Holy shit, let's get out of here! (OOC)

568 posts / 0 new
Last post
Fixxxer
Fixxxer's picture

So here's your first lesson in massive damage rules. Your massive damage score is listed near the beginning of your stat block as MAS. It's usually equal to your Constitution score. If you take damage equal to or beyond that number and that damage doesn't reduce you to negtive hit points, you have to make a Fortitude save. If you pass, nothing bad happens. If you fail (as Talanall did), you immediately fall to -1 hit points and begin dying. Call it shock, if you'd like. I like that such a system exists because it helps prevent something we see in D&D all the time, which is the professional meat shield. That said, the rules for it are very unforgiving, so it's a good reason to be careful, even if you're at full hit points.

deadDMwalking
deadDMwalking's picture

Were you planning on rolling my readied attack? I can't see the map from work but rather than wait until I get home I figured I'd ask.

Talanall
Talanall's picture

Question regarding DDMW's readied action: would it fire before or after E1 beats Tal into the floor? I am asking because E1's already-broken nose suggests that maybe he's already got some injuries. If DDMW's action fires before Tal gets dropped, rather than after, and DDMW drops E1, then necessarily that would mean Tal never got pounded.

Fixxxer wrote:

So here's your first lesson in massive damage rules. Your massive damage score is listed near the beginning of your stat block as MAS. It's usually equal to your Constitution score. If you take damage equal to or beyond that number and that damage doesn't reduce you to negtive hit points, you have to make a Fortitude save. If you pass, nothing bad happens. If you fail (as Talanall did), you immediately fall to -1 hit points and begin dying. Call it shock, if you'd like. I like that such a system exists because it helps prevent something we see in D&D all the time, which is the professional meat shield. That said, the rules for it are very unforgiving, so it's a good reason to be careful, even if you're at full hit points.

Side note: D&D does in fact have massive damage. It's just that the threshhold is set much, much, higher, at something like 50 hp (a fighter with 20 Str, a +5 greatsword, and weapon specialization can deal 50 points of damage with a critical hit, even without Power Attack, and wizards can also lay down some serious damage if they are set up properly). That difference is probably necessary because D&D features a lot more ways to deal large amounts of damage with a single attack. The Fort save DC for massive damage is actually the same between D&D and d20 Modern, as well--just not important to D&D because by the time you're regularly facing stuff that can drop 50 points of damage on you, you're probably able to pass a Fort save at DC 15 without having to worry too much, even if you're a squishy wizard.

D20 Modern needs a lower massive damage threshold because your hit point total grows way faster than most threats' ability to deal damage to you. Average damage from a pistol hovers around 7 hp, with a range of 2 to 12 damage for most makes and models. Since a character at level 20 might reasonably be expected to have 70 to 90 hit points, the lower massive damage threshhold actually ensures that a lucky shot (or even just a fairly mediocre critical hit) represents a life-threatening injury.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

deadDMwalking
deadDMwalking's picture

Assuming that I was able to make my attack, it would have activated before the attack against Tal. Readied actions 'interrupt' the triggering action (which was the opponent stepping close).

Fixxxer
Fixxxer's picture

That you can't see the map from work actually explains a great deal. The reason your readied attack didn't go off is because the condition you stated wasn't met (E1 never got close enough for you to reach him with a 5ft step and attack) and because you're currently located 15 feet away from him, with pretty much the entire rest of the party between you and he, it's not possible for you to approach and attaack E1 using a readied action at all. When you posted that readied action, I wondered how you thought it was going to go down, but I didn't know you couldn't see the map, so I didn't raise the question.

Because of the map issue, I'd be more than happy to simply change your initiative to right now so you can have your turn. It doesn't un-bludgeon Talanall, but it gives you an opportunity to react.

deadDMwalking
deadDMwalking's picture

That's alright. With combat being cyclical, I still go before the Zed if I keep my initiative. So that's what I'll do.

Fixxxer
Fixxxer's picture

Fair enough.

Darker's up.

Darker

Time to see if the pain can be brought or if these really are undead freaks.

Kicking balls into throat.
I rolled 1d20+2, the result is 18, 2 = 20.
I rolled 1d6, the result is 2 = 2.
Fixxxer
Fixxxer's picture

...

E1 AoO vs. Darker
I rolled 1d20+2, the result is 10, 2 = 12.
I rolled 1d4+7, the result is 4, 7 = 11.
Fixxxer
Fixxxer's picture

...

Fixxxer vs E1
I rolled 1d20+2, the result is 1, 2 = 3.
I rolled 1d4+2, the result is 1, 2 = 3.
Crimison
Crimison's picture

Crimison takes a moment to scan the rest of floor they are on before making a move.

Spot +9
I rolled 1d20+9, the result is 10, 9 = 19.
deadDMwalking
deadDMwalking's picture

Brett tries to drag Talanall back to the relative safety of the room.

drumandfight
drumandfight's picture

I am going to hit this zombie bitch hard as all mother fuck and then head back into the room.

I rolled 1d20+6, the result is 13, 6 = 19.
I rolled 1d6+5, the result is 1, 5 = 6.
Fixxxer
Fixxxer's picture

A decent plan. However, you can't accomplish both this turn. You have to move at least 10 feet to be able to make an attack in the first place, which means that closing the distance and then attacking will eat up your entire turn. Knowing that, is this still what you'd like to do?

Talanall, whenever you'd like to roll your stabilization check, please feel free.

Talanall
Talanall's picture

Ah, life on the high wire.

Stabilization
I rolled 1d100, the result is 77 = 77.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

...

E1 vs Darker
I rolled 1d20+4, the result is 10, 4 = 14.
I rolled 1d4+7, the result is 1, 7 = 8.
Darker

Darker yells at Matt, "Get the fuck in the room! I got your back." And back into the room "Get ready to shut the door behind us!"

He waits until Matt gets his ass back in the room by withdrawing, holds his weapon ready, then follows him in the room. (Delays until count 8C, then withdraws into the room), hoping someone will close the door after them.

Fixxxer
Fixxxer's picture

The situation is this: Everyone is back in the hotel room. The door is still open. Talanall is still bleeding. The economy is still in the toilet. It is Crimison's turn.

Crimison
Crimison's picture

Crimison sees everyone pile inside and pushes through the crowd to slam the door shut behind Darker and Fixxxer. She engages both locks. With a fair amount of worry in her voice she adds: "Stop dying Ed."

deadDMwalking
deadDMwalking's picture

With Crimison focused on locking the door, Brett will see if he can do anything for the head injury. (Can someone figure my bonus - I'm just rolling a straight d20).

I rolled 1d20, the result is 4 = 4.
Talanall
Talanall's picture

Not that it matters, but untrained Treat Injury is a Wis check.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

With the door shut and bolted, the real concern now is that Talanall might just up and die on you. From the head wound, not from Crimison denying him water for the offense. Ahem. Rather than handling this in the slow way of waiting for everyone to post in turn, we can streamline this so I can get you back to the IC action more quickly. Anyone that is planning on playing doctor with Talanall, just give me 5 Treat Injury checks (at -4 due to a lack of a medical kit). Talanall, give me 5 stabilization checks OR tell me if you'd like to just spend an action point to auto-stabilize. I'll take them in order and apply them as though we'd done them round-to-round to determine how far into negative HP Talanall falls. Or if he dies. And whether he purges his bowels as he does so.

Crimison
Crimison's picture

He can get water when he stops dying.

-4 heal kit +2 synergy bonus
I rolled 1d20+8, the result is 20, 8 = 28.
I rolled 1d20+8, the result is 20, 8 = 28.
I rolled 1d20+8, the result is 6, 8 = 14.
I rolled 1d20+8, the result is 2, 8 = 10.
I rolled 1d20+8, the result is 19, 8 = 27.
Crimison
Crimison's picture

Jesus 2 20s in a row then a 19? I think you've been stabilized Talanall...

Talanall
Talanall's picture

I'm probably awake, too, subject to Matt's ruling. The Heal check to wake someone who's unconscious is about the same as the one to stabilize him. Looks like I'm at least gonna stop dying next round. So here's a d100 to see if I stabilize on my own, or drop another point.

Stabilization
I rolled 1d100, the result is 31 = 31.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

I'm guessing my assist roles don't really matter? But here's some anyway. Lets get those rolls up to 30!

This is with the -4
I rolled 1d20+1, the result is 1, 1 = 2.
I rolled 1d20+1, the result is 10, 1 = 11.
I rolled 1d20+1, the result is 13, 1 = 14.
I rolled 1d20+1, the result is 5, 1 = 6.
I rolled 1d20+1, the result is 4, 1 = 5.
Fixxxer
Fixxxer's picture

You're out of initiative. Talanall bled out one last hp before being stabilized, bringing him to -3. He's and Fixxxer are also soaking wet now.

Crimison
Crimison's picture

So I have an idea, it might be a stupid one but here it goes.
We can attempt to use the box springs on the beds as a battering ram to push those guys out the door (once we open it) and past the rail into the lobby floor. It won't be easy but drum is strong as a truck and should be able to pull it off with whoever isn't broken. (I'd say me but my strength is pretty pathetic).
That's plan a.
Plan b is that we make a mattress/box spring tunnel from the door to the broken window and lure them down by using a sheet over the window. And maybe one of us as bait.
The mattress are heavy as hell but the box springs should be manageable...
Thoughts?

Talanall
Talanall's picture

The walls in this place are sheetrock, and three of us have multitools. We could just kick holes through until we get next to the stairs.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Crimison
Crimison's picture

Plan c: we open the door throw the big mattress in the door jam and people shoot through the mattress into the uglies crowding there.

Talanall
Talanall's picture

Crimison wrote:

Plan c: we open the door throw the big mattress in the door jam and people shoot through the mattress into the uglies crowding there.

Theoretically, we could shoot through the door itself. It won't stop bullets.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Crimison
Crimison's picture

True. I like the idea of breaking through the walls.

Fixxxer
Fixxxer's picture

While the door certainly won't stop bullets, I'll go ahead and say that both Fixxxer and D&F are packing .40 S&W, which are designed specifically not to penetrate things like walls and doors.

Heh. I said "penetrate."

Darker

I was actually going to suggest going through the walls as well - but what if there's crazies on the other side of a wall? Its not like a door we can close back - once there's a hole, they can come in too. And if that room door is open, its even more of a problem.

I suggest we call some of those surviving rooms and get them into the idea of climbing down the outside - and then wait to see if they get shot before trying it ourselves.

Talanall
Talanall's picture

Darker wrote:

Its not like a door we can close back - once there's a hole, they can come in too. And if that room door is open, its even more of a problem.

I figured someone else had probably had the same idea, and I didn't suggest it earlier because I agree that this is a problem.

If you wanted to test the scent hypothesis as a mechanism for these things being peaceful with each other, you could try opening the door a crack (use the security lock to keep it from opening all the way) and hose them down with Jeff's body spray. If the scent mechanism is in force, perhaps they will dissolve into an orgy, a la the Axe commercials. Except probably with more blood and fewer hot chicks.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Darker

Opening the door with at all is a big risk. Having been "clipped" twice by those things, I'm sure I could testify to their incredible strength. They may not be able to beat down the door, but they could likely rip the security bolt right out of the door frame.

Fixxxer
Fixxxer's picture

I can back up the assertion that they're strong. I don't know if my descriptions have gotten the point across, but these guys seems to be utilizing every ounce of strength it's possible for their bodies to produce without care for whether it wears them out or even injures them.

Talanall
Talanall's picture

I find it interesting that we're having a detailed discussion of tactical advice coming from the dude who's bleeding out of one earhole and has a concussion.

Wæs se grimma gæst Grendel haten,
mære mearcstapa, se þe moras heold

Fixxxer
Fixxxer's picture

By that logic, you should all do whatever Crimison says, since she's the only one that hasn't been beaten to a pulp.

And it will stay that way until she burns my dinner.

MinMax

Another side comment from the peanut gallery.

As a long term gamer of RPG's, I'm used to my characters being a bit more durable, also having special abilities, equipment and a mind set designed to handle unusual situations, (i.e. zombies).

Seeing everyday people forced to deal with something far outside their experience, without said special equipment, abilities or training, is a real eye-opener. It's surprising how much we take for granted, isn't it?

All things considered I think you guys are doing pretty well, at least no one has died yet. Damage dealing fair, injury treatment exceptional, you might want to thank Crimson for that, if not for her you would have lost at least two people.

Board Rider
Board Rider's picture

While I certainly agree that options are limited there is more the party can do here. I have some ideas but didn't want to intrude or allow for metagaming.

If Fixxxer completed CQC/MOUT training while in the Marines he could (heavily) modify that training here.

Fixxxer
Fixxxer's picture

Board Rider wrote:

If Fixxxer completed CQC/MOUT training while in the Marines he could (heavily) modify that training here.

He did so. He also certified in LINE, which is called MCMAPP now. Once upon a time, Fixxxer was a badass.

Quote:
Seeing everyday people forced to deal with something far outside their experience, without said special equipment, abilities or training, is a real eye-opener. It's surprising how much we take for granted, isn't it?

It certainly is. This is part of why the survivalist mindset is something that people like myself and drumandfight carry with us at all times.

Crimison
Crimison's picture

MinMax wrote:

All things considered I think you guys are doing pretty well, at least no one has died yet. Damage dealing fair, injury treatment exceptional, you might want to thank Crimson for that, if not for her you would have lost at least two people.

To be fair I've basically had to bullshit my way through every treat injury check.
It's much harder to play myself in this situation than I thought it would be. In RL I'm fairly levelheaded in emergencies but even this is getting absurd. And for the love of god we need a medkit.

Fixxxer
Fixxxer's picture

It certainly wouldn't hurt.

Board Rider
Board Rider's picture

HA...I remember the Army's "LINE" derivative combat training. We affectionately called it "How to get your ass kicked when you get in a fight". Luckily, I had a 1SG who had all sorts of CQB/CQC/MOUT training and he taught us that stuff too. Most of which I would no longer be able to perform. True story.

I was going more for the room to room stuff though. Engaging the enemy here in H2H is not smart.

Fixxxer
Fixxxer's picture

Room to room is what I used to do for recreation when I was a teenager. My father was the captain of a special ops entry team for the Federal Bureau of Prisons. I used to bulk up the ranks during live fire drills and simunition competitions. My father has an old newspaper somewhere that has a picture of me getting "arrested" on the cover. During a mock event, I carjacked the warden's car, taking his daughter and secretary hostage in the process. After two hours of negotiation, I finally gave up, rather than allow myself to get all Dillingered up.

Funny enough, the warden expressed concern as to whether or not I was wearing a helmet and vest, in case simunition started to fly. He asked my father "Does he have protection?" My father, without thinking about the fact that I was locked in a parked car in a dark area with his boss's boss's daughter, replied "Yeah, he keeps one in his wallet." Hee.

Fixxxer
Fixxxer's picture

Anyway. So what's the plan?

drumandfight
drumandfight's picture

Fixxxer wrote:

While the door certainly won't stop bullets, I'll go ahead and say that both Fixxxer and D&F are packing .40 S&W, which are designed specifically not to penetrate things like walls and doors.

Heh. I said "penetrate."

Yeah, but only because they're stupid frangibles. I knew I should have packed some .40 hardballs.

lol... I said "hardballs."

Crimison
Crimison's picture

I think Drum's hit the nail on the head. If we think we can manage it let's stay another night so we can rest up some more. I think getting into the other rooms is a really good idea. We can try and punch a hole through first to see whats in the room before we make a big enough one to actually have a zom come through..

Fixxxer
Fixxxer's picture

So who's gonna do the deed?

Pages