Z-Day PBP

Game Master Dramatis Personae


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"Let them in."


“Dangerous gambit.” Judd takes a moment to look up from comforting Sam, looking into Crier’s eyes. “Are they behind there too?” he gestures to the door, “Or just above? Can you do this thing man?”


Judd’s pretty agile, fast and strong. He can probably get up the ladder, open the manhole and tumble down and get out of the room without being zombie toast. Un-jamming the door should be easier, but Sam’s border-line postal and I don’t know how fast Cord and Sarge are in their armour … anyone want to take the door?


<He looks at Mike's pipe bombs and starts tugging at him ammo harness.>

"Give me 3 or 4 of those pipes."

<He tosses the harness to Judd.>

"The yellow ones are flashbangs. The green one is red smoke. Suppressors too. Don't last much more than one clip before the baffles go, there're spares for both guns. Ammo too: blue paint means cold loaded."

<He pulls off the helmet and tosses it.>

"Nightvision. You'll figure it out. Should still fit with the mask."

<He kicks a colt m4 carbine with a suppressor toward you. Unholsters a pistol, also with a suppressor.>

"All of you go but one goes back down the tunnel to the next room. The fast one stays. Pulls the pipe - let's the door swing open. Runs. I don't know how many are in there. Maybe I get them all, maybe I don't."

"Either way, last mission for me."


Judd swallows hard. Looks the guy in the eyes again then nods. “Right.” He shoves Sam down the passage towards Mike, Johnnie and the others. “Look after her.”

Catches the gear the guy throws, puts the goggles on, resting up for now, and the harness shoves the rest of the stuff on to Sarge and Anna.

“I’m the quickest here,” he says. “I’ll do this. Get back as far as you can.” He looks at Crier. “Give me as long as you can ok mate?”


Dave Judd wrote:

“Give me as long as you can ok mate?”

<He smiles. Three of his front teeth are missing.>

"Once they start eating my fingers it'll probably go."


“F*ck. Man, I don’t know if there’s an afterlife, but if there is I hope you get a damn good one.”

After making sure everyone is clear, or on their way out, Judd heads over to the door, trying to see how the pipe is wedged in and how easy it will be to remove and then get the hell out of Dodge.


Heavy steel door. It's jammed behind some pipes and hooked through the handle. Lift and twist... just details. Go ahead and give it a pull... I assume you have the nightvision on.

Also, I'm taking the four pipe bombs from inventory. I'll add the rest to the loot list when I get home.


SUMMARY: LAST PAGE
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It's not too often a page blows by in a day. Evil DM, Shiny and Rad, maybe you don't have time to read it all so this is what happened:

  • Judd led you guys left at the last access room, taking you just north, about the middle of the hospital complex, to another access room.
  • You started hearing noises as you came down the last passage. Like whispers. They were coming from ahead.
  • Sam was getting really squirrely, and when she reached the access room she tried to climb up the ladder and open the manhole cover, but only got it open an inch. It slammed down. She panicked, took off her mask, and started sucking air through the holes. Heard a scraping noise and pulled back just before something stuck its finger through the hole. She fell.
  • In the access room you found a steel door that seems to lead into the hospital. You can hear something on the other side. A heavy stell bar on this side keeps the door closed.
  • Also, a wounded and infected special forces soldier about to change was laying against the north wall opposite the steel door. He is holding an unpinned grenade in his hand.
  • He, Judd, and Sarge talked, and he gave you his equipment. It'll be on the loot list by tomorrow.
  • He asked for a few pipe bombs and one person to stay and open the door. Someone fast. Judd volunteered.
  • Judd is to open the door and run like hell. The soldier is going to suicide bomb whatever comes through the door. For this purpose he took 4 of Mike's pipe bombs which he's holding bundled up around his nade.


Judd has passed his torch over to one of the others, after a quick check that the night vision goggles work. When the others have left the room and the glare of the flashlight is disappearing down the passage, he puts the goggles on, checks his glock, moves to the door.

Deep breath.

Go.

He lifts, twists, opens the door. Takes a second to see what is beyond … then gets ready to run like all hell is behind him.


Female Human (Caucasian; Australian) Fast Hero 4

Sam grudgingly allows herself to be led away back down the tunnel. As they all get to cover, she presses herself back against the wall as far from them as she can so as not to get crowded. She continues to breath heavily and quickly and Johnnie is worried that she may start to hyperventilate if they don't calm her down or get her out quickly.
She lets out a cry and claps her hands to her ears as the blast echoes down the tunnel, hot on the heels of Judd.


Yikes!

Patrick gives the soldier a thumbs up when he hears what he has planned.

Dude, Godspeed. Hooah!

Patrick retreats to the area where the others are waiting


Wowsers, that was a lot of reading, and I missed a really cool bit.

Cord doesn't look so convinced this is a good idea, "Erm guys, you do realise two things?" he asks, "One the explosion will blow off the man hole cover so they can get in here and two, that explosion will travel a hell of a long way in a dust filled corridor, we better get a good distance back." He doesn't look like he is against the idea, just that he wants them all to understand the implications.

"Good luck soldier, anyone you want us to pass a message onto if we get out of here? he asks.

As the slowest one, he has to huff and puff to keep up with the others.

If possible he will get behind a corner, or in an alcove and he will check all the pipes to make sure none of them are gas pipes. If any are he will keep his eye open for a stop valve.


Cord taps a big yellow pipe and says:

"Gas, probably turned off, but still has some kick left."

The BDUs you guys have are fireproof SAS surplus. Not sure about Cord, though. I think he changed his clothes.


Cord Vogel wrote:


"Good luck soldier, anyone you want us to pass a message onto if we get out of here? he asks.

"Tell whoever."


"Rest assured that you shall be remembered. Give them hell." Johnnie salutes the man and then hussles after the rest of the guys.


Kruelaid wrote:
The BDUs you guys have are fireproof SAS surplus. Not sure about Cord, though. I think he changed his clothes.

Yeah, I seem to remember Cord is now wearing a Hockey shirt, sweat pants and tactical armour. His fire suit could not be worn at the same time as the armour, as they are both classed as armour.


I'm wrapped up in chainmail, like a potato in tinfoil ... LOL hot zombie hors d'oeuvres anyone?


Female Human (Caucasian; Australian) Fast Hero 4

Sam's just wearing pants and a T-Shirt, with the Boots, Gloves, Poncho Thingy and Gas Mask. She declined the Body Armour.


Yah the poncho thingy was british military surplus from the gun shop.


I have seen nobody post reservations to this insane idea, so I'll roll it as soon as I have some free time. This is gonna be great.


I hate it when the DM says that.


To be fair, Cord thinks it is a bad idea, but then he crashed a bus into a parking lot while one of them road a highly explosive metal canister, so he is not going to argue to verbally.

Cord curls up into as tight a ball as possible trying to expose as little flesh to the coming fire ball, he is still hoping to of found an alcove or corner to hide behind.


Okaaaaayy... I'm gone for two days, and everyone starts trying to win Darwin Awards...

Mike shakes his head in disbelief.

"This plan is F&*&ING STUPID. You watch GI Joe blow himself up, I'm gonna live."

Still shaking his head, he frantically starts Getting Out Of The Way As Fast As Possible.

Currently, Mike's wearing a sleeveless t-shirt, jeans, combat boots, and a stolen SWAT vest, plus a police-issue gas mask.


IN THE HOSPITAL ACCESS ROOM:

Judd stands before the door and listens to his comrades clattering and scraping off down the tunnel, an eerie nightvision green burning out from the razor of light coming through the manhole.

In front of him the sussurations of the undead, behind him the soldier muttering "half a league, half a league, half a league onward, all in the valley of Death".

He catches the word "f&#*ing stupid" in Mike's raised voice before the distortion of echo turns his friends escape into a drone.

Judd grips the pipe, lifts and twists it free, backing up but unable to look away - and the door swings open - behind it a horde of pox ravaged souls turns to him, gaping, slavering.

Judd runs.

Judd runs like all hell and a bomb are on his heels.


IN THE ACCESS ROOM DOWN THE STREET:

You guys leave Judd behind, not feeling right about it but not wanting to get blown away either. Everyone except Mike and Wassabi slides to a stop and huddles in the corners pulling hoods over their heads and cowering suitably.

Mike, cursing, takes a right and keeps going - Wassabi, showing the characteristic intelligence of her breed, follows.

You hear a clang, a heavy pipe falling to the ground. You hear running... times slows again.


"FIRE IN THE HOLE!"


The song playing in Judd's head

Judd:

Spoiler:
The nightvision rig gets a little jumpy at a full run. You just ignore it, let your hand slip along the wall and run straight. But you're not quite there yet when you hear the warning behind you.

And a few strides later the flash, a crack, and then it kicks you in the back, squeezes your guts and knees you in the ears - throwing you right through the next access room and into an edge across. 1d6 bludgeoning

All you hear is John Lee Hooker. You look up through a thick haze of flame lit dust back across your trajectory. A cylinder of bright swirling soup half blocks your line of sight, as if you have one... and where the f*$$ did the manhole cover go? Perception roll

Sam, Cord, Sarge, Johnnie (& Anna):

Spoiler:
You wait, curled into a ball for it to come, guns cradled protectively like newborns. You hear the soldier's warning and plug your ears.

The tunnel flashes. Then a crack just as something Judd shaped flies through the room and the overpressure thuds and kicks you in the gut, punches your gas mask into your face, and drives its knees into your ears - even plugged they hurt.

When you look up again the room is changed. A ash grey soup of dust lit by flames from the tunnel on one side, and seemingly solid column of daylit dust in the middle of the room shooting down from where the manhole cover was. Perception rolls.

Cord only:

Spoiler:
You're pretty sure the gas didn't blow. Now that you think about it a 10 cm gas main with 5mm walls isn't going to give it up to a hand grenade - that would take a direct hit from Sam's rifle or a shaped charge.

Mike:

Spoiler:
You take a right back the way you came earlier. No zombies there. Another 40 or 50 feet down you duck into an alcove against a steel door and curl up into a ball around Wassabi.

You feel it. It's not quite as catastrophic as you thought, but it still kicks you and lifts the dust right up off the floor in front of you. You peek out, back toward the access room the rest of the guys stopped in. Bright light. The manhole cover is off. Perception

You hear the manhole cover above grind and spin to a standstill above - sounds like it's just beside the opening.

A second later another resonant clang from the room that just blew.

NEXT ACTIONS? Although your masks are intact and you eyes are clear, vision is very limited so you may not see everything that others post. Don't forget those perception rolls. They vary depending on where you are and how f*+@ed up your hearing is so I'll take them one by one.


Perception 1d20+7=27

Johnnie surveys his immediate surrounding. "There! Out that way!" Johnnie points at the light.


Juan 'Johnnie' Rico wrote:
Johnnie surveys his immediate surrounding. "There! Out that way!" Johnnie points at the light.

Johnnie:

Spoiler:
Something flew into the room behind Judd, two of them. One of them chokes as it pulls itself to its feet. It's a doctor, blinded by dust, clothes burnt and smoldering... and bloodied. The other is farther away.

Judd

Spoiler:
Please ignore anything anyone says or shouts. You can't hear s!$*.


"Judd, there are people behind you."

"Doctor! Are you alright?!"


Juan 'Johnnie' Rico wrote:
"Doctor! Are you alright?!"

Johnnie:

Spoiler:
He shakes his head and looks straight at you, almost hungry, it looks like his doctoring days are over.

"Madre de Diyos! They're infected!"


Well you gonna shoot him or what?


~BOOM~

4 bludgeoning…

~BOOM~

Perception: 3+4 = 7

~BOOM~

“Ugh…” Judd struggles to his feet, looks around, can’t see anything much,

~BOOM~

tries to get his bearings, there’s just the

~BOOM~

damn ringing in his ears. “Where the f*ck…” He pushes the

~boom…

nightvision goggles up on his forehead, realizes he’s somehow still got hold of his pistol…

~boom...

"Johnnie? Is that you? I can't hear a f*cking word..." Sways, dizzy.


Attack rolls 1d20+3=15, 1d20+3=16, 1d20+3=17, 1d20+3=22, 1d20+3=13

Damage rolls 2d8=4, 2d8=10, 2d8=14, 2d8=4, 2d8=8

Johnnie quickly unloads all of the shells of his shotgun into the sicko doctor.

"Judd, you alright?!"

Johnnie looks to see if he killed his target. And where is the other one?

Perception 1d20+7=18


Dave Judd wrote:


"Johnnie? Is that you? I can't hear a f*cking word..." Sways, dizzy.

Judd:

Spoiler:
There is a man wearing a ragged lab coat pulling himself to his feet in front of you. Johnny is shouting something at him. Then he fires.

Johnnie turns some guy to ground beef, kicking him back into the corner with the shottie. The arms and legs are still moving.


Juan 'Johnnie' Rico wrote:
Johnnie looks to see if he killed his target. And where is the other one?

Over near the rest of the gang.


For Kruelaid

Spoiler:
Near who?


Juan 'Johnnie' Rico wrote:
For Kruelaid** spoiler omitted **

Sam, Sarge and Cord. Waiting for their perception rolls. Their actions next.


Gotta go. Have a lot of things to do tomorrow.


Peace bro.


And also with you :D


Kruelaid wrote:
Dave Judd wrote:


"Johnnie? Is that you? I can't hear a f*cking word..." Sways, dizzy.

Judd:** spoiler omitted **

Johnnie turns some guy to ground beef, kicking him back into the corner with the shottie. The arms and legs are still moving.

“FaaRRK!” Judd yells as the lab-coated figure is felled beside him. Then: “Yeah, I’m ok. Thanks,” he calls back.

Shaking his ringing head, and wincing at his new aches and bruises, he stalks over to put a bullet in the twitching corpse’s head.


Female Human (Caucasian; Australian) Fast Hero 4

Perception Check. (1d20=18)

Sam shakes her head to clear it, looking around the dust shrouded room.
First thing she sees is Judd climbing to his feet, then Johnnie. Bright flashes light up the room, followed by muffled booms as Johnnie unloads into a ghostlike figure. Her vision immediately focuses on the open manhole cover and she races across the room towards it, Beowulf swinging in front of her.
Blinkers on to anything else, she slings the Beowulf over her shoulder and begins to climb the ladder, pulling out the Sig between rungs and poking her head out the hole into the fresh air above.
She slings the arm carrying the Sig out of the hole and looks around, taking in deep breaths through the mask.
Perception Check. (1d20=11) I assumed another Perception Check as it was for a different situation/environment.


Mike draws his guns, looking about wildly.

"F~*%ING... WHAT THE F~&@ING F+!~... F~#% THIS F#$@ING...F*&~!"

Boondock Saints. Great film.
Perception: 10 + 6 = 16


Samantha Bastian wrote:
... Bright flashes light up the room...

Sort of. With all the dust it's more like a gun flash creates a big halo or sphere of light around you that makes it impossible to see the rest of the room.

So while you can barely see Johnny. Every time he shoots there's a big halo around him and everything else stays more or less dark.


Mike O'Neill wrote:

Mike draws his guns, looking about wildly.

"f&*%ING... WHAT THE f&*%ING f&*%... f&*% THIS f&*%ING...f&*%!"
Perception: 10 + 6 = 16

Mike:

Spoiler:
Between the gunshots that have just erupted you hear something clatter behind you, on the other side the the steel door. It's locked by a sturdy commercial key set, an upper bolt and heavy keyed knob.

From memory of a glance at Judd's map earlier, you guess the doorway leads in the works of a small college campus... It's easy to imagine some art stream Goth chicks eating people brains on the other side.


Samantha Bastian wrote:

Perception Check. (1d20=18)

Blinkers on to anything else, she slings the Beowulf over her shoulder and begins to climb the ladder, pulling out the Sig between rungs and poking her head out the hole into the fresh air above.
Perception Check. (1d20=11)

Sam:

Spoiler:
In your rush to get up the ladder you noticed someone lying on the floor near it, and they didn't look like an of the team.

Outside, you poke your head into yesterday's apocalypse.

This intersection is the mouth of the emergency entrance to the hospital complex. It was also the quarantine area hardest hit.

Police cars, some burnt, APCs, body parts and pieces of clothing, weapons and the dark maw of the emergency ramp and shattered glass doors that lead into the emergency ward and CCU of Vancouver general.

A thought crosses your mind as you look at the building in the complex: "Which building are we supposed to go to?"

You look down the street where you just where, smoke and dust are boiling out of a manhole cover and a good dozen zombies are sniffing around the hole but not going in.

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