IC-THRU-The Siege(All but Luke)

As the afternoon gets underway, the survivors from the T-Bone have been split up. The helicopter group must land at an airfield halfway to Omaha for refueling. Those still on the surface try desperately to defend the motel, while those trapped underground fight for their lives as they search for a way out.

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Re: IC-THRU-The Siege(All but Luke)

Post by Mr. Handy »

(Frank is well to the east of the motel, and the explosions came from the west side. In fact, by this time he should be outside the garage but I forgot to move him to the other thread. The motel blocks his view, and he cannot see anything from here. If you want him to double back, he can get to a point about 25 yards east of the motel in the five combat rounds he has coming, which is just to the east of the motel parking lot.)
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Re: IC-THRU-The Siege(All but Luke)

Post by SuAside »

Luke makes his way to the side to spot what's going on, but as he moves he continues to reload a magazine. He nearly drops a bullet, and his attention is drawn away, having spotted nothing.
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Re: IC-THRU-The Siege(All but Luke)

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Cheng failed again to make a trap.
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Re: IC-THRU-The Siege(All but Luke)

Post by John Gaunt »

- On the motel rooftop

Settling into a groove, Airman Malanowski methodically picks off five incoming walking dead,two of them critically. In all, only one is left functioning.
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Re: IC-THRU-The Siege(All but Luke)

Post by ryansommer »

Hearing the explosions at the motel, Frank turns around and doubletimes it back to the motel. Scanning the area for threats as he runs
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Re: IC-THRU-The Siege(All but Luke)

Post by Mr Zombie killer »

Sheen aimed at a zombie head and squeezed the trigger. However he just missed having misjudged where the zombie would be in the seconds it would take to get the bullet there. "Dammit it" As he reloaded he turned to the west to look toward where the explosion had occured. However he failed to see anything.
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Re: IC-THRU-The Siege(All but Luke)

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(When rolling damage for an impale, you should roll twice the number of dice rather than merely doubling the result. Thus, instead of doubling 2d6+4, you would roll 4d6+8. However, that's enough to guarantee a kill with a head shot, so there's no need to roll damage in that case anyway - unless you want to.

Hodges, you already rolled Spot Hidden in your earlier post, so you didn't need to roll it again. In any case, you don't see anything you haven't already seen, and you can't tell what's on the west side of the motel from here. Unfortunately, you can't see through buildings. ;) )


On the motel roof-
Luke couldn't see into the field of grass when he went over to the west side of the roof to investigate the cause of the explosions - but he didn't need to. Six zombies stumbled out of the field and onto the motel parking lot as soon as he turned to look. Sheen couldn't help seeing them too when he reloaded. They would be at the motel soon.

(Luke and Sheen, roll Sanity. Sanity loss is 0/1d10. Sheen has already lost 2 Sanity for seeing zombies, so any roll of more than 8 counts as 8. If you remain sane, you may use your remaining combat rounds to start shooting. Luke, you may fire four times. If you shoot, roll CON x 4 first. If you fail, you'll have a -5 penalty on your rolls due to fatigue, cumulative with the -5 penalty for aiming at the head for a total of -10. Sheen, you may fire only once, as you've already used most of your combat rounds.

Malanowski has already acted, but Cole, Black, and Ernest Granger have yet to go. If any of you look to the west, roll Sanity. However, Cole does not need to as he has already lost 10 Sanity for seeing zombies, so he can't lose any more for a while. Black has lost 8 recently, so he can lose at most 2. Also roll Spot Hidden, with a -5 penalty if you have a helmet. It takes one combat round to look west, so you may use your remaining four rounds to fire, but Black will need to reload after one or two shots and may only shoot three times. Ernest's rifle has a slower rate of fire, so he only gets two shots. You may keep firing even if all of you get at least six kills collectively and even if you fail your Spot Hidden roll - more zombies will be coming out of the grass behind them. :twisted: )
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Re: IC-THRU-The Siege(All but Luke)

Post by John Gaunt »

- Facing eastward on the motel roof
"Hey old timer, whadaya see over there?" Airman Malanowski inquires of Luke.
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Re: IC-THRU-The Siege(All but Luke)

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"More zombies. Were you expecting anyone else?" Luke replies calmly "Six Zeds on the motel parking lot."

OCC: with which gun would Luke fire, Handy? He's got his shotgun and a pistol, but I suspect neither have the range you're talking about (in CoC's gimped gun rules anyway), even with the added range from the elevated position.
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Re: IC-THRU-The Siege(All but Luke)

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(Actually, you're close enough to use whichever weapon you choose. The edge of the grass where you see the zombies is only 30 yards from the motel, and they will get closer. You are holding the M-16 Malanowski gave you while he has your rifle, and it does 2d8 damage. Your pistol does 1d10+2 damage, and you're within normal range as long as you're using precision aim. However, the rifle does more damage on average and you have a better chance to hit with it. Your shotgun will do only 1d6 damage at this range in the first two rounds, but it will do it to each of 1d6 targets. In round 3, it will do 2d6 damage each to 1d3 targets. In the fourth and final round, it will do 4d6 damage to a single target. The problem is that you can hit no more than 4 zombies at once, since there are two zombies near the southwest corner of the motel and four near the northwest. You may start out using whichever gun you wish, but it will cost you a full combat round to switch to another one. Just remember to roll CON x 4 before shooting to see if you get the -5 penalty from fatigue, which applies to all firearms skills.)
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Re: IC-THRU-The Siege(All but Luke)

Post by Mr Zombie killer »

Sheen stared at the zombies emerging from the grass and kept his cool. He aimed his rifle at the head of one of the zombies and squeezed the trigger. However in his excitement he missed and may have jammed his rifle.

(Did I jam the rifle? The roll was 98.)
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Re: IC-THRU-The Siege(All but Luke)

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Re: IC-THRU-The Siege(All but Luke)

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(Sheen's M-24 has a malfunction number of 100, so it does not jam - he just missed very badly. Luke is not so lucky, as an M-16 malfunctions on a 98 or higher. It is now jammed. Luke, you have three rounds remaining. You may spend one of those rounds switching to either the pistol or the shotgun and then fire twice - the shotgun would be at 2d6 damage each to 1d3 targets for the first shot, if you hit at all - and 4d6 damage to one target for the second. That -5 penalty for fatigue applies to all firearms rolls. Alternatively, you may try to clear the jammed M-16. If you do, I'll count your second Rifle roll from that group as your roll to clear the jam, and it will succeed. If you do, roll 1d6 to see how many rounds it will take. If it takes less than 3, I'll count the 93 as your next shot after clearing the jam, and the 87 as your final shot if you clear it in 1 round. Both of those will miss.)
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Re: IC-THRU-The Siege(All but Luke)

Post by Cuchulain »

Coltrane will go to the east.
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Re: IC-THRU-The Siege(All but Luke)

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(Just to be sure you've got your directions straight - the east is towards the ruined diner, which is 100 yards from the motel and will take some time to reach. A horde is approaching it from the east, but it is still some ways off. The explosions came from the west. It will take you two combat rounds to circle around the motel to the back, which will leave you three after you get there. If you really do mean to go west, choose whether you're going around the north side or the south side, and then roll Sanity, with a Sanity loss of 0/1d10. Since you've already lost 4 Sanity for seeing zombies, any loss of 6 or more counts as 6. If you do not go temporarily insane, you may act freely during those three combat rounds - such as shooting at the zombies. If you remain on the west side of the motel at the end of your final combat round, any zombies that have not been slain will get to attack you, so you may want to save the last round to retreat. If you do, make sure you say which direction you're retreating. If you retreat by climbing the rope ladder on the southwest corner up to the balcony, you'll need to roll DEX x 5.)
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Re: IC-THRU-The Siege(All but Luke)

Post by John Gaunt »

Am I waiting for Cole, Black, and Ernest to go? Let me know when Malanowski can go again. Is he aware Luke just botched his rifle?
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Re: IC-THRU-The Siege(All but Luke)

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"Jammed! Someone else shoot these sons of bitches..." Luke grunts very displeased "See? This is exactly why direct impingment action firearms suck donkeyballs. Sure, on the range they're fine, light and accurate. But in the sticks? Hell, look at it and the carbon build-ups will cause major jams."

"Give me a trusty bolt action, or at least something solid, rather than this Mattel-16 plastic crap. Daisy BB-guns inspire more confidence than this..." he rants as he quickly clears the jam "An FN FAL in .280Br is what we should have gone with back in the old days. Generation after generation we've been making the wrong decisions in equiping our army and have been forcing our shit on NATO. The M14's 7.62x51mm was too heavy for follow-up and automatic shots, the AR15's 5.56x45mm couldn't even be trusted to reliably kill a gopher. And now the military thinks they'll solve their problems by using shorter versions of the AR15? Goddamn it, what a load of horse dung!"

He lines up his sights and pulls the trigger, but the shot goes wide. Luke grunts once more.
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Re: IC-THRU-The Siege(All but Luke)

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(Mainly we're waiting for me now that Luke has gone. I would have updated Through tonight, but I had very little time. Friday night looks good, though. I've been running Black as an NPC for a while since Fearlessfred has been gone, and Ernest's player has been gone a long time too, so I've also been running him. Cole's player does have one last chance to post for him now.

Malanowski has already acted this round, so he has to wait until I update before he can go again. He knows about the zombies to the west and the jammed rifle now that Luke has told him.)
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Re: IC-THRU-The Siege(All but Luke)

Post by John Gaunt »

"Glad you were able to clear that, Granddad, or I mighta had to tear ya a new one!" Malanowski comments wryly as he sights his next incoming target.
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Re: IC-THRU-The Siege(All but Luke)

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(At this point, we're moving to one combat round per major update.

Walkers from the east: 34 dead, 1 with 9 damage to head
Walkers from the west: 7/32 dead
3 at NW corner
1 near SW corner [7 yards]
1 near SW corner [15 yards]
1 near NW corner [15 yards, 26 damage to torso]
1 SW of motel [22 yards, 28 damage to chest]
1 SW of motel [22 yards, 32 damage to abdomen]
1 NW of motel [22 yards, 26 damage to chest]
1 SW of motel [22 yards, 36 damage to abdomen]
1 NW of motel [22 yards, 10 damage to right arm]
1 NW of motel [22 yards, 17 damage to abdomen]
1 NW of motel [25 yards, 20 damage, left leg gone]
1 SW of motel [25 yards, 27 damage, left leg gone]
1 NW of motel [30 yards, 27 damage, left leg gone]
1 NW of motel [30 yards, 32 damage, right leg gone]
1 NW of motel [30 yards, 33 damage, left leg gone]
1 NW of motel [30 yards, 32 damage, left leg gone]
1 NW of motel [30 yards, 14 damage, right leg gone]
1 SW of motel [30 yards, 33 damage, left leg gone]
5 near edge of grass [30+ yards]
Runners from the west:
1 at SW corner [1 damage to chest]
1 at NW corner [4 damage to chest]
1 SW of motel [20 yards]
1 in grass [40+ yards]
NW barricade: 17 damage
SW barricade:
2 damage)

On the motel roof-
Sergeant Black raced for the west side of the roof as soon as he heard the explosions while Ernest remained where he was and took aim at the horde to the east. Black shuddered in alarm when he saw the zombies so close to the motel, but he was used to the sight enough that he was still able to function. He fired twice at the zombies, reloaded, and then fired once more. All three shots hit, and he obliterated all three targets. The other three reached the northwest corner of the motel and vanished from sight beneath the overhang. "We're under attack from the west!" he shouted on the radio. "There are about thirty left incoming from the field, and a few of them have already reached the motel!"

Indeed, another zombie was several yards behind the other three, closing in on the southwest corner of the motel. Another had been slain outright by one of the Claymores, two more had lost a leg each and were just crawling out of the grass. Another had its chest blown apart but was still staggering on toward the northwest corner, now only 15 yards away. Another nine zombies reached the Claymores just as Black had turned to look. Only one had made it past the Claymores without a scratch and was now within 15 yards of the southwest corner. Another tripped the third Claymore in the middle of the field. Its guts were destroyed, but it kept coming. Four more each lost a leg and crawled to the edge of the parking lot, and the other three had taken severe damage to their torsos.

Additionally, there had been four fast-moving ghouls at the back of the pack, though two of them quickly caught up to the front. One reached each corner of the motel on the west side, and each had light wounds on its chest from the Claymores. Seven more slow zombies emerged from the grass behind them, and just two had been very close to a Claymore. The one that was nearest to the mine's head was blown off. Two others also went down with head wounds, two lost their legs, one had a wounded arm, and another had a gaping hole in its belly. Another runner passed them and closed in on the southwest corner while the other remained in the grass, along with five of the slower ones.

The zombies that had reached the motel began tearing at the barricaded stairways, trying to reach the balcony and the tasty morsels above. Only two of them could attack the northwest stairs at a time, but they quickly demolished a large portion of the barricade. The fast zombie at the southwest corner barely dented the barricade on those stairs.

Ernest took three shots at the zombies to the east. Only the last one hit, but it was lethal.

(Those on the roof now have one round to act. It will take your entire action to move from one side of the roof to the other and change which group of zombies you're shooting at. The roof is sloped, so you cannot see over the peak which runs north and south down the center. If you move to the west side from the east, you'll see the zombies in the parking lot and will need to roll Sanity as described above. Black, Sheen, and Luke, you're already facing west. Sheen, your rifle may only be fired every other round, so you do not get to shoot this time. Black, and Luke, you may each shoot once at the zombies on the west. Each walker has a total of 40 HP, and each runner has a total of 50. As always, 10 damage to the head is also enough for a kill. You cannot target the zombies that have already reached the motel from the roof - or from the balcony for that matter - the balcony and roof both overhang the base of the motel. Zombies that have lost a leg crawl 5 yards per round, walkers move 7-8 yards, and runners move 20 yards. You might want to take out the zombies closest to the motel first, before they reach it and pass out of your line of sight. Cole, Malanowski, and Ernest Granger are all currently on the east side. Ernest may not fire this round, as his rifle also has a slow rate of fire. Cole may now fire once at the zombies to the east at 1/4 skill, or he can cross over to the other side of the roof this round instead of firing.)

In the comm room-
"Dammit!" cried Lt. Curtis when he heard Black on the radio. "How did they get so close? Mikhalin, get me Warren!" She connected him, and he spoke. "Colonel Carmichael, the motel is under attack by approximately thirty infected. All of the Claymores we planted went off, but they're still coming and some of them are already here!"

"You have to hold your position," said Carmichael. "Communications must remain intact at all costs. How did they get there without being taken out by the snipers first?"

"They were shooting at a more distant group to the east. I suppose that took all of their attention. They didn't know they were coming through the high grass to the west until the mines detonated, sir."

Lt. Doolittle looked very worried. She continued to work on repairing the M-4, hoping she'd have a chance to finish.

(Anyone leaving the room will see the zombies in the parking lot and will need to roll Sanity. Sanity loss is 0/1d10. You will not be able to fire at the zombies this round if you leave, but in the following round you could. Everyone, roll Listen.)

In Room 3-
"I've got to get back out there!" shouted Applebee when he heard Black on the radio. He hurried out the door. Lt. Blanco, Amanda, and Dr. Owens followed him.

In Room 5-
Phillips forced himself to stand and hobbled out the door. "I'm gonna do what I can," he said to Ortega and Wallace. "You guys coming or what?"

East of the motel-
"Let's get the civilians screened and up on the balcony fast!" shouted Lt. Blanco. "You first, Amanda." She started checking her over while Zorie examined David.

"Okay, you're good to go," Zorie told David. "No bite marks, no fever."

"You sure?" asked David. "Just looking at you is makin' me burn up."

"Just get your ass upstairs!" barked Lt. Blanco, distracted from her work by his antics.

Coltrane took off for the T-Bone at a run, passing Hodges, who was on his way back. Coltrane made it a little over halfway to the garage, crossing the road halfway between them. Hodges approached the eastern edge of the parking lot.

"Give me the grenade," said Kincaid. "I'll finish up this last trap. You can go do what you gotta do." Cheng nodded and handed it to him. Kincaid managed to set up the grenade on a tripwire at the southeast corner of the lot.

(Coltrane, it will take you this round and two more to reach the garage. It would take you a full five rounds to return to the motel. Hodges, you may enter the motel's eastern parking lot this round. You may head for the northeast, central, or southeast part of the lot, depending on where you intend to head next. You know about the traps, so there's no risk of setting one off.)
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