Amin Jalento

Dave Judd's page

714 posts. Alias of Mothman.


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Aww man, zombies again?


Anyone see any Z's around here?


Settling in ok?


Nice. All zombie free I hope?


Good luck with the move dude.


Kruelaid wrote:
Sorry after a hellish week and a half I was hit by a nasty flu. 40 degree fever. Wish me luck.

Good luck mate - get better.


Dave pauses, takes a deep breath, looks back to make sure everyone is following and reasonably non-crazy, then continues down the stair, his crowbar in hand. Stealth: 1d20 + 10 ⇒ (12) + 10 = 22 Perception: 1d20 + 7 ⇒ (17) + 7 = 24


Dave unslings the Colt Commando and hands it to Cord. “Fifteen left,” he says. He also hands the fireman a spare suppressed clip for the gun. He collects his sniper rifle and Glock back from the doc and Anna, then heads down the stairs.

Stealth: 1d20 + 10 ⇒ (12) + 10 = 22 Perception: 1d20 + 7 ⇒ (2) + 7 = 9


“Remember – assuming the Zs don’t know quite where we are, it’s important that we go back to gun silence. If anyone thinks they’re going to get trigger happy without damn good reason, then please, please, please take one of the suppressed guns now.” Dave holds out the Colt for anyone who might want it, then follows Sarge down the stairs.


"We're less than halfway up ... let's go down." Dave appears to come to a decision, hoists himself away from where he leans and looks down the stairway.


Dave shrugs. He doesn’t like the chances of hitching a ride with a helicopter for all (or even any) of them, but he’s not sure that Doc Cherry and Aunt Terri will make it overland back to the boat.

Kruel, how many floors are there?

“From the roof we could see what the Z situation on the ground is, give us a better chance to make it through if we do head down, but I reckon we might have just one shot at this – sooner or later something’s going to figure out where we went, or stumble in here from sheer dumb luck. Waiting to get picked up from the roof comes down to luck, getting through on the ground is at least somewhat in our control.”


“No real signs of zombies in this stair,” Dave muses. “With some luck it might be clear all the way down to ground ...”


Dave rolls his eyes and is about to say something (probably involving swearing) at Pat’s delusion, but is beaten to the bunch by Aunt Terri. He smiles slightly despite the grim situation, it’s always funny seeing a grown man slapped by his aunt. It’s all he can do to stop himself laughing hysterically in fact, although that is more to do with adrenaline and nerves than it actually being that funny. Instead he focuses on the task at hand.

“Right, we need to move,” he says. “Up or down? Down we try the fire escape at ground and try to get away across the grounds. Up, we’re trapped unless we can get evac from one of those choppers ... personally I wouldn’t put all my money on that option, but that seems to be the consensus vote so far. Cord? Anna? What do you think?”


"Well?"


Perception: 1d20 + 7 ⇒ (8) + 7 = 15

Dave glances up and down the stair, opening his mouth wide periodically trying to clear his ears, then leans against the closed door.

“What the fnck was that out there?” he asks, looking at the others. “Excuse my language Aunt Terri …” he adds.


“_____ ___” Dave screams at Sam, his eyes wild beneath the mask, completely unheard by anyone. “____ ___ ____ ____ ___ _____?” He begins dragging her in the direction of the others.


Dave runs into the cloud of dust and smoke to where he last saw Sam and attempts to grab her and drag her out.


Are we still on initiative? Any Z’s or other threats standing and visible?


Deaf for 1d6 ⇒ 4 rounds. “SH!T! SAM!”


“North fire stair Sarge!” calls Dave.


Kruelaid wrote:

Then you're in for a treat. Just heading out to the Canadian cosulate. Have to get a new passport. All my crap was stolen last Thursday, didn't figure it out until Saturday morning.

Bummer man, hows that for a happy Canada Day?


Depending on whether there is any further Z action before our next turn, Dave’s plan is to move to E 21, at the corner, then turn and pull up his gun, readying an action to shoot anything that comes out of the stairway or towards Sam.


Dave looks at Sam like she’s crazy (again).

“Sam, you can’t go digging around in that sh*t,” he yells over the alarm. “You don’t know what you’ll catch!” He looks over at the stair entrance. “And in about ten seconds there’s either going to be a huge explosion or a horde of zombies pouring out of that stairway.” He briefly considers grabbing her and bodily dragging her away, but figures she’s likely to go all Mister Miyagi on his ass.


“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!"


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?”


“Sh*t! Johnnie, slow down mate.” Dave turns to Anna. “I can’t understand a word, but it looks like 6 is out,” he yells. Looks down. “Four is pretty much out. Sounds like they’re still fighting in there, but we might have to take our chances through Five.” Dave swallows hard at the thought. Not what he would have preferred.

“Someone see if you can get some sense out of Johnnie. Doc, I need you to watch the stairs up, yell or shoot if you see anything coming down. It might be crawling on the ceiling …” For his part, Judd hefts the Colt to shoulder height and waits for the first zombie to step onto the landing below.

Readied action to shoot (head shot if it is a zombie, low shot if a crawling hand thing) at the first hostile that approaches the landing below.

1d20 + 7 ⇒ (17) + 7 = 24 Damage: 2d8 - 1 ⇒ (1, 7) - 1 = 7 Point blank shot factored in, head shot penalties are not.


Anyway, I need to make a pretence at work before I leave the office, then I have a game tonight. I’ll try to look in on the action before I sleep, or tomorrow.


Ha! You’d love it if we split up, wouldn’t you.

Radio: “Come in guys, I’m down on 4 and – oh my god they’re everywhere! They - ..... (static)”


Kruelaid wrote:

Nice afternoon for a run.

Of course you'll need a meeting place.

Dave thinks he could make it, but it's probably best not to split up ...


Kruelaid wrote:

5 feet to the inside of the stairwell, 15 feet per level. You can get to level four in 20 feet or level three in 35 feet with an acrobatics roll and still have a lots of move action to get clear of whatever you find... the rest is running.

I don't see allowance in MSRD for avoiding AoOs but we can probably agree on a roll here. F*$~ it's not that hard. We used to run 5 on 1 fights in wadokai karate and it's really not that hard to twist and roll through a small group of people. Is there a rule in MSRD I'm missing?

Like skill vs skill. Acrobatics vs DEX.

It’s there in the Tumble skill description:

Spoiler:

Tumble past Opponents: With a successful Tumble check (DC 15), the character can weave, dodge, and roll up to 20 feet through squares adjacent to opponents, risking no attacks of opportunity. Failure means the character moves as planned, but provokes attacks of opportunity as normal.
Tumble through Opponents: With a successful Tumble check (DC 25), the character can roll, jump, or dive through squares oc¬cupied by opponents, moving over, under, or around them as if they weren’t there. Failure means the character moves as planned, but provokes attacks of opportunity as normal.

As we have rolled Tumble into Acrobatics and are using CMB / CMD per Pathfinder, the DC to move through a threatened square without drawing AoOs would be equal to the opponent’s CMD, and actually moving through their square DC would be equal to CMD + 5.


“Yeah?” Dave unslings the British sniper rifle and passes it to Cherry. “I want that back when we’re done,” he shouts. “I’ve gotten kind of attached to it.”


Sh^t. Cutting it close. Dave glances over at the bewildered and scared looking pair of Aunt Terri and Doc Chez, licks his lips, tastes blood. Probably too close.


Kruelaid wrote:
Dave Judd wrote:
Dave looks down the stairs, trying to judge whether the group could make it to 4 and safely on their way to the fire stair before...
Or everyone could slip around the zombies here on the 5th, on the far side of the elevators, and cut up to the north fire escape.

Judd is real scared of those old men and zombie hulk – not knowing if and how much damage Mike’s pipe bomb has done to them, and he hasn’t forgotten the hand squid thing scuttling about, even if it did seem to be in the other direction. Things like that usually have brood-mates, he figures.


Anna Cho wrote:
Dave Judd wrote:

“How close?” he asks Anna, putting his head close to hers to be heard, and looking down the stair.

"Closest are three levels down. Half a minute?"

Dave looks down the stairs, trying to judge whether the group could make it to 4 and safely on their way to the fire stair before the oncoming mob arrives, still thinking it is better to head into somewhat familiar territory rather than face the unknown above plus whatever had Johnnie coming back down stairs ... After what he has seen here on 5, he’s not sure he’s ready for any more surprises.

He’s somewhat distracted by the ~BOOM~ of Mike’s pipe bomb behind him.


Mike O'Neill wrote:
Sgt. Curtin wrote:

"Ahh sweet Christ, People! up the stairs! Now! "

Patrick remembers the flash grenades =P and hurreidly digs them out.

Sure would be nice if we had some GRENADES, don't ya think?

Heh.

Well, you are holding a pipe bomb, fuse lit, pretty much the next best thing ...


“Sam! Sarge! We gotta move!” yells Dave over the din of the fire alarm, grabbing Pat’s arm and gesturing at Mike, who is trying to light his pipe bomb.

He brings up the Colt Commando – he’s still clutching the grip in his off hand – and fires off a headshot at the closest zombie (J15). 1d20 + 2 ⇒ (15) + 2 = 17 Damage: 2d8 - 2 ⇒ (8, 7) - 2 = 13

He then dashes into the stairwell to H10.

“How close?” he asks Anna, putting his head close to hers to be heard, and looking down the stair.


Kruelaid wrote:

Sarge to Judd after his "Let's go!":

"I think we may need to start a fire to keep them back off the roof."

I'm pretty sure Judd doesn't register what Sarge says over the din of the fire alarm and the afterglow of the flash grenade ... and besides, he's got other things on his mind right now.

But if he had heard him, and if he knew Cord was planning on activating the sprinkler system, he might point out that the two plans may not be compatable.


Cord Vogel wrote:
make the zombies uncomfortable and damp....

That'll learn 'em! ;-P


Sgt. Curtin wrote:

Patrick Looks for a way to bar the stairway once they enter

I don't think this stair has any doors - main stair of the building I imagine it as a pretty broad, open stair.


Uh oh …

Pat, Sam, Cord and the NPCs still have actions this round.


Cool ...


Then move into stair or five foot step (stumble) towards stair as I’ve probably used my move action to draw the grenades. Also, if its impossible to throw two, or would have no greater effect then one, I’ll stick with one.


Kruelaid wrote:
d20 modern core p148...

I only have the srd, but didn't see them. Using range increments of a normal grenade, not sure of damage, effect, blast radius ... (hopefully less then 45 feet).


Judd is buffeted again by some unseen force, once, twice. At the second time he screams, clutching his head with one hand. “Arrrgggggh!”

He turns, reeling, sees the others in the stair. “Go …” he croaks. Dimly he seems to hear Sarge’s shout and nods, fumbling at his belt for the flash grenades.

Ok, I didn’t have it to hand, so grabbing them is a move action, right?

He pulls the pins, then hurls two of the grenades forward, turning his head away and squeezing his eyes shut as he does so.

Aim is to throw the grenades 40 feet to J15.

Throw: 1d20 + 6 - 8 ⇒ (20) + 6 - 8 = 18 included penalty for range, assuming 10 ft range increments. Not sure what sort of damage they do.

EDIT: 20, yes!


Kruel::

Spoiler:
Will: 1d20 + 1 ⇒ (15) + 1 = 16 plus action point: 1d6 ⇒ 2, Will: 1d20 + 1 ⇒ (14) + 1 = 15 (think I can only use one action point a round ...


sh-t ...


Kruelaid wrote:
Hitting the sack here. Will wait and see how Sarge rolls.

Sweet dreams. >:(


“Oh … f*ck …”

Dave staggers like he was punched – or shot. But no one can see anything attack him, and there was no gunshot. He’s not bleeding, but he’s staring, wide eyed beneath his mask to the north east. His hand is shaking. His voice is a dry whisper.

Init: 1d20 + 3 ⇒ (10) + 3 = 13


Kruel, I edited my above post a couple of times, including what’s behind the spoiler. I’m done now. :-)


Kruelaid wrote:

In the time it takes you to throw a few ideas out the squeak is joined by a clacking and scuffing sound.

Judd, facing the team and retreating to the stairs sees some people walking out of the darkness to the northeast.

Shuffling on the main stairwell below.

Judd:** spoiler omitted **

Sarge:** spoiler omitted **

Kruel:

Spoiler:
Will: 1d20 + 1 ⇒ (15) + 1 = 16 plus action point 1d6 ⇒ 4

He’s almost made it back into the stairs, but despite his selfish secret thought, he pauses to let everyone else go past first – scared Sam, slow Aunt Terri and the Doc, Mike in the rear … he’ll take rear guard. And then he just has to take one last glance around 5th doesn’t he … and he sees someone, something, coming towards him out of the dark. He just about sh*ts himself.

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