Author Topic: Isle Noir: Bad Karma  (Read 52151 times)

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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #420 on: October 02, 2009, 04:46:36 AM »
Heavy gets bored after a short while, and decides to start doing rounds, just to make sure that nothing was overlooked. Trecking back through the west wing, he comes across the bloody bathrooms, and realizes that noone seems to have disturbed the door right next to them. Considering the valid safety overrides he was performing, he finally steps up, machine gun at his hip, and tries to open the southern door, hopefully letting it swing open.

[spoiler]Open door at K11[/spoiler]

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #421 on: October 02, 2009, 11:17:21 AM »
As a note guys Doc did read that letter out loud as he was translating it. Here i'll save you a click to the previous page:

Quote
RE: Traitement-II

Dr. Beaumont,

We appreciate the work that you've done for CielCorp, and we look forward to a positive continued working relationship with you.

Your design work on Traitement-I was groundbreaking, and even though there are some inherent side-effects, the fact that your formula works is a huge step in the right direction. The lab rats responded almost immediately to the formula. You could almost see the injuries correcting themselves in front of your eyes. Absolutely miraculous. There may be a Nobel prize for you in the future if we can get Traitement-II finalized.

I have included 4 vials of the current formula for testing at your lab at "The Resort". The vials are in the standard hypo-gun arrangement and should be easily used. I look forward to your future progress. These are indeed very exciting times for the world!

Your friend and colleague,

Dr. Pomeroy 
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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #422 on: October 02, 2009, 11:47:25 AM »
Greasemonkey nods to Cross and lets him know that that's where he'll be, then heads on down to the basement.
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #423 on: October 02, 2009, 02:49:30 PM »
Heavyarms opens the door, and immediately smells the scent of urinal cakes and disinfectant spray.

Current Map:
[spoiler][/spoiler]
« Last Edit: October 03, 2009, 01:38:51 AM 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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #424 on: October 03, 2009, 02:18:18 AM »
Scooping up her newly acquired shotgun, Dove heads after Greasemonkey. "Always good to not go alone anywhere, plus I found a walkie and sat phone for you to take a look at. With your expertise maybe we can pick up something with them."
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 #425 on: October 05, 2009, 12:41:42 PM »
Basement Map

[spoiler][/spoiler]
http://img80.imageshack.us/img80/3948/wcbasementexplore.jpg

Going down the stairs, you smell the strong metallic scent of blood. The monkey house aroma grows stronger.
« Last Edit: October 05, 2009, 12:52:16 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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #426 on: October 05, 2009, 12:47:38 PM »
Once informed where the head is Doc will go and wash himself up.

Hey guys while your looking around keep an eye out for a hypo-gun. Dumbasses got some experimental medication but not the method to use it.
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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #427 on: October 05, 2009, 01:10:05 PM »
Greasemonkey moves into the hall, discomfited by the smell.
My babies - A thread of random builds I've come up with over the years.
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #428 on: October 05, 2009, 01:15:02 PM »
In the gloom Greasemonkey can make out, darkened heaps on the floor in the hall... whatever they were they seem to be dead... you're pretty sure you can make out long dried blood surrounding each small mound.
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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #429 on: October 05, 2009, 02:41:05 PM »
Dove lets out a long breath through her nose to help clear the smell as she makes her decent on the stairs coming into the hall. She moves up to Grease thinking "For someone who doesn't like being in danger he sure is risking it coming down here ahead of me."

Dove steps into the hall and move quietly down the right wall to the first door, glancing at the prone form as she passes to get a closer look.

[spoiler]Take a 10 on Move Silent for 18 and a 10 on either spot or search depending on which fits if spot=10, if Search=15.

Don't take offense to Dove's thoughts Nan hehe. If you want to take the lead though you can, I don't want to just take over if you wanted to explore a bit. [/spoiler]
« Last Edit: October 05, 2009, 02:43:57 PM by Melblen_Cairn »
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

j0lt

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Re: Isle Noir: Bad Karma
« Reply #430 on: October 05, 2009, 02:50:21 PM »
Cross is going to take this opportunity to rest as much as possible (until something happens) after surgery.
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #431 on: October 05, 2009, 03:02:26 PM »
Ronin is relaxing in a chair, trying to catch some rest, as he lights a new cigarette.
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

Quote from: J0lt
You caught a fish.  It was awesome.   :lol

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #432 on: October 05, 2009, 03:05:38 PM »
Dove creeps closer, and so does the aroma. There is the foul stench of decay as well. The fact that she is breathing through her mouth is the only reason why she hasn't started to get nauseous.

The form is covered in coarse fur of a Tiny Animal, or at least once was... The creature looked like it had at one time been a monkey. It had a tail, but it lacked a head. The head, you noted, wasn't far away. It bore the face of a decaying Rhesus monkey. The blood around it was blackened and dry. There were splatters of blood across the walls, long dry.

And other bodies you can see... Whatever happened here, these monkeys lost.

[ This place is pitch black, so you cannot use your NVGs to any effect. Shall I assume Flashlights? Also, Though this is a basement, it looks like the hallway you'd see in any office building. Drop ceiling in place. with those textured panels that are always dusty as hell. ]
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 #433 on: October 05, 2009, 03:56:09 PM »
Greasemonkey ignores his surroundings as best he can.  The stench is horrible but with the amount of dust and decay he feels safer down here than he does upstairs.

Looking around, he tries to determine where the fuse box would most likely be located.

[spoiler]
Int check +2: 11
[/spoiler]
« Last Edit: October 05, 2009, 04:25:28 PM by Nanshork »
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 #434 on: October 05, 2009, 04:08:42 PM »
Greasemonkey
[spoiler]A structure like this could have it in an easy to access closest or perhaps there is some kind of boiler type room you can find. Someplace where a building like this may keep it's large A/C units and such. So... you don't really know exactly.[/spoiler]

With the exception of the rotting headless monkey corpses on the ground... the hallway looks well-maintained, Normally clean in all likelihood. The flooring was office-style carpet. Simple and functional. Framed artwork and photos hung on the walls between doorways, though some have been splattered with dried gore.

The doors seemed like those above. Office building-like--
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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #435 on: October 05, 2009, 07:43:38 PM »
[spoiler]Any indication of how these monkeys were killed? Any gunshot wounds, slash wounds, or was it's head just ripped from its body?[/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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #436 on: October 05, 2009, 09:15:40 PM »
While some of the group goes down the basement, Heavyarms approaches the last of the doors on the first level, opening it with the same caution, gun drawn towards the opening. He throws it open violently and fast, hoping to quickly find another empty room and get back to the group. Basements, while bad to fight in, were always a fun place to find action.

[spoiler]Opening the door above the bathroom door I just opened. Map seems to  be down (as does your old machete landing one...) so I can't give coordinates, sorry![/spoiler]

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #437 on: October 06, 2009, 02:59:10 AM »
Dove
[spoiler]These creatures, as best as you could tell in the glow of the illuminator on your shotgun, were killed by a combination of factors it seemed. Each was beheaded with a very clean cut, and most of the monkeys bore bullet wounds.[/spoiler]


Heavyarms
[spoiler]You find the last door 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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #438 on: October 06, 2009, 02:29:40 PM »
"Interesting, why someone would be disturbed enough to not only shoot the animals but remove their heads as well?" Dove says in low tones, more to herself then anyone else. Standing up and  turning her attention to Greasemonkey, "Any ideas on where that electrical panel might be down here?". She remains careful not to breathe through her nose as she can imagine that the smell is likely very overpowering this close to the corpses.
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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #439 on: October 06, 2009, 03:08:23 PM »
For a second, heavy thinks of shooting the door handle off. On second thoughts, he wasn't sure if that would alert any on the other side to his presence. On third thought, he had a machine gun on his hip, and not a small one at that. Fourth thought, he'd rather not leave an obvious trail of busted doors to mark their having been there. Fifth thought, there was a corpse two rooms over in the middle of a room with an obvious gunfight, and the front of this place had been blown out. On final thought, he might have just been abandoned by the rest of the group, one of which had a door-unlocking-thing. So he paced back the way he'd come, hoping to come across the group, finally bringing him to the basement steps. Hearing noises below, he slowly walks down, in no quiet way asking "Did I hear someone say someone's lost their heads? I need that door unlocker upstairs." Seeing the corpses, he stops for a second. "Um, did one of you do that?"