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Investigation #6: The Historical Site Part 2

Posted: Mon Mar 28, 2022 6:48 pm
by Bluehorse
Investigation #6: The Historical Site Part 2
The Fort Smith Historic Site
September 17, 2018 6:00pm
Warm, Clear, Cooling.


Making this easy.

After Jeremy leaves the Firehouse to hurry back home in a more conventional method of travel after the phone call from his sister, after disposing of her latest tracker bug on his person. The team then makes the easy delivery of the rental back to the rental company with no problems. When they stop by the mechanic's shop, there is a closed sign out front saying they will be open again in the morning. Perhaps they really did pull an all-nighter.

The team decided to show up at the Historic Site as the sun sets since all the stories they have read about the area say most of the activity seems to happen after dark when the park closes. The site is quiet, the rangers and other staff had already gone home for the evening. As the sky darkens there is an uncharacteristic cold breeze that moves over the site from the direction of the river that makes your hair stand on end a little.

Brownie Point Pool:
Dr. Jason O'Roarke: 212/217 @@
Lionel 'Freight Train' Williams: 256/256 @
Roy O'Dowd: 355/355 @@
David "Mac" McAuslan: 289/289
Dzjokar "Joker" Jelal: 580/584


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

Re: Investigation #6: The Historical Site Part 2

Posted: Tue Apr 05, 2022 1:14 am
by Scott308
Lionel "Freight Train" Williams

Ok, guys. Be careful. There was plenty of activity before. It didn't seem like anything dangerous, but best be on guard to be safe. Getting out of the Ecto, he fires up his phone's PK meter.

Re: Investigation #6: The Historical Site Part 2

Posted: Tue Apr 05, 2022 6:22 pm
by Bluehorse
Before we get too deep in this, what equipment, if any, is everyone carrying?

Re: Investigation #6: The Historical Site Part 2

Posted: Tue Apr 05, 2022 10:19 pm
by GreyWolfVT
honestly, no idea I thought Roy was returning the rental and talking to the mechanic.

Re: Investigation #6: The Historical Site Part 2

Posted: Wed Apr 06, 2022 4:17 am
by Rex
Mac

The standard load out.

Re: Investigation #6: The Historical Site Part 2

Posted: Thu Apr 07, 2022 4:10 pm
by Urson
Joker
Joker will have his dedicated PKE, along with his phone and its GBI apps.

Re: Investigation #6: The Historical Site Part 2

Posted: Thu Apr 07, 2022 4:46 pm
by GreyWolfVT
Roy takes his usual, a proton pack, a trap and the ecto goggles. Though this time he will grab one of the new proton packs.

Re: Investigation #6: The Historical Site Part 2

Posted: Thu Apr 07, 2022 6:45 pm
by Bluehorse
Everyone upon entering the grounds begins to get pings on their PKE equipment. The very abnormally strong energy levels quickly spiking on the equipment, but thanks to the early adjustments made by the team before, it is able to adapt rather than burn out as it did the first time. There are multiple hotspots that could lead you in many directions.

1. The closest is the Gallows to your immediate right, where you ran into the ghost? before.
2. The Old Courthouse, Jail, Tourist Center to your Northeast is strong.
3. The Parade Grounds directly North where you see the large Flagpost.
4. There is also a more vague pair of signals coming from the west and south some distance away. (4.1 & 4.2)
HS1.jpg
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Joker Roll me Mod. Brains to read PKE

Roy Using Goggles or not? Using you get PKE and other readings but limits your "normal" vision since you have no peripheral vision. So you can either roll Moderate Cool for normal perception or Mod Brains for PKE depending on whether you are actively using them or not.

Everyone else Roll Mod Cool to see if you notice anything.


Other than that, Actions?

Re: Investigation #6: The Historical Site Part 2

Posted: Thu Apr 07, 2022 10:04 pm
by Scott308
Lionel "Freight Train" Williams
Just phone and proton pack.
Cool: [2d6]=5; Ghost Die: [1d6]=5

Re: Investigation #6: The Historical Site Part 2

Posted: Fri Apr 08, 2022 2:20 am
by GreyWolfVT
Roy wearing the goggles.
use whichever is correct for the goggles on situation I wasn't entirely sure which was correct.
Brains: [4d6]=10 G: [1d6]=1 + 3BP [3d6]=10
Cool: [4d6]=18 G:[1d6]=4 + 3BP [3d6]=11

Re: Investigation #6: The Historical Site Part 2

Posted: Fri Apr 08, 2022 4:20 am
by Rex

Re: Investigation #6: The Historical Site Part 2

Posted: Fri Apr 08, 2022 2:49 pm
by Urson
Joker
[4d6]=12 ghost [1d6]=5

Joker nods toward the Gallows. Nearest first?

Re: Investigation #6: The Historical Site Part 2

Posted: Sun Apr 17, 2022 11:52 am
by Taaz
Jason follows along carrying a PKE meter, a pack, and his phone
Urson wrote: Fri Apr 08, 2022 2:49 pm Joker
Joker nods toward the Gallows. Nearest first?
Sounds good to me.

Re: Investigation #6: The Historical Site Part 2

Posted: Fri Apr 22, 2022 8:02 pm
by Bluehorse
Investigation #6: The Historical Site Part 2
The Fort Smith Historic Site
September 17, 2018 6:05pm
Warm, Clear, Cooling.

Roy Using Goggles. Mod Brains for PKE depending on whether you are actively using them or not.

Everyone else Roll Mod Cool to see if you notice anything.
The consensus is to move to the gallows area where they ran into the big man before. As they walk onto the grounds, Lionel & Joker begin to hear things like voices in the distance and here and there a shout... or the echo of one. Joker here's the distinct rap of a drum, not unlike what they heard the first night they were out here, echoing from the west. Lionel hears whispers and then what sounds like a heavy mechanical mechanism... a sudden thump... and then the sound of creaking rope. All the PKE instruments are indicating activity around them but it is all over the place with stronger pools of energy scattered about as before.

Roy only:
But it's Roy with his ecto goggles that... after a few moments gets the full spectrum display! As it tunes into the PKE meters and adjusts his display, he begins to see figures of people walking all about. Ghost... none of them apparently visible without the aid of the ecto goggles wall in all directions. Most of them are in victorian and old west garb. There seems to be a gathering of people around the gallows but as quickly as he sees them they begin to disperse and leave as if whatever was happening was already over. Oddly enough he sees both men and women but on closer inspection, the time periods, though somewhat contained to a general "zone" in history are mismatched. There are about 200 years in various fashions present. There are native Americans, both confederate and union soldiers, early explorers, fur trappers that might be french, Spanish, and one or two dandies from the early 1900s. The grounds are filled with ghosts but all of them are mingling benignly as if living out their regular daily lives.
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AS the PKE equipment syncs it indicates an estimate of about 125 to 150 separate entities in your immediate area.

Mac is looking around admiring the grounds. He doesn't notice anything until he trips on something and face plants on the ground. Very nice grass! Well fertilized. [1d6]=3 When Mac gets up, he is a little rattled but overall okay other than the mouthful of grass. He finds he tripped on a sprinkler -3Bp damage from the fall. Could have been worse.

Actions?

Brownie Point Pool:
Dr. Jason O'Roarke: 212/217 @@
Lionel 'Freight Train' Williams: 256/256 @
Roy O'Dowd: 355/355 @@
David "Mac" McAuslan: 289/289
Dzjokar "Joker" Jelal: 580/584


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

Re: Investigation #6: The Historical Site Part 2

Posted: Fri Apr 22, 2022 9:55 pm
by GreyWolfVT
Roy gasps and looks around and says to the others "Anyone else got their goggles with them? If so you have got to see this mates."

Re: Investigation #6: The Historical Site Part 2

Posted: Sat Apr 23, 2022 4:10 am
by Rex
Mac

Mac gets up and dusts himself off, looking a bit embarrassed. "I suppose I should try and look where I am going, even when looking out for strange stuff."

Re: Investigation #6: The Historical Site Part 2

Posted: Sat Apr 23, 2022 4:08 pm
by Urson
Joker
Joker shakes his head- no goggles here. Stone tapes... he says, listening to the various sounds of life.

He then busies himself taking notes on PKE spikes, baseline measurements, and whatever.

Re: Investigation #6: The Historical Site Part 2

Posted: Sat Apr 23, 2022 4:38 pm
by GreyWolfVT
Roy removes his goggles and hands them to Joker "Go ahead and giver 'er a look. Tons of ghosts all around us from many different eras."

Re: Investigation #6: The Historical Site Part 2

Posted: Sat Apr 23, 2022 5:33 pm
by Rex
Mac

Mac keeps an eye out, "All around us. Any look threatening?"

Re: Investigation #6: The Historical Site Part 2

Posted: Sat Apr 23, 2022 6:59 pm
by GreyWolfVT
Roy shakes his head "Nope they all just appear to be going about like they are still doing a typical routine from when they were living. But I note at least 200 years worth of different styles of fashion among them."