Author Topic: Isle Noir: Bad Karma  (Read 53882 times)

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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #80 on: August 18, 2009, 04:19:29 PM »
Doc will move up to M30 M28 to support Dove, using the trunk as cover. He will look around to make sure the coast is clear then signal for the others to join them.

[spoiler]Spot: (1d20+10=25)[/spoiler]

sorry realized i typed wrong grid in. M30 puts me in the open between 2 trees. I kept reading the 30 on the tree and it got stuck in my brain.
« Last Edit: August 18, 2009, 04:37:30 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #81 on: August 18, 2009, 04:53:19 PM »
Doc doesn't see anything. He's about to give his 'All Clear' motion--

*Ka-PAP Ka-PAP*

The high-pitched whine of bullets whip past Doc's head.



@Everyone: Initiative Rolls please!
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archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #82 on: August 18, 2009, 05:03:45 PM »
Holy crap!

[spoiler]init: (1d20+2=5)
i am apparently not that concerned.[/spoiler]

assuming i can't do any movement until my turn in init. now. I'll just let you know what I intend to do, in 2hrs i'll be away from the internet for most of the night, in case i don't get to act before i have to go.
[spoiler]I intend to try and locate the source of the firing and call the others to come help me.  If the source is found i will point it out to the group before attempting to attack or just finding better cover. If they are close i'll shoot with the shot gun unless they obviously have me out gunned, say a machine gun or other heavy weapon. If they are more than say 60' I'll take a double move to hide behind the "resort" sign.[/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

Melblen_Cairn

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Re: Isle Noir: Bad Karma
« Reply #83 on: August 18, 2009, 05:08:48 PM »
[spoiler]Init=19[/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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #84 on: August 18, 2009, 05:26:14 PM »
"Merde!" Leon exclaims as he hears the sudden sound of gunfire in the distance.

[spoiler]Initiative: 7

And apparently I'm of to a good start :rollseyes[/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

Nanshork

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Re: Isle Noir: Bad Karma
« Reply #85 on: August 18, 2009, 07:40:27 PM »
[spoiler]
Initiative: 12
[/spoiler]
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j0lt

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Re: Isle Noir: Bad Karma
« Reply #86 on: August 19, 2009, 02:29:32 AM »
[spoiler]Initiative = 6 + Action Point = 3 Total = 9
[/spoiler]
« Last Edit: August 19, 2009, 03:24:29 PM by j0lt »
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jacemachine

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Re: Isle Noir: Bad Karma
« Reply #87 on: August 19, 2009, 02:42:07 PM »
ROUND #01

[spoiler][/spoiler]
http://img36.imageshack.us/img36/1015/wc01z.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!)

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

?     Sergei



[ 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! ]
« Last Edit: August 20, 2009, 01:25:58 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

BowenSilverclaw

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Re: Isle Noir: Bad Karma
« Reply #88 on: August 19, 2009, 02:55:39 PM »
"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

archangel.arcanis

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Re: Isle Noir: Bad Karma
« Reply #89 on: August 19, 2009, 03:01:01 PM »
Can I tell which direction the shot came from? (Checks if needed)
If so looking toward that direction to find the bad guy who shot at me.

amended action:
 [spoiler]move to N32, go prone to block line of sight, then belly crawl to R32 and  ready myself there.[/spoiler]
« Last Edit: August 19, 2009, 04:44:18 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

j0lt

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Re: Isle Noir: Bad Karma
« Reply #90 on: August 19, 2009, 03:26:52 PM »
Cross curses at himself under his breath for letting Dove walk into a trap that he should have seen and drops the box he was carrying.  He makes a full run along the lower docks, past the empty fishing boat and up the far dock to J19, taking cover behind the palm tree.

[spoiler]Spot check to find out where the shooting is coming from = 8[/spoiler]
PbP Games
The Artifact (prologue) as Dr. Henry Loder, Mayan archaeologist


jacemachine

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Re: Isle Noir: Bad Karma
« Reply #91 on: August 19, 2009, 03:36:20 PM »
Peeking around cover-- yet hidden well, taking advantage of his location and his raw ability to Hide, the shooter double-taps again-- *Ka-PAP Ka-PAP*!!!

Splinters crack out of the palm tree near Doc's head as lead slugs sink into the wood.


[ Spot and Listen Checks to determine the source, please ]
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 #92 on: August 19, 2009, 03:40:48 PM »
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

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Re: Isle Noir: Bad Karma
« Reply #93 on: August 19, 2009, 03:54:22 PM »
Pulling out his Pistol, Greasemonkey advances.

[spoiler]
Double Move to O-16.
[/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 #94 on: August 19, 2009, 04:07:15 PM »


OK, here's a squished side-view of the terrain-- You'll notice that it isn't to scale... ONLY the Heights of things are. Does that make sense?
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 #95 on: August 19, 2009, 04:12:04 PM »
is that a hole the flag pole is in?
I get everything else and it is as i expected, but i didn't think the flag pole had a hole around it.
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 #96 on: August 19, 2009, 04:13:36 PM »
[spoiler]
is that a hole the flag pole is in?
I get everything else and it is as i expected, but i didn't think the flag pole had a hole around it.

It's protruding from the pool of water in the center.[/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 #97 on: August 19, 2009, 04:21:46 PM »
Doc
[spoiler]You still don't see who is shooting at you, but you feel quite certain by the sound that the gunshots came out of the ragged entrance way.[/spoiler]

Cross
[spoiler]No way of telling where the shots are-- you don't see any muzzle-flash.[/spoiler]

« Last Edit: August 20, 2009, 12:53:02 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 #98 on: August 19, 2009, 07:12:18 PM »
Dove hears Doc cryout and the splinter of wood as only the sound of flying lead colliding with it can make. She tries to make out where the shots came from but knows she doesn't have much time to consider it with a team mates life in the balance. Knowing she has to act she keeps low and moves towards the deck to her right flitting from various shadows and good cover spots to the base of the deck. "If they are shooting at Doc chances are they haven't seen me yet." she thinks to herself as she moves.

[spoiler]Spot and Listen= 10 and 8 respectively

Move to the Brush at U29. Do you want me to roll different MS/Hide checks now or keep the same I have from when we started moved up the dock to this point?

[/spoiler]
« Last Edit: August 20, 2009, 01:06:53 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

jacemachine

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Re: Isle Noir: Bad Karma
« Reply #99 on: August 20, 2009, 01:10:37 AM »
Dove
[spoiler]
Do you want me to roll different MS/Hide checks now or keep the same I have from when we started moved up the dock to this point?

Please roll again. If you are moving from one spot to another you should re-roll your MSilent and Hide checks.[/spoiler]

Mercenary C performs a move action and an attack action.

Doc
[spoiler]You still don't see anything, BUT you managed to hear a slight rustling sound coming from the R-AA/30-37area-- Of course, it could also be Dove-- you saw her moving in that direction...[/spoiler]



« Last Edit: August 20, 2009, 01:53:28 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