Author Topic: Isle Noir: Bad Karma  (Read 51996 times)

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Nanshork

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Re: Isle Noir: Bad Karma
« Reply #480 on: October 11, 2009, 04:48:38 PM »
Greasemonkey nods.  "I take it that you found it then?  Lead the way and I'll get things up and running."
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Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #481 on: October 11, 2009, 05:02:12 PM »
"Yes we have. In the corners there are two large machines that I assume are generators. This center room here is filled with breaker boxes and wiring. Looks like your work is cut out for you here." Dove says as she leads him back in. "Doc and I are going to clear the rest of this basement, if you need anything come get us."
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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #482 on: October 11, 2009, 05:24:52 PM »
Greasemonkey nods, then starts poking around the utility room and seeing what he's working with.

[spoiler]
What do you want me to roll?
[/spoiler]
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #483 on: October 11, 2009, 07:36:00 PM »
As they approach the first door that hasn't been explored yet. So whats behind door number one? Guess we couldn't be lucky enough for it to be a new car huh?
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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #484 on: October 11, 2009, 09:01:16 PM »
"We wont know until we open them." Dove says reaching for the handle. She looks back to Doc to confirm he is ready and then turns the handle.

[spoiler]Using the same procedure as before on the other side of the hall. Will attempt the rest of the doors on this side, opening the ones that are unlocked. we will deal with the locked ones after. Save Jace some work on re-modifying the map after every post this way.[/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 #485 on: October 11, 2009, 10:33:39 PM »
Greasemonkey
[spoiler]Please make the following skill checks

Knowledge: Technology - to determine what it is you're dealing with.
Repair - to make adjustments and to right wrongs.
Craft: Electrical - and there was light. And God said it was good.[/spoiler]

Dov & Doc
[spoiler]Roger that on the map. Will have a posted update shortly.[/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

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Nanshork

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Re: Isle Noir: Bad Karma
« Reply #486 on: October 11, 2009, 11:32:23 PM »
Greasemonkey sets his pack down and walks around the room, taking stock of the situation.  Nodding to himself and smiling slightly, he takes his personally modified Electrical Tool kit out of his backpack and gets to work.  This takes him back, lab work was always to stifling and repetitive.  Nothing beats good old fashioned field work.  

[spoiler]
Knowledge: Technology : 29
Repair : 23
Craft: Electronic : 33


I love how a roll of six gives me 23.   :D
[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #487 on: October 12, 2009, 03:58:15 AM »
Basement Level

[spoiler][/spoiler]
http://img202.imageshack.us/img202/442/wcbasementexploredetail.jpg

Two bathrooms, and some offices. The men's room door had a significant number of scratches, quite possibly gouged by monkeys claws. A dead monkey, headless of course, lay just outside the door. A small dried pool of blood lay just inside the door. Bloody handprints were smeared about the door, while bloody skid marks streaked through the congealed puddle just on this side. Someone had held the door against a monkey or monkeys, and they had taken damage.

Besides the large trashed office two other offices contained the drying corpses of headless monkeys as well. Thankfully no live monkeys... so far.

Still to go -- that door that wouldn't open earlier.
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 #488 on: October 12, 2009, 04:14:54 AM »
Greasemonkey
[spoiler]Of course this is why you came along. Because doing high-risk adventure tech work paid a hell of a lot more than working in a lab. Guys like you are valuable in this field.

Taking a stroll around you discovered machinery in the back in addition to a generator of some kind. A series of fuse boxes lined the interior room, along with all the wires that went with this facilities alarm system -- cut, of course --

You could get the power restored, You could replace some needed fuses, and jury-rig a connection here or there to bypass a burnt out unit that needed to be replaced eventually. Power will mean light and access to the various computers that you have seen throughout this structure. Perhaps you could find some sort of useful data later.

You get to work, making broken things whole again. While over at the generator, you saw that it was quite powerful-- at least MUCH larger than what would be needed for a building of this size. The machinery in the opposite northernmost alcove looked like it was meant to drive something huge-- heavy pistons ran into the ceiling. A computerized interface stood powerless and its screen black.

Something to think about while you fiddled with fixing an old leak the generator had sprung. You refilled the gas reservoir with some gas you found in a nearby fuel can.

All you need to do now is turn on this generator and then switch on the power from inside the fuse & wires room. [/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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #489 on: October 12, 2009, 05:00:42 AM »
Knowing the room didn't have anything interesting to shoot at, and somewhat glad that he didn't have to do anything after a long cool-down period from their last fire-fight, Heavyarms makes his way to the lobby, kicks around for a bit, then heads back down stairs. Those monkeys were messed up, and there was most likely something interesting to hear about down there at least. His psychosis seemed to be wearing off, so he had to find something to distract him, in any case.

Coming down the stairs with casuality, stepping over the dead monkeys with a similar look of non-phased normality on his face, he looks at the bloody, brutally stained bathroom, the horrifically scratched door. Back to his teammates. "So, find anything interesting?" as he asks, he looks around for anything at all, checking the ceiling for holes or scratches before looking at the one closed door, thinking for a moment, and then seeming to prep himself once again by pointing the machine gun at the door and giving a casual nod towards his teammates. "Let's see this one..." And thusly, he kicks it. Though he doesn't break it, he can hear some damage done with the bang. The door still shut, he simply steps back. "Well, I feel sheepish..."

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #490 on: October 12, 2009, 09:46:41 AM »
"They are a bit too tough for that Heavy. Let me try my way." Pulling her Lock picks out again as she moves up beside him. "There is another door to this room in the office there. Can one of you cover it just in case someone is on the other side of this looking to escape." Then taking her time but with no care about leaving traces on the lock she begins her work to pick it; her steady, delicate hands seem to be made for this type of work.

[spoiler]Take a 20 on disable for a 26.[/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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #491 on: October 12, 2009, 10:46:00 AM »
I'll get it. But if you hear me shooting you had better get your asses over to help.  :smirk
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 #492 on: October 12, 2009, 11:52:31 AM »
Greasemonkey yells out, "I'm about to turn the power on, everybody stand back from anything electrical!"   Turning on the generator, he waits for about thirty seconds to make sure that it seems to be working properly, then goes into the fuse room and flips on the power.
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #493 on: October 12, 2009, 03:22:05 PM »
Greasemonkey flips the switch-- and like it says in the Good Book; And there was light.

The entire building has lit up. Ready for business as usual.

Upper Floor
[spoiler][/spoiler]
http://img392.imageshack.us/img392/4732/wcdetaillight.jpg

Lower Floor

[spoiler][/spoiler]
http://img392.imageshack.us/img392/5738/wcbasementlight.jpg

The large screens in the main entrance/hall and in the theater power up-- The BCM hardware displays an over-sized Lotus DESQview logo, as the systems boot up...

Dove, Doc, and Heavyarms find that the door in the hall isn't just locked-- but something is jamming it closed as well.
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 #494 on: October 12, 2009, 03:26:59 PM »
Greasemonkey packs everything back up, puts his backpack back on, and walks out into the hallway with a self-satisfied smirk on his face.

"Anything else I need to work on down here?"
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #495 on: October 12, 2009, 05:24:50 PM »
"Kooshite govno ee oomeeite ee k chortoo!" Is the small string of slowly spoken words flowing out of Heavy's mouth as the door refuses to bolt open. He turns around himself frustratedly, sighing finally before turning back to the other two. "Alright, so door number whatever is good door for finding things; I can try blowing the lock away with my machine gun, which might dislodge whatever or whomever is on the other side, or we can kick the shit out of it. Which would you prefer? Unless there's a better plan...."

[spoiler]Yay for not having the ability to type the Russian alphabet on this site! I hope I remember the spelling correctly though....[/spoiler]

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #496 on: October 12, 2009, 05:42:50 PM »
Greasemonkey quirks an eyebrow at Heavy's suggestion, seeing through the doorway next to him that there is another doorway into that room. "You did try that door, right?" he asks, pointing at it.
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BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #497 on: October 12, 2009, 05:45:37 PM »
[spoiler]:lol[/spoiler]

"Looks like Greasemonkey got the power up and running again.

Mmh...
Do you think there's any coffee around here?"
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #498 on: October 12, 2009, 06:14:51 PM »
Doc who is covering the door Greasemonkey is referencing.
If you guys want to try and open this one go for it. I haven't checked if it was locked yet. I was just making sure if someone came bolting out of here they got a rude awakening.
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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #499 on: October 12, 2009, 06:28:37 PM »
Heavyarms holds out on his frustration; short-sightedness was a bitch, and was making him look the fool. And he wasn't talking about something fixed with corrective lenses. He walked around to the other door, where Doc stood, in the thrashed room. Suddenly the other door made a lot of sense. He took a position on the handle-side of the door, thinking to push the door open without keeping his body in the way of fire. He nodded to Doc, just before shoving it open and quickly getting his hand back on his gun.
« Last Edit: October 12, 2009, 06:42:09 PM by Flay Crimsonwind »