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

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

#321 Post by Rex »

Mac

"Can you desribe the phylactery? Maybe one of us has seen it. How can we help?"
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#322 Post by GreyWolfVT »

“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#323 Post by Urson »

Joker
Joker pauses for a second, chewing on an unlit cheroot. We have- perhaps an hour. But that is a rough and optimistic estimate.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#324 Post by Scott308 »

Lionel "Freight Train" Williams

Happy-ish that there is an apparition that he can deal with, the ex-football player bellows out over the din, GUYS, WE HAVE POLTERGEISTS UP HERE! WE NEED HELP, NOW!
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

#325 Post by Bluehorse »

Scott308 wrote: Thu Apr 08, 2021 11:16 pm Lionel "Freight Train" Williams

Happy-ish that there is an apparition that he can deal with, the ex-football player bellows out over the din, GUYS, WE HAVE POLTERGEISTS UP HERE! WE NEED HELP, NOW!
Anyone intending to head upstairs can state so now before I made the next post, but there will be a bottleneck at the stairs to start out.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#326 Post by GreyWolfVT »

I'm not sure really since there are how many witches in the place is there really much we need to do here? not to mention do we even have enough equipment to contain a poltergeist?
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#327 Post by Urson »

Joker
Joker dithers, torn between Ghostbusting and babysitting his newest gadget. He'll head for the stairs Next round.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#328 Post by Taaz »

Jason hears Lionel and heads to the stairs, I got your back
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#329 Post by Bluehorse »

GreyWolfVT wrote: Fri Apr 09, 2021 8:08 pm I'm not sure really since there are how many witches in the place is there really much we need to do here? not to mention do we even have enough equipment to contain a poltergeist?
I will post later today, but I think Ed asked a valid question if you want to address it. I am just a voiceless narrator here, but I want to make sure it isn't buried in the action.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#330 Post by Bluehorse »

The Haunting of 601 North E Street
Ladies, ladies, please...
September 10, 2018, 1:38 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  6.5/18
Rex wrote: Wed Apr 07, 2021 5:29 pm Mac

"Can you describe the phylactery? Maybe one of us has seen it. How can we help?"
Greenie shakes her head. This isn't DnD... It isn't going to be a big gem glowing with evil with priests chanting OoooHaa OoooHa Cthulu Whatever.... It could be anything. A coin, a doll, anything that was personal to them that's hidden away. What we have to do is skower the house and track it down. Wherever the resistance is greater, that is probably where it is hidden... or it could be to pull us away from it. It's complicated.
We have no idea who this guy was or what he is really up to, so it could be anything. Just keep your eyes peeled for anything off.
the young witch grabs Mac's hand and rather in her manner, pulls him a long with her up the stairs.
GreyWolfVT wrote: Thu Apr 08, 2021 12:37 am Cool: [4d6]=12 G:[1d6]=6
Roy hears several things. First from the group in the Basement. They seem to have stopped chanting and call up. The basement is clear!
We're sealing the tunnel now!


The group in the Dinning area that has caused so much trouble is still chanting and there is now a PKE spike that Roy's phone specifically picks up, which also carries out to the others as it shares information. Something is happening there and there is a lot of conflicting energies.

Roy then hears the previous exchange with the group Lionel is with on the stairs and sees the Brunette deal with the attacking vapor very quickly just before Lionel calls down for backup:
Scott308 wrote: Thu Apr 08, 2021 11:16 pm GUYS, WE HAVE POLTERGEISTS UP HERE! WE NEED HELP, NOW!
Finally, one of the witches coming from the hall calls up to the others. Something happened in the closet down here, I'm not sure what, who puked? Did they see anything?
Urson wrote: Thu Apr 08, 2021 2:56 pm Joker
Joker pauses for a second, chewing on an unlit cheroot. We have- perhaps an hour. But that is a rough and optimistic estimate.
Redhead nods. That might do it. We have to keep these things focused on us, and contained until we can deal with them. These are beings created by negative emotions and are feeding off magic left over here and stupid people playing with things they don't understand. Okay?
There is a lot of anger and fear up there attacking us. We cannot let it out of here because it will just keep going.


She will then look at the device and take out a piece of chalk, drawing a circle around it and placing her hands on the floor before the circle. She will begin chanting in a clear, sure voice, but it is nothing Joker can understand.
J-H Casting v10 [4d6]=11 G: [1d6]=1

There is a blueish-colored flash and the circle sizzles a little. She looks at it and curses a little under her breath before looking up. It's imperfect, but your device is protected. I'm sorry, but it is the best I can do for right now. It will slow down anything that wants to tamper with it. Just remember, the same rule applies. Keep them focused on us don't let them get ideas of messing with this. These are creatures of anger, not logic, use that.
Lionel calls for help up the stairs as he makes the landing. The Brunette seems to have quickly taken charge. You stay here and hold the landing while you recover, the three of you she says to the witch she helped off the floor, she then points to three others. Do a sweep of the other rooms here, The rest of you... he looks at Lionel dubiously. Come with me... she points to the room where the door just slammed shut and holds up both of her hands, murmuring something under her breath and Lionel sees another twin flash from each hand of red color that leaves motes in his eyes like a camera flash but in the form of mandalas over her hands. Likewise, there are flashes of other colors from the others as they fan out as ordered.

Jason will make it up to the top of the stairs about this time, and Greenie and Mac are right behind Jason as he gets to see the witches partly scatter and get ready for action.
One of the witches moves forward and throws the door open and Brunette is the first to rush inside.
E-M Casting v10 [6d6]=24 G: [1d6]=1 G: [1d6]=2
There is a bright flash of red light just as the others follow in after her and Brunette screams, though it is hard to tell if it is in pain or anger. Either way, there is a kaleidoscope of colors flashing from the room as the four witches engage with whatever is inside.
Rolling for other witches.
In Bedroom 2 Encounter
NPC1 Casting v10 [3d6]=12 G: [1d6]=3
NPC2 Casting v10 [3d6]=11 G: [1d6]=5
NPC3 Casting v10 [3d6]=14 G: [1d6]=5

We have him! Don't let him get away! calls one of the witches from the room, Lionel and Mac can see a pinkish-hued Poltregeist thrashing about madly as whatever energies the Witches are manipulating seem to be holding him in throws.
2nd Floor Recon Group
NPC4 Recon v10 [3d6]=15 G: [1d6]=2
NPC5 Recon v10 [3d6]=11 G: [1d6]=1
NPC6 Recon v10 [3d6]=11 G: [1d6]=2

The other three witches have scattered to the other bedroom where one searches and finds nothing of interest. The other two had gone south and found the master bedroom where they began tracking the feeling of something being present. One witch 5 is drawn to the balcony to the west. The other 6 feels a prickle at the back of her neck in time to turn around and see a second poltergeist manifest and force the second witch forward where the old railing gives way and she falls with a scream to the cement walkway below.

NPC5 Falling Damage [1d6]=1

The witch falls and smacks onto the ground but thankfully it is only a little over 10 feet and she will be able to walk away with only some bruises once she catches her breath.

Seeing what happens, the other witch in the room attacks the Poltrigeist and calls out. They got Saia!!!
NPC6 Casting v10 [3d6]=16 G: [1d6]=2
Dinning Room Group
NPC7 Casting v10 [3d6]=8 G: [1d6]=2
NPC13 Casting v10 [3d6]=13 G: [1d6]=4 <= just caught that I did not change NPC name here so made it "13" to fix this run.
NPC8 Casting v10 [3d6]=6 G: [1d6]=6
NPC9 Casting v10 [3d6]=7 G: [1d6]=3
NPC10 Casting v10 [3d6]=8 G: [1d6]=1*
NPC11 Casting v10 [3d6]=7 G: [1d6]=4
NPC12 Casting v10 [3d6]=9 G: [1d6]=6

Roy is able to see that something is up in the Dinning area which is obvious from the increased urgency of the chanters there as well as the spike in his PKE Alarm. There is a flash of................ darkness. All the witches there show strain but one goes down, holding her head in pain. The others seem to take on the strain of the other as she drops out of the chanting.
Map:
B+F1+F2+3F-20.jpg
B+F1+F2+3F-20.jpg (207.95 KiB) Viewed 310 times
Inventory:   
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
======================================================================
Jason: Phone, Proton Pack, Trap
Lionel: Ecto Keys, Phone, Proton Pack, Trap.
Roy: Phone, Proton Pack, Trap, Ecto Goggles - M
Joker: Phone, PKE Extention, Ecto Goggles - M
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]
I was under the impression you had taken it to the Ecto. But looking back it seems neither of us specified since you put it together. That is on me. Either way, it is anchored there for now unless more than 1 person moves it since it is so cumbersome.
Because, let's be honest, If I need it, you probably do too.
Witch Tracker
Redhead = @ Base of Stairs w/ Joker.
Brunette = In Bedroom 2
Greenie = In Hallway Landing w/Mac & Lionel.
npc1 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc2 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc3 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc4 = Bedroom1
npc5 = Master Bedroom Attacking Poltrigeist.
npc6 = Fallen to Floor 1 outside.
npc7 = Dinning Room Chanting.
npc8 = Dinning Room Chanting.
npc9 = Dinning Room Chanting.
npc10 = Dinning Room Chanting. Injured.
npc11 = Dinning Room Chanting.
npc12 = Dinning Room Chanting.
npc13 = Dinning Room Chanting.
npc14 = 2nd Floor Hall.
npc15 = 1st Floor Hall.
npc16 = Basement Chanting.
npc17 = Basement Chanting.
npc18 = Basement Chanting.
Brownie Point Spending:
None this round.

Actions?
Brownie Point Pool:
Dr. Jason O'Roarke: 205/214 @@
Lionel 'Freight Train' Williams: 173/188 @
Roy O'Dowd: 152/157 @@
Dzjokar "Joker" Jelal 235/260
David "Mac" McAuslan 141/191


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

#331 Post by Bluehorse »

I noticed a boo-boo that I made in the original post and just fixed it, so if you were reading before this, you might want to go back. I had two extra witches on the 2nd floor because math be hard. If this is your first time checking this. Everything was fine. Pay no attention to the man behind the screen.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#332 Post by GreyWolfVT »

Roy not entirely sure this is a job for him heads for the stairs and to see how he can help.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#333 Post by Rex »

Mac

Mac will follow them upstairs and look for anything unusual.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#334 Post by Taaz »

Jason continues to try and find the source of the conflict, moving from room to room trying to get a good look or reading on whatever is attacking the witches.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#335 Post by Urson »

Joker
Joker looks annoyed for a split second, then nods. Thank you. Swallowing his male pride, he follows her lead, keeping his Proton pack in 'standby' mode for now.
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#336 Post by Scott308 »

Lionel "Freight Train" Williams

Seeing the witches light up the Poltergeist, Lionel snaps into action. Stepping into the room, he fires his proton wand at the apparition a split second before he realizes that there is not yet a trap deployed in order to capture the ghost.
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

#337 Post by Bluehorse »

The Haunting of 601 North E Street
Ladies & Gentlemen...
September 10, 2018, 1:40 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  7/18
Roy moves to the stairs, looking for a way to help. He gets to the landing at the top of the stairs and stands in the hall where he had gone before. He sees the one witch guarding the hall and looking from the door to the south to Roy just before she moves towards that door to check on her sisters in the Master Bedroom.

Mac is also in the upstairs hall area and Greenie is quick to move to the Master Bedroom as well, finding one of the witches already engaged with the Poltrigiest there. She holds up her hands and there is a warm feeling the fills the room. Those standing behind her feel Shielded. Mac, if you want to react for this round, you can do so and I will post a direct amendment if needed to your action before moving on with the next big post.

Joker joins the others upstairs with the Redhead just behind Roy and can see the tell-tale flash to their left of a Proton Pack discharging as Lionel gets a containment stream on the Poltergeist.

Lionel would be surprised at how weakened the poltergeist seems to be for how powerful they have appeared so far, giving him an idea of the effect the witches have already had on it. It is Trap Ready!

I am taking a little liberty here with Jason since you said moving from room to room so that I can spread things out a little more. If you need me to amend this, just tell me so.
Jason finds himself in the Master Bedroom where he can see other witches filing in as well with Mac in tow behind the one with green hair. He feels the sudden shift in the air as the Green witch holds up her hands and cast some kind of shield about the room. The other witches seem to go on the offensive in some way or another in that same instant.

Rolls:
Basement: Dinning Room:
NPC7 Casting v10 [3d6]=9 G: [1d6]=4
NPC8 Casting v10 [3d6]=14 G: [1d6]=1*
NPC9 Casting v10 [3d6]=12 G: [1d6]=2
NPC11 Casting v10 [3d6]=10 G: [1d6]=6
NPC12 Casting v10 [3d6]=14 G: [1d6]=1*
NPC13 Casting v10 [3d6]=15 G: [1d6]=1*

There are three new individual screams from the Dining Room downstairs, but it is accompanied by a strong shift in the house that would feel almost concussive to those inside it, even on the other floors. One of the witches that followed Jason and Joker up the stairs would look worried but also excited. They did it! The first floor is sealed!
Bedroom 2:
E-M Casting v10 [6d6]=20 G: [1d6]=5 G: [1d6]=2
NPC1 Casting v10 [3d6]=10 G: [1d6]=2
NPC2 Casting v10 [3d6]=8 G: [1d6]=5
NPC3 Casting v10 [3d6]=10 G: [1d6]=2

Even as Lionel gets the capture stream on the Poltergeist before them, he can feel the forces at work by the witches. Their latest barage of energies seem to all but obliterate it, leaving it unable to resist the proton stream. Its motions look sluggish and contained as it becomes less and less manifested, looking more and more like a collection of ever more compressed vapors.
Master Bedroom:
K-G Casting (Defensive) v10 [8d6]=24 G: [1d6]=6
NPC4 Casting v10 [3d6]=12 G: [1d6]=5
NPC5 Casting v10 [3d6]=12 G: [1d6]=2
NPC14 Casting v10 [3d6]=13 G: [1d6]=4

Jason and Mac get a front-row seat to similar action in the Master Bedroom as Greenie seems to put up some kind of protective barrier between them and the Poltergeist, while the other three use more offensive magics that weaken and bind the spirit, restricting it's movements.
Poltergeist:
Poltergeist v10 [5d6]=21

But despite their efforts to fully contain it, it still seems to break through their initial spells but bounces off the shield placed by Greenie.

2nd Floor Hall:
J-H Casting (Divination) v10 [9d6]=27 G: [1d6]=2

The Redhead with the mismatched eyes takes a moment and leans her head forward a little, seeming to stare almost blankly into space before turning a slow circle to the north and bringing her hands up in a sign with her forefingers and thumbs making a triangle before her as she raises them first up and then down before pointing to the door. In there.
This is where Jason and Mac can make a move between this round and the next. I know things are getting busy, and I apologize for that, but I wanted to simulate the chaos of the situation which is hopefully coming through.
Map:
B+F1+F2+3F-21.jpg
B+F1+F2+3F-21.jpg (209.31 KiB) Viewed 275 times
Inventory:   
Ecto: 1 PKE Extention for Phones, 1 Slime Blower, 1 Sniffer
======================================================================
Jason: Phone, Proton Pack, Trap
Lionel: Ecto Keys, Phone, Proton Pack, Trap.
Roy: Phone, Proton Pack, Trap, Ecto Goggles - M
Joker: Phone, PKE Extention, Ecto Goggles - M
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]

Because, let's be honest, If I need it, you probably do too.
Witch Tracker
Redhead = 2nd Floor Hall. w/ Joker & Roy.
Brunette = In Bedroom 2 Attacking Poltrigeist.
Greenie = Master Bedroom w/Mac & Jason holding a protective shield.
npc1 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc2 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc3 = Bedroom2 w/ Brunette Attacking Poltrigeist.
npc4 = Master Bedroom Attacking Poltrigeist.
npc5 = Master Bedroom Attacking Poltrigeist.
npc6 = Fallen to Floor 1 outside. Injured.
npc7 = Dinning Room Chanting.
npc8 = Dinning Room Chanting. Injured.
npc9 = Dinning Room Chanting.
npc10 = Dinning Room Chanting. Injured.
npc11 = Dinning Room Chanting.
npc12 = Dinning Room Chanting. Injured.
npc13 = Dinning Room Chanting. Injured.
npc14 = Master Bedroom Attacking Poltrigeist.
npc15 = 2nd Floor Hall.
npc16 = Basement Chanting.
npc17 = Basement Chanting. Injured.
npc18 = Basement Chanting.
Brownie Point Spending:
Lionel: -3 to Rolls.

Actions?
Brownie Point Pool:
Dr. Jason O'Roarke: 205/214 @@
Lionel 'Freight Train' Williams: 170/188 @
Roy O'Dowd: 152/157 @@
Dzjokar "Joker" Jelal 235/260
David "Mac" McAuslan 141/191


@ = 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

#338 Post by GreyWolfVT »

Roy follows the witch into whatever bedroom she headed into.
“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
Boffin (Boff) Stonegirdle Dwarf Thief - Earthquakes in the Jotens
Dalin Silverhand Dwarf Thief - Barrowmaze
Pimlan 'Pim' Greenstride Halfling Fighter/Thief - Revisiting the Classics: Mod 1 “Return to Kendall Keep”
Razillin Tinkerboot Gnome Cleric - Hedge's Forgotten Realms Adventures (2e)
Torvik Shadowhood Dwarf Fighter/Thief - Nocturne
DM - GreyWolf's Mystara Adventures - AD&D 2e
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Re: Investigation #5: Joker, Roy, & Mac: The Haunting of 601 North E Street

#339 Post by Rex »

Mac

Mac aims at the poltergeist and fires.

Moves, Fire Weapon Talent +2 Brownie Points [8d6]=30 Ghost [1d6]=1

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

#340 Post by Urson »

Joker
Joker slaps at his pockets and tool belt, annoyed that he has no traps left.
Excuse, please! He pushes through the people, heading for Lionel.

His intent is to pull one of Lionel's traps loose and set it, so the Poltergeist can be trapped.
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