Savage Worlds - Tickets Please
Setup
At a movie theater in 2026. The movie the party is watching is the biggest movie of the summer, but in the middle of the week when very few people are there. This is when the apocalypse starts. They have to survive, escape, or die in the theater.
Creation
Standard character creation but with no powers. Weapons can be purchased but will require smuggling to get them into the theater.
1. At the Movies
The theater smells like stale buttered popcorn and spilled soda. The theater itself has maybe a dozen other folks all here to see the summer's biggest movie. You all have decided to take some time to catch the movie away from the crowds.
As the movie goes on...
Notice (6) to hear chairs and tables getting knocked over in the lobby. In the lobby someone has run inside and runs off to a different theater.
Sometime later...
Notice (4) to hear the sound of screams. In the lobby a shambling zombie has pulled a worker from behind the concessions stand and is biting them. Another worker is on the phone, and another runs off. Fear Check
In the next few moments, a man in a suit and a body guard run into the building and jump behind the concession stand. The man is injured with a bleeding leg. The body guard kills the zombie attacking the person, and ducks back down.
Finally...
There is the unmistakable sound of a gun shot. Some movie goers heard it and are looking around confused. The gunshot came from the lobby.
In the lobby near the concession stand are two bodies. Behind the stand is an employee, and two men in suits. One is laying on the ground with an injured leg and the other has a pistol out aimed at one of the bodies with a bullet hole in its head.
About 10 movie goers see this, scream, and run in panic. They are running for the doors where 6 zombies wait to get in.
Fear Check
If they take an emergency exit, they will hear car alarms, sirens, see smoke at nearby buildings, hear distant screams, and see zombies shambling in the parking lot, and a wall of them approaching in the distance.
2. First Assault
- There are 6 #Shambler who will enter if the door is opened.
- They will spend 1d4 rounds attacking someone before moving on.
- The body guard will shoot any zombie that gets close. He will shout to barricade the doors and hide.
- #Dramatic Tasks: Barricade and Crowd Control
- 4 Rounds, 4/person
- Complications: Crowd attempts to escape or a #Shambler is let in.
3. Holding Out
If the party barricades before the horde arrives they must act carefully or the horde will enter.
- The horde will break in after 5 break checks.
- TN 4 on d6, can explode. Raise counts as 2.
- Occurs whenever a "Loud" noise or someone becomes visible
- The horde is 50+ zombies
Crowd
They are jumpy and need to be controlled. A failed control check will lead to:
- Noise
- Exiting through an emergency exit
- Attempting to leave through the lobby (Rare)
Politician & Bodyguard
His name is Greg Ibanez. He was bitten on the leg earlier, and will turn in 6 hours. He won't give any details out about what he does or why he's here. He will only offer a deal. Keep him alive until he is extracted, and they can come too. What he will tell them is:
- They're not normal people and they will kill you
- Brain damage is all that will kill them, everything else just slows them down
- They will hunt you down but mostly by sound and sight
- They communicate and can alert each other
- They will never stop
The bodyguard is Paul. He doesn't say much, and won't offer much help outside of what immediately protects Paul. Paul will give tactical advice to help with:
- Barricades
- Improvised weapons
- Using cover
- Crowd control
The Movie Theater
The party can explore the theater to gather supplies. They can send others, but the others have a Notice of d4 and may not find things that are hidden and not obvious.
!Savage Worlds - Tickets Please.canvas
4. Extraction
After 2 hours. Greg will receive a call about extraction and his injury. He will be told to meet in a nearby parking lot in 30 minutes to board a helicopter. He will arrange for the party to go as well. He cannot offer anything for anyone else. He will tell them to make a choice.
The party will have two ways to navigate to the extraction point. One is through a massive parking lot and the other is to take a longer route near apartments and other buildings. Paul will recommend the route that gives the most cover, and Greg will agree with Paul and point out he can't run.
Greg will tell the party that staying out of sight is the best way. If they are heard or spotted, hundreds could show up.
Massive Parking Lot
Parking lot stretching multiple football fields servicing numerous shops and restaurants. Cars make neat lines and dot the rows. In several places they have crashed into each other, several are on fire.
Everywhere, there are groups of shamblers and the occasional runners.
- 4 Sneak checks. Hiding behind car has a 2-in-6 to set off an alarm
- Failure attracts 1d6 close #Shambler and 1d4-2 #Runner
- A loud noise or moan attracts is another failure
- Greg cannot run and Paul can carry him for only a few minutes before having fatigue
- Sprinting there will cause fatigue
Apartment Complex
A 3 story apartment complex. Sounds of yells, crashes, and groans are everywhere. Along the first floor there are numerous broken glass doors into the apartments.
A family will run down the stairs chased by a runner. The father, in pajamas buys time for the mother and child to get in the car to drive off. #Runner attacks after 1d4 rounds.
- Sneak to avoid attention
- Failure is 1d6 #Shamblers
- Inside Apartments
- Baseball bat
- First aid supplies
- Car keys
Gas Station
A car with a zombie trapped inside is at the pumps. The station itself has a broken glass window. It doesn't look looted.
- Inside are 2 #Shambler
- Kevlar vest
- $300
- Pump Shotgun
Department Store
Series of security doors along the back of the shopping mall. One has a rock propping open the back. The open door leads into a golf shop.
- There is a group of 2 #Shamblers walking into the projector wall of a simulator playing a video
- Numerous golf clubs (Billy Club)
- Painkillers
- Satellite phone
- Range finder
- Golf cart
- $160 in register
- Office has a number of photos on the wall, and a rifle hanging on it.
- Note on desk says, "Bill is short $50, again. Call police or corporate."
- $500 in safe
- View of the extraction point
Zombies
Shambler
P(5), TN(7), Pace(4)
Fighting(d6)
Special
- Claw/Bite - D6+Str
- Infection - Vigor roll to avoid. Take Fatigue on failure. Vigor roll every 4 hours or suffer a wound until death.
- Weakness (Head) - Called shot does +4 damage and can be lethal
- Falls after 1 wound, but gets up after 1d4 rounds
- Moan - In combat, they will moan after 1 round. Reinforcements arrive in 1d6+1 rounds later.
Runner
P(4), TN(7), Pace(8)
Fighting(d6)
Special
- Claw/Bite - D6+Str
- Infection - Vigor roll to avoid turning in 12 hours
- Weakness (Head) - Called shot does +4 damage and can be lethal
- Falls after 1 wound, but gets up after 1d4 rounds
Rule Notes
Fear
Use as "Nausea". Spirit roll or Fatigue + Shaken. Critical failure means Fear table (124)
Dramatic Tasks
Deal initiative. Roll skills. On club there is Complications that offer -2. Failure on complication is absolute failure. Work until the number of successes is complete or failure.
Notes
Undead returns: 3
Crowd Control: 0/5
- Barricaded the place successfully
- "Bo" made 10 pipebombs with materials they found
- Pipebombs are 3d6-2 and medium blast template
- Greg can save them if they get to the extraction
- They exited the back of the building, fought the 6 zombies before running toward the apartments
- Caleb is carrying Greg and Paul has his backpack full of gear