EFSZ Scenario Free PDF

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Design by:

Marco Pecota

POWERED by The GRID Engine


(Solo Adventure Mode)

Copyright 2021: Marco Pecota


Produced and distributed by RAYBOX Games
MARCO PECOTA

CREDITS
Designer: Editor:
Marco Pecota Robert Hogan
Cover Illustrations: Editorial Contributions:
Riccardo Federici Tom Frank, Adam Dobbyns
Illustrations: Special Thanks:
Nat Jones Adam Dobbyns, Tom Frank and
Map Art: Wes Johnson
Augustina
Miniature Design:
Dmitry, Ludwik, Andreas
Fiction:
Wes Johnson, Marco Pecota

1Copyright 2020: Marco Pecota


Produced and distributed by RAYBOX Games
Welcome to the Zombie ravaged ruins of war-torn Stalingrad. The
spiral bound book you hold contains all of the campaign scenario
adventures in a compact footprint. Gameplay is contained within the
discrete boundaries of the open book and the playing surface it creates.
The page your figure is standing on is your character’s “present
moment in time” and exact location in the larger battle to escape
Stalingrad. Past locations, and those of its future, are held neatly stacked
beneath their feet, ready for you to explore.
Your heroic, battle-hardened characters, available in token or
miniature form, are moved and controlled by you within the confines of
each newly discovered page location, creating a unique and engaging
hybrid method of play, that combines the strategies of grid based
tabletop warfare, with branching story arcs. The situations and scenarios
you will encounter in the course of play seamlessly weave the battlefield
locations together into the total Paths Unknown experience.
Choices made at key locations on each map will physically shift the
characters battlefield location to a new page and new challenges
propelling the character’s story forward. Wounds, weapons, equipment
and experience they have acquired from previous locations carry
forward with them into the new scenarios.
At each explored location, your chosen character will be confronted
with desperate odds in this forsaken place. Strategy, resource
management, luck and a little straight-up violence, will be key elements
in your hero’s survival. Your adventure starts on the next page.
EXIT
F.U.B.A.R You made it! The artillery strike takes out
First the terrifying sound and then the shock wave. everything to your rear, as you throw yourself
Artillery shells rocket overhead as buildings behind you through the open door into another abandoned
collapse in clouds of dust and the smell of pulverized building. Your moment of triumph is short-lived as
concrete. Your comrades and equipment have all been lost you crash headfirst into a rusty beam, turning your
to the heavy bombardment. The artillery barrage mindlessly vision black as you lose consciousness. Proceed to
creeps closer. With no choice, you push onwards as the
Scenario #7, WAKE UP - TIME TO DIE.
guttural moans of the encroaching dead echo off of the
decimated ruins. Gather your wits and steel your nerve
soldier. Move out! Things to remember
• Yellow boxes denote obstacles that cost +1 MPs
FORCES to move onto.
• You can not move onto fire squares.
Characters Zombie Pool
• If you search, the character cannot move or
One Beta x 4
attack that activation. You must be beside or on the
square.
SETUP
 Place your Hero at A. WHAT YOU CAN FIND
 Place doors on blue doorways. Add these to your character sheet if you pick them
 Place objective markers on squares marked O. up.

SPAWN
 Zombies SPAWN at S.

OBJECTIVE
Exit the room through the green arrow doorway. You
have 7 turns to get out before this place gets flattened.

SECONDARY OBJECTIVE
Search objectives at O. Roll 1d12 to determine the
result on the table below. Only one search may be
made per objective square. Record findings on your
character sheet.
ROLL RESULT
1-2 Nothing
3-6 1x Ammo
7-10 1x Food
11-12 1x Med Kit

ROUND TRACK / / / S S S S
3
STATUS CUBE LEGEND – Black = STUN Red = LOCKED Green = OBJECTIVE
SPECIAL RULES
A Friend will Bleed Zombies will not move towards the new Character
You venture through the broken landscape seeking until freed. New character may not be activated until
the source of the cries. They seem to echo through the freed.
shattered buildings as danger looms behind every
corner. As dusk falls you narrow your search, entering EXIT
a dusty stable.
Breaking out from the back door you barely have
time to catch your breath before the sound of zombie
FORCES cries reach your ears. Ahead is a stretch of rubbled
Characters Zombies road that seems clear of the dead. If you choose this
Two Beta x 6 path go to Scenario #11, MOVE ALONG.
Armoured x 1 Alternatively, your stash, containing a spare
Kugelfisch x 1 weapon and ammo, is still nearby. If you have not
searched there yet, you may go to Scenario #9, STASH.
Your original Character carries what they had from
the last scenario. If you are performing this scenario
after completing the Stash scenario the rescued Things to remember
Character starts with 1 wound inflicted. Mark their  Kugelfisch pop if they do not take an instant
Health track appropriately. kill. More on them in the rulebook.
 It costs 2 MPs to pass a weapon to another
SETUP Character. They must be beside each other.
 Place your original Character at A.
 Place doors on blue doorways. Doors are WHAT YOU CAN FIND
closed. Add these to your character sheet once you pick them
 Place objective marker on squares marked O. up.
 Place the new Character at C.
 Draw 3 zombie POGs and place one on each
of the squares marked with a Z.

SPAWN
 Zombies SPAWN at S. Character’s Preferred Weapon

OBJECTIVE
Rescue Character at C and exit room. Move adjacent
to the Character and spend your Attack to free them.
Draft their character sheet. They start with no
weapons, but you may pass them one of yours. Then
exit the room using doors at the green arrow.

SECONDARY OBJECTIVE
Recover new Characters Primary Weapon at O. You
also find 1 Ammo.

5 ROUND TRACK / S / S / S / S / S / S / S
STATUS CUBE LEGEND – Black = STUN Red = LOCKED Green = OBJECTIVE
Wake Up – Time to die Did you go through the door on the right? You
recognize the surroundings. Close by here is a stash
You wake up, the nightmare of yesterday you hid a month ago. Hopefully, it is still intact. Head
resurgent. You are unsure how long you have been to Scenario #9, STASH.
unconscious. The groans of the dead reach your ears, Did you go through the left door? You spill out into
pushing you to action. You have no weapons but a the dusty daylight. Cries for help can be heard in the
knife lies close by. Your body aches as you try to not too distant buildings and you decide to head in
stand, steady yourself and take a deep breath. that direction. The air is brisk, and with anxiety
“Wake up!” you tell yourself, “This is no time to die.” mounting you pick up the pace. Perhaps two is better
than one. Head to Scenario # 5, A FRIEND WILL
FORCES BLEED.
Characters Zombies
One Beta x 8 Things to Remember
Armoured x 1  Don’t forget about Covering. You can use it at
Your character starts with no weapons but may have any time.
some gear found in the previous scenario. Currently,  Record your kills for experience.
you are well fed and warm.  Stunned zombies are easier to hit. Apply the
-3 to the Hit# when attacking one.
SETUP  A second weapon is in off-hand if equipped.
 Place Character at A.
 Place objective markers on squares marked
O and O2. WHAT YOU CAN FIND
Add these to your character sheet once you pick
 Draw 3 zombie POGs and place one on each
them up.
of the squares marked with a Z.

SPAWN
 Zombies SPAWN at S1 and S2.

OBJECTIVE
Pick up the knife at O and exit the through a door
with a green arrow.

SECONDARY OBJECTIVE
There is a LUGER lying out in the open at O2. You
may pick it up along with 1 AMMO.

EXIT
There are many choices one has to make in their
life. The choice to fight, the choice to flee. The choice
to persevere, the choice to concede. These choices
lead us down different paths. Today you chose to
fight. Today you chose to persevere. Let us see where
its path takes you.

ROUND TRACK / S1 / S2 / S1 / S2 / S1 / S2 / /
7
EXIT
STASH You spill out into the dusty daylight. Cries for help
“I hid it here somewhere.” There is a lot of shuffling
can be heard in the not too distant buildings to the
noises coming from just beyond the doors. Carefully
right. To the left you can keep moving through the city
creeping in you find a ghoul staring vacantly, it’s teeth
bringing you closer to escape.
chattering. Pieces of its face drip around a rotted flesh
If you go right you head to the buildings. The air is
framed permanent grin. It gives a disgusting sniff, smelling
brisk and with anxiety mounting you pick up the pace.
your presence. Looks like this is going to be harder than
Perhaps two is better than one. Head to Scenario # 5,
expected.
A FRIEND WILL BLEED.
FORCES If you chose left, you exit into the morning sunlight.
Characters Zombies You must press on. Go to Scenario #11, MOVE ALONG.
One or Two Beta x 9
Armoured x 2
Kugelfisch x 1
Things to remember
 If you use up all of the zombie POGs simply add
SETUP all the discards back into the Zombie Pool.
 Place Characters at points A.  Do not flip the POG until you have LOF to the
 Place Objective markers on the squares marked O. zombie.
 Place doors on blue doorways. WHAT YOU CAN FIND
 Draw 5 POGs and place zombies on the Z squares.

SPAWN
 Zombies SPAWN at S1 and S2.
Heroes’ preferred weapon
OBJECTIVE
You may exit through either door with a green arrow.

SECONDARY OBJECTIVE
Find your stash. Search the squares marked with an O for gear.
When searching, roll 1D12, apply the modifiers & effects listed
below, and check the chart below.
 On the natural roll of a 1 or 2 you discover a zombie.
Draw and place a POG in the Objective square. If your
character is in the square then move your Character 1
square away.
 If this is the last Objective square to be searched then
no roll is necessary. Automatically resolve the 11-12
result in the table below.
 Otherwise, add 1 to your roll for each square already
searched and consult the table below to see what you
find.
ROLL RESULT
3-8 Nothing
9 1x Food
10 1x Ammo
11-12 Your stash, which consists of the original Character’s
preferred weapon plus 1x Food, 1x Med Kit and 2x
Ammo

ROUND TRACK / S1 / S2 / S1 / S2 / S1 / S2 / /
9
STATUS CUBE LEGEND – Black = STUN Red = LOCKED Green = OBJECTIVE
EXIT
Move along You have made it out of the building and race
Your heart is pounding as you race down one alley through more rubbled buildings and alleys. Up ahead
after another. Every turn brings you face to face with there seems to be an opening onto a public square.
the dead and their cries. You search desperately for Zombies behind you, you press forward. Go to
an escape. Up ahead; an intact building. The door is Scenario #13, THE FOUNTAIN.
ajar. You make a break for it as the zombies close in.
Smashing your way in you find three decrepit
zombies twisting their necks to get a good look at Things to remember
you.  Place zombie POGs face down, so you do not
know what kind of zombie it is until revealed.
FORCES  The Alpha zombie grants all zombies on the
Characters Zombies board 2 MPs once it is revealed.
One or Two Beta x 9  The first kill on an Alpha zombie turns it into
Armoured x 3 a Beta zombie.
Kugelfisch x 2  A character doing a search cannot move or
Alpha x 1 attack during that activation.
SETUP
 Place Characters at points A. WHAT YOU CAN FIND
 Place doors on blue doorways. Add these to your character sheet once you pick
 Draw 8 POGS and place zombies on squares them up.
marked Z.

SPAWN
 Zombies SPAWN at S.

OBJECTIVE
Exit room at green arrow door.

SECONDARY OBJECTIVE
Search the Alpha Zombie body. Roll 1d12 and check
the chart below.
ROLL RESULT
1-2 1x Food
3-9 1x Ammo
10 2x Food
11 2x Ammo
12 1x Med Kit

SPECIAL RULES
When the Alpha Zombie is killed reverse and place
the Alpha Zombie POG on square it was killed in to
represent its body. See Secondary Objective for
further details.

ROUND TRACK / S / S / S / S / S / S / S
11
STATUS CUBE LEGEND – Black = STUN Red = LOCKED Green = OBJECTIVE

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