Paizo Top Nav Branding
Welcome, guest! | Sign In | My Account | My Subscriptions | My Downloads | My Wishlists | Shopping Cart   Shopping Cart | Help/FAQ
About Paizo   Messageboards   News   Paizo Blog   Help/FAQ  
Search
Links
Shop
Recent Reviews

Power Word Spells: Lore of the First Language (PFRPG) PDF
***** by Endzeitgeist

Wicked Fantasy—Humans: The Reign of Men (PFRPG) PDF
***( )( ) by Endzeitgeist

A Necromancer's Grimoire: Masters of the Gun (PFRPG) PDF
*( )( )( )( ) by Endzeitgeist

GameMastery Flip-Mat: Dragon's Lair
***** by danmasucci

GameMastery Flip-Mat: Haunted Dungeon
***** by danmasucci

   RSS Posts
Amin Jalento

Dave Judd's page

713 posts. Alias of Mothman.


Search Posts
Search Dave Judd's posts:
RSS Recent Posts
401 to 450 of 713 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>

Running across the room, doing a flying leap up over a couch that turns into an army roll / dive under a pool table is probably not very useful … but damn it’s cinematic.


Kruelaid wrote:
I've got Sarge running to the kitchen after his shot, and Judd going over to the pool table.

You said its about 70 feet right? I should be able to make it in a double move with my increased speed talent.


Dave doesn’t know how much damage his Korth Combat is going to do against this … thing, if Sam’s shot doesn’t knock it down. He glances about, getting a quick idea of the room layout, sees Johnnie and Sarge in the narrow confines of the elevator.

“Spread out!”

He races off across the room, just outside of Wok Boy’s reach, vaulting over a couch at the far end of the room Jump: 14+9 = 23, a jump that turns into a dive under the pool table, where he skids to a halt, crouched underneath it at the far end (I’m thinking in the square that is partially under the lower left hand corner of the table).


How far away is the pool table? Would Judd be able to get to / behind / under it without getting within reach of Fat Huey? I presume it’s a full sized table. Any cues lying around?


"Holy f*ckin' sh!t..." breathes Dave at the sight of ... whatever that is in front of them.


Hey Kruel, good to see you.

13 unmodified group init.

Let's see how unlucky that makes us...


Samantha Bastian wrote:

Sam steps through the door, Beowulf raised and pointing ahead of her. She swings it around to sweep the area and then focuses up the stairs.

"Cover me Dave. Follow, but not too close. Make sure you can see ahead of me clearly at all times."
She takes the stairs slowly one at a time, the Beowulf always sweeping ahead of her. She is alert and ready for anything.

Dave follows, the Korth in one hand, crowbar in the other.


I presume the security camera is pointed at the door?

Dave looks at Sam. “I’m gonna assume that whoever is up there already knows someone is coming up,” he says. “Just in case they’re not zombies, let ‘em know we’re not either.”

He looks up at the camera and raises his gas mask. “Hey, we just took care of your zombie problem down here. We’re human, and we’re coming up.”

Any blood or signs of violence on the stair?


Kruelaid wrote:


Incidentally, one other PC has made a resist disease roll already...

Let me guess ... you make those rolls on our behalf, right? ;-)


Dave Judd wrote:

he wrenches the stair door open while she covers it with the shottie.

Unless it's locked...


Kruelaid wrote:


Are you mopping your brow with the same hands you wiped the shotgun? And are you wearing gloves?

Can't answer all of that, but in an earlier post he said he was wiping off the shotgun with one of the dead guys' shirts.


Judd nods in agreement to Sam’s plan. “Hey, sorry, I didn’t realise things were going to go all Rumble in the Bronx on us, on top of the zombies.”

When Sam’s ready, he wrenches the stair door open while she covers it with the shottie.


Judd heads to the door of the apartment. “Stairs clear – for now. If someone else wants to stand guard there, go for it.” His voice is kind of emotionless.

He looks back at Mike. “I dunno what you’re thinking mate, but I’m thinking some pretty bad sh-t.”

He looks at the others. “As for the rest … I dunno, after my mate broke up with her, he used to joke that he’d have to watch his back for her family … maybe he wasn’t joking. I’d guess Triad, they're from Hong Kong orginally, but,” he shrugs.

“Let’s go.”

He enters the apartment, gun ready.


Dave looks set to argue … then his shoulders slump, and he looks at the ground. “Yeah … you’re right, sorry,” he mumbles. He checks his pistol, then looks back down the stairs, listening as well, making sure nothing is making its way up towards them. He wants to check the bodies in the hall … and doesn’t want to.

Perception: 13+4 = 17


“SH*T!” Judd yells in frustration again and fires off a head shot at the nearest (now definitely) cannibal.

12+5+1 (PBS) – 4 = 14. Damage: 9+1 (PBS) = 10


“F*CK! Don’t shoot!” yells Judd. “They’re not zombies! Maybe! I’m Anna’s friend!” This last seems to be addressed at the three possible cannibals, possible normals.


“F^ck that,” snarls Judd. “We gotta get in there, look for survivors!”


Actually, metagame it has more to do with me being a few down the init order and not wanting to get in the way of the other PCs; in-game its to get away from Zombies!


Judd pulls the door open forcefully, standing to the side of the landing as he does so, both to avoid immediate zombie pile up and to allow folk to shoot past him if needs be.


Judd's init modifier is +2.


As soon as the shot hits the lock, Dave has his hands off his ears, crowbar in hand, heading towards the door.


From the time of his comment in the post at the top of this page, Dave is waiting no more than 10 seconds game time for Sam to fire the Beowulf at the door. After that point he fires at the lock with the Korth Combat Revolver.


Dave looks at Cord with wide eyes, then yells, “Sam, get that door open!”

EDITED for Cord's last post:

"Yeah mate," he snarls, "it could mean that there are still people in there, running from zombies." It's hard to tell if he honestly beleives that, or if he's just in denial.


If Sam starts raiding the Beowulf, Judd quickly stuffs his ipod headphones into his ears, then covers his ears with his gloved hands. Not as good as earmuffs maybe, but damn, that gun is gonna be noisy in a concrete stairwell…

Or Judd could have a go at the door with the crowbar, but its likely to be a strong and well constructed door.


“That didn’t sound good…” Hearing the crash, Judd looks worriedly at whoever is standing near the door. “I think we need to get that open.”


“Shhh,” Dave puts his finger to his lips again and presses his ear even closer to the door. He then motions his companions a few steps down, away from the door and says in a low voice: “I reckon I heard something. Like a rustling noise. But whether its Z’s or people,” he shrugs.

“Now, if Anna and her family do have a secure retreat up there, then us blowing in the door is pretty dumb – they’re probably better off staying where they are rather than coming with us, at least in the short term … but I’m not sure. If everything was hunky dory, why didn’t they bring the grandparents up to … unless they knew grandpa was infected …” he shrugs again, helplessly.

“Alright, I’m going to try to call again,” he takes out his phone, checks if there’s any reception in the stairwell. “Someone go up and press your ear to the door, listen for a phone ringing or any reaction.”

If there’s reception he’ll make the call. As he’s waiting for it to connect (or if there’s no reception) he says, “Of course, one option is to get out at 16 and I can try to climb up a balcony or something, scout it out – we all might even be able to get up that way … if you don’t mind heights. Or we can call the lift and try to get in that way, but it might have a key-code on the lift for the penthouse too…”


Upon reaching the door to 17 (assuming such an event takes place without further incident), Judd puts his finger to his lips, then his ear to the door, listening for sounds of life … or, you know …

Perception: 18+4 = 22


Judd nods. “Yeah, lets just go … and be careful on the way down.

He sneaks up the stairs to 17. Stealth: 6+7 = 13


Dave, already partway up to 14 shrugs and whispers; “What’s the bet if we don’t deal with ‘em now we’ll have to do it on the way down? Unless we jam that door.”


Yep, saw the photos.

“Alright, the rest of the place is empty,” reports Judd, coming back out into the lobby. “I … thought the worst at first, when I saw those photos on the bookshelf. I think those two,” he gestures back through the open doorway at the dead zombie and its victim beyond, “were Anna’s grandparents … but I think the rest of the family mustn’t live with them, they must be living up on 17.”

He spares a look at the bloody stump. “Hey, sorry about yelling before Sam,” he says. “I … got a bit freaked when I saw those photos … anyway, looks like you were right about Z’s in that one. All clear now? Ready to head to 17?”

He looks about, and if the others seem ready, begins hiking up the stairs one again.


Dave’s standing in the doorway of 1103, looking out into the lobby. If there doesn’t appear to be any more immediate zombie movement from 1100, he taps Cord on the shoulder and indicates with a motion he’s going back into 1103. He’ll do a brief sweep, peering into every room to make sure that no one – or nothing – else is hiding within. If Mike or Cord wants to come with him, that’d be cool.


A little internet access as it turns out.

Judd has walked into the room. He looks down at the body of the woman on the floor, staring at her face for a moment. He then starts looking at something on a bookshelf.

He walks back out to where Cord stands. “It's-” he begins then ~BOOM~ - the Beowulf fires.

“Holy Sh#t!” he yells, bringing his revolver up. “F*ckin' hell Sam, what are you doing?!” he sounds ... borderline hysterical, odd, as he's generally been pretty calm through this – relatively speaking. “It could be a dog or a person or something!”


The zombie falls back under Judd’s swing, allowing the Aussie a respite to aim for a headshot.

“Eat lead mutha ‘ucker,” he snarls, firing the pistol again. 13+5+1 (PBS) – 4 (called shot to head) = 15. Damage: 4+1 = 5. Ha. More damage with the pistol whip than a bullet to the head – assuming 15 hits.

After shooting he’ll back up out into the lobby, either to allow his mates the space to finish it off, or just to take a breather if it appears to be out for the count.


Having read the rules, an AOO must be made with a melee weapon. However, a pistol may be used as a melee weapon.

As the zombie lunges for him again, Judd instinctively swings the heavy revolver at the dude’s elbow. It connects with a ~crack~, knocking the arm aside.

AOO, pistol whip: 19+4 = 23. Damage: 4+2 = 6 (d4 damage dice)


Rolled unmodified 19 for the AOO, if allowed …


Do I get an AOO with a pistol? Firing it, or as a pistol whip type attack? I have no other melee weapons to hand, having put the crowbar down (and declined to say I was picking it back up again)


Fnck me!” Although he was half expecting something to jump out, its still a shock when it happens. He half jumps out of his skin, but adrenaline has already taken over, and he’s firing the pistol 14+5+1 (PBS) = 20, damage: 7+1 (PBS) = 8 ~BOOM~ and backing up into the hallway a move action as far back as possible.

He didn’t have the presence of mind to go for a headshot, so unless luck guides his hand the guy’s probably still moving.

Zombie!


Init: 17 unmodified. Judd’s is 19.


He looks back and mouths to the others. Could be people home … dead?

So the first opening off this entry hall is the (maybe) living room?

Judd edges towards the first opening off the hall, trying to stay near the wall and quiet, then quickly peers around the corner, trying to stay out of sight himself.

Stealth: 16+7 = 23. Perception: 2+4 = 6


Not seeing any immediate signs of danger, Judd edges into the now lit apartment, his Korth Combat Revolver pointed down the corridor.

Keeping the gun trained in that direction, he leans the crowbar against the wall and reaches down for the bench. First he checks to see if the keys look like a bunch of front door and/or car keys – if people have fled the apartment, they probably would have taken those with them.

Then he’ll rifle through the bills and letters, trying to see if anything is addressed to Anna or her brother. He doesn’t know her parents names, so this may not help much…


Judd looks around at the others, seeing if they’re all ready.

Cord has fallen to the floor. Johnnie is trying not to giggle, and waving his gun around dangerously. Pat and Mike arechecking out Sam’s rack.

Judd shakes his head. Then sneaks a quick look at Sam’s chest. Then looks into the apartment. Looking for movement, including reflections in the mirror. Any letters sitting on the bench cabinet. Any keys hanging on the key rack. A light switch. Perception: 11+4 = 15

If he sees a lightswitch near the door, he’ll reach in and try to switch it on.


Looking up the corridor, after regaining his feet and once again standing outside 1103, Judd nods once Cord and Sam have finished their conversation then, still standing to the side, raps on the door again.

“Right,” he says loudly. “We’re gonna smash the door open. Save everyone a lot of trouble if you unlock it, if you’re in there.”

He waits a moment for a response, and for the others to take up zombie killing positions (just in case). Then begins working on the door with his crowbar.

Using full round and Extreme Action talent on strength check: 13 +2 (str) +2 (extreme effort) +2 (? Crowbar) = 19

“Someone wanna give us a hand here?”


What Judd will do now though is get down on the floor and try to look under the door. He’s aware that the crack will probably not be big enough to really see anything, but he may be able to determine if there are lights on inside, or if there is a shadow indicating that someone is standing by the door, or moving about inside. He’ll also press his ear to the door to listen, taking 10 for 14.


Perception: 5+4 = 9 … that ain’t gonna do it.


Yeah … a cold … that’s what I’m worried about.

Dave looks about at his companions. “Anyone speak Chinese?” he asks. “All I can manage is ‘Hello, how are you?’ and ‘I’m bored’ in Cantonese… Hang on, what was that?” he gestures to where the other noise came from.


Thump again, then try the handle.


“Are you alright man?” asks Judd with some concern at Cord’s condition. He glances at Johnnie, then figures he’s not going to get any answers there. “Fnck…” , shakes his head.

Then walks over to 1103, stands to the side of the door, reaches out and knocks loudly. “Hello,” he calls. “We’re not infected and we’re not looters. We’re looking for Anna.”


“Other problem with firestairs is that sometimes the doors don’t open into other floors – you can only get out at the exit once you’re in,” comments Judd. He glances at Cord’s axe, and at his own crowbar. “Shouldn’t be a drama in this case though.”

He starts jogging up the stairs, crowbar in hand. If there’s no floor numbers indicated on the inside of the doors, he’ll count the landings to figure out when they’re on 11.


“Ah, sh*t,” mutters Dave, shaking his head.

He was looking for a phone book within the condo btw.


“Hang on,” Judd speaks up as the others look set to walk out of the apartment. “I’m gonna look for a phone book.” He proceeds to do so. Perception: 11+4 = 15

“Someone wanna give us a hand?”

401 to 450 of 713 << first < prev | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | next > last >>



©2002–2012 Paizo Publishing, LLC®. Need help? Email customer.service@paizo.com or call 425-250-0800 Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Publishing, LLC, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Publishing, LLC, and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online,PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Publishing, LLC. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Publishing under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.