Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

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Scott308
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#361 Post by Scott308 »

On November 2nd I will 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: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#362 Post by Bluehorse »

The Haunting of 601 North E Street
Ladies & Gentlemen...
September 10, 2018, 1:43 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  8/18
Characters will be posted in order of their ascension for the stairs.
J-H [1d20]=18 E-M [1d20]=4 K-G [1d20]=14

Joker 19 reacts second of all the team members and witches, but is first to barge upstairs and finds himself in another hall with doors leading North, which would be more or less over where the Bathroom was below, a second door leading South, and a final door to the East.

Roy 18, player wins over NPC. Also reacts quickly. The Irish-American feeling the adrenaline pumping through his veins apparently kindling some of that ancestral fire and making him quick to react and bound up the stairs behind Joker. The first thing he will notice once getting upstairs is that most of the noise from earlier has stopped and it is Eerily quiet.

Redhead 18 is on Roy's heels and stands beside him in the hall looking around and begins looking around with that thousand-yard stare, leading forward as she turns a circle in the middle of the floor.
She blinks and shakes her head a moment before getting a determined look and pointing to the Northward door. It's behind there... all of it... everything that has happened here today has collected there... But there is more up here... I can't quite figure it out... but something else is up here too...

Greenie 14 came bounding up as this was said. The felactory?

Redhead Maybe... she looks around and seems like she is trying to peer through something. It's close...

Mac 8 lumbers up the stairs in slower but stronger strides, the boards creaking under his weight multiplied by his heavy running steps. Despite the noisy wooded protests, they all hold firm, a testament to old-fashioned craftsmanship that went into the house when it was built.

Jason: 5 follows behind and will feel the wave of deep cold that settles down on the 3rd floor as everyone's breath puffs before them. The wind outside continues to howl and there is a general groan of the old house as it flexes against the gusts.

Brunette 4 Even as the dash for the stairs begins, this seemingly more aggressive witch turns to the main body of her sisters and holds up her hands. No! We need some of you to stay here and secure this floor. All of you, start the binding ritual. We will keep him busy while you do.

The remaining seven witches all nod and coordinate among themselves, moving back to Bedroom2 to begin the Binding Ritual, which is apparently what the other witches have been doing throughout the house already.

For her part, she is all but pushing Jason up the stairs until the cold settles in and she stops on the stairs themselves, watching her breath come out in a visible vapor before her eyes before looking at the others. Well, this is ominous.

Lionel -1 :shock: :? was first to react! The very first! But he ran in the wrong direction and bound into a closet, almost smacking into the back wall. To his credit, there was obviously a door there at one time, but someone apparently decided to plaster over during a remodel. He then turns and runs for the door he entered in from, only to be stampeded by the returning 7 witches who quickly make a circle and begin chanting to secure the 2nd floor.

By the time he is able to shuffle his way past them, he is the last one up the stairs and is looking up from about halfway up the stairs and catching bits of the second half of the conversation behind the Brunette. There is some good news though.... she has a nice butt.

Rolls:

Family Room:
A Triage has been set up in the family room near the front exit as injured witches are brought to the more lit room to be tended to by those still conscious and able to do healing magic. Witch6 The one that was pushed out the window is able to heal the psychic injuries of witch8, but witch11 is unable to help witch6 since most of her injuries are physical and she will need more conventional care.

Meanwhile, the other witches are helping moved the injured to the triage site for aid.
Bedroom2:
Even as the ghostbusters and three remaining witches Named NPCs make it to the top of the stairs, you can hear the chanting on the lower floor beginning. In very little time, there is a scream of pain as one of those witches goes down.

It is very quiet and cold... Something awaits.
Map:
B+F1+F2+3F-23.jpg
B+F1+F2+3F-23.jpg (209.58 KiB) Viewed 451 times
Inventory:   
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
======================================================================
Jason: Phone, Proton Pack, Trap - Poltergeist!
Lionel: Ecto Keys, Phone, Proton Pack
Roy: Phone, Proton Pack, Trap, Ecto Goggles - M
Joker: Phone, PKE Extention, Ecto Goggles - M, Trap - Poltergeist!
Mac: Phone, Proton Pack, Trap, Ecto Goggle - A.
.
Witches: Mary Duncan's Book of Shadows, Hex Bag
.
Joker's Field Generator: Sandwichboarded to the Livingroom Floor. [Proton Pack, PKE - A, 2 Traps cobbled together for a Field Generating Device]
Witch Tracker
Redhead = 2nd Floor Bathroom w/ Roy.
Brunette = In Bedroom 2 w/ Lionel & Joker.
Greenie = w/ Jason & Mac.
npc1 = 2nd Floor / Bedroom2 Chanting.
npc2 = 2nd Floor / Bedroom2 Chanting.
npc3 = 2nd Floor / Bedroom2 Chanting.
npc4 = 2nd Floor / Bedroom2 Chanting.
npc5 = 2nd Floor / Bedroom2 Chanting. Injured.
npc6 = Helping care for other injured witches. Injured.
npc7 = Dinning Room Dragging 13 to Front Door.
npc8 = Being cared for in Family Room. Injured. Healed.
npc9 = Moving to the stairs to help 16 up.
npc10 = Being cared for in Family Room. Injured.
npc11 = Helping care for other injured witches.
npc12 = Being cared for in Family Room. Injured.
npc13 = Being Moved. Injured.
npc14 = 2nd Floor / Bedroom2 Chanting.
npc15 = 2nd Floor / Bedroom2 Chanting.
npc16 = Resting at the foot of the basement stairs. Injured.
npc17 = Being Moved. Injured.
npc18 = Basement Dragging 17 to stairs.
.
Brownie Point Spending:
None this round.

Actions?
Brownie Point Pool:
Dr. Jason O'Roarke: 197/214 @@
Lionel 'Freight Train' Williams: 170/188 @
Roy O'Dowd: 152/157 @@
Dzjokar "Joker" Jelal 235/260
David "Mac" McAuslan 139/191


@ = One free re-roll without ghost die.  Merry Christmas 2019 & 2020!
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#363 Post by Taaz »

Bluehorse wrote: Mon Apr 26, 2021 7:16 pm Brunette ... Well, this is ominous.
I hate ominous... He hustles a bit to get up the stairs, We've got Barometric Pressure and Temperature falling fast, that could indicate a massive amount of PKE convalescing, stay on your toes!
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#364 Post by Rex »

Mac

"Any line on it, get me there."
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#365 Post by Urson »

Joker
Joker taps and swipes at his phone, drawing all the data he can from the PKE. It's not that he doesn't believe the witch- it's just his natural need for empirical data.
Brains: [4d6]=16 ghost [1d6]=3
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#366 Post by Bluehorse »

Urson wrote: Tue Apr 27, 2021 3:55 pm Joker
Joker taps and swipes at his phone, drawing all the data he can from the PKE. It's not that he doesn't believe the witch- it's just his natural need for empirical data.
Brains: [4d6]=16 ghost [1d6]=3
There is DEFINITELY something strong gathering power in the room to the North and there seems to be a lot from all around moving that direction within the walls around them to that location where it is coming together.

Joker is also seeing the effects of what the witches are and have been doing, as each floor below them (Basement and 1st) have been "neutralized" and there is a powerful bolster to his field on each floor. The poltergeists simply can no longer move that direction, and floor 2 is being cleared out as well.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#367 Post by Scott308 »

Lionel "Freight Train" Williams

Briefly admiring the view from the stairway, Lionel is frustrated at being in the back. What's going on? he call out to those he can't see. Where is it? The former football player is impatient to get to the action, but not so much that he would be willing to push past the lady in front of him.
On November 2nd I will 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: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#368 Post by Bluehorse »

The Haunting of 601 North E Street
The Warlock's Presence.
September 10, 2018, 1:45 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  9/18
Seeing as I am going to be mostly gone over the weekend, I wanted to go ahead and get a post up. Roy, if there is anything you want to do before the first part of this post, go ahead and do it, I basically owe you a free action. Joker same for you if you want to say something about the readings to the others that you think might influence their next posts. Happy Weekend everyone!

Joker Gets lear readings that something is going on behind that door.

Roy finds himself in a prime location directly in front of the door itself.

Redhead looks at Greenie as she reaches for the doorknob. The other witch holds up her hands and nods that she is ready. The redhead throws open the door and steps inside, moving quickly to one side so Greenie has an open field of vision to cast:
Greenie Cast a shield K-G Casting (Defensive) v10 [8d6]=22 G: [1d6]=1 The shield goes up but she wavers as her magic is spent. Hangs back. I don't know how long I can hold this... I'm feeling drained!
Mac sees the witches throw the door open and cast another protective spell. Looking over Roy's shoulder, he can see the poltergeist from before and he seems to be gathering in the vapors around him and becoming stronger. A moment of looking tell him that these are the possessing poltergeists that were in the statues before, all now be called to the most powerful one to combine into one larger stronger entity!

Jason: no sooner makes his remark about not liking either ominous or the way the environment around them indicates a strong gathering of PKE when he feels someone smack into his back and bounce off:
Brunette Tries to push past Jason to get to the action and the surprisingly light-framed young woman practically bounces off of him without him really noticing beyond the touch, since he isn't even knocked off balance.
Lionel gets a front-row view as the aggressive witch falls and crumples on the stairs in front of him and immediately grasp her ankle with a cry of pain. The ex-running back has see that happen a dozen times. The tell-tale sound of straining tendons as her foot twist around in an unnatural angle indicates that is a badly sprained ankle! Witch down!
The Poltergeist roars at them all. It has distinct arms and a large head, though the rest of it seems more a collection of partially coalesced particles of concentrated Ectoplasm being pulled together by PKE. It is still an incomplete but very impressive manifestation. The light emitting from it is a sickly pink and red that is almost blinding, whereas the manifested parts are like shadow made into flesh all with a pale continence of the face like a deformed skull. It seems to be gathering power!
p3 (1).jpg
p3 (1).jpg (26.71 KiB) Viewed 418 times
Rolls:

Family Room:
In the Triage area in the Family Room downstairs, the witches continue to heal each other and pull injured sisters to safety. Witch 6 heals another sister as the one she just ministered to does the same, but witch 11 who was trying to help before is spent after reviving another.

More witches are being brought in from other parts of the house as the coven licks their wounds.
Bedroom2:
There is another scream from below on the second floor, but PKE devices and those sensitive to it can feel the growing shift in the energy coming from there.
Map:
B+F1+F2+3F-24.jpg
B+F1+F2+3F-24.jpg (213.84 KiB) Viewed 418 times
Inventory:   
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
======================================================================
Jason: Phone, Proton Pack, Trap - Poltergeist!
Lionel: Ecto Keys, Phone, Proton Pack
Roy: Phone, Proton Pack, Trap, Ecto Goggles - M
Joker: Phone, PKE Extention, Ecto Goggles - M, Trap - Poltergeist!
Mac: Phone, Proton Pack, Trap, Ecto Goggle - A.
.
Witches: Mary Duncan's Book of Shadows, Hex Bag
.
Joker's Field Generator: Sandwichboarded to the Livingroom Floor. [Proton Pack, PKE - A, 2 Traps cobbled together for a Field Generating Device]
Witch Tracker
Redhead = 3rd Floor w/ Team.
Brunette = 3rd Floor w/ Team.
Greenie = 3rd Floor w/ Team.
npc1 = 2nd Floor / Bedroom2 Chanting.
npc2 = 2nd Floor / Bedroom2 Chanting. Injured.
npc3 = 2nd Floor / Bedroom2 Chanting.
npc4 = 2nd Floor / Bedroom2 Chanting.
npc5 = 2nd Floor / Bedroom2 Chanting. Injured.
npc6 = Helping care for other injured witches. (Physically) Injured.
npc7 = Dinning Room Dragging 13 to Front Door.
npc8 = Helping care for other injured witches.
npc9 = Moving 16 up the stairs.
npc10 = Being cared for in Family Room. Injured. Healed.
npc11 = Helping care for other injured witches. Magic Spent.
npc12 = Being cared for in Family Room. Injured. Healed.
npc13 = Being cared for in Family Room. Injured. Healed.
npc14 = 2nd Floor / Bedroom2 Chanting.
npc15 = 2nd Floor / Bedroom2 Chanting.
npc16 = Being Moved up the stairs by 9. Injured.
npc17 = Being Moved. Injured.
npc18 = Basement Dragging 17 to stairs.
.
Brownie Point Spending:
None this round.

Actions?
Brownie Point Pool:
Dr. Jason O'Roarke: 197/214 @@
Lionel 'Freight Train' Williams: 170/188 @
Roy O'Dowd: 152/157 @@
Dzjokar "Joker" Jelal 235/260
David "Mac" McAuslan 139/191


@ = One free re-roll without ghost die.  Merry Christmas 2019 & 2020!
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#369 Post by Urson »

Joker
We have much power building in that room. Be careful! We do not want to pour petrol on a fire.
Seeing how unprepared he is, Joker steps aside. He glances at the trap, worried that the captured ghost may try to break out.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#370 Post by GreyWolfVT »

Roy opens the door and fires his proton pack at whatever poltergeist or ghost he can see.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#371 Post by Taaz »

Jason is so focused on the stair landing he barely notices the small woman as she tries to shove past, going down between him and Lionel, S'Sorry you hurt mam? We can help get you to downstairs away from this I feel like its gonna get and he is cut off by the distinctive sound of a particle beam igniting the air, I'm just gonna stop talking, just stay down. And he makes his way to the sound of contact.
Wasn't sure if you needed one or not but wanted to have a moves to get near Roy/the ghost.
Moves: [1d6]=1 Ghost:[1d6]=5 BP:[2d6]=12
Last edited by Taaz on Sun May 02, 2021 10:39 pm, edited 1 time in total.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#372 Post by Rex »

Mac

When Mac gets to Roy he will either throw a trap if Roy has the entity or fire at it to get it under control.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#373 Post by Scott308 »

Lionel "Freight Train" Williams

Seeing the witch in front of him go down, Lionel bends to help her up. I can carry you- do you need to head downstairs or do you wa- He stops suddenly as he hears the distinctive sound of a proton wand discharging. Knowing the situation has become critical (and could potentially GO critical in the extremely near future), instincts kick in. With a couple witches between him and the area he needs to get to, in a split-second he decides it's time to blitz. Using a swim move designed to get past 300 pound offensive lineman trying to knock him on his ass and drive him into the ground, slipping past the witches is a whole lot easier and much softer and more pleasant than any time he has ever needed to use it before! He could get used to this.
On November 2nd I will 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: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#374 Post by Bluehorse »

Scott308 wrote: Wed May 05, 2021 3:52 am Lionel "Freight Train" Williams
...Using a swim move designed to get past 300 pound offensive lineman trying to knock him on his ass and drive him into the ground, slipping past the witches is a whole lot easier and much softer and more pleasant than any time he has ever needed to use it before! He could get used to this.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#375 Post by Bluehorse »

The Haunting of 601 North E Street
The Warlock's Presence.
September 10, 2018, 1:48 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  9.5/18
The action explodes as it often does in this business. When the Redhead throws open the door and Greenie produces a shield, everyone can see that there is a very powerful entity forming up in the Study they just opened up. The flood of dread and cold rolls out of the room onto everyone and they can see the entity absorbing the remaining vapors of the previously defeated but untapped ghosts from the property. The seemingly impossible half here, half not being is only growing more and more "present" as it takes in more power by cannibalizing the lesser spirits. Its mouth opens wide as if taking in a long breath and preparing for attack.

GM Instructions to Players:
Okay, here we are. A big fight that I hope you are excited about, and I won't lie, this one will be hard. In addition to whatever other actions you take, I need everyone to make a Hard Cool on this one. This is certainly the most "demonic" thing any of you have ever seen before. I need everyone to do what they need to do to keep their roll over 20. :twisted: I will let you know any consequences for a Ghost Die in the next round, so for now act as normal according to success for failure.

Success = No worries. You are a big bad Ghostbuster and you got this.
Failure = -10 to all rolls this round. So even being freaked out is not removing you from combat, but you will likely need to spend Bps for your rolls to have a chance, which will simulate the mental, emotional, spiritual stress you are under to make things happen. If you do fail, you will get to re-roll next round to see if you recover, but there will likely be other things you are rolling for in addition to the aftereffects of this round.

Either of these with a Ghost Die, remember I will let you know next round what happens, so just go by the above instructions. :) Good Luck, Everyone! I hope this battle is worth the buildup!
Joker Moves clear of the door to leave everyone as open a shot into the next room a possible. Looking at his lone trap on Mac's Hip, he worries about it being able to hold such a powerful-looking entity. Checking his PKE, and using his ingrained knowledge, he can see this is an FRCP: A Free-Repeating Corporeal Phantasm, of grotesquely altered human form, Non-Terminal, Planar Class 5 Caustic Poltergeist. Everyone else is able to get a vague idea of what they are up against as well and they know they will have to give it a significant beating before they have a chance at getting it trapped.

Roy responds first upon seeing the entity and lets his proton pack fire, he easily targets the large poltergeist but for now it feels like he has done little more than tie a string around the neck of a bull. The ghost does seem to take notice of this, though, and turns to face him. Those hollow black eyes lock onto those of the Irishman and he hears the voice within his head.
.
I will consume your soul and you will be forever a part of me...
.
Redhead, so far the only one in the room seems to have already steeled herself mentally against whatever it was she was going to see inside and/or has full faith in Greenie's shield. She clenches her teeth and begins casting loudly as the house seems to begin to fill with an otherworldly howl coming from whatever fissure of light the Poltergeist seems to be simultaneously enhabiting.

Fear Roll: Casting: .
Redhead thrust her hand forward and there is a multicolored flash as the team has gotten used to seeing when these witches attack the entities within the house, this one though seems more muted though and she cries out, going down on one knee as she holds the gesture a moment. She then cries out, I'm spent!

The Poltergeist, however, roars in anger, taking a swipe at her with one of those massive skeletal hands. The Poltergeist grabs her up squeezes her harshly, before tossing her against the opposite wall to the left!
. .
However, despite the brutality of it and her seemingly frail build when compared to the much more athletic team, she takes it like a champ and is already getting to her feet after bouncing off the wall and hitting the floor.

Greenie still hanging back and concentrating on holding the shield up for the rest of the team, calls out to Redhead. Get out of there!
He is about to do something, I can feel it!

.
Fear Roll: Maintain Shield: -10
K-G Casting (Defensive) v20 [8d6]=26 G: [1d6]=4Success @20 with +10 to shield w/-10 Fear Penalty =10 total strength. (Fear removed bonus)
.
Joker or anyone else that looks at a PKE would be able to "see" this as far as how much energy is left in the barrier she has put up. That is what the Poltergeist will be trying to penetrate. A little Meta, but maybe not.
The seemingly good-natured witch is clearly straining as tears begin to well up in her eyes.

Mac Seems indecisive on what to do and evaluates the situation. He knows he carries the last trap, but seeing the power of this entity, he instead reaches for his neutrino wand and unleashes another blast onto the Poltergeist through the door. It turns from Roy and looks to Mac, those hollow eyes seeming as black and endless a void as Mac's dream earlier. He hears the voice deep inside his mind.
.
You couldn't save her then... and you will not save this one today.
.
It then breaks eye contact and looks at Redhead the skeletal death's head somehow grinning even more wickedly.

Jason: Is torn between helping the injured witch and getting to the action. In the end, he decides that putting himself between the lady and the danger is the greater side of chivalry. He moves to the crowded door and just squeezes his own nuetrino wand into the entryway and puts a third beam on the Poltergeist. This time... the others will notice. It seems very irritated. It tries to reach through the door and grab at Jason but is unable to get through the door, you can see the energies competing between the shield that Greenie has put up and his own natural opposing forces. The Shield bends and flexes around the Poltergeist's hand but never quite gives enough for him to push through, visually looking almost like he were trying to press through a transparent green clingwrap that bounced back to shape. It instead sneers and locks "eyes" with Jason.
.
This is because of you...
.
The Poltergeist turns back to the Redhead and reaches for her again.

Poltergeist Reaches for Redhead: Redhead to Dodge: .
The Poltergeist reaches to torment the Redhead again but she is very nimble on her feet and manages to spin out of the way!

Lionel arrives at the door just behind the other three teammates that are already attacking and can get an obstructed view of what is happening, but the doorway, for now, is too crowded to add his own shot to the mix without a huge risk of hitting one of his companions or even crossing the streams. If he wants to join in, he will have to come up with something different since the doorway acts as much for their own protection as their own hindrance at the moment.

Brunette does not take lightly to being left behind or treated like some damsel. She curses loudly after Jason and then Lionel as they both leave her at the stairs. She grits her teeth and heaves herself to her feet, using the banister as a crutch.
. .
From sheer grit, she gets to her feet and moves up the rest of the way into the hallway, and begins limping towards the door. She looks at Greenie. Quit that! Where's Jessica?! her voice was harsh with pain and stress.

Greenie, still concentrating on holding up the shield nodded her head forward to indicate the room inside.

Brunette looked at the crowded doorway and then the wall. She pressed both hands to the wall and cried out harshly, both her hands flaring with red light.
.
E-M Casting v10 [6d6]=19 G: [1d6]=4 G: [1d6]=4 BPs[5d6]=16 :shock: 8-) That is 43... she broke impossible range.
.
Aggression... there is something to be said for it. And this witch apparently didn't hold her's back. She blew a hole in the wall that took out a space twice as wide as the doorway the rest of the team was using, sending debris flying across to the other side of the room like shrapnel from a grenade going off. The concussive force of it enough to blow back everyone's hair and leave their ears ringing for a long moment.

Still gritting her teeth and limping on the hurt ankle, she strolled in like a badass to face the Poltergeist head-on!

Poltergeist seems ready to unleash whatever attack he has been building up to when the wall to his right explodes inward towards him. He is not alive... but he is corporeal enough to take impact from the debris, and it gives him pause. Everyone else can see it turn and assess this new threat.
.
Poltergeist Cool v10 [4d6]=11
Never expected to actually have to roll a cool for a ghost... but here we are!
.
It sneers and makes ready to attack again.

Given how much he has used his reaction actions and the clear hesitation he would have just had, I am going to hold off his big attack for 1 round.

Rolls:

Family Room:
.
In the Triage area is filling up, but it seems almost everyone that can be helped has been, though there is one more witch being helped up from the basement. With cries of anguish coming from upstairs, one of the more able witches begins organizing those that are not spent or otherwise injured to begin moving that way to help the sisters upstairs.

More witches are being brought in from other parts of the house as the coven licks their wounds.
Bedroom2:
.
More screaming from downstairs where the group of witches try to seal the second floor. Still the PKE would show that it is progressing, but at what cost?
.
Map:
B+F1+F2+3F-25.jpg
B+F1+F2+3F-25.jpg (222.04 KiB) Viewed 384 times
.
Inventory:   
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
======================================================================
Jason: Phone, Proton Pack, Trap - Poltergeist!
Lionel: Ecto Keys, Phone, Proton Pack
Roy: Phone, Proton Pack, Trap, Ecto Goggles - M
Joker: Phone, PKE Extention, Ecto Goggles - M, Trap - Poltergeist!
Mac: Phone, Proton Pack, Trap, Ecto Goggle - A.
.
Witches: Mary Duncan's Book of Shadows, Hex Bag
.
Joker's Field Generator: Sandwichboarded to the Livingroom Floor. [Proton Pack, PKE - A, 2 Traps cobbled together for a Field Generating Device]
.
Witch Tracker
Redhead = 3rd Floor, Study w/ Team: Attacking Poltergeist.
Brunette = 3rd Floor, Study w/ Team: Attacking Poltergeist. (Physically) Injured.
Greenie = 3rd Floor, Hall w/ Team: Maintaining Shield.
npc1 = 2nd Floor / Bedroom2 Chanting.
npc2 = 2nd Floor / Bedroom2 Chanting. Injured.
npc3 = 2nd Floor / Bedroom2 Chanting. Injured.
npc4 = 2nd Floor / Bedroom2 Chanting. Injured.
npc5 = 2nd Floor / Bedroom2 Chanting. Injured.
npc6 = Helping care for other injured witches. (Physically) Injured.
npc7 = Helping care for other injured witches.
npc8 = Helping care for other injured witches.
npc9 = Helping care for other injured witches.
npc10 = Being cared for in Family Room. Injured. Healed.
npc11 = Helping care for other injured witches. Magic Spent.
npc12 = Being cared for in Family Room. Injured. Healed.
npc13 = Being cared for in Family Room. Injured. Healed.
npc14 = 2nd Floor / Bedroom2 Chanting.
npc15 = 2nd Floor / Bedroom2 Chanting.
npc16 = Being cared for in Family Room by 9. Injured. Healed.
npc17 = Being Moved. Injured.
npc18 = Basement Dragging 17 upstairs.
.
Brownie Point Spending:
Jason -2 on Rolls.

Actions?
Brownie Point Pool:
Dr. Jason O'Roarke: 195/214 @@
Lionel 'Freight Train' Williams: 170/188 @
Roy O'Dowd: 152/157 @@
Dzjokar "Joker" Jelal 235/260
David "Mac" McAuslan 139/191


@ = One free re-roll without ghost die.  Merry Christmas 2019 & 2020!
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#376 Post by GreyWolfVT »

Roy Cool: [4d6]=16 G:[1d6]=2 well so much for keeping my cool Using Brownie Point [1d6]=6 Better if I did that right.
“All men did have darkness. Some wore it in the form of horns. Some bore it invisibly as rot in their souls.”
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"If good people won’t do the hard things, evil people will always win, because evil people will do anything."
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#377 Post by Taaz »

Fear Roll:
Sup Ghost Die, long time no see, this seems like such a good time to see you again.
Brains: [4d6]=17 Ghost:[1d6]=1 BP:[4d6]=11
As Jason enters the room and fires he instinctively looks away, blinking and gritting his teeth he mutters I ain't afraid of no ghost... and hold the proton stream.Theoretically
Bluehorse wrote: Wed May 05, 2021 6:15 pmThis is because of you...
What's because of me?
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#379 Post by Bluehorse »

GreyWolfVT wrote: Wed May 05, 2021 6:25 pm Roy Cool: [4d6]=16 G:[1d6]=2 well so much for keeping my cool Using Brownie Point [1d6]=6 Better if I did that right.
Okay, this really is the last time I can let this go. You cannot roll Brownie Points after a failed roll to make up for it. This is something that has to be spent at the time of rolling it. It is best to put it all in the same macro. Roy for now is not rattled too bad. No penalty.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#380 Post by Bluehorse »

Taaz wrote: Thu May 06, 2021 2:29 am Fear Roll:
Sup Ghost Die, long time no see, this seems like such a good time to see you again.
Brains: [4d6]=17 Ghost:[1d6]=1 BP:[4d6]=11
As Jason enters the room and fires he instinctively looks away, blinking and gritting his teeth he mutters I ain't afraid of no ghost... and hold the proton stream.Theoretically
Bluehorse wrote: Wed May 05, 2021 6:15 pmThis is because of you...
What's because of me?
Jason is not scared but something certainly has gotten through a chink in his mental armor. He finds himself frozen in place as the fight or flight dukes it out in his mind this round.
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