Z-Day PBP

Game Master Dramatis Personae


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Attacking J13. Headshot.

1d20 + 3 - 4 ⇒ (20) + 3 - 4 = 19
2d10 ⇒ (7, 1) = 8


J13 & K13 flop to the floor.


Just Sarge. If there are any Zs left, they're in the smoke.


>>>>>MAP<<<<<


<Move to I15. Attack H16. Draw sword on move.>

1d20 ⇒ 1


ROUND 3: Order

Zombies

  • Some Zombies nearing level 4 landing. Walker Z and two zombies remains. Recovering from blindness this round.

    Johnnie: INIT +6, PER +9, AC 16, HP 42, WILL +6, ACTION 24

  • Screaming wildly at Judd and Anna in Tagalog.

    Mike: INIT +3, PER +3, AC 19, HP 22, CMD 15, Will +4, ACTION 5

  • Ready to throw IED down the stairs.

    Sam: INIT +3, PER +3, AC 17/18 (MELEE 18), HP 27 (-9), CMD 18, WILL +1, ACTION 25

    Dave: INIT +3, PER +7, AC 19, HP 33 (-10), WILL +1, ACTION 15

  • Readied action on stairs.

    Sarge: INIT +2, PER +1, AC 16, HP 32, WILL 0

  • In smoke.

    Cord: INIT +2, PER +6, AC 20, HP 27 (-19), CMD 17, WILL +1

  • Readied action on creepy crawly.

    Anna: INIT +1, PER +2, AC 13, HP 16, Will +3, ACTION 17

  • Running away.

    Dr. Cherry & Aunt Terri

  • Running away.


  • G15 to H15.

    The two remaining shamblers try to grab Sarge.

    1d20 ⇒ 1
    1d20 ⇒ 7

    And fail.

    Walker zombie flicks at Sarge's psyche.

    Need will save from Sarge.

    Creepy thing at K12 runs away.


    Will save 1d20 ⇒ 19

    OMG!


    <Grunts and throws the heavy IED about the size of a small frozen turkey onto the landing between 4th and 5th.>

    1d20 ⇒ 7

    Miss 1d8 ⇒ 6 Rolls to D6.

    <Screams at Judd and Jonnie: "NORTH STAIRS. EXIT STAGE LEFT DUDES!"

    <Runs like hell>

    Shiny:

    Spoiler:
    Timer set for 20 seconds? You never asked: bomb looked to Mike like home made plastic explosive mixed with screws, nuts, nails, and bolts. Anything on the stairs or line of sight with the stairwell opening is gone. Plus windows for a few floors.


    >>>>>MAP<<<<<


    Johnnie, Sam, Dave, Sarge, Cord, NPCs.


    *yawn* Good mornin'. Can I see Walker Z?

    Patrick swings at one of the grappling zombies

    1d20 + 8 ⇒ (7) + 8 = 152d6 + 5 ⇒ (3, 1) + 5 = 9


    Female Human (Caucasian; Australian) Fast Hero 4

    Kruelaid:
    Kruelaid wrote:
    Sam: INIT +3, PER +3, AC 17/18 (MELEE 18), HP 27 (-9), CMD 18, WILL +1, ACTION 25

    Kruel, when I was going over my Character sheet today, I noticed there were some mistakes I'd made (and one that you must have missed).

    Her PER should be +4 and her AC should be 19/20 (MELEE 20). Sorry.
    I also added that thing we discussed and let you know what it does in her GM Info section.

    Sam moves forward into the smoke cloud and takes aim at the closest Z.

    Move to I14
    Shoot at closest Zombie (G15?) with Beowulf: 1d20 + 7 ⇒ (8) + 7 = 15
    Damage: 2d6 ⇒ (3, 2) = 5

    People near the stairs don't forget that Sam dropped her Supressed Pistol (FN Five-seven) and it would have landed around H7.


    Samantha Bastian wrote:

    ** spoiler omitted **

    Sam moves forward into the smoke cloud and takes aim at the closest Z.

    Move to I14
    Shoot at closest Zombie (G15?) with Beowulf: 15
    Damage: 5

    People near the stairs don't forget that Sam dropped her Supressed Pistol (FN Five-seven) and it would have landed around H7.

    H15 is closest. He gets an AoO on you for shooting while engaged. 1d20 ⇒ 14 and misses.

    Flash:

    Spoiler:
    I don't do the math on your characters. I don't have time.

    Sgt. Curtin wrote:

    *yawn* Good mornin'. Can I see Walker Z?

    Patrick swings at one of the grappling zombies

    15; 9

    Yes you can see him.

    S*@& I reversed the order of your posts... wahtever.

    Sam moves in, dodging a grab and vaporizing a zombie head at point blank. Sarge hacks H16 to the ground. The last two shamblers collapse, only walker z, Texas ranger lives.


    "Let's get out of here!!!!"

    Move to K13; but he picks up the FN Five Seven.

    Apparently, up means ALIENS.


    Female Human (Caucasian; Australian) Fast Hero 4
    Kruelaid wrote:
    Flash:
    I don't do the math on your characters. I don't have time.

    Kruelaid:
    Oh no I didn't mean that you had to check my math or that you had and missed it, I just meant that I'd messed up the addition of her AC and that in your little summary you'd listed her PER as +3 and it is +4. Sorry to seem like I was chiding you for not picking up my mistake. :(

    Juan "Johnnie" Rico wrote:

    "Let's go up!!!!"

    Move to E7; but he picks up the FN Five Seven.

    I hope there's a floor above.

    No problem! =) You mean a floor above 6? Yes. There's also the things that AoO'd you up there. By the way, Mike just threw a bomb over your head and it's on the landing below.

    Johnny runs back into the mouth of madness.

    'Cuz it's hilarious. =)

    And I can't reach him on the phone. Hehehehe. Beautiful.


    Samantha Bastian wrote:
    Kruelaid wrote:
    ** spoiler omitted **
    ** spoiler omitted **

    Ha. I was being matter of fact. No worries. You Aussies are as apologetic as Canadians, aren't you.


    Female Human (Caucasian; Australian) Fast Hero 4
    Kruelaid wrote:
    Ha. I was being matter of fact. No worries. You Aussies are as apologetic as Canadians, aren't you.

    lol... I just hate coming off like a bastard 'cause the stoopid interwebz has no expressive emotion... :/


    Samantha Bastian wrote:
    Kruelaid wrote:
    Ha. I was being matter of fact. No worries. You Aussies are as apologetic as Canadians, aren't you.
    lol... I just hate coming off like a bastard 'cause the stoopid interwebz has no expressive emotion... :/

    And here I am laughing my ass off as Johnnie runs back into the clutches of that which just frightened his pants off.


    Female Human (Caucasian; Australian) Fast Hero 4
    Kruelaid wrote:
    And here I am laughing my ass off as Johnnie runs back into the clutches of that which just frightened his pants off.

    errr... so we're gonna wanna skip the 6th then... O.o


    <Screaming into the radio: "NORTH STAIRWELL NORTH STAIRWELL."


    Juan "Johnnie" Rico wrote:

    "Let's get out of here!!!!"

    Move to K13; but he picks up the FN Five Seven.

    Apparently, up means ALIENS.

    AAAaaaand we have the edit.

    Teehee. I owe you money, so you can get de special privileges.

    Johnnie, just barely keeping control of his mind and his bladder, starts running one way, then cuts back in the other.


    >>>>>MAP<<<<<


    Dave, Cord, NPCs


    Where did my bug alien disappear to?

    Cord looks around at the unfolding chaos and wonders for a moment about taking a gun and blowing his brains out, it only last a second, but it makes him shudder, dropping his eyes from the crawling bug. In that second he loses sight of the bug. Hot air, dust and bits of zombie sail through the air from behind him and his nerve breaks, he grabs hold of Aunt Terrie's arm and sets off after Mike, dragging her behind him.

    Run away, run away


    Cord Vogel wrote:

    Where did my bug alien disappear to?

    Kruelaid wrote:

    Creepy thing at K12 runs away.

    Cord Vogel wrote:

    ... he grabs hold of Aunt Terrie's arm and sets off after Mike, dragging her behind him.

    Double move takes you around the elevator. Looks clear. Perception.


    >>>>>MAP<<<<<


    Dave stands watching the shadows on the stair below, gun raised, ready for the first Z to show its head ... when Mike’s bomb sails past him and lands with a thud on the landing below.

    “Oh f*ck that!” He can hear screaming and gunshots over the sound of the fire alarm behind him. Hopefully it means that our side is winning. He runs back into level 5.

    Double move to stand one space away from Johnnie, one space behind Sarge. Peers through the smoke.

    “Is that one of those old men? Kill it! Johnnie, what did you see upstairs?”


    Perception - (+0 wis, +4 ranks, +3 CS) = +7 1d20 + 7 ⇒ (12) + 7 = 19


    Cord Vogel wrote:
    Perception - (+0 wis, +4 ranks, +3 CS) = +7 1d20+7

    Cord:

    Spoiler:
    As you round the corner you glance around for Zs and see none, but spot two crawly things hugging the baseboards back behind you around Z15.

    Dave Judd wrote:


    Double move to stand one space away from Johnnie, one space behind Sarge. Peers through the smoke.

    >>>>>MAP<<<<<


    Round 4:

    Walker Z

  • Only zombie left that you can see. Still some creepy hidey things hiding though probably.

    Johnnie: INIT +6, PER +9, AC 16, HP 42, WILL +6, ACTION 24

    Mike: INIT +3, PER +3, AC 19, HP 22, CMD 15, Will +4, ACTION 5

    Sam: INIT +3, PER +4, 19/20 (MELEE 20), HP 27 (-9), CMD 18, WILL +1, ACTION 25

    Dave: INIT +3, PER +7, AC 19, HP 33 (-10), WILL +1, ACTION 15

    Sarge: INIT +2, PER +1, AC 16, HP 32, WILL 0

    Cord: INIT +2, PER +6, AC 20, HP 27 (-19), CMD 17, WILL +1

    Anna: INIT +1, PER +2, AC 13, HP 16, Will +3, ACTION 17


  • It's mouth eyeball staring at you blankly, vein roped tentacles lash out of the shrapnel slashed old man's robes with unexpected speed and strength. It raises them up, reaching--spaced out around itself like an idol of the Goddess Shiva-- and most unexpectedly creates a green bubble of light the surrounds the old man and his walker on all sides.

    While none of militia D9 can see anything behind now, the din of zombies on the main stairwell is growing... they're very near.


    Group's go.


    “Cherry! Anna! Get away from the stair!” yells the Australian over the din of the alarm, then turns to look through the clearing smoke ahead.

    “Gawd, what now?” Dave doesn’t know what the green sh*t is, but figures it can’t be good. Loathe as he is to get too close to the disgusting and creepy tentacled old man (or step amongst the hideous bits of corpses strewn about the floor), he steps forward and raises the Commando. “Let’s see if this bursts your bubble!”

    Dave doesn’t have enough of a sci-fi oriented brain to recognise a force shield when he sees one – or at least is not certain what will or won’t punch through it – so he moves to J16 and fires, trying for a head shot.
    1d20 + 3 ⇒ (1) + 3 = 4 Damage: 2d8 - 1 ⇒ (2, 6) - 1 = 7 - point blank shot and head shot modifiers incorporated.

    "F*ck! F*ck! Stupid f*cking usless gun!"


    The bullet decelerates and drops to the floor just inside the green barrier.

    Cherry and Anna follow Cord and Terri around the corner. Just to get it out of the way.


    >>>>>MAP<<<<<


    Flashback:

    Spoiler:
    Kruelaid wrote:

    Judd's foot scrapes on bullet shells on the floor. Sarge casts his light down for a glance. Everyone follows his light.

    But the shells are not shells, they're bullets. Strangely they're not at all deformed, so someone must have yanked them out of the shells. But this begs the question: where are the shells and the gunpowder?

    Cord Vogel wrote:

    "Bullets?" Cord bends down to examine one of the bullets, "What can be so soft and squidgy that it would not deform a bullet?"


    Cord waits for the others to get round the corner, keeping an eye on the two crawlers, his axe ready for any sudden movements. "watch the doors as you pass them," he hisses.


    Kruelaid wrote:

    Zombies move through the smoke, still blinded but moving toward you nonetheless--guided by something. Now only walker Z has concealment (20%)

    On the stairs below, zombies are boiling up. A few look like they're almost at level 4.

    Fire alarm, smoke, gunfire, zombies, Cthonian psykers, alien parasites. Chaos. And only one of you saw the horror upstairs...

    Mike: ** spoiler omitted **

    Will: 1d20 + 4 ⇒ (2) + 4 = 6 + action points (4): 4d6 ⇒ (2, 3, 4, 5) = 14 = 20

    No way I'm going to soak that roll. Current action point total: 16.

    Apparently, Mike's got an empty head. Shouldn't that be an automatic success on will saves?


    Mike O'Neill wrote:


    Apparently, Mike's got an empty head. Shouldn't that be an automatic success on will saves?

    Yah, but you still have to pay for it with action points.

    Same thing with bad writing. You still have to pay for it with smartass remarks.


    <To H18. Fires at Walker Z.>

    1d20 ⇒ 1


    Johnnie DMPC wrote:

    <To H18. Fires at Walker Z.>

    1d20

    Gawd!!! I hope the shotgun didn't blow in my face.


    Then you're here!

    The shotgun shot decelerates in an instant, falling just inside the green barrier.


    Knowledge (life sciences) 1d20 + 6 ⇒ (7) + 6 = 13


    Juan "Johnnie" Rico wrote:
    Knowledge (life sciences) 1d20+6

    Johnnie:

    Spoiler:
    From the look of your shot, it fell to the floor and froze. The shield is clearly sucking the energy out of your weapons.

    As for what you've now seen from a biologist's perspective I wrote it so you can cut and paste:

    From the perspective of a person with a background in the life sciences, at least another 500 years and the combined investment of every biochemical research company in the world for the whole duration would be needed before you could come anywhere close to producing an organism this complex.

    Two rational explanations exist. One, this is some kind of organism or bioweapon not from this earth. The latter seems more likely because it seems to be custom made to fnck with the human race. Possibility two: someone opened up the gates of hell and this is what came out.


    You probably want to use that later, Rad, when Johnnie stops hyperventilating, and after your hearing comes back... because when Mike's bomb goes off, everyone's gonna be deaf.


    <Trying another approach, Sarge to H16, power attack on walker z, thrusting Charlene into its evil f$~+ing mouth eyeball.>

    1d20 + 8 - 8 - 4 ⇒ (20) + 8 - 8 - 4 = 16

    1d10 + 5 + 8 ⇒ (4) + 5 + 8 = 17


    Charlene creaks as she slides into the green sphere, and slows... but Sarge puts his hand on the pommel, bearing forward, putting all his weight into her.

    Frost advances up the blade from the where it penetrates the green, the grip cools and bites at Sarge's hand as he forces Charlene into walker Zs mouth, popping the weird eyeball and pushing her out the back of its neck.

    The green bubble disappears and walker z slumps to the floor.

    For the gamists: huge damage reduction requiring concentration and gestures.

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