Zombie Apocalypse - The New Beginning (Inactive)

Game Master BloodWolven

It was a perfect day for most, nothing really happening until there came a banging at the gate. Then the unreal happened people were eating people. Chaos spread quickly will you survive this horror?

Now we are getting serious here comes the gym.

Cafeteria/gym

New combat map with current wing.


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Male Human

Hitomi remains studiously still and quiet as Mathew gets the required gear from the cases.

Quinn Crowe wrote:

Inside the boys' locker room, Quinn whispers: "...Hitomi, do you mind carrying what we find? These items that used to belong to people aren't needed by their original owners anymore, so it's fine if we take them. It's not stealing. They'd want us to have them."

Hitomis head will bob in affirmation as Quinn asks him to keep carrying things. He was good at this. So far. Oh he hoped he didn't trip. "I can carry things. But what about..." He drifts off in thought, trying to put everything in its place. "I have study hall next period. I need to study for a test. I have been studying but it is hard." his eyes seemed less caked on a spot of blood as he talks.

He will continue with the group silently, patently deep not thought on the days events so far.

stealth: 1d20 + 1 ⇒ (15) + 1 = 16


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

STealth: 1d20 + 3 ⇒ (19) + 3 = 22
Moving as stealthy as possible the young girl will stay close to Hitomi. Whispering in reply she tries to calm him."The class is canceled. But no worries, shall I teach you later all you need for the test? I am a very good teacher! What subject you write on?"


Male Human

"Chemistry.". Hitomi says between breaths. "It is fun but hard. I like the fun parts..." He goes silent for a few seconds in thought. "But the hard parts are hard. I don't like those parts. Will that girl be alright?" His switch of topic was rather abrupt and out of nowhere. The impression is given that he is talking about the zombie he tried to billfish in the locker room.

Dark Archive

Neutral Good Human Witch/1

Quinn scowls to herself and she continues sneaking forward silently. Why the hell are they carrying on a conversation while a zombie is following Matthew?


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

"I am sure, she will never scold you for it!"


Devin moves to the back of the group getting ready to hit the zombie if it gets close enough. In his movements he makes a skidding sound as he slips on a patch of blood. Another zombie takes notice.

stealth: 1d20 + 2 ⇒ (4) + 2 = 6

You get past most of the classes and come to the door outside. Then a quick 30 feet outside before going into the workshop and other like wing of classrooms. The two closest classroom doors are closed. What do you do? Devin is ready to fight and if you don't keep moving he will need to.


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom opens the door outside and holds it for the group. Dagger in one hand and switchblade in the one holding the door open, he keeps his eyes and ears open for any threats or problems.

Perception: 1d20 + 6 ⇒ (4) + 6 = 10

Dark Archive

Neutral Good Human Witch/1

Quinn continues towards the workshop unless there are obvious dangers. She passes by Dominique who holds open the door for the rest of the group. Outside, Quinn takes a look around.

Perception: 1d20 + 7 ⇒ (12) + 7 = 19

As long as there aren't any immediate dangers, Quinn decides to proceed. Quinn attempts to cross the 30 feet towards the door of the workshop unnoticed.

Stealth: 1d20 + 11 ⇒ (3) + 11 = 14

After crossing, Quinn tries the door to see if it's locked. She looks back at her companions. Hurry up Matthew.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Can one look into the classroom?Maybe throug a window
Perc: 1d20 + 6 ⇒ (7) + 6 = 13


Quinn can see that unless the group is very quiet, Stealth check DC 12 each, many more of the nearby zombies outside will be attracted to the group. Some are as close as 30 feet away. No more than 3 are that close as others meander around.

Matthew is able to come quickly with the keys to open the door.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

stealth: 1d20 + 2 ⇒ (8) + 2 = 10

He hurries a bit too much and another zombie begins to slowly move towards the group. The keys snagged in his pocket made a jingle, and more as he quickly searched for the right key.


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom nods his head, indicating everyone to get going. He quickly secures the door the best he can before the zombies get to it and follow the group. He is able to do it all without drawing more attention. Blades in hands he waits for a threat to get close.

stealth: 1d20 + 8 ⇒ (5) + 8 = 13


Male Human

Hitomi continues to follow the group studiously. His grip on the boxes never seeming to waver.

stealth: 1d20 + 1 ⇒ (10) + 1 = 11

Dark Archive

Neutral Good Human Witch/1
Matthew G. Smith wrote:
He hurries a bit too much and another zombie begins to slowly move towards the group. The keys snagged in his pocket made a jingle, and more as he quickly searched for the right key.

As Matthew searches for the correct key, Quinn takes out an arrow and nocks it into her bow. Maybe this will give Matthew more time. She aims for one of the approaching zombies within 30 feet. (Whichever one is closer or not obstructed from view.) Quinn aims for an eye, enjoying the “justified” killing. She never liked many people at this school anyway – at least the ones that treated her like she was some sort of black-clad freak.

To hit: 1d20 + 3 ⇒ (12) + 3 = 15
+1 Fast Hero, +1 Point Blank Shot, +1 Weapon Focus (Bow)

Compound bow (Archaic): 1d8 + 4 ⇒ (5) + 4 = 9
+2 Strength, +1 Point Blank Shot, +1 Weapon Focus (Bow)

Arrows: 3/12 Remaining

Hitomi Tanaka wrote:

Hitomi continues to follow the group studiously. His grip on the boxes never seeming to waver.

stealth: 1d20 + 1 ⇒ (10) + 1 = 11

Quinn frowns at Hitomi's 'stealth' but doesn't say anything. Quinn figures it's hard to be quiet when you're so tall.

I'm confused, is Dominique securing the previous door? Or the door to the workshop?

Quinn follows the others inside the workshop as quietly as she can (assuming nobody else besides Hitomi attracts more undead.)


Quinn takes down the closest zombie. Dom is able to secure the door but with the two zombies trying to push it open draws another dozen from within the classrooms.


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom slowly moves away from the door and the new bustle. He holds his daggers ready to engage anything that gets within 20 feet.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

He finally finds the right key and unlocks the door. Letting the group in before following and locking the door behind them, waiting if needed.


The hallway looks untouched. No blood, body parts, or people, let along zombies inside within view.

Dark Archive

Neutral Good Human Witch/1

Seeing that the hallway appears untouched, Quinn turns back to her companions and smiles (an uncommon expression for Quinn’s face.) Quinn whispers ”Quick, let’s find some weapons! Let me know if you see some arrows laying around.” Although Quinn knows the likelihood of finding arrows is unlikely. They’d have much more luck at a sporting goods store.

Quinn puts her bow away so her hands are free. She sneaks down the hallway and into the first available room she sees. Maybe I can find something that makes noise to draw the zombies away from the door. If there are windows, Quinn glances out the glass panel to observe the outside area.

Stealth: 1d20 + 11 ⇒ (17) + 11 = 28

Perception: 1d20 + 7 ⇒ (10) + 7 = 17


Male Human

At Quinn's suggestion, Hitomi looks about him quickly for something that might be used to defend himself and his friends. Quinn seemed to know what was going on. He trusted her.

perception: 1d20 + 5 ⇒ (11) + 5 = 16

Hitomi looks for a Fire Axe, Baseball bat or some other two handed implement as he also looms for a spot to put the boxes down. "Should I put these down?" Hitomi had gotten used to the move-hide-move aspect of the last while and he knew that if he put the boxes down he would not be able to bring them with him if they had to run.

Dark Archive

Neutral Good Human Witch/1
Hitomi Tanaka wrote:
"Should I put these down?"

Quinn blinks a couple of times, staring at Hitomi. "Yes," she replies, sounding uncertain from not expecting the question. Quinn turns back to her search of the area. She hopes the door will hold or the zombies will give up.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Taking her time Elektra slowly followsTaking 10 for 13 stealth
Looking around the clean hallway Electra sighs in relieve. She tries to remember where it leads to.
Int: 1d20 + 4 ⇒ (4) + 4 = 8


Male Human

Hitomi puts the boxes down dutifully and continues his search for a weapon 16 perception.


Maki runs off from the group shouting, "I will keep them distracted!" She picks up a pipe from the remains of one of the corpses and hits the bicycle rack. With the loud sound the zombies turn towards her. Also the ones further away turn towards her too.

With the distraction the group is able to get into the workshop wing without much incident, as the zombies that begin to follow the group turn towards the sound Maki continues to make in her run for safety.

Once Dom and the others get through the door Matthew locks it and backs away.

_______________

Matthew works his way down the hall unlocking the doors for others to search the rooms. After four rooms he inspects a room for himself.

Many of the rooms hold tools for crafting one craft or another. Simple hammers, rulers, eletric tools and other such tools are all about. If you are looking for something specific that may not be obvious to find do a perception check.

Hitomi finds a fire extinguisher and a fire axe secured in a fire box. The extinguisher is released easily after taking off the strap. The axe is secured much more with a hose inside as well. There is a slim glass window on the box revealing the axe head and some of the hose.

Electra:
The hallway starts with carpentry, then home economics, then engineering, then finally mechanics.

Dark Archive

Neutral Good Human Witch/1

With the door unlocked, Quinn enters the first room and looks around.

Are you going to give us a layout of each of the classrooms or should we just assume they have the typical items?

Please disregard my spoiler if you plan on going into detail. I just wrote to provide more color to my own RP.

Quinn inside the Woodshop:
Quinn enters the first room once Matthew unlocks it. She flips on the light, peers around at the equipment, and realizes it’s the carpentry classroom. Quinn stops in front of the bandsaw and looks it up and down frowning. This cuts through wood and metal, but a human skull would probably be too thick. The bandsaw is primarily used to trimming smaller pieces of wood or notching off a small section. Next, Quinn walks over to the bin of leftover wood parts, scraps from student projects. Hmm, I wonder if we should take some to board up a few windows.

Quinn leaves all the wood in the bin untouched and approaches one of the worktables, commonly fashioned with a vice on either side. The vices are stereotypically bolted to the table, ready to secure wood projects in place. Quinn sets her duffel bag on one of the tables and is careful not to hit one of the metal chairs. (We had metal chairs when I was in school.) The metal chairs were notorious for scraping loudly across the concrete floor of the shop. Although, when the carpentry machines were turned on and cutting wood, the sound of scraping metal chairs could easily be drowned out. When class was in session, this was a very noisy room.

With her duffel bag situated on a classroom table of the carpentry shop, Quinn approaches the storage room that holds current student projects. Quinn flips on the light. She rifles through the cubbies, looking for carpentry tools students may have brought from home and student works-in-progress that may be beneficial. Wood is heavy so some of the projects “shunk” against one another as wood hits wood. Let’s see what we have here…

Exiting the storage cubby area with whatever Quinn manages to find and is interested in looting, Quinn passes a tablesaw, usually only operated by the sensei and experienced upperclassman. The tablesaw is used for cutting large pieces of wood on its flat surface. Quinn eyes the nearby teacher’s station. Typical… the sensei would want to keep a close eye on this piece of equipment. Quinn also passes a giant blue lathe. Quinn circles the lathe, looking it up and down wistfully. I wish I’d taken a woodshop class. This is what they use to make the rods of arrows, baseball bats, and chair legs. Quinn doesn’t dare turn the machine on. She knows all the machines are noisy.

Quinn eyes the rack on safety goggles and protective earmuffs but decides against taking either. It’s a zombie apocalypse and Quinn plans on looting a nicer – new - pair of protective goggles from a store. Quinn eyes the school eyewear, carelessly scratched up from student use. They aren't even black...

Quinn approaches the tools cabinet, made out of wood – perhaps this cabinet was make in this woodshop class Quinn considers. Quinn opens the woodshop cabinet where tools are kept, expecting to find handsaws, hammers, clamps, wood glue, nails, hand sanders, various grades of sandpaper, and other miscellaneous objects. I wonder what is inside for me to take... hmm.

Quinn isn’t being particularly quiet but she’s not being purposefully loud either.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Electra whispers to the others."If we go to mechanics I may scrounge enough items to work the doors quitely. Carpentry has most likely some decent weapons. And another first aid box. Engeneering might have some more batteries. I would start with mechanics. One or two autodriller and screws can work wonders and I have an idea how to muffle them" Asking the others to help her she moves toward it.
If no enemies inside, take 20 to search


Excellent Quinn! I won't be going into detail unless you get a super perception check. Most of the rooms will be nondescript.

Quinn finds a simple pad lock on the woodshop cabinet where the tools are kept.

Matthew leads on with the keys taking Electra and any others to the mechanics garage. Luckily this wing was still secure and no morning classes started here. It seems like there is nothing attracting the zombies to this building yet.

Elly stays with the bags of medical supplies and keeps an eye on the door.

Mino follows Electra and Matthew but first she pulls on Devin's shirt before whispering, "Are you all right?!"


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom sticks with Quinn. He looks around the wood shop for a another first aid kit or other loose tools that could be used as weapons.

perception: 1d20 + 6 ⇒ (1) + 6 = 7 Then taking a 20...


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Looking around and seeing the metal desk with the tools Elektra takes a discarded wire and a soldering ireon and a hairpin and takes a deep breath.Focus, remember what Jochen taught you
Taking her time Elektra tries to pick the lock.Disable Device- Take 20 for 25

Dark Archive

Neutral Good Human Witch/1

Quinn takes her time in woodshop, peeking around and looking for useful objects.

Quinn will search the teacher's desk for a key to unlock the tools' cabinet. If she's unable to find a key, she'll go get Matthew and ask him to unlock it. If Matthew doesn't have a key to unlock the cabinet, Quinn will look for an object to destroy the lock or the door of the cabinet. If that fails, Quinn will ask her companions if they can help open the cabinet.

Perception: 1d20 + 7 ⇒ (9) + 7 = 16


Electra, you can't take a 20 on disable device. Lots of things can go wrong, you can take a 10. Also Electra which lock are you trying to pick? I thought you were going with Matthew to the garage.

Quinn searches the room, first she finds the first aid kit on the opposite wall that Dom was searching. Then searching the teacher's desk you find several keys. One of them opens the cabinet and you find all sorts of nice tools. A standard set of hammers, chisels, and any other suggestions?

You will have until someone makes some kind of loud noise, post 300, or another parameter is met before the zombies come after you...


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom plays with his switchblade a bit while he searches, then cleans them off the best he can in a sink with water and a towel. He flips the switchblade closed and puts it in his pocket. After sheathing the other dagger he face palms his own forehead as Quinn pulls down the first aid kit and he whispers, "How did I not see it there? And I was looking for it too!"

He keeps searching for more tools and possible weapons.

Once Quinn opens the cabinet Dom asks, "You got other keys, I have found two rooms with no windows and locked doors."


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Well in a school all valuables are usually in desks and cupboards, locked. To get to the tools, she has to pick the locks. She starts with the desk, hoping to get the real keys there or at least some other tools. If I am wrong pray tell. DD: 1d20 + 5 ⇒ (17) + 5 = 22


Electra is let into the garage by Matthew, he begins to look around, as she collects what she needs to open locks. With a quick flick of her wrist and deleicate work the first lock is released. Taking her time Electra finds several keys on a key ring which likely will open more locks in the garage.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

She is about to say a triumphant "Heu.." before she snaps out of focus and remembers the place they are, and the situation. Much more silently she speaks."Got the keys. Let´s check for the lockers."
She looks for a locker labeled elctric tools and tries the keys.


With luck Matthew and Electra find the right key for the right locker and begin to find all sorts of electric tools and other tools in the garage.

What are you expecting to find?


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

He smiles at Electra and whispers back, "Yeah I know what you mean, the whole zombie thing is such a downer and dampens the mood, let alone what we can do or say. Ah what do we have that runs on batteries..."

Dark Archive

Neutral Good Human Witch/1
GM Wolf wrote:
Quinn searches the room, first she finds the first aid kit on the opposite wall that Dom was searching. Then searching the teacher's desk you find several keys. One of them opens the cabinet and you find all sorts of nice tools. A standard set of hammers, chisels, and any other suggestions?
Dominique Trail wrote:

Dom plays with his switchblade a bit while he searches, then cleans them off the best he can in a sink with water and a towel. He flips the switchblade closed and puts it in his pocket. After sheathing the other dagger he face palms his own forehead as Quinn pulls down the first aid kit and he whispers, "How did I not see it there? And I was looking for it too!"

He keeps searching for more tools and possible weapons.

Once Quinn opens the cabinet Dom asks, "You got other keys, I have found two rooms with no windows and locked doors."

Quinn smiles at Dominique, hoping her black eyeliner and mascara still looks on point. She walks to the worktable with the green duffel bag and pulls out an orange folded bag. Quinn zips the green duffel bag closed and returns to the cabinet with the folded duffel bag she just retrieved.

Loading the orange bag with items, Quinn asks: ”Dom, do you know how to ride a motorcycle or is that leather jacket just a fashion statement?” Quinn stops for a moment to examine Dominique’s jacket. Quinn turns back to loading the bag with items. While Quinn’s putting items into the orange duffel bag, she takes a dust mask from off of a nail hook and pulls the elastic over her head. She offers another to Dominique.

Quinn’s Backpack:
+ 3/12 arrows
+ thin metallic pencil case
+ school planner
+ lined notebook
+ a utility multi tool
+ 3 protein bars
+ 2 water bottles

Quinn’s green duffel bag (currently on table):
+ six water bottles
+ six meals worth of food (missing a protein bar)
+ two hairbrushes
+ tampons and feminine hygiene pads
+ 3 packed lunches

Quinn’s orange duffel bag (holding, then on table):
+ First-Aid Kit
+ two hammers
+ box of nails (GM okay?)
+ chisel
+ a pair of cut-resistant gloves (woodshop gloves) (GM okay?)

Quinn places the orange duffel next to the green one on the table and searches the teacher’s desk for a black sharpie. Quinn draws a giant ‘X’ over the dust mask. She pulls the mask back over her head but lets it hang uselessly around her neck. ”I’m ready to check out those two rooms you found.” Quinn grabs a pair of safety goggles off the peg rack, covers her face with the dust mask, and holds up a hammer. Ugh I hate these woodshop goggles but it’s better than getting blood in my eyes.

Hammer in one hand, Quinn unlocks one of the doors with the other. She pushes open the door and signals for Dominique to look inside. Quinn follows holding up the hammer. Quinn whispers to Dominique: "What is this? A storage closet?" Quinn will turn on the light if there is one.

Perception: 1d20 + 7 ⇒ (2) + 7 = 9

If the first locked room is clear, Quinn approaches and unlocks the second locked room. Allowing Dominique to go first and holding up her hammer preemptively. "See anything useful?" Quinn whispers at Dominique. How big are the two locked, windowless rooms? Are they the size of broom closest or are they the size of a classroom? Quinn will turn on the light if there is one.

Perception: 1d20 + 7 ⇒ (16) + 7 = 23

Is Hitomi still with Quinn and Dominique in the Woodshop room?


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Elektra is looking for any battery operated saw, drill, reinforced electic Screwdrivers, bolt cutters, cans of liquid nitrogen (most likely not, but one can hope), workgloves, extra batteries, foamed material powerduct tape, items like that.

Dark Archive

Neutral Good Human Witch/1

I'd like to edit my post: Quinn will look for bolt cutters in the woodshop as well. Although, bolt cutters may not be a common item for a woodshop to have. (If they were to be at a school they'd probably be with maintenance or machine shop/metalworking.)


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

"Yeah I know how to ride but don't have much experience with them. Here it was the closest thing I could get to my trench coat." He states simply and takes the dust mask putting it around his neck.


With a flick of the light switch you see in the storage room many of the electronic hand held tools used for wood shop. Including tools like, drills, sanders, and other like tools some are battery operated as others need to be plugged in the wall. Also within are all sorts of saws.

Opening the second door finds you in the room where some of the gases are stored in the large metal tubes. As well as any gas powered tools. Most of the tools would use the large tubes and would not be usable anywhere but the shop except a few. A nail gun is one portable tool with four reams of nails, 50 nails each.

Each of the windowless rooms are about 15 feet by 10 feet.

Hitomi is likely still looking at the fire chest on the wall, that has the axe and hose within.

Hino went with Matthew and Electra, as Devin and Elly are keeping an eye on the door you entered through.

Electra finds that many of the tools she is looking for are not out but likely locked in closets. Also a perception check will allow you to find more tools that you are lloking for. You do find protective clothing such as work gloves, welding visors, leather aprons, thick leather gloves, and 4 rolls of duct tape, 3 bottles of water, and plenty of spare parts.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Perc: 1d20 + 3 ⇒ (3) + 3 = 6
Taking those items she deems worth of taking and laying them on the table. But first she opens a bottle of water and takes a big sip to focus herself before handing it to Hino.
[i]Duct tape, excellent. Work gloves and leather aprons, this will be useful! Now just a decent swiss army knife and I am happy."[/B]

After that she quickly tries to open the first closet!


Hino takes the bottle of water and drinks the rest. She then slowly walks around the room checking the doors and windows.

The closets are locked. Searching the teacher's desk quickly finds nothing useful to open the closets like keys. You find some gum, papers, paper clips, pencils, and other office supplies.


female German (Bavarian)
Stats:
HP: 13/13 // Ac 13 FF10 T13//F+2/R+3/W+3 Ini +3
Smart Hero (Student/Athlete) 2

Electra will use the keyring she has found to find out what they open.

Dark Archive

Neutral Good Human Witch/1
GM Wolf wrote:
A nail gun is one portable tool with four reams of nails, 50 nails each.

Quinn takes the portable nail gun and the four rolls of nails (50 each) from the second room. Quinn is tempted to waste a nail and staple something pointless but she resists the impulse. Quinn doesn’t check to see it the 20 volt battery pack is charged but she does take the battery’s charging station. Quinn stuffs the items into the orange duffel bag.

”Hitomi, are you going to take that axe or what? Let’s get out of here and find Electra.” Quinn lugs both the green duffel and the orange duffel over her shoulders. Quinn isn't going anywhere fast. Quinn moves to the hallway and peers into the second room, ”Electra? You guys in here?” Looking around the room, Quinn thinks: Home Economics, huh?

Perception: 1d20 + 7 ⇒ (15) + 7 = 22

Quinn continues to move down the hallway and peers into the third room. "Guys? Find anything good?" Quinn is ready to regroup. She didn't find any arrows but she hopes her companions found some decent items.

Perception: 1d20 + 7 ⇒ (7) + 7 = 14

"You all ready to head to the cafeteria?" Quinn's face holds her stereotypical frown as she looks around at her companions.


Vital:
HP: 6/6, AC: 14 _ T: 13 _ FF: 11 _ Perception +11, Sense Mo +7, Initiative: +2, Fort 1 _ Ref +2 _ Will +5 , CMB: +1, CMD: 13, Speed: 30
skills:
Acro +1, Bluff +3, Climb -1, Dip +3, Drive +1, Escape +1, Heal +15, Inti +4, K (Tech) +7, Ling +4, Ride +1, Stealth +1, Surv +7, Swim -1

Matthew grunts a bit as Electra takes the key ring out of his hands before he grumbles to himself, "I doubt those will help here." He then continues to look for keys and any open compartments.

perception: 1d20 + 11 ⇒ (11) + 11 = 22


Quinn finds all sorts of equipment in the Home Economics room, pans, heating skillets, slow cookers, knives, forks, spoons, plates, and other serving dishes. She does find some nice large cutting knives, six of them that look rather hefty.

In the next room Quinn finds lots of student projects on display. One catches her eye than most and finds a bow with a quiver full of arrows. Though it has a pad lock securing the glass case. Another display case has a katanna and its paired smaller sword with it on a wooden rack.

Quinn finds her friends in the fourth room, Matthew, Hino, and Electra searching the room for items of interest. Some of the items they have found are on a cart in the center of the room including protective clothing such as work gloves, welding visors, leather aprons, thick leather gloves, and 4 rolls of duct tape, 2 bottles of water, and plenty of spare parts.

Matthew also finds a battery operated drill and all sorts of attachments in one of the shelves that was not closed entirely. Also in that shelf he found some magazines, a bottle of water, with an exacto knife. Walking into another part of the garage with some movement he returns with a pair of old bolt cutters and a pipe that is five feet long and an inch wide.

Hino sits down and just rests a bit.


Vital:
HP: 11/11, Defense: 16_Touch: 16_ Flat: 11, Perception+6, Initiative+4, Fort +0, Ref+6, Will+1
skills:
Acrobatics +10, Climb +7, ComputerUse +7 Drive +4, Escape Artist +8, Jump +7, SleightofHand +8, Stealth +8, K:Current Events+4, K:Tactics+8,Perception+6
Active conditions: None

Dom follows and helps out Quinn as much as he can. Putting the knives he has away he grabs two of the 8 inch cooking/slicing knives and tests their balance. Shaking his head he says, "not balanced well but a cooking knife does not need to be. They will do until I can find some combat knives."

perception: 1d20 + 6 ⇒ (6) + 6 = 12

He practically drools at the swords in the display. He nods at the other displays and states, "Now we need a way to get through those pad locks or glass display cases."

perception: 1d20 + 6 ⇒ (10) + 6 = 16

He looks down the hallway at Devin and Elly. Finding the rest of the group in the garage he stands next to the door waiting for instructions holding the two new 8 inch long cutting knives.

Sense Motive DC 14:
You can see he doesn't care for leaving the two of them alone. Jealous much? Probably.

One more post before something bad happens...

Dark Archive

Neutral Good Human Witch/1

Quinn looks around the home economics room and spots all sorts of cooking utensils. I wish I knew how to cook. Quinn sees the large heavy cutting knives and picks one up only to mindlessly stab at the counter with it.

Dominique Trail wrote:
"not balanced well but a cooking knife does not need to be. They will do until I can find some combat knives."

”Mmmf” Quinn grunts and leaves the knife. She prefers projectile weapons anyway. The items in the home economics classroom look unappealing to Quinn and she leaves without taking anything.

In the third room, Quinn picks up the four rolls of duct tape and two bottles of water, carefully placing the items into her backpack. Quinn doesn’t want to risk burdening her two duffel bags with more items. The strain from additional weight may damage the nylon fabric.

Quinn eyes the bow and arrows with keen interest. Oh! Arrows! Quinn examines the glass box and frowns when she spots the lock. I could try to break the glass but…

Dominique Trail wrote:
He practically drools at the swords in the display. He nods at the other displays and states, "Now we need a way to get through those pad locks or glass display cases."

Quinn turns away from the display cases to nod at Dominique. Yeah, I guess finding the keys would be better than trying to break the glass…

Sense Motive (Wis): 1d20 + 3 ⇒ (16) + 3 = 19

Quinn raises an eyebrow at Dominique as if to say not what I expected. Quinn gently sets both duffel bags on the floor so she can rifle through desks and cabinets, looking for the keys to the glass cases. Quinn occasionally looks up to see if Dominique is still standing at the door.

Perception: 1d20 + 7 ⇒ (5) + 7 = 12

If Quinn finds any keys, she will attempt to open the case with the arrows first. If Quinn is unable to find the keys, Quinn will pull out the utility tool (from her backpack) and attempt to pick the lock (Quinn lacks the skill so her attempt will probably be poor.)

_____________________

Quinn’s Backpack:
+ 3/12 arrows
+ thin metallic pencil case
+ school planner
+ lined notebook
+ a utility multi tool
+ three protein bars
+ four water bottles
+ four rolls of duct tape

Quinn’s Green Duffel Bag (currently on floor):
+ six water bottles
+ six meals worth of food (missing a protein bar)
+ two hairbrushes
+ tampons and feminine hygiene pads
+ three packed lunches

Quinn’s Orange Duffel Bag (currently on floor):
+ First-Aid Kit
+ two hammers
+ box of nails
+ chisel
+ a pair of cut-resistant gloves
+ portable nail gun
+ 20 volt battery pack and charger (for nailgun)
+ four rolls of nails 50/each (nailgun ammo)

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