
Sgt. Curtin |

Kruelaid |

Thass why he tossed that sh*t to the roof. At this point he was trying to save a little grub in case they got trapped. I don't know how tall the roof is, or if there is a lower area to toss the food at, but ol' sarge is getting his hands free to climb climb CLIMB!
In your move (For Johnny one 45 degree turn while running full out for a DC 10 reflex roll 1d20=10):
Possibly running faster than they ever have before, Johnny, Mary Ann and Patrick sprint to the back of the buildings with no idea how to get up.
Patrick and Mary Ann see a fire escape, but the ladder is folded up. They must have leaped off the top of the dumpster.
Johnny is still kicking his heels to get to the corner.
On their move:
Some of the zombies start snarling and howling when they see the runners.

Mike O'Neill |

Mike has just cleared the edge of the roof, when he notices the fact that Johnnie, Pat, and Mary Ann aren't in the clear yet.
"F++@. Motherf$@+ing ass-tits."
Split-second decisions are not Mike's forte. Still, the underlying moral code laid down in the two years he spent in the Boy Scouts has to kick in somewhere.
Mike turns around, heading back down the makeshift stairway into the alley.
"Bloody motherf$@#ing hell! B*% f++* shit cunt a$*&++~!"
Good enough battle cry, anyway.

Sgt. Curtin |

I don't know if this is doable .. but I would like to try climbing the dumpster, jumping for the ladder and putting it down for the others. I have +8 in Climb and Jump, and have prerolled them thus:
Climb: 1d20+8=20, Jump: 1d20+8=20
The strategy being that Mary Ann and Johnnie might not be able to make the leap up, and I am hoping the zombies ain't dexterous enough to climb a fire escape ladder.

Dave Judd |

“F#ck!” Dave swings the gun around and, not bothering to aim through the sight, squeezes of a shot at the head of the zombie nearest his friends (nearest that he can see that is), relying more on luck than skill to hit.
Luck is with him.
Attack: nat 20 +3 +1 (mastercraft) -4 (head shot) -1 (not using sight) = 19
Crit confirm, 3, never mind. Damage: 19.

Kruelaid |

If Sam and Dave delay to see what the three are running from, I'll post the next map and then they can call their actions to end the round.
Even sprinting Sarge has to turn at the back corner of the building. He's going to need Mike's help to get the ladder down.
EDIT: Ok it looks like Dave waits for zombies, so his init drops to 7. I'm going to assume Sam does the same to keep it rolling. Map forthcoming.
Mike:

Kruelaid |

Samantha Bastian |

Just waiting for Sam to call her shot.
Sam notices Dave stop shooting and turn, popping a shot off across the road.
"Sh!t General, we got more Z's comin' in across the road."She turns and aims at the new group of Zombies pouring out of the alley, trusting that Klein and Jack can take care of the other group.
Head Shot to Zombie with Beretta Sniper Rifle. (1d20+1-4=14)
Damage from Beretta Sniper Rifle. (2d10=6)

Kruelaid |

Seconds tick away like minutes and hours. Literally....
The firing stops. Sam and Dave hear the casings tinkle like bells on the ground in front of the building.
Jack and the Colonel, seeing the approaching horde, change their priorities and both dash toward the back of the real estate building.
Johnny comes sprinting around the corner and finishes round 2 at the bottom of the fire escape.
Patrick follows Mary Ann up onto the ladder and stops on the first level to wait for Johnny to pass.

The Mapper |

Dave Judd |

“Motherf*cker!” curses Dave. “They’re not going to be able to get up the way we did!”
He grabs the rifle and dashes over towards the fire escape on the other roof, easily vaulting the parapet between the two buildings as he goes.
Should be able to make about H20 on a double move (do we count the numbers diagonally down the hex?) with speed of 35. If I can run as a full round action, I’ll do that instead, and make it to L27 (though grabbing the gun and vaulting the parapet may preclude a run action?)

Kruelaid |

Sure Judd can take a run action and get all the way to the south edge of the roof. DC 15 jump roll will let you hurdle the parapet. If you miss it you go down and slide to a stop in G15. If you make it you finish your your round (I forgot, that's init 7) in P24. Another option might be going to D26, the south east corner of the gun shop. No jump required. A run action to the east edge of the real estate roof would seem to invlove moving across the parapet at an angle and make the jump much harder, and that's where Jack and the Colonel are running, so you would be sprinting across someone's path.

Samantha Bastian |

Sam debates whether to go with the others, but decides to pop of at least 1 more shot at the approaching horde, as the others seem to have everything well in hand.
Head Shot to Zombie with Beretta Sniper Rifle. (1d20+1-4=8)
50% chance to hit another Zombie. (1d100=86)
Damage from Beretta Sniper Rifle on Secondary Zombie. (2d10=18)
Sam curses as her shot misses the first Zombie, but is happy to see that at least this time it hit another behind, although there was no head shot.
Yeah dude we've been hearing about those wild storms over there and first thing I thought of after hearing about some people dying was, I hope you're alright.

Mike O'Neill |

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.

Kruelaid |

After her shot Sam looks back to see the others running to the fire escape. The school ground zombie have found a gate in the fence and are pouring into the alley behind the pharmacy to the north west.
Judd slides to a stop overlooking the snarling, virally possessed... creatures... not people anymore - humanity poured out and filled with hunger, and anger.
Mike gets behind Mary Ann as she begins her dash up the stairs.
Patrick readies himself for whatever follows Johnny up the stairs.

Samantha Bastian |

Colonel Karl Klein wrote:"Grenade guys. Up the ladders, up the ladders. Let's go, go, go!"Now that I think about it, maybe infected pieces of zombie meat flying around isn't a good thing.
Sure it is... I was gonna suggest it until I read Klein's post. As long as we're out of debris range we'll be fine. =)
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.
If she can't see any, then she'll across the roof of EA until she reaches the alley (D24), so she can get a good look at the Zombies as they round the corner.