| Geoffrey Whittaker |
That is most definitely not normal; what the Devil is going on here?
"This is the fourth, you say? Just how many people have been stricken? At this rate, practically the entire ship could be afflicted before too long..."
Seeing Jose near one of the victims, Geoffrey comments:
"I would be careful; some of them have a habit of trying to bite..."
| Vic Foster |
Vic looks over his shoulder. "Well, desperate times, desperate measures. Let's just hope they don't get it on YouTube."
"Just, uh... Do what you can," he says unhelpfully before continuing his retreat and looking for a likely door.
Athletics
1d20 + 7 ⇒ (6) + 7 = 13
| Smerg |
You're my priority game for my next update but I'm going to be likely busy till Sunday night. I'll try to slip something in Sat morning before work but I've been very busy with twice being called in this week for extra hours to write tax returns. It is that time of year when I work plenty of hours.
| Smerg |
Nurse, 'At least a hundred as serious as this but we've had to centralize care in the Palladium Theatre. The second floor of the theatre is for crew and the main floor is for passengers.
'I'd have to say there is over 500 on the main floor and another 200 or more in the crew area. There are also many crew in their rooms and passengers in their rooms.
'We don't have the people to do a proper room to room search. The captain wants to change that but the parties of stewards that he has arranged to do the searching tend to end up coming back at least as ill as the people they fetched.'
While the nurse is speaking, several of the passengers agitated by the close presence of Jose rock their cots with a solid thunk.
The cots were built to be light weight for storage. They were made of modern plastic and light metal to aid in reducing weight and ease of storage. They were never designed to do anything but have a person lie peacefully upon them.
2d6 ⇒ (4, 2) = 6
Six of them give way to disgorge their patients that quickly pull themselves from the shambled cots to go for the closest targets.
Roll Initiative
The men with the dog trailing after them are heading towards the bow of the ship. Half way along the ship towards the bow, they take the main port stairway up to the next level.
At the bottom of the stairway you can see that they have disappeared at the top of the stairway out of view.
You pause for a moment to look around as you decide to follow the men up the stairway or do something else. You can look back at the double doors on the port side of the Palladium Theatre and see the woman is struggling to her feet. Beyond her, you can see a mob of people starting to pour out of the theatre. Many of them have the same panicked appearance of the men that just ran up the stairway.
If you follow the men up the stairway then you can roll a perception check to see if you can catch sight of them again. You could also do a survival check to try and notice some trail they may have left behind.
You can also do anything else that you might want to do at the bottom of the stairs with the mob of people headed your way.
Petro nods and heads off.
Your attempt to get around the person and leave them in the room the room behind you ends in a failure when you double back and find the entrance crowded with onlookers and their cellphones capturing the moment for posterity.
Roll Initiative and tell me how you are handling combat. You can either fight the drunk or try to overrun or bull rush your way through the crowd.
If you choose to fight then you can improvise a variety of items.
| Vic Foster |
Vic weighs his options for a second and decides that beating up a passenger is definitely the worst of a host of terrible ones.
"Alright, guys, outta the way!" he yells, pushing his way past the crowd. "Things are goin' to hell and I need to get down to Deck 5!" He winces a bit as he remembers he wasn't supposed to let on that, well, things were going to hell, but it was pretty obvious by now anyway. "Just let this guy sleep it off so I can do my job!"
Assuming this is successful, he'll pull/push the door to and lock it if he can.
Overrun attempt
1d20 + 2 ⇒ (18) + 2 = 20
I'm gonna go ahead and roll a Persuasion (or CHA, whatever) to possibly convince the crowd to part a little.
Persuasion
1d20 - 1 ⇒ (5) - 1 = 4
| Smerg |
Zombie Init 1d20 - 2 ⇒ (9) - 2 = 7
Nurse Fear check vs her DC 14 Will save 1d20 + 1 ⇒ (6) + 1 = 7
Rounds of fear 1d4 ⇒ 1
You can act before the zombies but the nurse is unmoving as she is in a state of fear for the moment.
Well you succeeded in pushing into the crowd enough to get the door closed on the drunk but they weren't really prepared to listen to some steward yelling at them what to do.
Several of them instead yell at you that they are passengers and Americians and they can't be treated like common cattle. They insist that you will be given the worst review that you ever had for service when they get back to their cabins and fill out their report cards.
You are 'safe' for the moment.
You hear the banging of drunk in the room behind you.
The drinks girl is happy that you saved her and she mouths a silent thank-you despite the crowd that is now largely dispursing since the 'show' is over.
What are you doing?
You head up the stairs and can see the pair are heading towards one of the lifeboats. It looks like they are opening the control box to work the hoist on the boat.
Below you at the bottom of the stairs, you can hear the sounds of running feet getting closer.
| Geoffrey Whittaker |
...He turns to run, but spotting that the nurse is frozen in place, instead grabs her arm, and then drags her through the door.
"Jose, shut the door when we get through!"
| Vic Foster |
Moving towards the deck, he catches Emmy's thanks and manages a small smile and a nod, hoping his face was already red from the exertion. He takes up the walkie and says into it, as evenly as he can manage, "Situation on Deck 10 is taken care of. There still trouble in the theater on Deck 5?"
He starts walking towards the stairs, already assuming the answer is 'yes'.
Vic'll make his way down there to assist, assuming the problem is on-going.
| Smerg |
There is a thumping from the door as it is slammed in place between Geoff and Jose. The thumping slows but it again takes on a sort of co-ordinated thumping like the people are moving in concert to slam against the door in a harmony of motion.
The door is holding but with a co-ordinated slamming against the door it is uncertain of how long the cool room will hold since it wasn't designed as a storage pen.
What do you want to do now?
Vic, you talk on the radio but get only static as a response. You get down to deck 6 and see a couple of crew rigging a life boat.
You also see a passenger trying to stop them.
There are sounds of screaming coming from deck 5 below.
| Vic Foster |
Vic stops stark still in the middle of Deck 6, his heart skipping a beat as he sees the lifeboats being manned.
"What're ya'll doing?" he calls out to the crew. Then the screams start coming from Deck 5. "What the hell's going on here?"
| Jose Delgado |
DM & Geoff
OoC: A little unsure of things...We ran out of the room, now in the hallway, correct?
Jose does a quick take on things. Turning to his new companion he quickly says 'My friend, I think we should get away from here as soon as possible. Le's head towards the ship's security room/' (Or whatever one would call where the 'law' of the cruiseliner is stationed...security guards, etc...).
As soon as the other man replies or agrees, Jose will takoff at haste for somewhere more secure.
| Hank Macon |
Vic and DM:
| Geoffrey Whittaker |
Geoffrey nods in agreement.
"I agree. It sounds like that door will not hold them forever, and it is probably best if we let the authorities know..."
He then follows Jose, carefully, but firmly, dragging the shell-shocked nurse along with him.
| Smerg |
The life boats are built to seat twenty but are actually capable of holding up to forty for short periods of time with squeezing together. They deploy out to the side and have a shelter that can be raised around them to provide protection even in cold North Atlantic or Artic waters.
There are other 'boats' and pleasure craft that exist on the ship that are launched from just above the water line when the ship is anchored in a port. Vic would know the way down to those if he wanted to get access to them; since, it comes under the fitness & recreation section.
The life boats are arranged two to a hoist, meaning the first is launched and released and then a second can be hooked up and released because they are stacked on top of each other. Vic will have had lifeboat training as part of the crew. The boats are all along this deck and the deck below (five). The ship is rated for launching enough boats for all the crew and passengers which is roughly 3000/20 = 150 boats which are roughly 75 per side and spread on two decks or roughly thirty boats per deck and fifteen launching points on each deck (there are some single launch points). The extra capacity is to allow for people to be in a hurry and launch with less then a full amount which is possible or in case the ship is going down and swamps some of the launching spots.
Yup, you've got the right idea.
You head up towards the security section from the crew cargo area.
You are nearing deck three and you hear a large amount of running feet coming from somewhere above you. It may be deck 4 to deck 6 above you but there is definitely the sounds of many running feet on the decks and screams can be heard.
| Geoffrey Whittaker |
"It sounds like there is trouble on more than one front. How about we pick up the pace?"
| Vic Foster |
"You didn't get any order to man the lifeboats, didja? We're undermanned as it is! We don't need ya'll abandoning ship!" Vic reprimands the other passengers. After a moment exactly what Hank said sinks in.
"Bites?" Vic asks, dumbfounded. "What the hell's going on with this... uh, bug," he says, slowing to a murmur. He gets out his radio and tries it again, and assuming it's still static, asks the crewmen, "Who exactly's in charge here? We need to try and get things back under control!"
Vic's going to keep trying to do his job until he sees things first hand or realizes things have gone to hell because he can't get to see a superior. He'll probably go for one of the 'pleasure craft', since he'd probably prefer something with a motor over waiting for rescue in a lifeboat.
| Smerg |
Running with feat would leave the nurse behind.
You run along and reach the security station. The room is empty of personnel. The 'armoury' is open but it looks like all the side arms have been taken along with most of the tasers that the ship keeps for 'emergencies'.
A quick scavenge can come up with two tasers with single target variety, a pair of 'refills' for the tasers if you have time to cut the old wires and load. These appear to be the commercial variety with a range of fifteen feet.
There are also three cans of pepper spray still in a box.
There are also three boxes of 20 cartridges each of 9mm ammo.
Along with the shouting and running, you can now hear the crack of gun fire.
If your character has a background that includes weapon fire then you'll be able to make a Perception roll DC 10 to recognize pistol fire.
The crewman look a bit ashamed as one says, "But Seneor, the devil, the devil has those people. We have families. We can not afford to be eaten. Our wives would never forgive us and not lay flowers on our graves."
"No one is in charge. The Captain. The Captain, he is, ugh, dead. Morte. The doctor, he too, is morte. The people, they are all dead."
It is at this time that you start to hear gun fire coming from the deck below.
A group of people flash up the stairs at a run. A few peel off on to this deck but most keep running up and up as fast as they can go.
If you have a background with familiarity with weapons then you can make a Perception check with DC 10 to recognize pistol fire.
| Vic Foster |
The gunfire changes that. "Son of a b~*#!, son of a b~+%&," he croaks. "OK, OK, we uh, we'd probably want something with a motor, right guys?" Vic says, the flight response kicking in fast. "We get down to the water line, we can probably do better than a lifeboat. I'd rather not be stuck at sea in that dinghy," he says, gesturing to the lifeboat.
He watches the crowd scoot by, a ball forming in the pit of his stomach as he thinks how bad things are going to get here and how little he can help.
Well, Vic's been hunting regularly in the past, but I dunno if that would actually count as 'familiarity with weapons'. He should be able to distinguish between rifle, shotgun, and pistol fire though so here's a roll.
Perception
1d20 ⇒ 16
| Geoffrey Whittaker |
This does not bode well...
Perception: 1d20 + 9 ⇒ (16) + 9 = 25.
When he hears the sound of pistol fire, though, his heart definitely skips a beat.
"Right." He says firmly. "It looks like the world is definitely going to Hell in a hand-basket, if the crew have started opening fire on those who have been infected. I think things have gone beyond the point where containment is even a possibility; we need to work out how to stay alive, and escape."
He then begins to methodically collect whatever items he can.
I assume that Jose and Geoffrey will each take a taser + a refill, a can of pepper-spray, and 30 rounds of 9mm ammunition. If the nurse has come out of shock yet, we can give her the last can of pepper-spray; otherwise, I will 'crotch' it for the moment.
Once they have cleared the armory, Geoffrey will turn his attention to the nurse, to see what he can do for her...
Treat Injury: 1d20 + 8 ⇒ (17) + 8 = 25.
He then turns to Jose.
"We should try to collect further equipment if we can. I had a few more things back in my room, but it may not be practical to go back there (although I am willing to try, if you are up for it). Otherwise, do you where we can find things like flashlights, and other emergency equipment? Once we have done that, we should probably try to head for the Bridge, to find out what the heck is happening..."
Geoffrey's priorities are:
(1) Avoid the Infected for the moment.
(2) Get tooled up.
(3) Work out what the Heck is happening...
To that end, if we pass any fire-fighting equipment, Geoffrey is keeping his eye-out for a fire-axe :-)
| Jose Delgado |
DM&Geoff
Gathering a taser,refill,pepper spray and ammo, Jose looks around for anything else that might be useful.
Perception1d20 + 6 ⇒ (7) + 6 = 13
' I fear that we may have trouble reaching the bridge at this point. If things really are going to Hell... escaping the ship might be the best option.
Jose will pull up his Ship's layout app on his iphone to point out where the nearest lifeboats might be.
| Hank Macon |
DM & Vic:
| Vic Foster |
Checking Smerg's profile, he went AWOL since the 20th and then made a relatively recent post about tax season in one of his other games. He said he'd be back to normal on the 3rd, but apparently that hasn't happened. I wouldn't write it off just yet, but I wouldn't get my hopes up just yet.
| Smerg |
I'm back for better or worse. Tax Season has finished up and I was getting caught up on sleep initially. I'm always amazed that I'm so dead at the end of the season. I think it partially comes from all those last minute people showing up with things like Stock Portfolios or Businesses without the accompanying information or the information worked out in neat piles instead of shoe boxes of slips. Oh, well, focus now on my games. I'll work on this later tonight. I've been writing really short posts to my player games and am now giving them the attention they deserve in the last couple of days.
| Smerg |
If you want to attempt to make it down to the boats below then you need to make four sets of movement or stealth type of skill rolls. Since you're traveling as a pair, you need to each pass the same 'set' of rolls to move on to the next set. You don't need to be using the same skill at the same time (one person could use stealth to hide in a closet while another uses athletics to cling to the roof). You do need to use 4 different skills. The DC is 15 (no taking 10). When a failure occurs, you'll have a short encounter with a group of wandering zombies that you'll need to deal with in some way. You are free to describe or colour your description based on your dice rolls as you make your run to the ship. If either of you fail the DC 15 roll three times then there will be a problem in accessing the boats below. This is the big run to try and escape the ship.
Looking at the map, the life boats are up above where the screaming and sounds of banging are coming from. Going down is where the crew areas are there is the infirmary. Further down towards the water line is the ships mini-dock where are all the gas powered pleasure boats are kept for rental by guests.
If you want to attempt to make it down to the boats below then you need to make four sets of movement or stealth type of skill rolls. Since you're traveling as a pair, you need to each pass the same 'set' of rolls to move on to the next set. You don't need to be using the same skill at the same time (one person could use stealth to hide in a closet while another uses athletics to cling to the roof). You do need to use 4 different skills. The DC is 15 (no taking 10). When a failure occurs, you'll have a short encounter with a group of wandering zombies that you'll need to deal with in some way. You are free to describe or colour your description based on your dice rolls as you make your run to the ship. If either of you fail the DC 15 roll three times then there will be a problem in accessing the boats below. If you want to, then you can make a 'pit stop' by choosing to increase the trip to five rolls. The pit stop to 'tool up' will occur during the third set of skill rolls and you can make perception type of rolls for that skill set to see what you can grab.
| Vic Foster |
What skills count, exactly? I only see five (in my profile, at least) I'm absolutely sure would count as movement related (Acrobatics, Athletics, Ride, Stealth, and Swim... and Ride and Swim don't seem appropriate to the setting.) I could see an argument for Endurance, sort of, and Initiative although that's really flimsy.
Either way, let's start on a low chance; it's always worse when the zombies are near the escape route.
Acrobatics
1d20 + 2 ⇒ (12) + 2 = 14
D'oh.
"Well let's not stand around then. It's this way," he beckons as he starts off at a jog, doing his best to avoid populated areas of the ship.
Halfway down a stairwell not too far from the lifeboat, Vic stops a moment and whispers "Hear that? Some...thing behind us?" he says as he glances back towards the landing. "Go!" he hisses, putting one hand on the railing and attempting to vault down to the lower set of the double stairs. He doesn't quite get his leg high enough as he bangs his shin, cursing and barely managing to keep his balance and not tumble over or slide down the steps.
I have no idea what you actually call the style of staircase I'm thinking of here but I mean the kind where you go up/down several steps, landing, then turn around and continue going up/down.
| Geoffrey Whittaker |
Endurance: 1d20 + 6 ⇒ (12) + 6 = 18.
Not really being built for stealth, Geoffrey instead does his best to dodge or outrun 'The Infected' whenever they are encountered. Adrenaline serves him well in the first encounter, and he is easily able to outpace them.
Stage 2:
Athletics: 1d20 + 6 ⇒ (9) + 6 = 15.
The second time Jose and Geoffrey run from them, Geoffrey just barely manages to slam a bulkhead closed behind them, preventing 'The Infected' from following the pair.
Stage 3:
Acrobatics: 1d20 + 6 ⇒ (1) + 6 = 7.
Perception: 1d20 + 9 ⇒ (14) + 9 = 23.
Feeling a trifle more secure, Geoffrey makes a pit-stop to rummage for whatever useful items that he can find...
...unfortunately, just as he is finishing-up, a group of 'undesirables' sneak-up on him!
Stage 4:
Stealth: 1d20 + 1 ⇒ (7) + 1 = 8.
Running from one group of flesh-eaters, Geoffrey runs smack-bang into another group, and has to rapidly change directions, seeking an alternate route...
Stage 5:
Initiative: 1d20 + 6 ⇒ (13) + 6 = 19.
In the final leg of their journey, when they hear another mob in the distance, Geoffrey hoists himself up on top of a cabinet, and lies motionless, as he waits for the group to pass-by beneath him.
| Hank Macon |
DM and Vic:
Hank follows Vic down the stairs for the boat. Hank tries to mimic Vic's leap, hoping for slightly better results upon landing. Acrobatics 1d20 + 2 ⇒ (16) + 2 = 18 "Take care there, young feller," Hank says, helping Vic back to his feet.
| Smerg |
OOT till Friday. I'll likely have limited access till then.
The specific skill doesn't matter too much and I'll even allow some technical skills if you can turn them to physical skills. For example a Mechanics skill could be used to 'crawl through the duct work' or a 'Use Computer' skill could be used to pull up a layout of the ship and plan a better route. The reason for the variety of skill challenges is to make sure that you're not just riding one skill all the time. Swim skill might be used on the last challenge as you 'swam' to open the outside harbour door though the ship is moving through the water and a bad roll might leave you stranded alone and out to sea. You might also make use of a bluff skill to make the zombies go after a target like the sound of a can banging against the railing while you 'slip by'.
Damage Non-lethal to Vic 1d4 ⇒ 2
Vic feels a slight jolt of pain but he's had worse in his work and life and is able to keep going while the pair leave the zombies moving more slowly behind them as they try to use zombie speed to get down the stairs without tumbling.
Move on to your next challenge
I'll do a bit of colour and resolution here but still waiting on Jose to finish this part up. Just as a note you will likely meet up with the other pair at the boat bay as they're headed that way too at the moment.
Stage 3: Stores deck
You manage to find most of the stores closed but the items are more 'unattended' then having a serious barrier like a locked gate to deal with. You are able to get some travellers maps and traveller's kits with bottles of water that passengers usually buy when going ashore for the day. You figure they'll provide enough supplies to last you for the one to three days that it might take to find an island to land on.
A small group of 4 to 5 zombies come into the area attracted by the noise as the nurse accidently knocks over a display of paperback books for sale.
Let me know you want to resolve this situation.
| Jose Delgado |
OoC:Sorry, Laptop still down, posting from the LFS.
Smerg&Geofrey
STAGE 1
Perception 1d20 + 6 ⇒ (1) + 6 = 7 *Fail*
Running ahead of his new companion to spot for Infected, Jose completely misses a group of them gathered near an elevator. "The coast is clear..." he whispers, right as the scream wildly and charge.
It is by sheer Luck that the pair escape.
STAGE 2
Athletics 1d20 + 9 ⇒ (7) + 9 = 16 *Pass*
Staying just ahead of Geoffrey, Jose manages to open a bulkhead, and Geoffrey barely gets it closed in front of the ravening horde.
STAGE 3
Stealth 1d20 + 8 ⇒ (7) + 8 = 15 *Pass*
While Geoffrey rummages through the contents of the room, Jose tip-toes around, keeping his movements minimal, so as not to attract any more attention. At one point, he barely ducks down underneath a porthole, as an Infected lumbers by on the deck outside...
STAGE 4
Mechanics 1d20 + 8 ⇒ (15) + 8 = 23 *Pass*
As Geoffrey blunders into a group of Infected, Jose thinks quickly, running to a nearby valve for the fire-prevention sprinkler system. Deftly opening it, he laughs as he grabs his friend, escaping, as the Infected slip and fall all over the floor.
"This is just like dodging Federales back home...Well, if they were trying to eat us, eh?"
STAGE 5
Thievery 1d20 + 8 ⇒ (4) + 8 = 12 *Fail*
Athletics 1d20 + 9 ⇒ (4) + 9 = 13
Trying to grab a holstered Pistol from a now-Infected Security guard as he lumbers by, Jose fails, but at least the thing didn't grab him as he dodged away...(Well, he hoped not...)
| Jose Delgado |
Realizing that his hopes would soon be dead in the water , Jose leaps out of the nearest porthole, landing on a lower deck, fights his way through the now forming hordes of ZOMBIES (And wondering just why he had been avoiding calling them that in his brain), and to a lifeboat.
Launching it, he smiles and waves Adios to this Ship of the Damned, heading for the nearest landmass.
OoC: Later folks, it would have been fun to play this one out.