Death Road to Canada[RP/Game] Canned

The “entering the cabin” simply adds to the number of zombies in the wave and allows you to collect weapons/survivors at that wave.

(You can get the survivor and weapons after the seige but they will be no help to you during the seige if you leave them in there)

If everyone sticks outside, I think we just do better on average

/choose everyone
/smack all zombos
@Marshal

Well we don’t even need to roll the dice here.

The party clears wave 1 with ease, but does not open the cabin

Wave 2 incoming

btw it is assumed hja and boss took fresh sticks and so durability was rolled new for those

@discobot roll 1d10

:game_die: 2

Will survivor still be alive should we handle it after seige

Wave 2/3 has 27 zombies.

(btw it is mandatory everyone fight in these, so you can’t really choose everyone)

will you enter the cabin here, or not?

also yes. You will be able to loot + save survivor after seige.

no
@Marshal

Mostly because 34 is insanely high
Boss should have at least 2 slots for weapons tho

Thinking about it now I should have gone cabin early
Sorry my dudes

No need to roll hits here. The party easily clears the zombies, again. No weapons break.

Rolling the final wave.

@discobot roll 1d10

:game_die: 4

Wave 3/3 has… 36 zombies! It does not matter whether or not the party enters the cabin here, as they will obtain the loot and survivor after this wave either way.

Rolling final wave, and then loot and weapons will be rolled.

@discobot roll 4d6

:game_die: 1, 2, 2, 2

Thank god that wasn’t official

By my calculations, the party has 23 total damage with everything they have, along with 4d6.

they need to get 13 or more from the 4d6, or they all take damage.

@discobot roll 4d6

(also LMAO geyde you are lucky that wasn’t real.

:game_die: 3, 3, 1, 5