Author Topic: Isle Noir: Bad Karma  (Read 53886 times)

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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #300 on: September 11, 2009, 04:37:51 AM »
Round #14 Summary

12    Greasemonkey leaves Ronin to let Heavyarms in and heads back to the bathroom to see how Dove was doing.

She stood in front of a row of porcelain sinks and mirrors, peering into the open center stall... she appeared to be searching for something

11    Dove  takes a close look in the stall.  You see the remnants of gauze and medical tape sitting on top of the toilet, as if someone had recently performed some rudimentary first-aid . Blood has dripped across the seat and floor tiles in that stall. The toilet paper roll is missing, probably taken by the bleeding man.

9     Cross moves towards the doors where Doc is waiting (X-15).  Seeing the lock's knob on this side, Cross smirks, at least he won't have to shoot the damn thing.  He unlocks the door for Doc and AS HE turns to cover the hall with his pistol.

9    Mercenary C steps out of the smoke where he'd been holding his breath, and staying put. He'd been listening for his quarry to move further away--

Creeping as silent as he can manage, he slips past the couch into the hall. He watches as Cross reaches the door as he lines up his own shot. (taking ten gives him 20)

*Ka-BLAM!!!*

Cross takes 10 damage.

Merc C draws in an even breath, then says , there is a slight note of humor in what he said.

Cross is clutching his side where the bullet's exit wound is still bleeding freely.  He looks up as the door opens.  "Fuck..."

7     opens the lock using the lock release gun and opens the door for his ally Heavyarms to come in...

7    Mercenary A autofires from his hiding spot...
*Ka-PAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPAKAPA-!!!*

A barrage of lead fills the area where three PCs stand-- bullets that hit the glass of the door ricochet off striking elsewhere in the room--

Ronin grunts in pain as he catches a bullet. Looking around but not seeing anything, he decides to move for cover at the area behind the double doors to the left. He Quickly Reloads, placing AP rounds into his gun, while grunting in pain. He's not doing too well...

6    Borya Bezuhov. Borya "Heavyarms," Butcher Borya."  He had nicknames. He was also known as the bullet dodger; apparently, it's just impossible to kill the bastard. The damn bullets miss him completely as he bends to move around the door, letting his shot go.

Ka-BLAM!


Wood splinters as the bullet punches through the one double door just as it slid shut -- and from the bullet hole, white smoke streams out into the hall.

5      Doc rushes through the door to Cross after hearing the gunshot-- quickly wraps a thick wad of gauze to Cross's wound, and tapes it in place even quicker. To Cross he says "You're not allowed to bleed to death before you put a bullet in his head."
« Last Edit: September 11, 2009, 05:38:38 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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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #301 on: September 11, 2009, 04:55:22 AM »
Starting ROUND #15

Welcome Center Interior (Map B)

[spoiler][/spoiler]
http://img33.imageshack.us/img33/5166/wcdetail14.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!)

NOTE: Initiative is fluid, thanks to judicious use of readying or holding actions--

12    Greasemonkey
11    Dove
9     Cross
9      Mercenary C
7      Ronin
7      Mercenary A
6      Heavyarms
5      Doc


[ 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: September 11, 2009, 05:34:58 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

Flay Crimsonwind

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Re: Isle Noir: Bad Karma
« Reply #302 on: September 11, 2009, 05:27:46 AM »
Borya wasn't going to let the bastard get away with it this time; he rushes down the hallway after his foe, bursting open the door, wondering if he missed the guy or hit him.

[spoiler]Move Action: to I-8.
Move Action #2: Open both doors. Fearlessly, I suppose, lol.

Gotta catch 'em all! Sorry, felt compelled, dunno why...[/spoiler]
« Last Edit: September 12, 2009, 02:04:20 AM by Flay Crimsonwind »

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #303 on: September 11, 2009, 05:34:16 AM »
Flay
[spoiler]Are you going after Mercenary A or Mercenary C at this point? You had been attacked from behind the doors at I-8. Mercenary A lies beyond.[/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 #304 on: September 11, 2009, 05:53:42 AM »
Gritting his teeth, Cross pushes past Doc and rushes around the corner.  Seems he's allergic to bullets.

[spoiler]move to U-14[/spoiler]
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Nanshork

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Re: Isle Noir: Bad Karma
« Reply #305 on: September 11, 2009, 11:46:12 AM »
Greasemonkey opens the door of the stall next to him, hoping that it is empty.
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #306 on: September 11, 2009, 12:04:33 PM »
Greasemonkey
[spoiler]is your PC unconcerned about the machinegun fire that just occurred out in the hall behind him?[/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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #307 on: September 11, 2009, 12:07:20 PM »
[spoiler]
My PC is very concerned, that's why he's making sure he has found a safe place to hide and stay away from it, at least until Dove drags him off to help the others.   :P
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
Notes to self

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #308 on: September 11, 2009, 03:19:38 PM »
Since Cross is bugging out on me, don't really blame him since i'm sure he is pretty hurt, i'll take a shot at Merc C.
[spoiler]Attack on Merc C: (1d20+3=7, 4d4=10)
swing and a miss, IC hates me  :(
-1 and -1d4 for range was included, not like it mattered on this one anyway.


since the bad guy moved first i'll taunt him and move in closer. Probably a bad idea but us coonasses aren't the brightest anyway. Doc moves to AA11.[/spoiler]

Oh quick question Jace. Does the door i'm at open into the hallway or out to the room with screens? It could have an effect on my movements patterns and descriptions of what i'm doing.

Hey! No one said you could leave the party yet.
« Last Edit: September 12, 2009, 12:13:52 AM by archangel.arcanis »
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 #309 on: September 11, 2009, 05:19:23 PM »
[spoiler]That pair of glass doors opens away from the hall.[/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 #310 on: September 11, 2009, 05:23:33 PM »
[spoiler]5' step back out of the hall using my foot to keep the door open.[/spoiler]

Doc steps back after firing a spray of pellets at his target. He holds open the glass door using his foot so he can maintain his stance or move his foot and let the door close on its own.

action changed above since bad guy blinked first. ;)
« Last Edit: September 12, 2009, 12:15:04 AM by archangel.arcanis »
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 #311 on: September 11, 2009, 05:37:20 PM »
Mercenary C takes one last look at his fleeing foes before he darts to the west (his left), and disappears around the corner into the trashed waiting room area.
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 #312 on: September 11, 2009, 06:56:28 PM »
Dove hears the gunfire and ends her searching and races past Greasemonkey to the door. Throwing it open wide she prepares to look for more targets and gives the two in the hall an inquiring look to make sure they are alright.
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 #313 on: September 11, 2009, 10:26:43 PM »
Doc
[spoiler]Merc C will have moved before you get a chance to attack him. Feel free to revise your prior post.  :)[/spoiler]

Greasemonkey
[spoiler]The stall you opened turned out to be empty. One more action from you.[/spoiler]

Dove
[spoiler]You see no sign of the source of gunfire, but you see a bleeding Ronin pressed into a corner, and Heavyarms standing in the doorway to the outside, looking determined.[/spoiler]

Merc A
does what he does...
« Last Edit: September 11, 2009, 10:30:36 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 #314 on: September 12, 2009, 12:06:56 AM »
Seeing that the stall is empty, Greasemonkey moves to the other stall and opens it.

[spoiler]
Or just moves if opening is a separate action.
[/spoiler]
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 #315 on: September 12, 2009, 01:25:50 AM »
[spoiler]
Or just moves if opening is a separate action.

It is.

[/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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #316 on: September 12, 2009, 01:51:49 AM »
Doc
[spoiler]Crossing the puddle of water that spilled across the smooth marble floor from where someone had knocked over the water cooler-- you come to see the area that you had previously seen from the other side of the double glass doors that led outside. There was a 10' thick plume of smoke that reached down to the marble floor from the ceiling. Jutting from it a toppled office plant, and strewn about, torn books and ripped out pages.

Also a very familiar scent that reminds you of the times you'd visited the Baton Rouge Zoo years in the past-- specifically the monkey house.

You don't see the man you followed around the corner.[/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 #317 on: September 12, 2009, 02:24:24 AM »
[spoiler]Try and hone in on where he went.
Listen: (1d20+10=13)[/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 #318 on: September 12, 2009, 09:09:24 AM »
As Heavyarms pushes the doors open, a wall of white smoke awaits on the other side, obscuring any view of the room inside. The smoke pours into the hallway, pushing past the boundaries of the doors, and enveloping Heavyarms entirely.

Ronin finds himself engulfed in smoke as it reaches around the corner to his position.

Dove watches as both her teammates vanish into the smoke cloud.

« Last Edit: September 12, 2009, 09:17:29 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 #319 on: September 12, 2009, 02:31:13 PM »
Doc
[spoiler]You hear sound of movement from within the plume of smoke. You will be able to act upon that knowledge next round.[/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