Author Topic: Isle Noir: Bad Karma  (Read 53878 times)

0 Members and 2 Guests are viewing this topic.

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Isle Noir: Bad Karma
« Reply #400 on: September 29, 2009, 03:15:29 PM »
"Merde! That asshole took my gear!" Ronin exclaims loudly before limping back to the building, obviously in pain from his gunshot wounds.

"Do you think this 'theatre' will do for an emergency room, Doc? I've got a couple of slugs in me..."
"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

Nanshork

  • Man in Gorilla Suit
  • *****
  • Posts: 2146
  • BOO!
    • Email
Re: Isle Noir: Bad Karma
« Reply #401 on: September 29, 2009, 03:26:20 PM »
Greasemonkey waves Doc away.  "So, what did they leave behind?"
My babies - A thread of random builds I've come up with over the years.
Notes to self

archangel.arcanis

  • Organ Grinder
  • *****
  • Posts: 2938
    • Email
Re: Isle Noir: Bad Karma
« Reply #402 on: September 29, 2009, 03:40:06 PM »
Down that hall i found a meeting room. The table in there should serve well enough. Oh and Greasmonkey there is a computer in an office over there, maybe you can find out some helpful info while i'm patching these two up.
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

  • Bi-Curious George
  • ****
  • Posts: 503
    • Email
Re: Isle Noir: Bad Karma
« Reply #403 on: September 29, 2009, 07:02:07 PM »
"Merci monsieur gentil." Dove says to Doc as he finishes up. Then turns her attention to the case. Fishing the key out of her pant pocket she tries it in the lock. At the same time she says, "This meeting room sounds like a good spot, I will help secure that side of the building once we find out what we might salvage from this bastard's gear."

[spoiler]Should this key work Dove will open it.[/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

j0lt

  • Hong Kong
  • ****
  • Posts: 1317
  • Browncoat
Re: Isle Noir: Bad Karma
« Reply #404 on: September 30, 2009, 01:34:47 AM »
While waiting for the others to meet in the new "surgery" room, Cross decides that his time would best be served by checking the other rooms in the wing, just in case there was something they had missed.  He starts with the door at Y-13, and gives each room a cursory check (take 10 on spot = 10) before moving on to the next.
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


Flay Crimsonwind

  • Hong Kong
  • ****
  • Posts: 1310
  • Watching the World Burn in Magnificence
    • Email
Re: Isle Noir: Bad Karma
« Reply #405 on: September 30, 2009, 04:47:05 AM »
Heavyarms realizes that there's still a boat-load of enemies nearby with pretty much nowhere to go, and probably a wish for revenge. Taking up position outside, he takes his time to hide himself in the doorway, keeping watch in the darkness. A couple of days? Was the doctor mad? They shouldn't spend that much time there, for efficacy; but hey, he's just a gun toter, none cared for his thoughts. Which is why he never really talked much. Just stood guard, shot, what he was good at.

Or, at least what they knew.
[spoiler]
Hide: 16
Listen: 23 (Take 20)
Spot: 18 (w/ NVG, taking 20)[/spoiler]

archangel.arcanis

  • Organ Grinder
  • *****
  • Posts: 2938
    • Email
Re: Isle Noir: Bad Karma
« Reply #406 on: September 30, 2009, 10:36:48 AM »
Since Cross is investigating the wing i'll start with Ronin:
[spoiler]Treat injury; Hours taken; HP restored (1d20+14=23, 1d4=2, 4d6=13)
So after only 2 hours of working on Ronin the bullet fragments are removed and he has 13 hp restored. He will be fatigued for the next 18 hours due to the strain of surgery though.[/spoiler]
When it is Cross' turn:
[spoiler]Treat injury; Hours taken; HP restored (1d20+14=29, 1d4=2, 4d6=14)
Cross takes the same time as Ronin and has 14 hp restored. Due to the less invasive amount of surgery required he will only be fatigued for 6 hours.[/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

Nanshork

  • Man in Gorilla Suit
  • *****
  • Posts: 2146
  • BOO!
    • Email
Re: Isle Noir: Bad Karma
« Reply #407 on: September 30, 2009, 11:55:27 AM »
Greasemonkey goes to investigate the computer that was mentioned.
My babies - A thread of random builds I've come up with over the years.
Notes to self

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Isle Noir: Bad Karma
« Reply #408 on: September 30, 2009, 01:20:16 PM »
"Thanks Doc, I'm glad you managed to get those slugs out of my body.

I need a cigarette..."
Ronin sighs as he limps over to a chair, takes it outside the room into the darkness and sits down to keep Heavyarms company, his weapon on his lap, before lighting one up.

"Can I interest you in one, Heavy? I doubt they'll be back within the next couple of hours."[/colors]
"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

jacemachine

  • Moderator
  • That monkey with the orange ass cheeks
  • *
  • Posts: 225
  • Powered by Coffee. Driven by Insanity--
    • MySpace, not yours.
    • Email
Re: Isle Noir: Bad Karma
« Reply #409 on: September 30, 2009, 01:39:40 PM »
Cross
[spoiler]The room at Y13 was a copy room. There was a large Haloid copier in the center, and a series of shelves up the wall with dozens of paper reams stacked ready for use. The room smelled of copy toner and it was dry.

The room at BB11 was a break room. Kitchen-style counter space ran along one wall, with cabinets above them. There was a fold old break teable with a faux wood grain top, and 4 padded folding chairs. A fridge stood in the corner.

The room at DD9 was the same as the office next to it, except in mirror image. Nothing stood out as interesting.

A few steps to DD8 showed what the Doc had found earlier, a conference room with a full set-up ready to host a meeting.

The door at GG6 lead to a dark stairwell leading downwards...
[/spoiler]

Heavyarms
[spoiler]It was a nice night, and you've always enjoyed the smell of gunpowder. Above the moon was still in its waning crescent. The stars glared down at you thanks to the light gathering abilities of the NVGs you wore.

The ocean even seemed calm. You moved towards the dock, and towards the Zodiacs where the team had left Sergei in charge of keeping an eye on things...

Sergei was laying face down on the wooden boards surrounded by a lot of blood. The Zodiacs were deflated and mostly sunk. Sergei's gear had been stripped from him.

The fishing boat was no where to be seen...[/spoiler]

Greasemonkey
[spoiler]Doc gives you a quick explanation of where to locate the office with the PC. It was on the East Wing of this Welcome Center, an area that appeared intended for administration purposes. This side of the building was trashed. You passed a spilled water cooler, it's puddle reaching far across the marble flooring. A waiting area, similar to a Doctors waiting room lay just beyond that, and it had a fake toppled tree with real dirt scattered across the floor, and papers, strewn and torn everywhere. And the smell...

It smelled like the zoo in here. And that just didn't seem even remotely natural for this building.

Oh! And there is of course the gaping hole that Heavyarms blow open in the roof. You can see stars through the maw.

You didn't have very high hopes for the PC because this building seemed to lack a distinct sense of... well, power. Electricity.

And you were right when you found it the PC. It was indeed as dead as the rest of the building.
Perhaps there was a fuse box or something somewhere. If you COULD get the power restored here, you can do whatever you'd like with that computer and pretty much any other computer in the place.[/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

  • Moderator
  • That monkey with the orange ass cheeks
  • *
  • Posts: 225
  • Powered by Coffee. Driven by Insanity--
    • MySpace, not yours.
    • Email
Re: Isle Noir: Bad Karma
« Reply #410 on: September 30, 2009, 01:51:01 PM »
Dove
[spoiler]The Duffle Bag:The Aluminum Travel case
*The case is packed with grey egg-crate style foam, and there are 4 vials of a honey colored liquid. There is a sheet of paper included, written in French.

The Case of Smoke Grenades
* There are 2 smoke grenades left in the box.

EDIT: I forgot to mention that The dead merc was wearing a black (and now bloody)  leather jacket as armor.
[/spoiler]
« Last Edit: September 30, 2009, 02:44:46 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

  • Man in Gorilla Suit
  • *****
  • Posts: 2146
  • BOO!
    • Email
Re: Isle Noir: Bad Karma
« Reply #411 on: September 30, 2009, 02:51:34 PM »
Greasemonkey shakes his head.  Well, at least if he can find some sort of fuse box or generator he can fix the thing.  He starts looking around for one, mentioning to anyone that passes by that he's trying to get the power back on and let him know if they found anything relevant to that.

[spoiler]
Do you want a search check or something?

Or a knoweldge check to determine where it would normally be?
[/spoiler]
My babies - A thread of random builds I've come up with over the years.
Notes to self

Melblen_Cairn

  • Bi-Curious George
  • ****
  • Posts: 503
    • Email
Re: Isle Noir: Bad Karma
« Reply #412 on: September 30, 2009, 02:53:58 PM »
Tossing the Walkie, Sat phone in her pack and slipping the multi-tool into one of her pant pockets; Dove slips one of the vials into her pack and closes up the aluminum case and brings it and the paper from inside to Doc. While she can speak French fluently she doesn't read it well and these might be something Doc could make use of but torn that it might be some narcotic temptation.

"Hey Doc, found this on the one we dropped. This page was in the case along  a couple vials of a liquid. Looks like it's in French and while I can speak it well I don't read it. Can you have a look? Might be something useful. " She continues "Also found a walkie and a sat phone, was going to turn them on in a bit and see if we can pick up any other transmissions but I thought I would leave that to our techie."

[spoiler]Take a 10 on Slight of Hand so 15 to slip the vial unnoticed into the pack[/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

j0lt

  • Hong Kong
  • ****
  • Posts: 1317
  • Browncoat
Re: Isle Noir: Bad Karma
« Reply #413 on: September 30, 2009, 03:02:37 PM »
Looking up at the mention of a fuse box, Cross groans as he sits up.  I saw a stairwell in the wing we were in, probably have a fuse box in the basement.
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


archangel.arcanis

  • Organ Grinder
  • *****
  • Posts: 2938
    • Email
Re: Isle Noir: Bad Karma
« Reply #414 on: September 30, 2009, 03:26:16 PM »
Doc after performing surgery for 4 hours will knock some of the debris off the couch in the open area and have a seat while translating the document Dove brings to his attention.

edit to add commentary:
Anyone found the head in here? Even with the gloves and stuff surgery is messy business and i'm a bit bloodier than I would like. Last thing I need is some mutant man shark hunting me like i'm in some cheesy sifi movie.
« Last Edit: September 30, 2009, 03:32:22 PM 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

archangel.arcanis

  • Organ Grinder
  • *****
  • Posts: 2938
    • Email
Re: Isle Noir: Bad Karma
« Reply #415 on: October 01, 2009, 01:28:33 AM »
If we are going to have a pretty woman lead an assault, I think she should be carrying more than a purse filler. Dove why don't you take my shotgun, you will get into the ruckus a bit more than I would anyway. I'll take the stiffs rifle and find some ammo around here somewhere.
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

  • Hong Kong
  • ****
  • Posts: 1310
  • Watching the World Burn in Magnificence
    • Email
Re: Isle Noir: Bad Karma
« Reply #416 on: October 01, 2009, 01:31:21 AM »
After one more look up at the sky, pulling the goggles off to look at their beauty, Heavy heads back to the group. In a nonchalant way, he waves at them, as if there weren't people being operated on (or having been operated on and now healing from gunshot wounds). "Sergei is dead. Stripped of stuff, in a pool of his own blood out on the dock. Beautiful evening though."

Tossing a clip of 7.62 mm ammo to Doc, he mentions. "Shotguns are good, but I say the rifle is better. Good, light, Russian, fires lots of bullets. Have fun, perfect medic armament." With that, he trots over to a nearby chair, places his pack to his side (which includes the grenade launcher and rifle, tipped down and held up by the bag) and lays the machine gun across his lap. He seems quite comfortable, as well as insane. "So, do we have a plan? Any leads, any hunches, needs to sit down and stop bleeding for a bit?"

BowenSilverclaw

  • Organ Grinder
  • *****
  • Posts: 5337
  • Walking that fine line between genius and insanity
    • Email
Re: Isle Noir: Bad Karma
« Reply #417 on: October 01, 2009, 06:07:51 AM »
After finishing his cigarette and flicking the bud on the ground, stomping it out with his boot, Ronin follows Heavy back inside.

Looking at the document Doc is studying he asks "Ah, I see we've found something useful?"

« Last Edit: October 01, 2009, 06:14:01 AM 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

jacemachine

  • Moderator
  • That monkey with the orange ass cheeks
  • *
  • Posts: 225
  • Powered by Coffee. Driven by Insanity--
    • MySpace, not yours.
    • Email
Re: Isle Noir: Bad Karma
« Reply #418 on: October 01, 2009, 01:49:27 PM »
Doc
[spoiler]The document is written in French. It bears a CielCorp logo in it's upper right corner.

Quote
RE: Traitement-II

Dr. Beaumont,

We appreciate the work that you've done for CielCorp, and we look forward to a positive continued working relationship with you.

Your design work on Traitement-I was groundbreaking, and even though there are some inherent side-effects, the fact that your formula works is a huge step in the right direction. The lab rats responded almost immediately to the formula. You could almost see the injuries correcting themselves in front of your eyes. Absolutely miraculous. There may be a Nobel prize for you in the future if we can get Traitement-II finalized.

I have included 4 vials of the current formula for testing at your lab at "The Resort". The vials are in the standard hypo-gun arrangement and should be easily used. I look forward to your future progress. These are indeed very exciting times for the world!

Your friend and colleague,

Dr. Pomeroy  
[/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

  • Moderator
  • That monkey with the orange ass cheeks
  • *
  • Posts: 225
  • Powered by Coffee. Driven by Insanity--
    • MySpace, not yours.
    • Email
Re: Isle Noir: Bad Karma
« Reply #419 on: October 02, 2009, 03:07:01 AM »
Current Map shows areas that have been explored.

[spoiler][/spoiler]
http://img16.imageshack.us/img16/3604/wcdetailxplr.jpg
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