A pair of Gunslingers and Inventors vs We Be Zombies


Guns and Gears Playtest General Discussion


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I didn't have access to my usual note-taker, so my notes may not be as good as I hoped.

The Cast, A Human Drifter, and a Lizardfolk Sniper, alongside a Kobold inventor riding his Clockwork Dragon, and an Orcish weapon inventor with a modular bastard sword.

I had the Courier kobold out with his friends delivering a package to a rural location. Directions get messed up and they find themselves approaching a set of buildings that doesn't match their endpoint, but they aren't positive.

Approaching, when the Drifter and Orc approach the building, I have the first goblin zombie is revealed to be in the doorway, and call the roll for imitative.

All the PCs to notably better than all the zombies. One zombie came close to the PCs, but not enough to even beat the lowest PC.

The Drifter does his free draws, and moves forward for free and gets a critical on his attack against the zombie in the door. (a critical miss to be more specific)

I made the mistake of letting the drifter reload with their hands full, after which they struck with their rapier. The zombie, being flat footed as not having moved yet in combat, was down by 2 AC so the drifter missed a critical by 1. Did 3 points of damage to the zombie.

Next the Kobold got to act, it was riding its clockwork dragon invention, so he controlled his minion, and had it walk forward, missed with his attack, and casts shield to follow up.

Now the orc moves forward. He triggered his overdrive successfully, one from critical success. Then, he was too far from the foe for one move to get him all the way to the foe to strike with his last action. Rather than putting himself next to the zombie with another move action, he chose to do a recall knowledge, and rolled a 1.

Now the Sniper Aimed, fired and reloaded. They of course, missed a crit by 1 point even with the zombie being flat-footed. In any case, they were able to do 13 damage with it at least.

Now Zombie 1 swings at the Drifter, missing by about five, and follows up with a nat 1.

The other zombies were back further in the building and the current zombie was in the way of their moving one move to get out, so they all moved up near the exit other than zombie 2 who came out and stood next to its companion and was able to just barely strike the drifter.

The Drifter is grabbed, so decides to break free and fire, getting a critical again! This time an actual critical Hit, doing 11 hp to the second zombie after crit and fatal. He then steps back behind a wood fence.

The Kobold then commands their minion, narrowly getting a crit, doing 17 damage to the already damaged zombie 1. The zombie explodes doing 3 points of fire damage to the Construct, 1 to the kobold, and 3 points to Zombie 2, and Zombie 3 just inside the doorway behind it, despite partial cover, crit fails its save and takes 6 points of fire damage.

The orc moved forward and although I missed getting the notes on it, I can tell that is when the next zombie #2 had to have taken a hit and went up into a puff of smoke.

The sniper missed shooting at the zombie known about in through the door.

The two remaining zombies lumber out into the smoke and strike out at the Orc and Kobold. Missing The heroes miss striking into the smoke and decide to move away.

The third zombie then follows the kobold out and gets a hit on it. doing 4 damage. We forgot to keep track of the grab, not that it mattered much.

The drifter managed to hit the foe fighting the Orc, doing 8 damage.

The Kobold has the clockwork dragon tried to claw the zombie, but it misses twice. first time if I recall because of concealment, the second just a miss. The Kobold decides to breathe fire rather than deal with MAP. Goblin crit fails its save and takes 4 more points of fire damage.

The orc managed to hit its zombie and did 11 points of damage, leaving 1.

The Sniper managed a critical hit on the Zombie but rolled 1s on their damage die and poor on the fatal, and the zombie was still standing.

That was when I realized that I had not taken account of the damage for overdrive on the Orc's strike, so the zombie that was down to 1hp should have been down, rolled and found it collapsed in a puff of smoke.

The Zombie didn't fare well on its attack, and the clockwork dragon did enough damage to destroy it, and it exploded into a spray of acid doing d3 acid damage to both the kobold and clockwork dragon. Both were able to relatively quickly scrape the acid off and prevent further damage.

Most memorable moment, when we realized that the distance was just right to have the clockwork dragon run forward one movement and then do a explosive jump forward to bring it to the enemy zombie.

Rolling 1s on critical die damages with low fatal was however quite painful.

Overdrive, I found hard to keep track of, I had it listed as an ability on the character sheets, but in part because it doesn't always adjust the damage the same amount, it wasn't listed with the weapon, so it was easier to forget.

For instance, I noted Firearm Ace having +2 hp damage at end of gun stat block if loaded this or last round.

I forgot to make the Drifter have a free hand for reload. The mechanic of reload/free hand seems potentially cumbersome. What if weapons could have an attachment that enables being treated as having a free hand for purpose of reloading a specific type of firearm? I know there was a conversation how some of this sort of gets handwaved at higher levels via feats/abilities.

Their next encounter was going to be higher level, Badlands Ambush, but time didn't work out on our side.

Hope the information helps, and yes we made some rules mistakes, and zombies might have been able to fare better tactically if they'd gotten out quicker. But I'm less worried about that fact since they are supposed to be mindless.

If we'd had our normal recorder, I probably would have better notes, and we might have been less likely to make some of the goofs we did. Maybe next time.

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