Nick Hendriks

Solo All-Out Apocalypse Session 5

In the previous session of my solo All-Out Apocalypse game the party finally entered the water park in the West Edmonton Mall, where they hoped to find some chlorine to solve their hometown's water sanitation issues. Unfortunately they did not manage to find what they were looking for and they will have to come up with a plan B. And to make things worse, it seems like the androids have tracked them down to exact vengeance! Let's find out what happens next.

The character sheet circa session 5:

A character sheet showing the three PCs, their gear, and some extra info about their quest and Clarabell's stats. Fly and Altivo are both down a hit point, and are both down one stat point.

"The creak of the door slamming shut, and the crunching of metallic footsteps in the hall outside" was how the last session ended, which implies that the androids have closed the door leading outside, plunging the area into complete darkness. Not good! The party has no more light sources, having used up the flashlight and the candle. Clarabell might not cooperate in the dark, so I'm going to rule that she will need to be coaxed with a successful roll in order for her to move, at least until they get into the light. An unknown number of hostile androids are moving in. Fly and Altivo are both down a hit point and have spent some of their stat points. And the Androids are moments away from cutting them off from both of their known exits. Yeesh!

I think there's a an even chance of stealth, fight, or flight. Let's roll and say 1-2 is hiding, 3-4 is fight, and 5-6 is flight.

[6: Flight] The party won't be caught like fish in a barrel, thank you very much! They're gonna make a run for the water park doors. They may not like the look of the weird fungus in there but at least there is light. In order to get there they will have to sprint down the hall, past the T intersection (that the androids are approaching), and down to the far end.

A sketchy map showing a T-intersection. The party is down one leg, the androids are approaching from the second, and the doors to the water park are down the third.

The party knows they can't move stealthily, especially with Clarabell in tow, so they will just run as quickly as they can, trying to pass the T intersection before they get cut off. The androids will hear them coming.

Like last time I will abuse the footnotes feature to provide summaries of each round of combat. If you're interested to know what happened but don't want to read about every die roll, click the footnote links.

Round1

The party is going to have a hard time knowing what's happening in the dark so I'll penalize them by negating one success from their initiative rolls.

Fly: [0 successes]. Altivo: [1 success]. Baby: [0 successes]. Fly and Baby declare first.

Fly will try to feel his way to the T-intersection and open fire at whatever target he can detect in the gloom.

Baby is going to try to lead Clarabell down the hall as best they can, using their Intuit skill to try to understand the cow's mind.

Now for the androids. I just realized I didn't decide yet how many androids make up this hunting party, so I'll roll a d6. [4 androids]. I'm a bit too lazy to go back and figure out how many hit points and stuff all the remaining androids had, so I just rolled a few dice to determine that the androids have each either two or three HP, only two of them have a point of husk left, and they have two shotguns and two clubs between them.

Android A is going to fire at Fly as he pokes his head around the corner. Android B is going to sprint for the T intersection, heedless of gunfire, trying to cut off the party's escape. Androids C and D will both dodge missiles as they continue to move up the hall slowly.

Altivo is going to just run for it with his sprinter skill.

Because Fly is just shooting at whoever he can detect, I'll just roll 1d4 to decide which android gets shot at. [2: Android B].

Again, due to darkness I will negate one success from each party member's rolls. The androids, being robots with infra-red vision, will suffer no such penalty.

Fly: (2hp + Guns + Pistol = 4 dice) [2-1 = 1 success]
Altivo: (2hp + Sprinter = 3 dice) [1-1 = 0 successes]
Baby: (3hp + Intuit = 4 dice] [2-1 = 1 success]

Android A: (3hp + Shotgun = 4 dice) [1 success]
Android B: (2hp = 2 dice) [2 successes]
Android C: (3hp + bonus (dodge missiles) = 4 dice) [1 success]
Android D: (2hp + bonus (dodge missiles) = 3 dice) [1 success]

Fly pokes his head around the corner. A seam of light from the mostly closed door shows him the faintest hint of movement and he shoots. The muzzle flash shows an freeze-frame of an android stumbling slightly from the hit. A split-second later a blast from the shotgun illuminates the hallway, this time showing Fly reeling backwards from the hit. He has no armour on, so he takes the hit as HP damage.

Altivo makes a mad dash, but stumbles over some trash in the dark, crashing sideways into the wall.

Baby coaxes Clarabell along, but they are not quick enough and are intercepted by android B, with androids C and D closing in behind!

Round 2

Initiative: Everyone fails!

Fly is going to use his serum to regain some hit points. Altivo is going to take over pulling Clarbell along (using his Sprinter skill and his driving gloves to grip her bridle), ignoring android B for the moment. Baby will take a pot-shot with the shotgun at android B. Again, they're in the dark so they will all lose their first success.

Android A is going to fire its last shot at Baby. Android B will try to dodge missiles. Android C will take a shot at Altivo. Android D will move up and try to club Fly.

Fly: (1 die (serum)) [4hp]
Altivo: (2hp + Sprinter + Gloves = 4 dice) [1-1 = 0 successes]
Baby: (3hp + Shotgun = 4 dice] [1-1 = 0 success]

Android A: (3hp + Shotgun = 4 dice) [2 success]
Android B: (2hp + bonus (dodge missiles) = 3 dice) [0 successes]
Android C: (3hp + shotgun = 4 dice) [1 success]
Android D: (2hp + club = 3 dice) [0 successes]

Fly's wounds clot instantly and he suddenly feels right as rain again. An android rushes at him swinging a length of rebar, but a heap of trash keeps the android from making contact.

Altivo's full strength is not enough to convince Clarabell to move in the right direction. As he strains he feels his new leather jacket tug violently in the dark, punctured by shotgun pellets.

Baby points the shotgun at android B and -- burning their Senses stat -- blasts half of its torso away, but android A exacts swift vengeance with a shotgun blast of its own, dealing 2HP damage to Baby, slamming them against the wall. The hallway reeks of iron and everyone's ears are ringing painfully.

Round 3

Blind and wounded, everyone fails initiative again.

Baby weeps in the dark. "I'll take Clarabell, but I need you to jab me Altivo!" Altivo agrees, handing over the reins and pulling out the party's last serum, and prepares to administer it to Baby. Meanwhile, Fly is going to try to take down android B who is still standing nearby with a club.

Android A is going to try to tackle Fly. Android B will dodge missiles again. Android C will take a potshot at Altivo, and android D will rush at Baby with its rebar club.

Fly: (3hp + Guns + Pistol = 4 dice) [1-1 = 0 successes]
Altivo: (1 die (serum)) [3 hp]
Baby: (1hp + Intuit = 2 dice] [1-1 = 0 successes]

Android A: (3hp + Shotgun = 4 dice) [0 successes]
Android B: (1hp + bonus (dodge missiles) = 2 dice) [1 successes]
Android C: (3hp + shotgun = 4 dice) [0 successes]
Android D: (2hp + club = 3 dice) [1 success]

Fly shoots and misses wildly. Android A leaps at Fly but he steps aside at the last second.

Android C fires at Altivo but the shell is a dud and fizzles. Altivo doesn't notice since he is busy stabbing a healing serum into Baby's neck. And not a moment too soon, as android C lands a solid blow on Baby's arm. It hurts momentarily, but the pain swiftly subsides thanks to the serum. Baby digs deep and burns a point of Manipulation to buy a success, pulling Clarabell away from the fray and down the hall to the waterpark doors, kicking them open!

Dim light pours down the hallway like a wave, washing away the pitch black darkness and revealing the scene of carnage within.

Round 4

Fly fails, but Baby and Altivo both pass (benefiting enormously from the light).

Fly is going to cock his arm back and just try to punch out android B once and for all.

Android B is sick of all this dodging and is going to swing its signpost club at Fly in return. All the other androids are going to join in, dogpiling on Fly!

Fly will grip his shiv firmly in his driving gloves and try to stab android D. Baby has no relevant items or skills but will join in on the dogpiling and will try to beat up android D.

Fly: (2hp + Guns + Pistol = 4 dice) [0 successes]
Altivo: (2hp + Shiv + Gloves = 4 dice) [1 success]
Baby: (3hp = 3 dice] [1 success]

Android A: (3hp = 3 dice) [1 successes]
Android B: (1hp + club = 2 dice) [2 successes]
Android C: (3hp = 3 dice) [2 successes]
Android D: (2hp = 2 dice) [0 success]

Daaaaaamn. Poor Fly has FIVE points of damage coming his way with no armour and no successes. He will burn a point of brawn to buy one success, and must now choose whether to use it to cancel one incoming damage, or take down android B. He's going to choose the self-sacrificial option and punch out the android, but he loses all of his hit points as a result, plus 2 bonus damage. We will resolve that in a moment.

Fly and Baby descend upon android D and smash it to pieces.

Now I will roll 1d6 - 2 (the excess damage) to see how many rounds Fly has before he dies. [5-2 = 3 rounds]. Hey, could be worse! Still, Baby and Altivo only have two rounds to do something before he dies...

Now, unfortunately for everyone I've just remembered that I should have been rolling for the suspicion pool every time someone fired a gun to see if the bloodbirds are disturbed. To retcon this I'll just count up the number of shots fired and add those to the pool before rolling once to see if it triggers now. By my count it's 7 dice. [2, no bloodbirds]. The echoing sounds of gunfire are presumably agitating the birds somewhere, but so far they have stayed away.

But what about those Obbs? They're a lot closer and this is their home, so I'm gonna make a 50/50 roll to see if they've become agitated. Odds is agitated, evens is not. [4, not agitated]. So far, they haven't come to investigate the disturbance.

Round 5

Fly does not act this round. Baby passes spectacularly, and Altivo fails.

Altivo is going to try to shiv android C with the help of the gloves.

Android A will collect the club from android B's body. Android C will defend itself against Altivo's attack.

Baby is going to leap into the fray and try to pour horseshoe crab blood into Fly's mouth like a strange cultist medicine.

What, it's the post-apocalypse! That kind of thing works!

Altivo: (2hp + gloves + shiv = 4 dice) [2 successes]
Baby: (3hp + blood = 4 dice) [1 success]

Android A: No roll needed
Android C: (3hp + bonus (defend) = 4 dice) [0 successes]

Altivo drives the shiv into android C's face and snaps off the blade. Android C reels back, still alive but badly wounded.

Android A stoops and picks up the club from the ground.

Baby leaps past the distracted androids and pours a dose of blue serum into Fly's mouth. He coughs and splutters, but it seems like it might be working! He will still need to recover at least 2hp next round in order to survive.

Round 6

Initiative shakes out the same as last turn. Altivo declares first.

Altivo is going to go at android A with his (gloved) fists, hoping that his leather jacket can turn away damage if needed.

Android A is going to swing its club at Altivo while Android C turns and weakly flails at Baby.

Baby will administer more of this strange blue nectar to Fly, desperately hoping to save him before it's too late.

Altivo: (2hp + gloves = 3 dice) [0 successes]
Baby: (3hp + blood = 4 dice) [1 success]

Android A: (3hp + club = 4 dice) [3 successes] Android C: (1hp = 1 die) [1 success]

Altivo is caught by a vicious blow in the side by android A's club. The leather jacket absorbs two points of damage and is ripped apart. The android's impassive face somehow radiates vicious glee as Altivo sags against the wall in pain.

Baby desperately pours another mouthful of blue liquid into Fly's mouth, but android C crashes into them both from behind, spilling the strange medicine. Fly pitches sideways awkwardly, and begins convulsing, choking on a mixture of blue and red blood. Baby screams in anguish and rage, tears spilling down their cheeks as they try to think of some way to save him, and knowing full well that it's hopeless.

Roll for blood birds: [6, no birds (pool is at 8)].

Roll for obbs: [2, no obbs].

A pencil illustration showing Baby clutching a dying Fly in the foreground while Altivo faces off against an android in the background.

Round 7

Altivo, wounded, fails. Baby, enraged, succeeds.

Altivo will defend himself from incoming melee attacks.

Android A will attack him anyway, sensing his weakness. Android C will continue to attack Baby.

Baby, enraged, will pull out their shotgun and shoot android C.

Altivo: (1hp + bonus (defend) = 2 dice) [0 successes]
Baby: (3hp + shotgun = 4 dice) [1 success]

Android A: (3hp + club = 4 dice) [3 successes]
Android C: (1hp = 1 die) [0 successes]

Baby's shotgun splits down the barrel as it obliterates android C, but not before it slashes Baby's face with a swipe from its arm.

Altivo, badly injured, is too worn out to defend himself much. He grits his teeth and puts up his dukes, but android A lays him out, snapping its club. He has two points of toughness to burn, buying two successes, but it's not quite enough and he drops, having lost his remaining hit point.

[5 rounds] before he dies.

Roll for blood birds: [4, no birds (pool is at 9)].

Roll for obbs: [6, no obbs].

Round 8

Baby succeeds on their initiative.

Android A looks around and sees Fly's pistol. It will attempt to pick it up.

Baby will attempt to do the same.

Baby: (2hp = 2 dice) [0 successes] Android A: (3hp = 3 dice) [2 successes]

The android shoves Baby out of the way and picks up the gun.

Altivo has 4 rounds left.

Round 9

Baby succeeds on initiative.

The android will shoot at Baby.

Baby will try to tackle the android.

Baby: (2hp = 2 dice) [1 success]

Android: (3hp + gun = 4 dice) [2 successes]

Baby, screaming, runs at the last android. A shot rings out in the gloom and Baby slumps to their knees. They slowly crumple to the ground next to Altivo.

Let's see how many rounds Baby has to live. [3 rounds], same as Altivo.

Altivo reaches out his arm. The two hold hands as their lives slip away.

Nobody back home ever learns what happened to Fly, Altivo, Baby, or Clarabell.

Conclusion

DAMN. Very sad!! I'm actually feeling some mild feelings about this. It's tough to see these characters die so ignominiously. I didn't play many sessions with them but I started this game over a year ago and grew somewhat fond of them.

But hey, that's the way the cookie crumbles. There's no tension if there's no real risk of failure. And I'm a sucker for letting the dice decide the outcome and sticking with the results, even if they aren't what you'd hoped. Otherwise I ought to just write a book.

So ends the adventures of Fly, Altivo, and Baby. I'm imagining Clarabell somehow escapes and lives out her days grazing in a pasture someplace, rather than being turned into Obb food, but maybe that's just wishful thinking.

Next I might try running a pre-written module, modified to use the All-Out Apocalypse rules. Porting stats from other systems to All-Out is pretty fun, and a good design exercise for me. Plus the whole thing might wind up being more focused.

Footnote round summaries

  1. Fly tries to hold down the T-intersection while the others run past, but in the pitch darkness the four incoming androids have the advantage. Fly gets shot, and android gets shot, and Altivo, Baby, and Clarabell get cut off from their escape route.

  2. Baby pulls out their shotgun and does good damage to an android while Altivo unsuccessfully takes over coaxing Clarabell along. Fly uses his serum to regain some hit points. The androids land hits on Altivo and Baby, severely wounding the latter.

  3. Baby drags Clarabell along while Altivo stabs them with a serum. They manage to kick the door down, illuminating the battle zone.

  4. Fly tries to fight an android, but all the androids turn and gang up on him, dealing enormous damage and putting him out of the fight with only two rounds before he bleeds out. Baby and Altivo turn back and destroy an android together.

  5. Altivo engages one of the two remaining androids, damaging it with his shiv. Baby rushes over to Fly and tries to heal him with some horseshoe crab blood, which helps a bit, but he is still not stabilized. Meanwhile, the other android collects a club from the ground.

  6. Altivo is beaten badly by the android with the club. On the ground Baby tries desperately to heal Fly, but fails. The damaged android smashes into them as Fly dies.

  7. Baby, enraged, decimates the damaged android with the shotgun, which breaks. Meanwhile, the other android beats Altivo into unconsciousness. He has five rounds before he dies.

  8. Baby and the final android both go for the gun. The android succeeds.

  9. Baby lunges at the android, enraged. The android shoots Baby, impassively. Baby and Altivo both bleed out on the floor together, holding hands.

#all-out #solo