Author Topic: Isle Noir: Bad Karma  (Read 52144 times)

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #260 on: September 04, 2009, 06:41:43 PM »
Doc
[spoiler]
slight problem. it is Dove and Greasemonkey over there i'm on the opposite side of the building.

Shit! You're right-- I HAD said that I was really tired before I posted last night, and this AM I was rushing out the door to work. My bad. Fixed.[/spoiler]

Greasemonkey
[spoiler]Listen check, from when you were in the hall please.[/spoiler]
« Last Edit: September 04, 2009, 06:55:20 PM by jacemachine »
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[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #261 on: September 04, 2009, 06:51:00 PM »
Leon
[spoiler]
Is the door Greasemonkey and Dove went through still open or does it close automatically?

The door shuts automatically... Grease' may change his action if he hears Heavyarms.

Quote
Also, can I hear Greasemonkey and Dove? Can I see or hear Heavyarms?

You saw Greasemonkey. You see and heard a figure silhouetted at the door, tap on the glass. No one has heard you yet.
[/spoiler]


Dove
[spoiler]You push open the stall, and you see the remnants of gauze and medical tape sitting on top of the toilet. Blood has dripped across the seat and floor tiles in that stall. The toilet paper roll is missing.[/spoiler]
« Last Edit: September 04, 2009, 06:56:45 PM by jacemachine »
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #262 on: September 04, 2009, 07:34:37 PM »
[spoiler]
Listen: 15
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
Notes to self

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #263 on: September 04, 2009, 07:45:41 PM »
Greasemonkey
[spoiler]Before you head into the bathroom, you notice a tapping on the glass door behind you.[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #264 on: September 04, 2009, 07:53:54 PM »
Heavyarms watches from outside as Greasemonkey approaches the door. Grease pulls on it, gives it a good tug in case it was jammed, then shakes his head.

It was locked.

Looking down on his side Greasemonkey could see that the door was locked by key, and there was no key.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #265 on: September 04, 2009, 09:17:13 PM »
[spoiler]Continuation from previous post.[/spoiler]

As Ronin advances into the hallway he notices his associates and approaches them. He produces a lock release gun from his pocket and moves over to the glass door leading outside.

[spoiler]I knew that thing would come in handy :)

Move to K8. Use lock release gun next round to allow Heavyarms to enter.[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

j0lt

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Re: Isle Noir: Bad Karma
« Reply #266 on: September 04, 2009, 10:20:26 PM »
Cross moves to AA11 and takes a look down both directions of the hallway.
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The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


jacemachine

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Re: Isle Noir: Bad Karma
« Reply #267 on: September 04, 2009, 11:28:37 PM »
Mercenary_C is doing what he did the round prior...

Mercenary_A readies an action...


Greasemonkey, you find Ronin suddenly in your immediate area--  (you are both sharing the same square, and he just appeared next to you as you did not hear him!), he's holding something you recognize in his hand; a lock-release gun.

Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #268 on: September 04, 2009, 11:33:55 PM »
slight problem. it is Dove and Greasemonkey over there I'm on the opposite side of the building.

You're right-- my bad. I wish I had something good to tell you that you heard, but you didn't. Go ahead and post your actions for this round.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #269 on: September 05, 2009, 01:09:23 AM »
Doc will move to V15 and attempt to open the door.
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #270 on: September 05, 2009, 01:19:12 AM »
Doc
[spoiler]The Doors are locked.[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #271 on: September 05, 2009, 01:27:55 AM »
[spoiler]on my next turn i will attempt to break the glass with the butt of my shotgun.[/spoiler]
Clerics and Druids are like the 4 and 2 in 42. Together they are the answer to the ultimate question in D&D.
Retire the character before the DM smacks you with the Table as the book will feel totally inadequate now.-Hazren

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #272 on: September 05, 2009, 01:47:08 AM »
Round #13

12    Greasemonkey leaves the bathroom. The door shuts behind him, as he approaches the outside doors. He discovers the door is locked.

11    Dove follows the blood trail deeper into the Women's bathroom alone.
She comes to the stall where the trail ends. Preparing to dodge to either side if its one of the mercenary's waiting in ambush, she pushes on the door to open it with weapon at ready.

She pushes open the stall, and sees the remnants of gauze and medical tape sitting on top of the toilet. Blood has dripped across the seat and floor tiles in that stall. The toilet paper roll is missing.

11    Heavyarms seeing his allies, inside and moving, Heavyarms makes a quick tap on the window simultaneously saying "It's heavyarms, open the door?" He didn't want to startle them, but he did need to get in, and breaking the glass seemed unnecessary. The grenade didn't, and would leave more of an indicator that they'd been there, but breaking the glass seemed wasteful.

Greasemonkey motioning that it is locked.

9     Cross moves to AA11 and takes a look down both directions of the hallway.

The hallway is dark. A water-cooler lay on its side-- the bottle laying on the floor at Cross's feet and a large puddle of water spreads across the marble floor. There is a room with windows opening into the hall, with counter-space.

There is a pair of glass doors at the end of the hall. They are frosted, as if they were in a freezer for some time. CielCorp's logo, the Twin C's could be seen etched into the glass.

There are seven wooden doors in the hall if you can trust your NVGs.

No sign of the Sniper.

7     Ronin advances into the hallway he notices his associates and approaches them. He produces a lock release gun from his pocket and moves over to the glass door leading outside.

7     Mercenary C continues...

5     Doc moves through the smoke cloud that fills the front entrance way to V15 and attempts to open the door. The doors are a frosted glass, and you can see an etched CC logo on them. They are locked.

5     Mercenary A readies his action...
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #273 on: September 05, 2009, 01:50:22 AM »
ROUND #14

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img44.imageshack.us/img44/4581/wcdetail13.jpg

About the Map B:
This second map uses its own grid, rather than continue the former maps higher digits and wrong alphabet. So if your character gets in close enough to interact with any of the landmarks on Map B, feel free to use that grid instead!


Initiative Order

(You may post out of turn, but be aware that your actions will take place in the proper order. Check your actions against others who come before you in Initiative. If what they did changes what you would have done, knowing their action-- then you'll need to strikethrough and edit that badboy!)

12    Greasemonkey
11    Dove
11    Heavyarms
9     Cross
7     Ronin
7     Mercenary C
5     Doc
5     Mercenary A


[ Please note that we are using d20M miniatures rules as written. If you don't know what something is on the map, please ask. Proper Move & Actions per turn. No monologues, you can spit out words as a free action, but you are limited to only a couple of sentences! ]

Actions in Combat
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #274 on: September 05, 2009, 04:11:28 AM »
Heavyarms makes a motion to unlock the door, waiting eagerly for the cloud to shift. Someone got out of the building, but he didn't see them running; this'd be a great time to plug one if he's still hiding in the smoke. He waits, eagerly, rifle on the ready, as the smoke clears...
[spoiler]
Holds a move action for Ronin to open door. Will move to L-8, trying to get partial cover behind doorjam.
Hold standard/Attack action for cloud to dissipate; if a foe is in the smog and visible, will fire at first visible target.
To-Hit: 19 (20 if within 30 ft., foes with armor get -1 AC)
Damage: 8
[/spoiler]

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #275 on: September 05, 2009, 04:33:37 AM »
He then takes up position outside the toilet area.

[spoiler]Move to I10 (or J10 if I10 isn't possible) after opening the door or take a 5ft.-step to K9 if I don't have a move action left.

See new IC post for new position.
[/spoiler]
« Last Edit: September 06, 2009, 02:11:51 PM by BowenSilverclaw »
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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You caught a fish.  It was awesome.   :lol

j0lt

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Re: Isle Noir: Bad Karma
« Reply #276 on: September 05, 2009, 11:31:09 AM »
Cross moves towards the doors where Doc is waiting (X-15).  Seeing the lock's knob on this side, Cross smirks, at least he won't have to shoot the damn thing.  He unlocks the door for Doc and turns to cover the hall with his pistol.

[spoiler]Listen = 15[/spoiler]
« Last Edit: September 05, 2009, 11:37:38 AM by j0lt »
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The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #277 on: September 05, 2009, 11:59:50 AM »
Dove takes a close look around.

[spoiler]Search=18[/spoiler]
Wisdom has two parts; Having a lot to say and not saying it.

GM for Dawn of Defiance
Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #278 on: September 05, 2009, 12:16:55 PM »
Dove
[spoiler]You don't find anything further in this stall.[/spoiler]
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #279 on: September 05, 2009, 12:24:02 PM »
Mercenary_C steps out of the smoke where he'd been holding his breath, and staying put. He'd been listening for his quarry to move further away--

Creeping as silent as he can manage, he slips past the couch into the hall. He watches as Cross reaches the door as he lines up his own shot. (taking ten gives him 20)

*Ka-BLAM!!!*

Cross takes 10 damage.

Merc C draws in an even breath.
Current PbP Games
The Artifact (Prologue) as GM
[d20M] Isle Noir: Bad Karma as GM

The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

"When the GM smiles, it's already too late." --Anonymous Doomed Gamer