Author Topic: Isle Noir: Bad Karma  (Read 53887 times)

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Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #180 on: August 26, 2009, 07:46:34 PM »
Dove grabs the handle and attempts to pull the door open. Thinking they had to have gone through here, why would they go back outside.
Wisdom has two parts; Having a lot to say and not saying it.

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Eliana Toiba Abijah in Isle Noir: Bad Karma.
Rose Marie Wentworth in The Artifact: Prologue

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Re: Isle Noir: Bad Karma
« Reply #181 on: August 26, 2009, 08:06:24 PM »
The door opens smoothly, despite its obvious thick construction. Well balanced so that opening it was quite easy.
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The Good, the Bad, and the Undead, playing as Father Ezekiel Ambrose

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Re: Isle Noir: Bad Karma
« Reply #182 on: August 26, 2009, 08:09:15 PM »
Dove has used one Move action and still can act.
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 #183 on: August 26, 2009, 08:13:10 PM »
Sweeping the room with her gaze she listens intently for any disturbances or signs they past this way.

[spoiler]Spot and Listen ( :fo Again IC!!!!! grrrrrrr) Dove is still oblivious as ever.[/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 #184 on: August 26, 2009, 08:43:33 PM »
Dove
[spoiler]All is relatively quiet. Beyond the sounds of gunfire from outside.
After opening the door you see a dark hall with windows along the left wall with a set of glass doors.

Opposite from you are a pair of wooden doors at the end of the hall, then there are three more doors along the right side wall. Also a water fountain.

[/spoiler]

EDITED.
« Last Edit: August 27, 2009, 02:13:08 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

j0lt

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Re: Isle Noir: Bad Karma
« Reply #185 on: August 27, 2009, 03:44:29 AM »
Cross drops the Kalashnikov and disappears into the smoke.

[spoiler]Free action = drop AK-47
Free action = 5-foot step to P35 (main map)
Move action = Jump check to grab roof (DC 20) = 19 + 1 = 20
Move action = Climb check to pull himself up onto the roof (DC 15, take 10) = 20
Now crouching on the roof at square P36
[/spoiler]
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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #186 on: August 27, 2009, 04:15:42 AM »
Heavyarms starts to make odd noises; anyone looking can see him drop his rifle, and reach to the item beneath his machine gun, which had previously been covered. Not surprisingly, it was a gun; surprisingly, it was a massive revolver. Not surprisingly, it seemed to be loaded with 40mm grenades.

Also unsurprising was the irritated muttering in Russian, which anyone, even non-fluent, was petty insults, cursing, and remarks about the snipers mother, followed by demented little "ha-ha-ha"s like a santa claus from hell. Muttering now in English, without breaking stride, "Stu-pid fu-cking minimum range on these damn things... noone move, I will take care of him... If he wants to live, he can drop the rifle over the edge and start climbing down. If he wants me to shove a grenade up his ass, I can do that too." Everything was said quickly, without breaking for breath even, and seemed somewhat crazy, making anyone nearby possibly anxious. A quick set of fresh Russian mutterings as he takes a fast and odd step backwards, swinging around just in time for a crazed smile and a "ha-ha-ha!" just barely audible leads to the louder than expected plunk sound of something bad exiting out of something else bad.
[spoiler]
Free Action: Drop Rifle
Move Action: Draw 6G-30 Grenade Launcher
Free Action: 5 ft step to 31-Q (just barely 40 ft away!)
Attack Action: Fire grenade at mercenary C right, a 5ft square, so 34-W (/Merc C)
Action Point to improve To-Hit: 4 (thus negating -4 for non-proficiency)
To-Hit: 22, Bursts 10 ft (reflex 15 for half damage)
Damage: 14
[/spoiler]
« Last Edit: August 27, 2009, 04:28:55 AM by Flay Crimsonwind »

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #187 on: August 28, 2009, 07:26:14 AM »
Ronin decides he's better off waiting for the enemy to come out from behind his cover than to keep wasting ammunition. He stays put and quickly reloads his weapon.


[spoiler]Stay in place, reload weapon. 20 bullets in magazine, 8 left in old one.[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #188 on: August 29, 2009, 02:51:08 AM »
Mercenary_C makes his Reflex Save with ease (ducking down behind the heavy beam, I guess.) And thanks to Evasion, He takes zero damage.

The concussive blast was loud, and it echoed of the walls like thunder. The roof, blackened in areas hit by the blast begin to send up small tendrils of smoke into the air...

Merc_C popped out his magazine, and loaded another. He chooses a target. *Ka-BLAM!*

Another shot misses Eisen :lmao, Heavyarms.
« Last Edit: August 29, 2009, 03:21:21 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 #189 on: August 29, 2009, 02:54:49 AM »
ROUND #09 RECAP

21    Mercenary B performs a move action, then immediately follows it up with a second move action.

19    Dove grabs the handle and attempts to pull the door open. Thinking they had to have gone through here, why would they go back outside.

The door opens smoothly, despite its obvious thick construction. Well balanced so that opening it was quite easy.

Sweeping the room with her gaze she listens intently for any disturbances or signs they past this way.

All is relatively quiet. Beyond the sounds of gunfire from outside.
After opening the door you see a dark hall with windows along the left wall with a set of glass doors.

Opposite from you are a pair of wooden doors at the end of the hall, then there are three more doors along the right side wall. Also a water fountain.

12    Greasemonkey holds his position, waiting.  He does not want to go outside if he doesn't have to.

No mercenaries come out of the smoke.

11    Heavyarms starts to make odd noises; anyone looking can see him drop his rifle, and reach to the item beneath his machine gun, which had previously been covered. Not surprisingly, it was a gun; surprisingly, it was a massive revolver. Not surprisingly, it seemed to be loaded with 40mm grenades.

Also unsurprising was the irritated muttering in Russian, which anyone, even non-fluent, was petty insults, cursing, and remarks about the snipers mother, followed by demented little "ha-ha-ha"s like a santa claus from hell. Muttering now in English, without breaking stride, "Stu-pid fu-cking minimum range on these damn things... noone move, I will take care of him... If he wants to live, he can drop the rifle over the edge and start climbing down. If he wants me to shove a grenade up his ass, I can do that too." Everything was said quickly, without breaking for breath even, and seemed somewhat crazy, making anyone nearby possibly anxious. A quick set of fresh Russian mutterings as he takes a fast and odd step backwards, swinging around just in time for a crazed smile and a "ha-ha-ha!" just barely audible leads to the louder than expected plunk sound of something bad exiting out of something else bad.

*plunk*


*KAABOOOOOM--!!!!*

9     Cross drops the Kalashnikov and disappears into the smoke. (and climbs)

7     Ronin decides he's better off waiting for the enemy to come out from behind his cover than to keep wasting ammunition. He stays put and quickly reloads his weapon.

7     Mercenary_C made his Reflex Save with ease (ducking down behind the heavy beam, I guess.) And thanks to Evasion, He takes zero damage.

The concussive blast was loud, and it echoed of the walls like thunder. The roof, blackened in areas hit by the blast begin to send up small tendrils of smoke into the air...

Merc_C popped out his magazine, and loaded another. He chooses a target. *Ka-BLAM!*

Another shot misses Eisen Heavyarms.

5     Doc trying to head off our would be hunter, he begins moving to the south east.
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.

5     Mercenary A makes a move action followed by a second move action.
« Last Edit: August 30, 2009, 02:47:39 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 #190 on: August 29, 2009, 03:52:39 AM »
ROUND #10

Welcome Center Exterior (Map A)
[spoiler][/spoiler]
http://img198.imageshack.us/img198/327/wc09.jpg

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img262.imageshack.us/img262/3406/wcdetail09d.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 initiative.


[ 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #191 on: August 29, 2009, 03:55:05 AM »
Mercenary_B takes a full-round 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

j0lt

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Re: Isle Noir: Bad Karma
« Reply #192 on: August 29, 2009, 05:05:34 AM »
Cross moves in a half-crouch to U35 while drawing his pistol, which he fires at Merc C.

[spoiler]Attack (target is unaware, therefore flat-footed) = 13 (19 with AP)
Damage = 7

Action Point (to boost attack roll) = 6[/spoiler]
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #193 on: August 29, 2009, 03:04:16 PM »
Thinking it unlikely they passed this way Dove heads for the outside door down the hall and prepares to open it.

[spoiler]Based on the distance down the hall, it's likely a double move to get to the door. Should be able to get to L9. [/spoiler]
« Last Edit: August 29, 2009, 03:05:51 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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #194 on: August 29, 2009, 04:01:43 PM »
Greasemonkey decides that no one is coming back through the smoke and moves to back Dove up. 

[spoiler]
Double Move to K-11
[/spoiler]
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #195 on: August 29, 2009, 04:14:26 PM »
Doc will take this opportunity to reload his weapon and wait for Merc C to make a mistake.

[spoiler]he will pull his current clip (still containing 1 shell) and put it into a pocket of his vest; move action
draw his spare clip of shells; move
load his weapon; free due to feat[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #196 on: August 29, 2009, 06:37:07 PM »
Dove & Greasemonkey
[spoiler]I need a Spot reaction roll please.[/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 #197 on: August 29, 2009, 07:29:49 PM »
[spoiler]Spot = 10[/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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #198 on: August 29, 2009, 08:15:36 PM »
[spoiler]
Spot: 17
[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #199 on: August 29, 2009, 09:02:42 PM »
Dove
[spoiler]The hall is dark. There is a long carpet along the marble floor. Windows and doors are the only source of light,and at the moment the flicker of gunfire illuminates through the portals.

The glass plate doors -- Two  actually appear to be made of intact glass. You can see some areas that look scuffed but that is about it. The seem to be the match for the doors you had looked at earlier on the other wing of the building. There are metal handles, and a keylock. If the door happens to be locked, you would need to unlock it if you wish to proceed.[/spoiler]

Greasemonkey
[spoiler]Look down.
You see that?
Yeah... that's right, 5 feet in front of you.
Blood.

And it trails from whence you came, and leads into what appears to be a women's bathroom by the feminine logo on the door. Well, it wore a skirt at least. Currently you stand in front of the Men's room door. The women's room is located next to J10. J10 contains blood droplets. The lead to the door itself.[/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