Z-Day PBP

Game Master Dramatis Personae


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Samantha Bastian wrote:
If Sam can still see Zombies from where she is after they move, then she'll try to pop off one last shot before they disappear around the side of the building.

She certainly can.


Mike O'Neill wrote:
Kruelaid wrote:
Kruelaid gonna have a rest till Shiny comes back. ZZZZZZzzzzzzzzzzz.

Sorry. f!#*ing hectic weekend.

"Get on the f!#*ing roof, and pull the ladder up!"

Mike turns away from the group scrambling up the ladder, carefully avoiding Jack and the Colonel's lines of fire, goes to look for a gun.

OK, NOW he goes looking for a gun.


Female Human (Caucasian; Australian) Fast Hero 4
Kruelaid wrote:
Samantha Bastian wrote:
If Sam can still see Zombies from where she is after they move, then she'll try to pop off one last shot before they disappear around the side of the building.
She certainly can.

Trying to get in one last shot before the Zombies disappear around the corner of the alley, Sam leans out over the edge, but the angle makes her shot go wild. Cursing, she grabs the bag of magazines and head out across the roof attempting to get to the back and hopefully catch them as they round the back corner (ending in D11).

Head Shot to Zombie with Beretta Sniper Rifle. (1d20+1-4=3)


Mike O'Neill wrote:
OK, NOW he goes looking for a gun.

A guy about your age with an assault rifle glances at you for a moment, he's looking over the east edge of the roof, down at the fire escape - he has a sidearm on his right hip.

On the other side of the skinny rifleman there is an older man shouting at Patrick and Johnny to come up the fire escape.


Patrick, Johnny:

Spoiler:
You may be able to pull up the ladder and end this.


Who's turn is it?


Your move. Fire at will. The zombies will be passing underneath you as you fire, so any shots will probably be going down through the tops of their heads.

I'm also waiting for Patrick and Johnny to let me know what they want to do. Johnny finishes his move on the first level near Patrick, and Patrick may be able to pull up the ladder with a good strength roll.


Dave jogs along the roof edge to P29, looking down at the surging zombies as he goes. “Get up here Sarge, Johnnie!” he yells, pointing the rifle over the parapet at the lead zombie or the one closest to the front that is not in cover and firing off a shot, not bothering to aim through the scope at this close range, trusting that his angle of fire will score him a scalp.

Attack:18+3 = 21
Damage: 14


Everyone, the equipment list is here, BTW.

Moth, it doesn't affect your hits, but when you don't line up with the scope or sights on one of the big rifles there's a -1 penalty to hit. Got it from Weapons Locker.


Kruelaid wrote:

Everyone, the equipment list is here, BTW.

Moth, it doesn't affect your hits, but when you don't line up with the scope or sights on one of the big rifles there's a -1 penalty to hit. Got it from Weapons Locker.

Yup. The +1 for it being a mastercraft weapon is cancelled by the -1 for not sighting in this case. The +3 is all me baby.


Smoooooooooth!


Well I got this as a good morning present ...GRRRRRR

STR Check: 1d20+3=4

Patrick tries to pull the ladder up, but the rusted metal squeals and refuses to budge.

"You are a disguting fatbody Sgt. Curtin." Patrick thinks to himself.


Sarge and Johnny are still on the first level. Sarge's grip slips on the ladder and he falls backward, but the zombies are slow, there's still time.

Mary Ann and Mike scramble onto the roof.

Sam's shot, wide, ricochets off the concrete but Judd places one dead center through the top of a zombie's head.

The zombie slow when Judd's shot rings out from above, many of them looking up at him. Judging from what everyone has seen so far, these are pretty fast and responsive creatures. These are no Romero zombies.

Round 4

Init Bonuses:

22 Colonel: +7
21 Johnnie: +6
18 Jack: +3
17 Patrick: +2
17 Mike: +2
17 Mary Ann: +2
10 Zombies
09 Sam: +3
09 Judd: +2


>>>>>Round 4 MAP<<<<<


Female Human (Caucasian; Australian) Fast Hero 4
The Mapper wrote:
>>>>>Round 4 MAP<<<<<

On your Round 4 Map Kruel, Sam should be in D11 (assuming in d20 Modern I can shoot (Standard Action) then move (Move Action)?).

Round 4
Sam high tails it the rest of the way along the roof edge between the two buildings so that she has a shot at the Zombies as they are rounding the corner chasing the others (Double Move Action, ending in D23).


Judd moved to the corner, P29 last round.


Samantha Bastian wrote:


On your Round 4 Map Kruel, Sam should be in D11 (assuming in d20 Modern I can shoot (Standard Action) then move (Move Action)?).

Sam high tails it the rest of the way along the roof edge between the two buildings so that she has a shot at the Zombies as they are rounding the corner chasing the others (Double Move Action, ending in D23).

No problem.

Dave Judd wrote:
Judd moved to the corner, P29 last round.

No problem.


Female Human (Caucasian; Australian) Fast Hero 4
Dave Judd wrote:
Judd moved to the corner, P29 last round.

I hope not P29... unless you are gonna go the Zombies in fisticuffs. I think you mean P21. =)

EDIT:Hang on, the numbers on the bottom are different from the numbers at the top, and there are numbers down the right side, not letters. I have been using the Left/Top axis numbering system, but from the bottom it is different. Which should we use Kruel?


Johnnnie moves up the next level.

RL issues; Pls. NPC when necessary.


The letter coordinate reads horizontally. The number coordinate follows the shaded bands, at a 30 degree angle.

Map is updated with Judd's position at the beginning of the round and Sam's position after her round 4 move.

>>>>>MAP<<<<<


Female Human (Caucasian; Australian) Fast Hero 4
The Mapper wrote:

The letter coordinate reads horizontally. The number coordinate follows the shaded bands, at a 30 degree angle.

Map is updated with Judd's position at the beginning of the round and Sam's position after her round 4 move.

>>>>>MAP<<<<<

OK, I am dense. That makes much more sense now... cheers.

In that case sorry Sam would have been in D13 at the end of last round and her final position should be D25 after her full double move this round, not D23, so she has a clear shot of the corner of the Alley.


Patrick yells to Johnnie:

"Need a hand here bro!"

New Str chk: 1d20+3=7

Patrick attempts to haul the rusted ladder up once again

Remind me to send IC a donation!


Johnnie stretches out his hand to Pat, "There you go, Sarge!"


Johnnie to Sarge: "Hey Sarge, I think you need to pull this lever and unlock it first."

Johnnie kicks a lever and starts pulling in the ladder. (NPC Johnnie as per Rad's request)

Strength: (1d20+1=20)


Jack and the Colonel wait for the zombies to come around the corner. Delay until init 9.


D'OH!

Patrick gawps for a second, then reality b*tchsmacks him in the face again.

"Awesome! Now let's get the Hell outta here!"

Patrick waits for Johnnie to climb up the fire escape and keeps an eye out below until he can follow.


Johnny finishes his move on level one.


The begin to lope around the corner, snarling and crying out for your flesh with their feral snarls. One of them leaps and grabs the bottom rung of the ladder as Johnny pulls it up, still spinning its legs as it hangs on, eyes fixed on the tasty Pinoy snack above (that's Johnnie).

>>>>>INIT 9 MAP<<<<<

Sam reaches the east edge of the gun shop and peers over the edge at zombies boiling around the corner.

Mike eyes the handgun in Jack's hip holster.

Waiting for Mike's action before the Colonel and Jack begin firing.

Judd has a clear line of fire on the whole swarm.


Dave swings the gun around and fires at the head of the zombie grabbing the end of the ladder. “Try not to lose your head!” he yells as he fires.

Attack:14+3 = 17
Damage: 8

Then he moves to N28 and reaches down a hand to help Johnnie up. “Sarge, get up here,” he yells. “You can probably use this thing better than me,” brandishing the rifle. “Though I’ve been pretty damn hot so far, if I do say so…


"Of bloody Christ!"

Jack, who doesn't have line of fire on the climber's head fires a burst into it's body - one of its thighbones shatters - the leg swings obscenely supported by meat alone. It somehow continues hanging onto the ladder.


Dave Judd wrote:

Dave swings the gun around and fires at the head of the zombie grabbing the end of the ladder. “Try not to lose your head!” he yells as he fires.

Attack:14+3 = 17
Damage: 8

The shot removes its nose and blows half of the jaw away yet there seems to be surprisingly little blood for such a massive facial wound. It keeps its hold on the ladder. Other zombies are grabbing at its legs.

Dave Judd wrote:
Then he moves to N28 and reaches down a hand to help Johnnie up.

A hand up will really help getting from the third level of the fire escape onto the roof. Johnnie is still down by Sarge however, and may need to use his action next round to keep the ladder from being pulled down.

Dave Judd wrote:

“Sarge, get up here,” he yells. “You can probably use this thing better than me,” brandishing the rifle. “Though I’ve been pretty damn hot so far, if I do say so…

The irony is that I don't think Sarge is very good with a rifle. But I guess we'll have to let him make his confession about that later.


Awaiting Mike. I'm holding on Jack's action to see if Mike is going to try getting his gun.


Kruelaid wrote:


Dave Judd wrote:
Then he moves to N28 and reaches down a hand to help Johnnie up.

A hand up will really help getting from the third level of the fire escape onto the roof. Johnnie is still down by Sarge however, and may need to use his action next round to keep the ladder from being pulled down.

Cool. If possible, can Judd move down to the third or second level of the escape this turn instead of stopping at the top? He should have about 20 feet of movement left.

“Sarge! Can you chop its arms off?”


Dave Judd wrote:

Cool. If possible, can Judd move down to the third or second level of the escape this turn instead of stopping at the top? He should have about 20 feet of movement left.

“Sarge! Can you chop its arms off?”

Once he sees the situation below Judd jumps onto the landing and then slides down the ladder to the second level.


Kruelaid wrote:
Dave Judd wrote:

“Sarge! Can you chop its arms off?”

Once he sees the situation below Judd jumps onto the landing and then slides down the ladder to the second level.

Patrick hears the cry and shouts:

"One step ahead of ya!"

Attack: 1d20+5=21

I don't know what you want for called arm shots, so I just rolled regular attack.

Dam: 2d6+4=10

Patrick swings at the stubborn zombie, trying to get it to drop off.


I've got Sarge doing a strength check to lift the ladder then drawing a weapon, I'll post the attack next round. No sign of Shiny so I'm going to improvise something that should get him what he wants.


Jack looks Mike over feet to head and draws the pistol from his hip holster. It looks to Mike for a second like he's about to get shot, until he sees the skinny kid is tossing him the gun handle first.

DC 5 DEX check to catch it... hehe.

"Safety is on."

Skinny looks back down at the zombies and loads something into a large tube under the barrel of his assault rifle.


End of Round 4

Sam has scrambled across the gun shop roof to the east edge and has an excellent angle on the cornering zombies. One clings to the ladder: in a second she witnesses its jaw ripped off by a bang and a red mist. Fire bursts from the Colonel’s rifle ripping through its leg, but that isn’t stopping the others from clambering up the body to get at Johnnie and Sarge.

As the seconds tick away the little Pinoy doctor is still hauling on the bottom floor ladder with all his strength, but can’t get it up the last foot needed to lock it into position. An outburst “…chop its arms off” rattles Sarge to life again as he curses himself for missing the lock – he gets into position and draws his great sword.

Jack and the Colonel, who were uncharacteristically stunned by the sudden appearance of refugees in their urban fortress, took a moment to calculate the chances of zombies making it to the roof should Johnnie and Sarge fail. Then the Colonel, who put a burst into the climber’s groin, watches, revolted by the swaying of a second zombie as it climbs up past the lead shattered femur.

Mike and Mary Ann have made it onto the roof – Mary Ann collapsing against the utility hut and Mike scanning for something that shoots… really, how hard could it be to fire a gun? He meets eyes with a skinny kid in urban combat pants, the kid tosses him a pistol and then goes back to business, chambering a grenade.

After removing the climber’s face Judd moves above the fire escape and commits himself to the ladder effort below. The steel decks and braces of the fire escape thrum and tremble as he hops down one floor at a time to the second level… where he catches that smell again.

Zombies. Their faces twisted with anger, their mouths into a rictus of rage and hunger; they snarl and spit saliva, blood trailing from their chins, mucous from the noses. Many of them are covered in filth and blood shed by someone else.


YUG! any more rolls needed from me?


Round 5

Jack and the Colonel delayed. Adjusted init is 9.

Shiny, Mike will catch the gun (or drop it - see above) at the end of round 4.

Jack's sidearm stats, also for Shiny:

Spoiler:
Glock 20

Due to its high quality of manufacture, the Glock 20 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls.

10mm / 3 lb / 15 box

2d6 / crit 20 / Ballistic / 40 ft / Rate Single / Size Small

Init Bonuses:

21 Johnnie: +6
17 Patrick: +2
17 Mike: +2
17 Mary Ann: +2
10 Zombies
09 Colonel: +7
09 Jack: +3
09 Sam: +3
09 Judd: +2


Sgt. Curtin wrote:


Patrick swings at the stubborn zombie, trying to get it to drop off.

The sword crushes its fingers and rattles the ladder. The broken zombie falls to the ground in a heap with the two others who were climbing its legs.

DMNPC for Rad:

Johnny pulls the ladder the rest of the way up (standard action) and scrambles up past Judd to pull himself onto the roof. (move action)

Sgt. Curtin wrote:
YUG! any more rolls needed from me?

You can haul ass now if you want.


consdier me hauled!


Sgt. Curtin wrote:
consdier me hauled!

Sarge is hot on Johnnie's heels.


"HEY DUNDEE! FIRE IN THE HOLE!"


“Sh*t! I’m coming up!” Dave scrambles back up onto the roof and moves as far as he can towards Sam – and the bag of ammo.


Kruelaid wrote:


The irony is that I don't think Sarge is very good with a rifle. But I guess we'll have to let him make his confession about that later.

UGH ... too true ... in the spirit of another thread going on this board ...DAMMIT JIM! I'm a linguist not an infantryman!


Sgt. Curtin wrote:
Kruelaid wrote:


The irony is that I don't think Sarge is very good with a rifle. But I guess we'll have to let him make his confession about that later.
UGH ... too true ... in the spirit of another thread going on this board ...DAMMIT JIM! I'm a linguist not an infantryman!

Heh ... ah well, I just realised I was about to give you a gun with only 1 round left in it anyway (I think these have a magazine of 5 right Kruel?). Still, I think your attack bonus should be as good or better than mine - which is +3 ranged.


Female Human (Caucasian; Australian) Fast Hero 4

Sam looks down at the scene unfolding below her and draws in a deep breath. She slowly aims the rifle and pulls the trigger, but the shot goes wild. When she looks at her hands she sees that they are shaking. Obviously that's why she missed, so she slows her breathing and tries to concentrate. "People are depending on you Sam, this is no time to go to pieces". She thinks to herself.
She reaches across to the bag and pulls out another magazine, ejecting the spent one in the rifle and clipping the new one in. Having completed the reload, she once again focuses her attention on the ravenous pack below her and prepares to fire once more.

Head Shot to Zombie with Beretta Sniper Rifle. (1d20+1-4=8)


Ok guys, your job, should you choose to accept it, is to narrate out what you do for the rest of the fight, which is basically shooitng fish in a barrel (zombies around a dumpster). We need not count rounds and initiatives any more, all that's left is the storytelling. Klein and Jack will be shooting and raining down nades once the rest of the zombies make the corner, so you'll be shooting into a firestorm....


Judd will grab some spare magazines and pass the sniper rifle over to Patrick if he wants it (assuming that the military man will be a better shot than he). He’ll then run over to the utility shed on the other roof and see if Graeme and the Colonel have any other goodies stored within.

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