Author Topic: Isle Noir: Bad Karma  (Read 53888 times)

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #160 on: August 25, 2009, 02:46:03 AM »
ROUND #07

Welcome Center Exterior (Map A)
[spoiler][/spoiler]
http://img412.imageshack.us/img412/7725/wc07.jpg

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img440.imageshack.us/img440/227/wcdetail07.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!)

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

?     Sergei is still watching the rafts. He cleans his fingernails.


[ 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
« Last Edit: August 26, 2009, 03:14:14 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #161 on: August 25, 2009, 02:52:44 AM »
Cross grabs the merc's ankle and tries to put a joint lock on it to prevent the bastard from escaping.

[spoiler]Melee touch (no AoO) = 15
Opposed grapple check = 19 + 1 = 20
Damage (if grapple is successful) = 7

Action Point = 1[/spoiler]

Mercenary B ESCAPES AGAIN!!!

He then takes a move action, then a second move action on this new turn...

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 #162 on: August 25, 2009, 03:03:27 AM »
Dove hurries back over the rubble strewn entry to cover the doorway opposite, listening to here for any sounds of the door opening. Once there she holds up waiting for any that come to the door.

[spoiler]Listen =14. Moves to P14 and holds her weapon at ready for any that might come at the door.

Please please please someone come through that smoke Attack=24 Damage=7 Yay!!! nat 20  :)Crit Confirm=18 Damage=14

edit: figured I would put a to hit in there just in case an enemy came through.[/spoiler]
« Last Edit: August 26, 2009, 12:41:53 AM 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 #163 on: August 25, 2009, 03:05:52 AM »
Furious, Cross picks up Merc B's AK-47 and sprays autofire into the smoke where he thinks the merc went.

[spoiler]Autofire, aiming at squares Q11 to R12 = 14[/spoiler]
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #164 on: August 25, 2009, 04:57:21 AM »
Seeing his target well-embedded, he shifts his position as his ally fires onward, hoping his bullets will be able to pierce the rooftop as surely as they could armor. Well, now he'd have fun; if people didn't hear this firefight, they deserved to get snuck up on and garrotted. Moving more directly in front of his foe, for a cleaner shot on both sides, He tries to take cover behind Doc's tree, more worried about out-sniping the sniper...

[spoiler]
HP: 48
Shots after Action: 16
Move Action: Move to R-31 exterior
Attack: Mercenary C
To-Hit: 15
Damage: 12
[/spoiler]

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #165 on: August 25, 2009, 06:54:59 AM »
Ronin rushes over to the next palm tree, once again using it for cover, before taking a new shot at the mercenary on the roof.

[spoiler]Move to Q27, once again using the palmtree for cover.

Attack Mercenary C:
Attack: 19
Damage: 7
AP: 1 :wall
[/spoiler]
"Weakness? Come test thy mettle against me, hairless ape, and we shall know who is weak!"

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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #166 on: August 25, 2009, 11:00:21 AM »
this guy sniping us is getting on my nerves.

[spoiler]Attack on Merc C again: (1d20+4=13, 5d4=16)
figures, good damage and a really bad attack roll.[/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 #167 on: August 25, 2009, 02:24:18 PM »
Mercenary C moves to Z31 and fires down upon Heavyarms from straight across--

*Ka-BLAM!* The shot rocks the night, but the lead slug slams into the stepping stones, taking a chunk out of them just behind Heavyarms.
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 #168 on: August 25, 2009, 08:42:45 PM »
Greasemonkey steps backwards and aims at the smoke, praying the Merc will go outside and become someone else's problem but ready to shoot him if he comes back.

[spoiler]
Move to S-15
Readied action to shoot anyone who comes through the smoke that isn't part of our team.
Hit: 4
Damage: 9

[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #169 on: August 26, 2009, 03:22:55 PM »
Mercenary A performs a move action followed by a second move 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 #170 on: August 26, 2009, 04:17:05 PM »
21    Mercenary B having made his escape into the smoke, makes a move action, then a second move action.

19    Dove hurries back over the rubble strewn entry to cover the doorway opposite, listening to here for any sounds of the door opening. Once there she holds up waiting for any that come to the door.

The door itself is one of a pair. Both closed, they are made of a frosted glass within a heavy metal frame. Dove listens to the doors, but doesn't hear anything from the other side.

12    Greasemonkey steps backwards and aims at the smoke, praying the Merc will go outside and become someone else's problem but ready to shoot him if he comes back. He backs close to a large, apparently inoperable, fountain. Rubble is strewn into it, and tiny bits of glass are everywhere.

No mercenaries come out of the smoke.

11    Heavyarms seeing his target well-embedded, he shifts his position as his ally fires onward, hoping his bullets will be able to pierce the rooftop as surely as they could armor. Well, now he'd have fun; if people didn't hear this firefight, they deserved to get snuck up on and garroted. Moving more directly in front of his foe, for a cleaner shot on both sides, He tries to take cover behind Doc's tree, more worried about out-sniping the sniper...

*Ka-BLAM!* the shot rings out as the slug hits the roof a much lower than he'd have liked. A tuft of the roof's dry leaf thatching popped into the air at the bullet hit.

9     Furious, Cross picks up Merc B's AK-47 and sprays autofire into the smoke where he thinks the merc went.

*Ka-PAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPA*

He hears the bullets slam into the wooden decking and possibly the wall, but no cries of pain are forthcoming. Maybe Cross shot him dead?

7     Ronin rushes over to the next palm tree, once again using it for cover, before taking a new shot at the mercenary on the roof.

*KaBLAM!*

The shot slammed into the wooden beam the mercenary was using for cover, sending out a small spray of splinters into the air.

7     Mercenary C made his move just after the last shot hit his cover. He made his way down closer to the end of the roof, and found a clean shot at one of the fools below.

*Ka-BLAM!!* the shot missed, hitting the paving stones behind the target. "Nada!" he exclaimed in frustration.

He had no idea what had become of Boquinhas or Azinhais, and he quite literally had his back up against a wall. Though at the moment his wall was a sheer cliff face. Lucky for him he had found the "beam trench" as he like to refer to it, earlier in the day after he and the others had first arrived. Turns out he wasn't being a damned fool after all.

5     Doc fires another shot up at the target, but misses-- the bullet hitting the roof and, it sendiong up a tuft of straw colored thatching into the air.

5     Mercenary A makes a move action followed by a second move 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 #171 on: August 26, 2009, 04:22:00 PM »
ROUND #08

Welcome Center Exterior (Map A)
[spoiler][/spoiler]
http://img269.imageshack.us/img269/2702/wc08.jpg

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img196.imageshack.us/img196/9766/wcdetail08.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!)

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

?     Sergei is needing an initiative roll.


[ 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
« Last Edit: August 26, 2009, 04:26:39 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #172 on: August 26, 2009, 04:24:22 PM »
Mercenary B performs a move action, then immediately follows it up with a second move 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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #173 on: August 26, 2009, 04:31:57 PM »
trying to head off our would be hunter Doc begins moving to the south east.

[spoiler]Double move to Y26.[/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 #174 on: August 26, 2009, 05:01:05 PM »
Doc
[spoiler]Your newfound position puts you directly in eyeline with the roof (when you look up towards the Merc.), but you can barely make out the shooter on the roof due to your new angle on him. he has about 9/10ths cover, but you can make out the barrelof his rifle as it sticks out over the beam, and you can make out the upper portion of the man's head.

You have good cover behind the tree however. You'll be able to follow his movements well enough as long as you can see this much of him.[/spoiler]
« Last Edit: August 27, 2009, 01:45:04 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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #175 on: August 26, 2009, 05:08:59 PM »
Doc
[spoiler]Your newfound position puts you directly in eyeline with the roof, but you can barely make out the shooter on the roof due to your new angle on him. he has about 9/10ths cover, but you can make out the barrelof his rifle as it sticks out over the beam, and you can make out the upper portion of the man's head.

You have good cover behind the tree however. You'll be able to follow his movements well enough as long as you can see this much of him.[/spoiler]
[spoiler]Its ok i'm just trying to head him off right now rather than attacking him. At about what point would i loose sight of him entirely?[/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 #176 on: August 26, 2009, 05:17:29 PM »
[spoiler]Its ok i'm just trying to head him off right now rather than attacking him. At about what point would i loose sight of him entirely?[/spoiler]

[spoiler]If you were to take one step closer to him, or if you were to duck where you are at, you will completely lose LoS.


EDIT: Or if he were to duck down at all.[/spoiler]
« Last Edit: August 26, 2009, 05:19:01 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 #177 on: August 26, 2009, 05:24:19 PM »
Greasemonkey holds his position, waiting.  He does not want to go outside if he doesn't have to.
[spoiler]
Hit: 8
Damage: 8

[/spoiler]
My babies - A thread of random builds I've come up with over the years.
Notes to self

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #178 on: August 26, 2009, 07:14:06 PM »
[spoiler]Is there a handle or some sort of controls for the door I am at?[/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 #179 on: August 26, 2009, 07:17:52 PM »
[spoiler]Is there a handle or some sort of controls for the door I am at?[/spoiler]

[spoiler]There is a handle that you can pull on to open the door.[/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