had run into a few overconfident ones, but Jelly, their current top dog, was the real deal.  

She had gotten info on a stash at a nearby farm, weapons, food, gold... it didn't matter what it was, but there were a few hiding spots to check out.  

They arrived at the farm, cleared out the outbuilding, and got some rest so they could better search in the morning.   Kyle took that last watch, and as the run began to rise, he noticed what the darkness had hid.  

The barn was right next to a large family cemetery, and somethings were wandering in from between the tombstones.

One looked like a ghost, the one behind it was definitely a zombie.  '

Turn One: 

Kyle banged on the wall to wake up his friends.  Then he picked up his crossbow, and took aim at the entity coming in and out of reality.

*click*

Nothing

The idiot, like always, forgot to load his crossbow.  

The older man everyone called Father, ran out first, firing a shotgun blast through the creature when it went incorporeal 

Jelly charged right at the entity, sword in one hand, and a "blessed" silver dagger in the other.  She may not have injured the specter, but their was a glancing blow.  

Mel, the machine gunner, looked in the opposite direction, counting three zombies coming right them.

And Old Man McGuckett? He took a bee-line to the old stone wall, one of the alleged hiding spots for the cache.  

Turn Two:  

Jelly slayed this graveyard wraith, a solid torso laying on the ground, with the arms and a flowing robes dissolving into the ground.  The zombie following met Jelly and it's head was quickly removed from it's body.  

Old Man McGuckett got to the wall, finding nothing, but another zombie shuffling in from the east.

Mel lowered her machine gun and actually incapacitated one of the zombies, but it would keep moving, so she wisely fell back. 

Zombie kills:  Jelly =2

Turn Three:

Mel continued her retreat, destroying the lone zombie from the west.   Kyle quickly dashed across from the building to the western fence.  

This left Father alone with two zombies, and another rising up and trailing them by a few steps.


Old Man McGuckett wasn't hopeful for his chances and high tailed it towards the south.  Jelly had search another spot as well, with no luck, except for another zombie! 

Turn Four: 

More zombies were appearing, but Kyle finally made it over the fence, and uncovered.... the cache!  He would pick it up and leave unmolested to the west. 

Jelly dispatched another zombie, but another one appeared from behind, throwing off her sword-fighting abilities.
Jelly Zombie Kills:  3
Father could handle himself, but his normal barrage of hits in the butt of his shotgun, seemed to barely hold off the two that were upon him.  Mel made sure he didn't have 3-1 odds by taking a zombie out, before trying to follow Jelly. 
Jelly: 2 Zombie Kills
In the end, Mel cowardly turned tail, watching a Jelly but the finishing touches on her four zombie kill of the afternoon. 
Jelly Zombie Kills:  4

At the end, it was a commanding 9-2 victory for the humans, although Father slowly succumbed to a wound, and then finally lethal damage.  There were still some bad rolls to start, but Jelly performed as expected, and a more experienced Mel kept the north flank at bay.  Kyle always rolls a 1 (out of ammo) with his first shot. 

This scenario is based off of  Dead Birds, a Flintloque scenario posted to one of advent calendars on Orcs in the Webbe. If I can acquire some Zombie Gnomes, I'd definitely pull this out for a Gnome Wars game.

Friday, March 14, 2025

(Fistful of Lead) Sitting Ducks

Since the start of my Federal gaming year (Oct-Sep), I've had Dead Birds in my blog drafts as a scenario I've wanted to play.  We've dipped our toes in the Last Days rules, but I've had a mental block over a number of things and things and now it's March.  Don't get me wrong, I like a number of mechanics that Last Days provides, but sometimes it's just overcomplicated for what I want to do, solo or with the girls.

So I fell back to my default game, Fistful of Lead.

Out of the Tales of Horror supplement, Zombies are d8 critters who are slow (4" of movement per action),  soulless (shock and wound results simply knock them down), that are directed by a necromancer.    I removed the need for a necromancer and instituted the rules for noise and zombie movement from Last Days, and broke out the post-apoc/zombie figures we've painted up. 

(L-R, Kyle, Dog, Tina, Bouffay, Mel, Timmy, and Father)

In the early days of the zombie apocalypse, this group was formed, escaping from the big city, then the suburbs, now scrounging for supplies around an abandoned farm.  There still wasn't any concern for tactics, or cohesion, as they all crashed out in the barn, Kyle slumped over by the one barndoor, leading out to an open field. 

It's unsure if the zombies were lured in by Dog's barking, or if Dog simply starting barking to alert the humans of a problem.  

TURN ONE:  Dog ran the length of the back fence, challenging the zombies coming in from that direction.  Kyle saw the zombies crossing the open field first, raised his crossbow, and realized he never loaded his crossbow, and he must have left his other bolts in the barn (Out of Ammo!).  The zombies advance, Kyle still whispering to the others in the barn.  

The only reinforcement that came out was little Timmy, who pulled a massive handcannon out of his wagon and fired two loud shots, dropping one of them (He went on a 2 {Roll two dice]) and alerted everyone of his presence.

Mel had emerged out of the side barn door, and had planned on laying swath of death, only to discover she brought an unloaded machine gun to a zombie fight (OUT OF AMMO)

Turn Two:  Maybe the FoL Zombies are like the 28 Days Later version, because on a small board, they moved fast.  Each direction (NSEW) went as a group, so when they moved unimpeded, that 8" was a jog.

The zombies finally made of over the fence to reach Dog, and things weren't going so well for the canine.  

Kyle abandoned the child, grabbed his bag of ammo, and staggered back by the grain silo to reload.  Mel also fell back into the barn to clear her weapon/reload, while Bouffay met the zombies coming from the west and was fighting two of them off along the fence.

Timmy was wounded by the advancing zombies from the south, and was barely rescued by Father, emerging out of barn with his trusty shotgun!  

Turn Three:  Kyle finally managed to reload his crossbow, as the zombies from the east poured over the fence.  Hopefully his machete would fail him less. 

Little Timmy scurried away, but encountered another western zombie, who easily penetrated the fence without a sound.  Mel was able to reload (6 - free reload) and come out... only to completely miss.  The zombie knocked Timmy to the ground again.  

Bouffay was basically parrying the two zombies blows, and was strongly considering using a screwdriver, harder to use, but more likely to drop of them.  

Father took out another Zombie, and Dog?  Poor dog was barely holding on, and would officially perish next round

RIP: Dog

Turn Four:  Bouffay's standstill melee may have caused the fence to tumble, and she was wounded with the zombie, clawing at her back.

After killing Dog, its zombies began towards Kyle.  The little girl, Tina, finally jumped out of the barn and tried to attack a zombie on Kyle, but it's pretty hard to stab at a zombie when you're four-foot tall.  She was the easiest kill of the night.  

Father engaged in hand to hand with a zombie chasing down Timmy.  A successful hit to its head with the butt of his shotgun pushed it away, and a blast from the opposite end fell it.  

Turn Five: Kyle showed his best Daryl Dixon impression, felling two zombies with his machetes in the round.   The indomitable, scrambling Timmy  was finally caught by a zombie and quickly murdered.  With no moral obligation against hurting the child, Mel lowered the machine gun and obliterated the beast.
RIP Timmy

Luckily, Father wasn't too quick around the corner or he would have been caught in the spray of bullets.  Father walked over to Bouffay, discovering she had succumb to injuries.  He put a single shot in the feasting zombies head, and a single shot in Bouffay's to keep her from turning.  

Mel and Father escape the farm, heading west, leaving Kyle to his own devices.  

In scribbling the stats down for the humans they were definitely a lot more civilian, had poor set-up, and were subject to some horrible ammo rools,  while the zombie groups nabbed all the 6's for free reloads (save one).  In the end little Father was the most competent of all.  

For the next encounter, I'll reset things, and set up the loot markers.  I think zombies need to be slowed down an inch (to 3").  Nine zombies total coming from all sides was a good, but brutal test.  And I'll allow zombie groups of two for imitative.  

Sunday, January 19, 2025

(How to Survive Zombies If You're a Zero) Eleanor Whitby - Library Sciences Student /Zombie Killer - #CharacterCreationChallenge

 Day 19 of the #CharacterCreationChallenge, and we're hitting a good patch, starting with Eleanor Whitby, Library Sciences student... and Zero Hero from How to Survive Zombies If You're a Zero.


Those who went home.... died.    and then those who lived in town... finally it made it to campus.    Some of the facilities guys, the professors, they thought they knew everything, and quickly, the zombies overwhelmed them.  Eleanor didn't know everything... but she knew where to find the answer, and safely at that.

Eleanor Whitby - Library Scientist - The Planner

Force    +3
Nimble +1
Speed   +2
Smarts       +3
Judgement  -2
Attention    -1


Wits
All According to Plan  (+1 to any check used to make a plan.

Weapon
Makeshift Spear (+2 Bonus, Damage 4, smarts/judgement to fight,  force or nimble to throw)

A basement full of books that were outdated even before she was born... but they're all logged into the card catalog system, collecting dust in the basement.  

Monday, August 5, 2024

#RPGaDay2024 - Day 5 - RPG with Great Writing

Day 5 of #RPGaDay2024 "RPG with Great Writing" 

I've read a number of new RPGs that "think" they are clever, but in reality, the more narrative parts drone on and the mechanics portion reminds me of smart 4-year olds teaching checkers to someone, while the ice cream truck is driving by. 

How to Survive Zombies If You're a Zero by Sara Cantwell and Jon Dufore avoids that, creating a friendly, casual atmosphere for players new to the system, as well as folks brand new to role-playing.  

I can appreciate a book that's self-aware.  The authors make repeated pleadings to the reader that this is NOT The Walking Dead, unless you planned on playing the non-zombie extras in the background on the show.  There are mentions in campaign play of eventually finding some stability, and maybe even building/joining a stronghold, but it's not bloody likely you'll end up there on your first, second, or even fifth character.  

I also admire the way they have described safety systems.  As a guy who normally follows the "Don't be a callous jerk," rule which sometimes isn't enough in certain circumstances for certain people, their description of their need and application is written so new players, old-crusty Grognards, and ultra-liberal applicants permanently huddling under safe spaces and x-cards can appreciate them.  Plus they admit IT'S A FREAKIN' ZOMBIE game, not a Saturday morning cartoon.  Limitations and realizations should be applied to the whole group well before session 1.  

Overall, it's a casual, friendly read, mixed in with some overt Call of Cthulhu based stereotypical nihilism.  Applied to the zombie genre, they're celebrating the little things and hopefully building on the them over and over, until their number is called, and you're hoping you've done enough for someone else to keep going.  

Now I have some minor quibbles about how the skills/talents/abilities are listed, but that's more editing that writing.  My only complaint is I don't see a chance to play it during my Monday night online session, so I'm going to need to coordinate something face-to-face one day.  

Wednesday, July 3, 2024

(Review) How to Survive Zombies If You're a Zero RPG by Sarah Cantwell and Jon Dufore

 Some folks want to be Rick Grimes, blasting through the apocalypse, like a crazed bad-ass.  Others want pile of body armor, weapons, so zombies are a mere complication.

But what about everyone trying to survive who don't necessarily have elite wits, wherewithal, and bags of holding containing arsenals with unlimited.  

In How to Survive Zombies If You're a Zero , you are playing fairly common folk, the "Zeros," using their own limited skills, and those of the folks they're forced to trust to get through day to day living. 

My first read-through gave me a very classic Cthulhu vibe.  The characters are normal people with nothing more than a fleeting above-average talent or equipment.  Most of the secrets man was not meant to know (i.e. zombie origin or cure) will always be out of their purview.  Rather, they are trying to survive, and if they die, their hopefully sacrificing themselves to a greater good for their friends and family, or perhaps for a different group  that will never know the true cost. 

Being A Zero:  I had to chuckle when in the first sentence of character creation mentions the only significant decisions a player needs to make is the character's "flavor".  We don't want the zeds suffering from a bland palette, do we? 

There are seven different stats, Smarts, Judgement, Attention, Force, Nimble, Speed, and Resilience.  Not only are they used for different survival techniques, but they influence weapons and attacks!  

The book does nice job keeping some role-playing essentials for first time players, or first time players in the zombie genre.  Is the character elusive, or wants to bash zombie skulls directly?  What personality or though process is this person going through during the apocalypse, as well as a yet another reminder that the characters are not heroes, that can (and probably will) die, and it will take teamwork and adapting to even have a chance for survival.

Builds:  Thirteen character builds are provided to differentiate your characters.  Medics, Planners, Survivors, and Skirmishers provided suggested weapons, as well as potential WITs (What it Takes) which will improve the character.  Some are situational bonuses to stats, or action checks, while others outright augment or change the rules.  Perhaps the only pages that were a bit overwhelming are the lists of nothing but potential WITs, with the caveat that, with experience, you can add your own WITS, using the guidance provided in the book. 

The System: The resolution system "Lumin d10 Tabletop RPG System/Zero System"   In this world where PCs are Zeros, unmodified checks start with a 50/50 chance of success... or failure.  Diving deeper into results, the lower the result, the worse things turn out, starting with a basic failure to a 1 or below, where Grim Consequence guarantee that things go from bad to horribly worse. 

Conversely the higher the roll, the luckier the group gets, with helpful breaks to incredibly lucky results.  Marginal rolls (4-5) can also become basic successes, but "At a Cost."  This ranges from wounds, fatigue, all the way from bleak complications to possible zombie infection!  

Really, the system is diverse enough that I could whip out a few zeros and try out things, but it correctly delves into more rules, covering initiative and movement (speed checks) and combat. One thing I love that adds to the Zero concept:  NPCs (usually zombies) win ties with PCs.  

Finally conditions are detailed, Toughness, Fatigue, Hunger & Thirst,  Infection, and Resting are all real issues in the apocalypse

Survival Gear:  I realized quickly that MacGuyver was not a Zero in the apocalypse.  True equipment is listed, but it is becoming scarcer each day, so a reliance on crafted equipment is an indispensable tool.  Crafted weapons, equipment, first aid, and armor are covered.  Scavenging items is also listed, including vehicles, drugs, and questionable food.  (If the zombies don't kill you, bad food prep might kill everyone).  

World Building: While there are samples in the book, it's up to the Zombie Master to collaborate with his group to build out a background for the game, as well as drawing lines.  A lot of games have ham-fisted safety tools into games that make some as uncomfortable with the idea as what the tools are trying to avoid.  This game does an excellent job inserting these concepts in multiple places, to make it seem cohesive to a new gamer, but present it to experienced gamers as "You usually do this unconsciously to your players, don't be jerk in a game with death, brains, and possibly a metric crap-ton of gore."   It's simple:  What is open and on the table, what topics should be dealt with gently, and what items need a minimal detail, an outright fade to black, or avoidance in the game from the beginning.  

The book does a good job detailing how to set-up a long running game into the apocalypse.  From a constant fight for survival against zombies, then the hordes, then the survivors, until communities can be built and the threats scaled accordingly.  

Finally, there's the zombies!   From zombie grunts to more elaborate kin, the focus is merging environment with quality and variety, for a challenging scenario.  

Ranger Station Reprieve is an introductory scenario for three hours.  The 25-pages cover the backstory, pre-gen PCs, and maps of the ranger station.  

The Appendix is a handy spot to collect all the zombie types (24!),  the templates for characters, and another listing the pseudo-daunting WITS for character improvement.  

I give How to Survive Zombies If You're a Zero four and a half gnomes out of five on the Gaming with the Gnomies Five-Gnome System.   This has been added to my short list of RPGs to get on the table whenever we have some face-to-face time.  

Znombies Ate the Half Gnome....

Saturday, May 18, 2024

Zombie Camel for Egypt: Shadow of the Sphinx

 Who knew that May was Zombie Awareness Month???

Not much is catching my eye for pre-orders nowadays, but by golly, when this showed up on my routine mail alert from Brigade Games, I knew it at least needed to be post.  

Zombie Camels aren't cheap, nor should they be.  

The Zombie Camel is part of the  Egypt: Shadow of the Sphinx expansion for the Napoleonic Horror wargame The Silver Bayonet.  The pre-orders are being taken by Brigade through May 23rd. 


Thursday, March 21, 2024

The Mike Lung Gallery #89 - The Adventures of Bernard and Cindy, Part Two

 Part Two of Mike Lung's "All Things Zombie" game with poor Bernard and Cindy.

The Adventures of Bernard and Cindy, Continued!

Emboldened by his success, in a moment of craziness Bernard rushed from cover to meet the remaining zombies! 


With his pistol and axe, he cut down two more of the undead.

However, Sally who was trailing behind was surprised by a zombie woman hiding behind the truck.  Instinctively, she swung her bat just like at a ball game.   With a gruesome “Crack”, the zombie collapsed at her feet.

Stan and Sally were forever united once again!   

Bernard shouted at Sally, “Come on!  We need to go!”  But she was too stunned to move.  

Two more zombies shambled out behind the truck and tried to grab her.  

“Crack! Crack!”  Both zombies dropped to the ground with their heads shattered as Sally wildly swung the bat!

With that, the campground went quiet.  Bernard and Cindy approached the camper in hopes of finding food and possibly shelter. 

One last zombie lurched out of the camper, but Bernard was ready and quickly put it down.  The young heroes were rewarded with some food and a bit of rest. 

Campground carnage!


The End



Thursday, March 14, 2024

The Mike Lung Gallery #88 - The Adventures of Bernard and Cindy Part One

We continue to post some old All Things Zombie (ATZ) scenarios friend of the blog and Award-Winning GM Mike Lung played almost a decade ago... with LEGOs.  There's rumors that he was bitten by a LEGO zombie and started up the games again...

The Adventures of Bernard and Cindy

Bernard and his kid sister Cindy were alone in the woods.  Something terrible had happened back at their camp. When they returned from a hike.  The camp site was covered in blood and gore, and their parents were gone.  Screams of terror could be heard from nearby campers and dark shapes shambled in the woods.  Realizing their camper wasn’t safe, Bernard grabbed his father’s pistol and Cindy picked up her baseball bat before dashing into the woods to find safety and help. 


After a long terrifying day in the woods, Sally complained that she was too hungry and tired to go further.  Just then they stumbled into a clearing and saw a parked utility truck with its flashers on.  Nearby was another camper.  “Sally, maybe there is someone here who can help us!”   But then they saw the bodies strewn about the grounds.  A distant moan and then another alerted them to the danger.


More moans erupted behind them.  They were surrounded!




They had no choice but to fight.  Shaking with fear, Bernard raised his father’s gun.  “Blam! Blam!,” he shot the ghoul that had once been Ollie. It fell to the ground but was still moving. 

“Blam!” Not taking any chance, Bernard fired another round into its head.

Desperately, they raced to the utility truck and searched it for something that could help.  Stan picked up a hatched to help defend himself.

“Bernard!  We need to get out of here!”  Sally screamed interrupting Bernards search as more zombies approached.

They retreated to the edge of the woods where Bernard took careful aim at the oncoming horde.  “Blam! Blam!”  Two zombies dropped.


End of Part I