Spelunking with Sam... Wise?

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Urson
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Re: Spelunking with Sam... Wise?

#201 Post by Urson »

Joker
Joker blinks and shakes his head, reality rushing back.

Still prone, he fires his proton pack at BBG.
[1d6] = 4 ghost [1d6] = 5

Energy eater... Jack- away! he yells, struggling to hold onto his English.
FA FO

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Scott308
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Re: Spelunking with Sam... Wise?

#202 Post by Scott308 »

Lionel "Freight Train" Williams

Recovering from the steam blast, Lionel hears the commotion in the hall and hurries out to help. Quickly scanning the field to assess the action, he sees Jamie down, being helped by Sam. The violence that was simmering comes to a full boil as white-hot rage at seeing his friend hurt causes his focus to sharpen. Just like on the gridiron, time seems to slow and he is able to take careful aim at the evil apparition. Moving to the position Jason vacated, he bellows You SON OF A BITCH! as he fires the proton pack, unleashing a beam that hits his target in the back of the head.
BPs for Moves: [5d6] = 25
Moves: [3d6] = 15; Ghost Die: [1d6] = 6
Apparently, he does REALLY well when he gets angry!
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Re: Spelunking with Sam... Wise?

#203 Post by Bluehorse »

Spelunking with Sam... Wise?
The underground tunnels: Downtown.
Investigating the Hospital Tunnel
August 26, 2018, 11:01 am.
Storming outside, cool, dank & dark.


I am going to go ahead and roll for Roy

Roy Muscle [2d6] = 9 G: [1d6] = 1 :shock:

Roy moves to help Sam and between them they easily move Jamie to the relative safety of the Records Room. However, in doing so, he apparently jostles Jamie and she fumbles with her phone.

Does she hold on?

Jamie Moves: [1d6] = 4 G: [1d6] = 5

Just barely!

Everyone Else joins Mac & Jason in the attack on the BBRG.

Mac notices the pull from the ghosts lessen by several degrees with each beam they put on him until he is sure they have grabbed him. Between the slime and the 4 beams, he is not able to pull any more as he struggles with Jack in the energy field. It is time for a trap!

...

That is when everyone realizes there is no way to trap just one of the ghosts. If they are going to take out the BBEG, there is a 100% chance they will trap Jack along with him.

Meanwhile, Roy & Sam get Jamie to safety and she just manages to keep her phone in hand after a brief juggle. She trains it on the light-show in the main room, also capturing the nun and her lantern as she cowards just inside the door.

Mac hears that dreaded beeping giving him warning of an emergency shutdown from his pack. In the next round, it will kick off for cooldown unless he manually overrides it.

Jason also sees the blower cannon in his hands light up the indicator to warn him he is getting low on slime.

Map
Basement13.jpg
Basement13.jpg (117.98 KiB) Viewed 688 times
Actions?

Inventory
Roy O'Dowd: Phone + Proton Pack + Trap + Flashlight
Dr. Jason O'Roarke: Phone + Slime Blower + Trap + Ecto Keys + Flashlight
Lionel 'Freight Train' Williams: Phone + Proton Pack + Trap
David "Mac" McAuslan: Phone + Proton Pack + Trap + Headlamp
Dzjokar "Joker" Jelal: Phone + Proton Pack + Trap
Sam Strickland: Phone + Proton Pack + Sticky Left Hand + Empty Trashbag in Pocket + Reading Glasses in Shirt Pocket + Notebook & Pen + Corkscrew Drillbit.

Jamie Roth: Phone + Battery Pack + Car Keys[/color]
Brownie Point Spending:
Jason: -4 to rolls.
Mac: -4 to rolls.

Brownie Point Pool:
Roy O'Dowd: 115/115 @
Dr. Jason O'Roarke: 134/156 @
Lionel 'Freight Train' Williams: 116/136
David "Mac" McAuslan 116/137
Dzjokar "Joker" Jelal 138/168 @
Sam Strickland 15/24

Jamie Roth 5/20


Effects in place:
@ - Action Point - ReRoll without a Ghost Die - Merry Xmas 2019!

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Rex
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Re: Spelunking with Sam... Wise?

#204 Post by Rex »

Mac

"I am going to have to drop my beam, try and get Jack separated!

Mac will drop his beam and toss his trap, not activating the trap yet, but getting it in place.

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Re: Spelunking with Sam... Wise?

#205 Post by Bluehorse »

Rex wrote: Tue Sep 01, 2020 4:28 pm Mac

"I am going to have to drop my beam, try and get Jack separated!

Mac will drop his beam and toss his trap, not activating the trap yet, but getting it in place.
Still have to roll moves to throw the trap. I will say though that given how close you are you can easily do it so 5 or more and you are good to go.

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Re: Spelunking with Sam... Wise?

#206 Post by Rex »


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Re: Spelunking with Sam... Wise?

#207 Post by Samwell Turleton »

Sam Strickland

Sam pulls the plasma beam emitter to his side and pulls the trigger with his sticky finger.

Nice to know you..., Sam says.

The proton accelerator spools up and a coil of charged light blasts out of the end of the emitter.

Moves [3d6] = 10 : [1d6] = 2

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Re: Spelunking with Sam... Wise?

#208 Post by Taaz »

Jason sees Mac toss his trap, and looks at the two fighting spirits, Hey Jack you better get scarce pronto, your not gonna like this next part. He nervously eyes the status of his slime hoping he has enough to finish this job.

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Re: Spelunking with Sam... Wise?

#209 Post by GreyWolfVT »

could Roy try and help get Jack since Mac is using the trap?
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

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Urson
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Re: Spelunking with Sam... Wise?

#211 Post by Urson »

Joker
Joker is still on the floor, doing his best to keep BBG in the beam. He considers trying to get up for a second, then realizes the risk of breaking containment is too great.
He yells something in Turkish- the tone itself is enough to blister paint, whatever he's saying.
FA FO

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Re: Spelunking with Sam... Wise?

#212 Post by Scott308 »

Lionel "Freight Train" Williams

Lionel keeps his beam on the evil ghost, unsure how they may be able to separate him from Jack.
Sometimes this summer I will most likely be participating in another 24 hour game of Dungeons & Dragons as part of Extra Life. This organization uses gaming to help raise money to donate to children's hospitals. I'm raising money for Marshfield Children's Hospital in Marshfield, WI, and all money I raise will go to that hospital. All donations are tax-deductible. Please take a moment to check out my donation page below. Thank you.

https://www.extra-life.org/participant/Scott Peterson

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Re: Spelunking with Sam... Wise?

#213 Post by GreyWolfVT »

Bluehorse wrote: Tue Sep 01, 2020 9:48 pm
GreyWolfVT wrote: Tue Sep 01, 2020 8:32 pm could Roy try and help get Jack since Mac is using the trap?
I am open to ideas.
unfortunately I have none.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
― Paul S. Kemp, Shadowbred
"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
― Paul S. Kemp, Twilight Falling

Algrim Tirion Dwarf - HarnMaser
Dalin Silverhand Dwarf Thief - Barrowmaze
Elwood 'Dug' The Bounty Hunter Dwarf Swashbuckler - Hedge's Adventures in the World of Golarion
Roan Gravelbeard Dwarf Fighter - Hedge's Greyhawk Adventures
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e

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Re: Spelunking with Sam... Wise?

#214 Post by Bluehorse »

GreyWolfVT wrote: Wed Sep 02, 2020 10:28 pm
Bluehorse wrote: Tue Sep 01, 2020 9:48 pm
GreyWolfVT wrote: Tue Sep 01, 2020 8:32 pm could Roy try and help get Jack since Mac is using the trap?
I am open to ideas.
anyone else?
unfortunately I have none.

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Re: Spelunking with Sam... Wise?

#215 Post by Samwell Turleton »

Are the stakes that we would be capturing Jack and the malevolent ghost simultaneously?

Are there techniques to isolate them in the containment system?

Capture both and release them into a positively charged slimed room, on our own terms, and recapture then separately?

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Re: Spelunking with Sam... Wise?

#216 Post by Urson »

That's the best I can see to do, Sam.
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Re: Spelunking with Sam... Wise?

#217 Post by Urson »

Joker

Jason! Sümük- ahhh- Snot two! BOTH!

Joker watches the ghosts closely. IF BBG gets visibly weaker (flickering, fading, etc.) Joker will cut off his proton stream and yell Cut power!

His hope is that these events, in this sequence, will let Jack break loose, so we can grab BBG alone.
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Re: Spelunking with Sam... Wise?

#218 Post by Rex »

Mac

If the beams cut out Mac will fire the moment he can get the BBG by himself.

Moves, Fire Weapon Talent +4 Brownie Points [10d6] = 23 Ghost [1d6] = 5

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Re: Spelunking with Sam... Wise?

#219 Post by Bluehorse »

Spelunking with Sam... Wise?
The underground tunnels: Downtown.
Investigating the Hospital Tunnel
August 26, 2018, 11:03 am.
Storming outside, cool, dank & dark.


Everything explodes into another level of chaos. Sam fires his proton pack just as Mac gets the trap in place, adding another layer of confinement to the pair of ghosts.

Jack looks like he considers trying to get away, but can't bring himself to let go of the BBEG and yells No good kid! Get him while you can! I had a good run! If I let go of him now, he might get away!

If I assume too much here, let me know. Mac throws yet another beam on the pair as he opens the trap, the two seem to amp up their personal fight even as they both howl and are quickly sucked inside the cone of light only for the trap to close over them and just like that, you are plunged back into darkness as your eyes readjust from the brightly lit action to the oddly calm and very dark basement that is so suddenly very quiet.

The Nun moves over slowly and looks down at the trap just before it jumps about a few times before emitting a puff of steam. The indicator light is happily flashing after a tense moment.

The Nun is also the only present entity by the PKEs. She moves over to Sam and Jamie quickly. She looks over both of them and pauses a long while on the somewhat stunned reporter. She puts down the ghostly lanturn and puts both hands on Jamie's face. There is a soft blueish glow and...

Nun Healing [7d6] = 30

Jamie seems to glow a moment and looks as good as new. All her bumps and bruises, along with whatever the BBEG did to her are seemingly gone in a slow gentle moment.

The Nun looks up and smiles but looks tired... so tired... She picks her lantern back up and looks at Sam saddly and motions for him to follow her.

Map No notable change

Actions?

Inventory
Roy O'Dowd: Phone + Proton Pack + Trap + Flashlight
Dr. Jason O'Roarke: Phone + Slime Blower + Trap + Ecto Keys + Flashlight
Lionel 'Freight Train' Williams: Phone + Proton Pack + Trap
David "Mac" McAuslan: Phone + Proton Pack + Trap + Headlamp
Dzjokar "Joker" Jelal: Phone + Proton Pack + Trap
Sam Strickland: Phone + Proton Pack + Sticky Left Hand + Empty Trashbag in Pocket + Reading Glasses in Shirt Pocket + Notebook & Pen + Corkscrew Drillbit.

Jamie Roth: Phone + Battery Pack + Car Keys[/color]
Brownie Point Spending:
None I am allowing Mac to keep the 4bps since the stated action was not really needed for the specifics and his unaided roll would have been enough.

Brownie Point Pool:
Roy O'Dowd: 115/115 @
Dr. Jason O'Roarke: 134/156 @
Lionel 'Freight Train' Williams: 116/136
David "Mac" McAuslan 116/137
Dzjokar "Joker" Jelal 138/168 @
Sam Strickland 15/24

Jamie Roth 5/20


Effects in place:
@ - Action Point - ReRoll without a Ghost Die - Merry Xmas 2019!

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Re: Spelunking with Sam... Wise?

#220 Post by Rex »

Mac

Mac will follow the Nun and see whats up.

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