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

Posted: Wed May 12, 2021 11:58 am
by GreyWolfVT
Roy shuts off his proton pack since the alarm is going off "Mine's overheating guys, someone else get a beam on this thing." he moves back out of the way so someone else with a pack can get a beam on the thing.

Moves: [3d6]=12 G:[1d6]=4 + 3BP [3d6]=8

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

Posted: Wed May 12, 2021 2:15 pm
by Urson
Joker
Zap him! Someone zap him now!!

Joker scrabbles through the nearby debris, looking for metal. He DOES NOT get beyond reach of the trigger for the trap.

[4d6]=13 ghost [1d6]=5

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

Posted: Wed May 12, 2021 2:44 pm
by Bluehorse
Urson wrote: Wed May 12, 2021 2:15 pm Joker

[4d6]=13 ghost [1d6]=5
What is that roll for? Searching for metal in the debris?

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

Posted: Thu May 13, 2021 1:19 pm
by Urson
Yes

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

Posted: Thu May 13, 2021 3:30 pm
by Taaz
Jason continues to hold on the poltergeist while trying to rack his brain for anything that could help depower it,
I have tried to think of anything we may have seen or that could be related, if there were hints I am too thick to see them. If not well lets hope Jason can hold his own!
Occult: [6d6]=28 Ghost:[1d6]=5
"Damn this thing is tough, and nasty...it caustic maybe that has something to do with it." He sees the other 'busters going down, "Think Jason think"

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

Posted: Thu May 13, 2021 4:15 pm
by GreyWolfVT
Roy as he is moving out of the way tries to think of some way to stop this thing.

Occult [5d6]=20

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

Posted: Fri May 14, 2021 6:26 pm
by Bluehorse
The Haunting of 601 North E Street
The Warlock's Presence.
September 10, 2018, 1:53 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  10.75/18
The Poltergeist seems weakened now. Even as Roy disengages his beam, the others are confident they could trap it with a little more muscle.

Lionel & Mac both roll to their feet and get a Fresh Beam on the Poltergeist just before it can break free, causing it to wreath in frustration once more. The Team is beginning to feel like they are getting the upper hand!

Joker busies himself looking for metal in the debris. There are a few bits of wood with nails still embedded in them and some pieces of Knob and Tube wiring that would make a state inspector cringe.

Jessica is still trapped in the corner of the room, unable to exit past the proton beams or poltergeist, so she backs into the corner to try to keep out of reach of the entity as much as possible and shield her eyes from the light-show the neutrino wands are creating.

Jason: & Roy both come to the same conclusion, perhaps partly spurred on by their present company. Folktales talk about the use of metals to ward off spirits and fae. Chief among these was iron and even brass, but even more potent were metals like silver and mercury, which were very specifically used to ward off malevolent spirits. Roy would know from his general knowledge that old doorknobs like what Jessica threw were often made of iron and coated in brass. Jason was able to get a good look at Kelly's dagger and can reason from the reaction of the poltergeist and the continued effect it is having on the entity, that it is made of silver.

Furthermore, both can speculate that with how violently metals and acids react to one another, that there is a solid physics theory that the metals are directly interrupting the ghost's corporeal processes as well; affecting it from both fronts via the two dimensions it is occupying at the moment.

Brunette still favoring her apparently injured hand appears to be feeling the strain of her efforts but continues to respond to the poltergeist with an almost mirrored aggression; clearly refusing to quit as she pushes herself beyond typical limits.
.
.
Her efforts continue to have an effect on the Poltergeist no less equal to that of the proton beams ensnaring it!

Greenie (Kelly) ducks as Brunette reaches around her protective body to attack again. Stop! Elizabeth! You're hurt! Let's get out from here and help the others...

Brunette (Apparently Elizabeth) has a quick retort: Jessica is still trapped over there! Or did you forget about her?!

The green-haired witch cows at that and remains put before Elizabeth pushes her to the side.

Rolls:
Bedroom2:
.
The witches in Bedroom 2 help their sisters recover and begin helping them get to their feet even as some of the others branch off from Triage and move towards the bathroom where the team first encountered the current threat.

2nd Floor / Bathroom
.
The team can hear chanting coming from the hole directly below the Poltergeist where some of the witches have moved there to begin chanting their attacks on him. The entity looks downward and roars in frustration unable to penetrate the containment field there that keeps him trapped!

3rd Floor / Hall
NPC10 Casting v10 [3d6]=12 G: [1d6]=1*
NPC12 Casting v10 [3d6]=10 G: [1d6]=2
NPC12 Casting v13 [3d6]=11 G: [1d6]=4
NPC16 Casting v13 [3d6]=11 G: [1d6]=3

Inconsequencial typos in the last two rolls: v13 should be v10. Second roll should have be NPC13, not 12.
.
More witches seem to pour into the scene and begin linking hands behind the Ghostbusters as they too begin to chant. The Poltergeist screams in what can only be described as anger and anguish even as the sound is mirrored by two of the chanting witches, one in the bathroom and another within the 3rd Floor Hallway.

Witch11 Looking for Metal:
.
A lone which out of the direct action begins scouring for metal and finds a handful of loose square nails in part of the aging floorboard that she can pull up. She then begins moving for the Bathroom. Will arrive at the top of next round.

The team's instincts are kicking in from their training at GBI. This ghost is ready to be trapped! A couple of seconds more and some good luck, and this could all be over!

Map:
Other than some movement downstairs that is non-consequential, the map for the most part is unchanged other than what is easily explained in the post or the next. If you have questions, I can easily answer them.
.
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
Jessica = 3rd Floor, Study Closet: Recovering from Poltergeist Attack. (Physically) Injured & Magic Spent.
Brunette = 3rd Floor, Study w/ Team: Attacking Poltergeist. (Physically) Injured & Magic Compromized.
Greenie = 3rd Floor, Study w/ Team: Attacking Poltergeist. (Physically) Injured & Magic Spent.
npc1 = 2nd Floor / Bedroom2 Helping Injured. (3)
npc2 = 2nd Floor / Bedroom2 Helping Injured. (4)
npc3 = 2nd Floor / Bedroom2 Injured. Healed.
npc4 = 2nd Floor / Bedroom2 Injured. Healed.
npc5 = 2nd Floor / Bedroom2 Injured. Healed.
npc6 = 2nd Floor / Bedroom2. (Physically) Injured.
npc7 = 2nd Floor / Bathroom: Chanting.
npc8 = 2nd Floor / Bathroom: Chanting.
npc9 = 2nd Floor / Bathroom: Chanting. Injured.
npc10 = 3rd Floor / Chanting. Injured.
npc11 = 2nd Floor / Looking for Metal. Magic Spent.
npc12 = 3rd Floor / Chanting.
npc13 = 3rd Floor / Chanting.
npc14 = 2nd Floor / Bedroom2 Helping Injured. Magic Spent.
npc15 = 2nd Floor / Bedroom2 Helping Injured. (5)
npc16 = 3rd Floor / Chanting.
npc17 = 1st Floor / Heading for Stairs.
npc18 = 1st Floor / Heading for Stairs.
.
Brownie Point Spending:
Roy -3 to Rolls.
Mac -4 to Rolls.
Lionel -8 to Rolls.

Elizabeth -5 to Rolls

Actions?
.
Brownie Point Pool:
Dr. Jason O'Roarke: 183/214 @@
Lionel 'Freight Train' Williams: 161/188 @
Roy O'Dowd: 134/157 @@
Dzjokar "Joker" Jelal: 218/260
David "Mac" McAuslan: 124/191


Jessica: 41/75
Kelly: 49/75
Elizabeth: 47/75


@ = One free re-roll without ghost die.  Merry Christmas 2019 & 2020!

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

Posted: Fri May 14, 2021 6:33 pm
by GreyWolfVT
Roy calls out over the chaos "Guys anything metal might harm or disrupt it!" as he waits for his proton pack to cool he looks for anything metal that he might throw at the poltergeist.

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

Posted: Fri May 14, 2021 6:44 pm
by Bluehorse
GreyWolfVT wrote: Fri May 14, 2021 6:33 pm Roy calls out over the chaos "Guys anything metal might harm or disrupt it!" as he waits for his proton pack to cool he looks for anything metal that he might throw at the poltergeist.
Pack is ready to fire :)

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

Posted: Fri May 14, 2021 6:50 pm
by Urson
Joker
Joker watches the chaos, waiting for the moment. AS SOON AS the entity is ready to be trapped, he hits the trigger.

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

Posted: Fri May 14, 2021 8:57 pm
by GreyWolfVT
Bluehorse wrote: Fri May 14, 2021 6:44 pm
GreyWolfVT wrote: Fri May 14, 2021 6:33 pm Roy calls out over the chaos "Guys anything metal might harm or disrupt it!" as he waits for his proton pack to cool he looks for anything metal that he might throw at the poltergeist.
Pack is ready to fire :)
good information to have.

Roy fires up his pack again and fires it at the poltergeist if he has a clear shot, having been on the wrong side of crossing the streams twice now he wishes to avoid it again.

Moves: [3d6]=8 G:[1d6]=3

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

Posted: Sat May 15, 2021 5:16 am
by Rex
Mac

Mac tries to hold his beam.

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

Posted: Sun May 16, 2021 11:55 pm
by Scott308
Lionel "Freight Train" Williams

Keeping his beam on the ghost, Lionel does his best to get in front of the witches and shield them from anything the spirit may be able to throw their way.

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

Posted: Wed May 19, 2021 3:39 pm
by Bluehorse
The Haunting of 601 North E Street
The Warlock's Presence.
September 10, 2018, 1:55 pm
Unnaturally Cold Inside - Windy outside - Rolling thunder

Joker's Field Device Timer:  11/18
I was waiting for Jason to say what he is doing, but for the sake of expediency, I will assume he is still holding his beam, especially considering the circumstances.

The Poltergeist thrashes and fights against the beams and... well, even Joker might have to consider magics at work that surrounds the entity. No matter which way it tries to move it seems constrained and contained. It seems to be sufficiently weakened and is being pulled out of whatever portal or wormhole it is anchored to. It might remind some of what it looks like when a hermit crab is taken out of its borrowed shell, but it is still holding tight to the other planar point of focus.

Jason:, Roy, Lionel, & Mac all hold their beams on the poltergeist. Everyone but Roy hears their packs begin to sounds alarms as the auto shutoff begins its countdown before canceling the beams to allow the pack-cores to cool before resuming fire. Only Roy has a fresher beam and hears nothing from his own equipment.

Jessica, Elizabeth, and Kelly join in on the chanting that their sisters are doing. The brunette still holding up her hand as if ready to attack again if needed as the poltergeist roars in frustration, redoubling its efforts to no avail.

Witch11 makes it to the bathroom below the hole made by the poltergeist which still hovers directly over it. She takes her handful of iron square nails and shouting her chant along with the other witches, throws them upward at the ghost.

NPC11 Casting v10 [3d6]=17 G: [1d6]=2

There is a flash, a bright one. The poltergeist screams once more, an earsplitting cry of pain as the other planar portal seems to shatter and the rest of him spews forth like some supernatural secretion into the Earthly plane of existence. Now like a fish out of water, there is only one thing left to do...

Joker opens the trap! With another roar, filled with more anguish than rage, the large entity is slowly and steadily pulled inside, clawing at the floor as it goes. It takes several seconds, but just as grains of sand almost imperceptively fall through an hourglass, eventually the time needed passes before one realizes it. The trap lays there, steaming and blinking.

All is quiet...


And still cold...

PKEs all calm down as the entity is trapped and the witches end their chanting. Everything is quiet again. The destruction of this particular room becoming more apparent. The Landlord is insured... right?

Witches begin milling about speaking in hushed voices with each other. The three in particular who helped in this fight, Jessica (The Redhead), Kelly, (The green-haired one), and Elizabeth (The fiery-tempered brunette) all move to each other and assure each other they are alright before returning to the mass of women still in the hall.

Map:
No change other than no poltergeist.
.
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!, Trap - Warlock's Poltergeist!
Mac: Phone, Proton Pack, 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]
.
Brownie Point Spending:
None this Round.

Actions?
.
Brownie Point Pool:
Dr. Jason O'Roarke: 183/214 @@
Lionel 'Freight Train' Williams: 161/188 @
Roy O'Dowd: 134/157 @@
Dzjokar "Joker" Jelal: 218/260
David "Mac" McAuslan: 124/191


Jessica: 41/75
Kelly: 49/75
Elizabeth: 47/75


@ = One free re-roll without ghost die.  Merry Christmas 2019 & 2020!

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

Posted: Thu May 20, 2021 1:08 am
by Scott308
Lionel "Freight Train" Williams

Great job, everyone! Lionel will check on the women, making sure they are ok, especially the brunette who seemed to suffer a nasty ankle injury a few moments ago. Can you walk? Do you need me to carry you, or help you down the stairs? I feel bad for leaving you behind. I'm real sorry, ma'am. My momma raised me better than to treat a lady like that.

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

Posted: Thu May 20, 2021 2:00 am
by Rex
Mac

"Yes, who needs help? That thing was nasty, tossed me around like a toy and I ain't no light weight."

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

Posted: Thu May 20, 2021 12:10 pm
by Bluehorse
I just checked and it blows my mind that this thread has been going since Oct. 27th. Wow.

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

Posted: Thu May 20, 2021 3:31 pm
by Urson
Joker
Joker relaxes- and realizes how tense he actually was. The Polter is trapped, the Device can run down without incident, and everyone is safe... Joker begins to laugh- ending up sitting on the floor, tears running down his face.
Still chuckling, he checks the trap with the Poltergeist in it carefully to make sure it is secure. After that, he'll go back down to the device to disconnect and disassemble it. He'll salvage all the components, intending to test them later to see if they can be re-used to repair other things.

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

Posted: Thu May 20, 2021 3:43 pm
by Bluehorse
Urson wrote: Thu May 20, 2021 3:31 pm Joker
Joker relaxes- and realizes how tense he actually was. The Polter is trapped, the Device can run down without incident, and everyone is safe... Joker begins to laugh- ending up sitting on the floor, tears running down his face.
Still chuckling, he checks the trap with the Poltergeist in it carefully to make sure it is secure. After that, he'll go back down to the device to disconnect and disassemble it. He'll salvage all the components, intending to test them later to see if they can be re-used to repair other things.
Funny thing...

When he checks the trap he can see it is draining faster than usual. They should get this one to the containment soon. Usually a trap has no problem holding a weaker ghost for the life of the 24 hour battery system, but this one is draining off at about 3 times the rate. 8 hours still seems like plenty of time though, right?

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

Posted: Fri May 21, 2021 1:55 pm
by Taaz
Sorry between it being the busy season at work and time for getting out plants I have been super busy, will try to check in on this more often.

Jason feels the entity get sucked into the trap and lets out a sigh. He starts trying to help tend to the wounded with Lionel and Mac.