
Hank "The Stank" Harrison |

Damage: 2d6 + 1d6 ⇒ (3, 2) + (1) = 6
-Posted with Wayfinder

Aubster |

Hank takes aim and fires his big Colt across the room at Mukunga. Unfortunately, his aim was just a tad off so instead of blowing off the top of the cultists head, it instead cut a bloody swath through his scalp. Even though the wound was not dangerous, the surprise of being shot caused his chanting to falter and die. He stands still momentarily trying to regather his wits (he is Shaken).
Jake continues to amaze as if the larger than life movie heroes he played have become his true self. Whipping his sword came out of its sheath, he fearlessly charges the two zombies to his right. Coming to the first zombie, he feints a low slash which he turns into an Errol Flynn style thrust into the creatures heart. Unfortunately it is foul blood sacrifice magic that provides the Zombie a semblance of life and it no longer requires a beating heart. None the less, 6 inches of cold steel burying into the chest of undead does seem to impact the creature and it freezes in place (it is Shaken).
The other zombie on the right is now able to swipe at Jake with it's clenched hands.
Zombie 1 - Attack 1d8 ⇒ 7 & Damage 1d4 + 1d6 ⇒ (4) + (1) = 5 Ace Ace: 1d4 ⇒ 3 for a total of 8 which causes Jake to be shaken
The zombie manages to smash Jake on the side of his head temporarily stunning the actor turned hero.
The magic controlling the zombie that Jake stabbed tries to reassert itself. Spirit Roll: 1d4 ⇒ 4 - Ace so Ace Roll: 1d4 ⇒ 2
The magic is strong enough to overcome a blade through the heart and the zombie appears ready to continue the fight No longer shaken so will go as normal in round 2
Meanwhile on the left, the other two zombies continue to move forward in their slow shuffle and will reach the group at the door in a few seconds (in Round 2).
Everyone else can go now...order doesn't matter as the bad guys are done for the round. Murphy and Guthrie can try to rationalize what they've seen (by spending s Benny as described in the Campaign Info section. Remember, if you can get rid of your madness, you are no longer Shaken and can act normally.

Aubster |

[dice=spiwit]d8
[dice=wild spiwit]d6
Murphy mumbles prayers of strength and re-attunes his focus.
Saving the Bennie for now. It's not like I could do a lot with it. I may have made this character a little too useless. :/
This is to everyone but especially is in response to Murphy's comments above. One thing I should have let you know is this room is the last encounter for the session which means don't worry about saving Bennies as they will reset back to three when the next session starts. Second, you all have played a bit and have a better idea of how your character actually can perform. As soon as this session is over, everyone will have a chance to tweak their skill distribution to make it match what their original character concept was or to overcome obvious weaknesses. Last, after this session is over, XPs will be rewarded and you'll have enough for an advance which will let you do one of the following:
• Gain a new Edge.• Increase a skill that is equal to or greater than
its linked attribute by one die type.
• Increase two skills that are lower than their
linked attributes by one die type each.
• Buy a new skill at d4.
• Increase one attribute by a die type.

Aubster |

Wilson shakes his head, as if trying to clear it. "This can't be happening. This CAN'T be happening. When things are calmer, we'll just sort out what this is. "
Spend bennie to rationalize. [dice=Smarts]1d10 [dice=Wild]1d6
Lovely. Does this mean I'm still shaken?
Since you failed your rationalization roll you still have 1 level of madness and are still shaken. A character can spend a benny at anytime to remove a shaken condition but you'd still be mad. Another option is that spending a benny allows you to reroll a trait test so you could try to rationalize again. Of course a failure leaves you both mad and shaken. You can spend benny after benny trying to rationalize if you want to but only in this round...after this round is over, your chance to rationalize is also over but you could use a Benny to get rid of the shaken condition.

Guthrie Wilson |

Since you failed your rationalization roll you still have 1 level of madness and are still shaken. A character can spend a benny at anytime to remove a shaken condition but you'd still be mad. Another option is that spending a benny allows you to reroll a trait test so you could try to rationalize again. Of course a failure leaves you both mad and shaken. You can spend benny after benny trying to rationalize if you want to but only in this round...after this round is over, your chance to rationalize is also over but you could use a Benny to get rid of the shaken condition.
Oh, so I could rapid-fire the bennies as needed (as long as I have them) for a desperate situation? OK.
Spending bennie 2 to try to rationalize
Smarts: 1d10 ⇒ 2 Wild: 1d6 ⇒ 1 Oh, come on now.
Spending last bennie - the one received for interrogating Silas N'Kwayne
Smarts: 1d10 ⇒ 10+Ace: 1d10 ⇒ 2 =12 Wild: 1d6 ⇒ 4 It's feast or famine for Guthrie Wilson today!
With a supreme effort, Wilson gets himself back under control. He draws his revolver and tries to stop one of the walking dead coming on the left.
Since that's draw and shoot, I guess that's -2.
Shoot: 1d4 - 2 ⇒ (3) - 2 = 1
Wild: 1d6 - 2 ⇒ (1) - 2 = -1
Well, at least I'm no longer shaken...

Kwan Ho |

Kwan throws his newly acquired dagger at the chanting man, then attempts to leap up on top of the stone to get above the zombies.
1d8 ⇒ 5 Throw Knife
1d6 ⇒ 3 WD
1d8 + 1d4 ⇒ (8) + (3) = 11 Knife damage.
To jump up...
1d8 ⇒ 8 Agility Total of 23[/dice]
1d8 ⇒ 8 XD
1d8 ⇒ 7 XD2
1d6 ⇒ 5 WD
I'm not sure if the jump up qualifies as a move or an action. If it's an action I'll spend a benny to re-roll the attack roll.
1d8 ⇒ 8 Throw Knife [b]Total of 11 13-2 for multi action penalty.
1d8 ⇒ 5 XD3
1d6 ⇒ 4 WD1

Aubster |

And with all the explosions
1d8+1d4 20 damage
1d6 +1 damage if applicable
Let's make sure that we are on the same page
Kwan's first action was to jump onto the stone which he does exceedingly well. Kwan's second action is to throw the dagger. Both of those actions are at -2 for the multi-action penalty. Kwan's first attempt to hit the man would fail as his final score would be a 3. Kwan therefore spends his first Benny to reroll his Attack. His second try he rolls 13 which becomes an 11 due to the multi-action penalty which is a hit with a raise. For damage, you roll d4 + d8 for the dagger and add d6 for the raise on the to hit. Your damage roll is 8 + 6 + 4 which are all aces and so you roll all three again and get 5 + 3 + 4 which results in 30 points of damage from the dagger which is six raises over toughness. Wild cards become incapacitated when they take 1 wound past 3 so poor old Mukunga is incapacitated and needs an immediate Vigor check.
Vigor at -3: 1d8 - 3 ⇒ (7) - 3 = 4 which is a success so now he rolls on the Injury Table.
Injury Table: 2d6 ⇒ (6, 1) = 7 which is a gut wound and rolling on that table 1d6 ⇒ 2reveals that he takes a Broken effect and his agility is reduced a die type.
Mukunga is mostly dead, but not completely dead.

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Some people might have difficulty envisioning how a gut wound can mean -30- damage. Gentlemen, I present to you: The Descending Aorta. Kwan's dagger must've been thrown hard enough to sever it, and in 3.2 seconds Mukunga loses approximately all of his blood, as it pumps uselessly into his abdominal cavity. (My degree is in Kinesiology. =)

Aubster |

Mukunga gets to try to soak his wounds before they take effect so maybe his aorta didn't get sliced...doubtful as that it is. Mukunga needs to get down to no more than 3 wounds to not have the incapacitated result take effect.
Soak Roll: 1d8 - 3 ⇒ (5) - 3 = 2
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (7) - 3 = 4
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (5) - 3 = 2
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (2) - 3 = -1
Hey, wait a minute...how many bennies does a GM get per session? One per player character and each NPC Wild Card gets two of his very own
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (2) - 3 = -1
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (8) - 3 = 5ACE! 1d8 ⇒ 2
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (4) - 3 = 1
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (8) - 3 = 5 1d8 ⇒ 1
Spend a GM benny
Soak Roll: 1d8 - 3 ⇒ (4) - 3 = 1
FAILURE - Mukunga is incapacitated so he can't do anything.

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Just for clarity, this is what GM Aubster did:
1: You can spend a bennie to get a Soak roll, and
2: You only get one Soak roll per wound taken, but
3: You can spend a bennie to re-roll any die, as many times as you like, at a cost of 1 bennie per re-roll.
He was looking for a super-mega-choco-explosion, but the highest roll was the Ace with a total of 10. That's 4 + one raise, which would cancel 2 wounds. Leaving him with 4 wounds, which is 3 + 1 which is the magic number to IncapacitationLand. Had that 2 been a 4, he would have had 12, canceled 3 wounds, and would still be up, though he'd be down to the only hit point that matters.

Spencer Collin |

Yup. The dice are fickle gods.
Spencer looks back and forth during the shooting and fighting, and as Mukunga falls, he leaps forward toward the other zombie facing Jake. Fencing lessons, don't fail me now!
Attack: 1d8 ⇒ 1
Wild: 1d6 ⇒ 2
Time for a Bennie...
Attack: 1d8 ⇒ 4
Wild: 1d6 ⇒ 4
Not sure if that's a hit. I'll reroll again.
Attack: 1d8 ⇒ 6
Wild: 1d6 ⇒ 2
Hopefully 6 hits.
Damage: 1d6 + 1d4 ⇒ (1) + (1) = 2
Wow.

Aubster |

Round 1 Summary
Murphy called upon his understanding and faith in the great architects plan for mankind as he tried to calm his mind. Seeing the dead rise again though has severely shaken the priest. Even as the fighting begins around him he stands rooted in place repeating childhood prayers of strength and solice. The prayers fail to bring him comfort. Shaken + 1 level of Madness; still has all three Bennies.
Guthrie also is stunned into a semi Catatonic state but then focuses his will and is able to rationalize what he's seen is some sort of sick parlor trick involving special effects. Madness eliminated and no longer Shaken; has no Bennies left.
Spencer springs forward to aid his friend Jake. Despite scoring a solid hit on the zombie, the horrific creature seems to be unaffected. 1 Benny left; facing 2 zombies
Jake is now dealing with the fact that dead men are difficult to kill a second time as the creature he stabbed in the heart was only momentarily slowed and the zombie actually was able to catch Jake with a solid shot with a closed fist to Jake's head Jake is Shaken; 3 Bennies left
Hank had managed to inflict a flesh wound on Mukunga by parting his hair (and scalp) with a bullet from his big 45 which interrupted the chant that Mukunga had begun. You have no way of knowing for sure but you all feel that something really, really bad would have happened if Mukunga had been able to complete the chant. Not hurt; 3 Bennies left
Kwan made a once in a lifetime Attack which he accomplished by first springing from a standing position to the top of the stone slab. Even though the rock was slick, Kwan had no trouble not only maintaining his balance but was able to whip the cults own dagger through the air into the gut of cult leader. In a case of perfect irony, a cult dagger that had been used to disembowel the cult's enemies has been turned against the leader of the cult and by a perfect throw was able to disembowel Mukunga himself.2 Bennies left
Mukunga has been defeated by the brave investigators. He still lives but obviously not for long as he tries to hold his intestines inside his body with his hands. The lion claw tipped gloves have backfired on Mukunga as trying to shove his intestines back inside himself has led to them being ripped apart by the claws.
The four zombies slowly push forward to engage your group.

Guthrie Wilson |

The large black man's wound was appalling, but at least living flesh and blood was something Wilson understood. He couldn't help but feel a little sympathy for the dying man - but only a little considering there were abominations bearing down on the knot of investigators.
Wilson decides to try to shoot at the lead zombie on the left again.
Shooting: 1d4 ⇒ 1
Wild: 1d6 ⇒ 4
I think that 4 on the Wild die is a hit
Damage: 2d6 + 1 ⇒ (3, 5) + 1 = 9

Hank "The Stank" Harrison |

Hank frantically attempts to put a bullet in the nearest zombie's brain.
Shooting: 1d6 ⇒ 6 Ace!
Wild: 1d6 ⇒ 5
Shooting: 6 + 1d6 ⇒ 6 + (4) = 10
Damage: 2d6 + 1d6 ⇒ (1, 3) + (2) = 6 Standard damage (2d6) + Raise (1d6)

Jake Westfield |

Jake shook his head, trying to clear it after getting his bell rung by the zombie's fist.
Spirit: 1d6 ⇒ 2
Wild: 1d6 ⇒ 6
Wild Expl: 6 + 1d6 ⇒ 6 + (2) = 8
Expl = instant recovery
Recovering quickly, he renewed his attack.
Fighting: 1d6 + 2 ⇒ (6) + 2 = 8
Fighting expl: 6 + 1d6 + 2 ⇒ 6 + (2) + 2 = 10
Wild: 1d6 + 2 ⇒ (5) + 2 = 7
For a possible 1d4 + 1d4 + 1d6 + 2 ⇒ (2) + (1) + (4) + 2 = 9 damage.

Aubster |

The large black man's wound was appalling, but at least living flesh and blood was something Wilson understood. He couldn't help but feel a little sympathy for the dying man - but only a little considering there were abominations bearing down on the knot of investigators.
Wilson decides to try to shoot at the lead zombie on the left again.
[dice=Shooting]1d4
[dice=Wild]1d6I think that 4 on the Wild die is a hit
[Dice=Damage]2d6+1
Guthrie puts aside his revulsion of the creatures shuffling towards him and with a steady hand brings up his pistol and fires a shot that strikes the lead zombie in its chest. The zombie shudders and its steps falter but it doesn't go down. Suprisingly for a chest shot, no blood appears following the hit.

Aubster |

Hank frantically attempts to put a bullet in the nearest zombie's brain.
[dice=Shooting]d6 Ace!
[dice=Wild]d6
[dice=Shooting]6+d6[dice=Damage]2d6+d6 Standard damage (2d6) + Raise (1d6)
Hank, it appears that you might have wanted to do a called shot to the head which is -4 to hit but +4 to damage. Since you hit even at -4, lets go with the benefit of the doubt and add for 4 to your damage roll which raises your total to 10.
Frantic Hank is able to calm his nerves enough to put a bullet in the brain of his target. The eldritch glow in its eyes fade away and the monster collapses.

Aubster |

Mid-round 2 summary (Let me know if I missed something)
Zombies on the right...
Lead zombie has been attacked by Jake causing it to be shaken.
Second zombie attacked by Kwan but is not stopped.
Zombies on the left
Lead zombie has been shot by both Guthrie and Hank and is dead dead.
Second zombie not attacked.
Murphy is in full defense mode.
Spencer is on the right side but has not yet attacked.
Three remaining zombies will take their action after Spencer.
Mukunga is busy dying.

Spencer Collin |

Spencer tries to remain calm amidst the chaos, and he takes a step back to reset after his first attack on the zombie didn't do much. With a deep breath, he sets his stance... Lunge. Pushing off with his back foot, the writer shoots forward at high speed and drives his rapier toward the abomination's head...
Wild Attack: 1d8 + 2 - 4 ⇒ (7) + 2 - 4 = 5
Wild Die: 1d6 + 2 - 4 ⇒ (5) + 2 - 4 = 3
I hope a 5 hits...
Damage: 1d6 + 1d4 + 2 + 4 ⇒ (4) + (4) + 2 + 4 = 14 Ace: 1d4 ⇒ 1
Strength+Rapier+Wild Attack+Head, total of 15 damage

Aubster |

Spencer tries to remain calm amidst the chaos, and he takes a step back to reset after his first attack on the zombie didn't do much. With a deep breath, he sets his stance... Lunge. Pushing off with his back foot, the writer shoots forward at high speed and drives his rapier toward the abomination's head...
[dice=Wild Attack]1d8+2-4
[dice=Wild Die]1d6+2-4
I hope a 5 hits...
[dice=Damage]1d6+1d4+2+4 [dice=Ace]1d4
Strength+Rapier+Wild Attack+Head, total of 15 damage
It normally would not be a hit but Savage World's has the following rule: Ganging Up - Ganging up on a foe allows attackers to flank, exploit openings, and generally harass their outnumbered opponent. Each additional adjacent foe adds +1 to all the attackers’ Fighting rolls, up to a maximum of +4. If three warriors attack a single hero, for example, each of the three warriors gets a +2 bonus to their Fighting rolls. You said in the first round that you were going to Jake's aid so I'm assuming that you are both attacking the same zombie. The bonus gives you a fighting score of 6 which is a hit...Jake's fighting score should also have been at +1 but either way he hit with a raise so I didn't make the change to his score. Everyone should think about the ganging up bonus going forward. For some creatures, the only realistic way to get a hit will be for several of you to use your fight skill on the same target.

Aubster |

The zombie is unable to react to protect itself from Spencer's blow as being skewered on Jake's blade holds it in place. Spencer throw out his instinct to never go for a head strike (as that is against the rules in fencing) and thrusts his blade deeply into the eye socket of his foe. The zombie slowly slides off of Jake's blade as the light fades from it's remaining eye as it slumps to the ground.

Aubster |

The two remaining zombies press forward, not caring that they have no chance of victory against the six investigators who are rapidly becoming a smoothly oiled killing machine.
The zombie on the left reaches the gunslingers of the group and attacks Even Guthrie, Odd Hank: 1d2 ⇒ 2 Guthrie. It swings its arm in a clubbing motion trying to strike down one of its foes.
Attack: 1d8 ⇒ 7
Damage: 1d4 + 1d6 ⇒ (4) + (5) = 9
That's a hit with a raise so 1 wound to Guthrie who is also Shaken and has no Bennies left
The zombie on the right, meanwhile attacks the swordsmen Even Spencer, Odd Jake: 1d2 ⇒ 2 swings at Spencer who's wild Attack style left him more vulnerable than normal. Parry reduced by 2 to 6
Attack: 1d8 ⇒ 3
Spencer easily avoids the clumsy swipe of the zombie as his years of fencing pay off.

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Father Murphy wields his small knife like a two-handed Battleaxe and crashes against the zombie attacking Spencer, screaming, "And when he had called to him his twelve disciples, he gave them power against unclean spirits, to cast them out, and to heal all manner of sickness and all manner of disease!"
Wild Attack
Attack: 1d4 ⇒ 2
Wild Die Wild Attack: 1d6 ⇒ 4 +2(Wild) +3(Ganging up) = 7
Str: 1d4 ⇒ 2 + knife: 1d4 ⇒ 2 + 2(WA) = 6
Ugh.

Aubster |

Round 3 - mid-round update
Murphy makes a seemingly insane charge at the undead, wielding a tiny blade, shouting biblical phrases and swinging the little knife as if it was a giant axe (possibly his mind a bit unhinged). However, his hand possibly guided by a higher power, Murphy is able to stab the zombie in the side of its neck which actually seemed to stun the monster into immobility.
Guthrie meanwhile back pedals from his attacker, shaking his head, trying to clear his mind after the blow to his head.

Aubster |

Whatever is the force that animates the zombie attacked by Murphy tries to reassert its control over the body of the monster.
Spirit: 1d4 ⇒ 2
However, whether it's because of the itty bitty knife in its neck or the force of Murphy's power of God or a combination of the two, the zombie only jerks a bit but doesn't move.
Meanwhile, the zombie that has addled Guthrie switches its Attack to the other shooter. He swings a club like arm at Hank.
Attack: 1d8 ⇒ 4
But Hank manages to block the swing with his free arm.
Everyone else can act

Hank "The Stank" Harrison |

"Die...er, again...foul scum!"
Shooting : 1d6 ⇒ 3
Wild : 1d6 ⇒ 6 Ace! Ace: 1d6 ⇒ 3 Damage: 2d6 + 1d6 ⇒ (6, 4) + (6) = 16
-Posted with Wayfinder

Aubster |

"Die...er, again...foul scum!"
[dice=Shooting ]1d6
[dice=Wild ]1d6 Ace! [dice=Ace]1d6 [dice=Damage]2d6+1d6-Posted with Wayfinder
Your attack roll of 9 is a hit but not a raise so you don't get the extra d6 for damage. But your total of 10 even without the extra die is still a raise, causing a wound...
Hank fires again and hits the zombie 'dead' center in the chest which as you all know seems to normally have little impact on the creatures...but with Mukunga weakening, his magic seems to be weakening and the force of the bullet flings the zombie back and off its feet. It does not get up.

Aubster |

Jake again lashed out with a sabre slash at the zombie. Ganging up if possible.
[dice=Fighting]1d6
[dice=Wild]1d6
For a possible 1d4+1d4 damage.
Jake takes advantage of Murphy and Spencer pressing the zombie from both sides to get in a hit but despite slashing the zombie is unable to bring it down.
This would have been a good spot for a wild Attack (plus 2 to hit and to damage). A wild Attack does decrease your parry but the zombie is already shaken so not much of a threat.
Spencer and Kwan still need to go this round.

Spencer Collin |

Spencer sees Father Murphy charge in, shouting and quoting almost incoherently, and Jake pressing on the zombie. He steps back and lunges again, once again setting aside his formal training and aiming for the head of the creature.
Wild Attack: 1d8 + 2 + 2 - 4 ⇒ (1) + 2 + 2 - 4 = 1
Wild Die: 1d6 + 2 + 2 - 4 ⇒ (6) + 2 + 2 - 4 = 6 Wild: 1d6 ⇒ 3
Total of 9.
Damage: 1d6 + 1d4 + 2 + 4 ⇒ (5) + (1) + 2 + 4 = 12

Kwan Ho |

Kwan eyes his last dagger, and wishes for success, also aiming for the head of the zombie.
1d8 - 4 ⇒ (1) - 4 = -3 Aimed Dagger to head (If gang up bonuses apply then feel free to adjust).
1d6 - 4 ⇒ (2) - 4 = -2 Piercing Damage
And since we're close... spending a bennie to re-roll
1d8 - 4 ⇒ (8) - 4 = 4 Head shot Total of 8 Hit with a raise...
1d8 ⇒ 4 XD
1d6 - 4 ⇒ (2) - 4 = -2 Wild die
1d8 + 1d4 + 1d6 + 4 ⇒ (8) + (1) + (5) + 4 = 18 Damage Total of 20 Damage To head.
1d8 ⇒ 2 XD1
Dang... Throwing knives is fun...

Aubster |

Spencer and Jake complete the 'four-man take down' maneuver of the last zombie as Spencer buries his blade in the eye of the creature just as Kwan's dagger punches through the creatures skull and lodges itself in its brain. With a final pitiful twitch it crumbles down the floor.
The silence is momentarily complete before the mournful crying sounds begin again from under the stone.

Aubster |

Hank stares at the mangled bodies.
Amazing makeup work.
He begins working the mechanism to raise the rock.
Mukunga appears to stare up at you from his lifeless eyes as you slide past his body to reach the winch. Grabbing hold of the handle you try to turn it to raise the massive block. You quickly see why the handle is large enough for two or even three men to grasp at once as the stone barely budges.
The whimpering crying sounds grow in volume as the stone shifts. It now sounds like more than one voice crying out.

Jake Westfield |

Wiping off his blade, Jake resheathed it again in his cane. So much blood... He thought, not recalling any movie scene that portrayed how much blood a human could produce properly.
"Coming!"
Shaking his head, he went over to help Hank with the winch.