Author Topic: Isle Noir: Bad Karma  (Read 53880 times)

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Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #240 on: September 02, 2009, 04:32:30 AM »
Walking up to the window, peering through with his NVGs, the first thought Heavyarms has is to try and find a way to obviously open the door. Should that fail, he wonders if there's a chance of smashing it open. Peering inside, he keeps his gun to the glass, just in case...

[spoiler]Move: to 31-I
Free: Look inside
Standard: Try to open door? want a search check for the handle?[/spoiler]

j0lt

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Re: Isle Noir: Bad Karma
« Reply #241 on: September 02, 2009, 07:34:24 AM »
Cross moves blindly through the smoke away towards the light emanating from the glass doors and gets into the corner to take a look around the room, wary of any threats.

[spoiler]Move to Y9 (in the corner), hold standard action until I can see what evil lurks in the room.  (not trying to Spot hidden things, just looking at the room)[/spoiler]
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #242 on: September 02, 2009, 11:00:17 AM »
Heavyarms
[spoiler]Finding a handle, you try it. The door seems to be locked. Peering through the glass, you can see what appears to be Greasemonkey crouching outside of a door inside the hallway. You THINK That you see Dove, just inside the threshold of the room just past Greasemonkey.[/spoiler]

Cross
[spoiler]
The room is trashed. A potted tree is spilled over, dirt scattered everywhere. Torn shreds of papers, and what looked like it had once been a book lay on the floor. The couch is shoved out from the wall... general disarray.

The entire area smells like the primate house at the zoo.[/spoiler]
« Last Edit: September 02, 2009, 11:25:01 AM 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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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #243 on: September 02, 2009, 11:08:29 AM »
Doc will attempt to open the door he is at. (did I see Cross walk out of the smoke in the room?)

[spoiler]If the door is locked and i know it is Cross i'll tap the glass and ask him to unlock it so I can get in and help.

If it is locked and i don't know it is Cross I'll attempt to break the glass with the butt of my shotgun.

If it isn't locked them i'm just gonna stroll on in and take a look around.[/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 #244 on: September 02, 2009, 11:27:07 AM »
Doc
[spoiler]Stepping out of the smoke bank, you reach the door. Finding a handle, you try it. The door seems to be locked. Peering through the glass, you can see what appears to be Cross standing just on the other side of the door, but he appears to be looking around at the room, not at you. However, now that your shadow is entering his only source of light, he MAY notice 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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #245 on: September 02, 2009, 11:29:01 AM »
don't forget i tapped the glass to get his attention as well. And wasn't the smoke on the roof? Or did it flow down?
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 #246 on: September 02, 2009, 11:30:54 AM »
[spoiler]
don't forget i tapped the glass to get his attention as well. And wasn't the smoke on the roof? Or did it flow down?

The smoke is on the roof, but it fills an area of 15 foot when it is complete. 15 foot up down and from side to side. So there is smoke down with you as well...

And you tap on the glass.[/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

j0lt

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Re: Isle Noir: Bad Karma
« Reply #247 on: September 02, 2009, 12:51:36 PM »
Turning quickly at the sound of someone tapping on the glass doors behind him, Cross sees Doc's face in front of the triple-dots of his USP's sights.  Lowers his pistol and flashes a few quick hand signals to Doc, pointing at Doc, then back toward the main entrance, then looping his finger around to "here".  Then Cross points to himself and points up the hall towards the main entrance.

[spoiler]If it uses up my standard action to communicate that much, I'm fine with that.  If not, I'll make a second move action to AA11 and take a look down both directions of the hallway.[/spoiler]
« Last Edit: September 03, 2009, 12:12:01 AM by j0lt »
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #248 on: September 02, 2009, 10:26:18 PM »
[spoiler]If it uses up my standard action to communicate that much, I'm fine with that.  If not, I'll make a second move action to AA11 and take a look down both directions of the hallway.

Okay cool. I'm going to say that because of the complexity/time to relay even simple hand gestures it is the equivalent to a standard action. I guess Next turn you'll be heading for AA11, unless of course you change your mind by then.
[/spoiler]


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[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 #249 on: September 03, 2009, 10:49:33 AM »
Mercenary C does his thing.

Mercenary A does his thing.


Awaiting Bowen....
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 #250 on: September 03, 2009, 10:50:36 AM »
Assuming he hasn't used more than a standard action to knock and receive hand signals from Cross, Doc will head toward the entrance. And try to open the door.

[spoiler]Unless i counted wrong S34 should be 30 feet from me and where i would end after a move.[/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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #251 on: September 03, 2009, 03:29:05 PM »
Ronin decides to carefully follow the trail of blood, weapon at the ready.

[spoiler]Open door, move as far inside as I can.
Move Silently: 19

Seriously, why can't I roll like this with attack rolls :P
[/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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #252 on: September 03, 2009, 11:17:49 PM »
Seeing his allies, plural hopefully, 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.

[spoiler]Free Action: Alert Greasemonkey and Dove to his presence...[/spoiler]
« Last Edit: September 04, 2009, 02:57:02 AM by Flay Crimsonwind »

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #253 on: September 04, 2009, 02:54:32 AM »
Dove & Greasemonkey
[spoiler]Listen Checks please.[/spoiler]

Also..

ROUND 13 starts!
You guys pretty much know what happened last round, the lack of gunfire HAS decreased the amount of light coming into the building on this moonless night however. Oh.. and we just may be dropping out of combat very soon... until you find your quarry or vise versa.

[spoiler][/spoiler]
http://img44.imageshack.us/img44/1791/wcdetail12.jpg

http://img30.imageshack.us/img30/1172/wc12m.jpg


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

*[spoiler] By choosing to delay, the character takes no action and then acts normally at whatever point in the initiative count the character decides to act. When a character delays, he or she voluntarily reduces his or her own initiative result for the rest of the combat. When the character's new, lower initiative count comes up later in the same round, the character can act normally. The character can specify this new initiative result or just wait until some time later in the round and act then, thus fixing the character's new initiative count at that point.

A character cannot interrupt anyone's action with a delayed action (as a character can with a readied action; see below).[/spoiler]
« Last Edit: September 05, 2009, 01:25:51 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 #254 on: September 04, 2009, 09:31:07 AM »
[spoiler]Listen=18 Will post my turn now but may alter after the listen check result or what Grease-monkey posts [/spoiler]

Following the blood trail deeper into the Women's bathroom. 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.

[spoiler]For this round using Combat Expertise -1 bab/+1Def, and fighting defensively +3 Def, for a 21 Def.
Move to G12 which looks like where the trail ends, let me know if it's different.
Move=open door. Likely has been locked but don't have a full action to attack an object at the moment.  [/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 #255 on: September 04, 2009, 11:00:03 AM »
[spoiler]Listen (1d20+10=18)[/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 #256 on: September 04, 2009, 11:10:07 AM »
Dove & Greasemonkey
[spoiler]You can hear the tapping upon the glass caused by Heavyarms trying to get your attention. However you are blissfully unaware of anyone creeping towards you from down the hall.[/spoiler]
« Last Edit: September 04, 2009, 06:41:13 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 #257 on: September 04, 2009, 12:17:31 PM »
Greasemonkey shadows Dove, he feels safer that way.

Greasemonkey hears a tapping on the glass door.  Turning to see that it's Heavyarms, he goes to open it for him, motioning silence and gesturing at the blood and towards Dove.

[spoiler]
Since Dove is going to G12, I'll be at G11.

Moving to K8.
[/spoiler]
« Last Edit: September 04, 2009, 07:49:23 PM by Nanshork »
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #258 on: September 04, 2009, 12:32:41 PM »
slight problem. it is Dove and Greasemonkey over there i'm on the opposite side of the building.
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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #259 on: September 04, 2009, 12:50:19 PM »
[spoiler]Headsets to communicate would've been pretty handy right about now :rollseyes[/spoiler]

Ronin continues to follow the trail into the hallway.

[spoiler]Move Silently: 19

Jace, is the door Greasemonkey and Dove went through still open or does it close automatically?

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


I'll edit this post once I have that info :)

See next post :)[/spoiler]
« Last Edit: September 04, 2009, 09:17:53 PM by BowenSilverclaw »
"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