Z-Day PBP

Game Master Dramatis Personae


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Nice pick on the soundtrack Kruelaid

Patrick screams "RUUUUUNNN!" and pelts for the gun store like there is no tomorrow (which there might not be). Upon arriving he tosses any food he was carrying up towards the roof and begins to climb. He helps Mary Ann up if this is needed. +2 for assist other?

Climb: 1d20+8=19


I think Sarge is going to have to drop the bag of baked beans, nachos, and salsa.


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!


Just to clarify Kruel; are there three groups of zombies (as far as we can tell)? The ones that we’re shooting at (coming from the school), the ones heading towards Sarge from the alley and the ones heading towards sarge from the south side of that building?


Sgt. Curtin wrote:
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.


Dave Judd wrote:
Just to clarify...

Dave looks away from the popping zombies in the scope and sees more pouring out between the buidlings.

You have to delay until the zombies move to see them.


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.


Mike O'Neill wrote:
...Good enough battle cry, anyway.

Dex roll vs. DC 10 to kick the main floor ladder down....

Could save Mary Ann's life. Could let the zombies climb up.


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.


“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.


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:

Spoiler:
You can cruise down the fire escape and make a DEX or STR roll vs DC 10 to get it down this round. If you blow it, you can do it with your standard action next round, no roll. I'll roll for you in 5 or 6 hours if you can't check back in.


>>>>>INIT 7 MAP<<<<<


Kruelaid wrote:


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.

Yeah, sorry, will delay as required to wait for a target. Thought they were in sight already. EDIT: Will go for the lead one.


Dave Judd wrote:
“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...

You see the face twist and half of the skull disappears. The lead zombie goes limp and tumbles to a stop.


Kruelaid wrote:
Mike:** spoiler omitted **

Str: 18 + 0 = 18; Dex: 9 + 3 = 12


The loud pop and clang of metal on metal and the heavy iron ladder comes sliding down to the ground.


"Move feet! I'll not be zombie food!" Johnnie runs as fast as he can.

Week still not at an end. Gotta go to work.


Patrick helps get Mary Ann moving up the ladder. He then climbs up to the next level and waits for Johnnie to arrrive.

"C'mon ...c'mon" he mutters as he watches the doctor beat feet to the ladder, zombies in persuit.


Sgt. Curtin wrote:

Patrick helps get Mary Ann moving up the ladder. He then climbs up to the next level and waits for Johnnie to arrrive.

"C'mon ...c'mon" he mutters as he watches the doctor beat feet to the ladder, zombies in persuit.

Just waiting for Sam to call her shot.


I wonder if Aunt Terri's message is flashing across Sarge's mind? It's sure getting a lot easier to understand what it's like outside the door of room 475 in the main building of Vancouver General.

For anyone that missed it.


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


Sam aims and grips the trigger a little bit more carefully this time. The rifle snaps and the zombie's nose and cheekbone are erased - a blossom of red mist trailing behind it.

Gotta crash. Will post next round tomorrow morning.


Female Human (Caucasian; Australian) Fast Hero 4

"Yes!" A smile spreads across Sam's face as she sees the Zombie go down. She readies the rifle for another shot, flush with her success and keen to take down some more.


Round 2

With all those 17s I'll just take Patrick through Mike's moves on a first come first serve basis.

Init Bonuses:

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


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.


Jack, the Colonel, Mary Ann, and Johnny have used their full round action for 2.

Patrick is on the first level but can keep moving up if he chooses.

Mike, Sam and Dave all have a full round to act.


I have already moved the zombies for round two so everyone can get a sense of how fast they are going. If Sam and Dave want to fire on them before that move, picking off the lead zombies, that's cool.

>>>>>MAP<<<<<


“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?)


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.


So it's Mike and Sam, Mike is on the 1st level of the fire escape and Sam is still on the west parapet.


Just got back on the net. The storm is battering Metro Manila.


Female Human (Caucasian; Australian) Fast Hero 4

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.


Samantha Bastian wrote:


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.

The shot goes through into the leg of a zombie behind, blowing a gaping hole in its thigh. It slows down considerably.


The zombies below on the street are not so bunched up, and you're shooting down at them on a fairly steep angle, so no more 50% collateral as of Sam's shot.

Juan 'Johnnie' Rico wrote:
Just got back on the net. The storm is battering Metro Manila.

Hope everyone's ok. God bless, dude!


Just waiting for Moth to decide on where his run action might take him, and to maybe roll for hurdling the crenelations.

And for Mike to post his action.


Jump: 10+9 = 19. Jumping’s something I can do!

Dave sprints across the roof, easily clearing the parapet between the two buildings, dashes past Jack and pulls up short of the edge of the real estate building.

Run to P24


Kruelaid gonna have a rest till Shiny comes back. ZZZZZZzzzzzzzzzzz.


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.


Patrick looks up at Alex and shouts:

"We gotta wait 'till Johnnie gets here! Help Mary Ann up and I'll wait for him!"

Patrick keeps an eye out, sword at the ready in case he needs to stab a few monkeypox victims.


"Bloody hell..."

Mike turns to help Mary Ann up the ladder.

"You're not bitten, are you?"


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.


Round 3

Okay I remembered to adjust Sam and Judd's init for their delay earlier!

Reminder to self: Sam and Judd will move and fire after the zombies have moved.

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


Beginning of round three:

>>>>>MAP<<<<<


The Colonel moves to the east edge of the roof (F24).

Jack follows (H25).


"Grenade guys. Up the ladders, up the ladders. Let's go, go, go!"


Johnnie runs as fast as he can up the building and away from the zombies.


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.


Female Human (Caucasian; Australian) Fast Hero 4
Kruelaid wrote:
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.


The thought of random bits of zombie flying though the air and showering me with rancid goodness and monkeypox is making me love my morning so far!


Female Human (Caucasian; Australian) Fast Hero 4
Sgt. Curtin wrote:
The thought of random bits of zombie flying though the air and showering me with rancid goodness and monkeypox is making me love my morning so far!

heh, heh... you said monkey pox. heh, heh!

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