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Messages - Joben

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181
Roll To Dodge / Re: Roll To Investigate - We have San Loss
« on: August 28, 2013, 10:20:24 pm »
((Actually we don't need to wait for that. Harry Baldman's character has been doing something for the last few minutes, keeping Boganski in sync with everyone time-wise. This isn't because he hasn't posted yet. It's not a punishment or anything it just really WORKS...))

Quote from: Harry
...

((GM Rolls some dice and grins. 6))

Boganski is confused, and then instantly vomits.

Somehow you left the windows you were working on and are now seated at the table. You do not remember sitting down. You certainly do not remember starting to eat from the tureen of putrefied soup that was on the table. But even as your awareness returned you were placing a spoonful of it in your mouth. The taste and smell is horrible. After a few minutes the nausea diminishes, but your confusion and horror grow. Why did you do that? Why would ANYONE do that?

San Check 72 vs 50. Fail. 1d3. You lose 1 Sanity

(Listen 1) ...

Hmm, can't very well investigate without being able to see anything, eh?

He shouts "Hey, do any of you guys have a flashlight I can borrow?"

Accept flashlight if offered one, otherwise use matches. investigate the basement. If using matches, look around the basement for a more permanent lightsource

No one replies, you shrug and head down yourself. What's the worst that could happen?

You go down the stairs, they are in terrible shape. (2) They shake and creak ominously under your feet but you make it down without mishap. You pause a the bottom in the pool of light from the stairway and strike a match.

((Rather than tracking individual matches we're gonna roll for 1d6 for Luck. If you get a 1 that was your last match on hand.))

(Luck 6) (Spot 5) You get a pretty good view in the brief flickering light of the match. You're in a basement, it's not extremely large but you can barely make out the walls in the dim light. It's L shaped rather than rectangular. Dividing walls separate off a smaller room from the larger one. The door to this second area is near the stairs.

((We'll call the larger L shaped room B1, the smaller is B2))

There seems to be the normal assortment of goods and junk found in a basement. Some boxes and barrels, some smaller items stacked on shelves. Nothing impresses you as alarming or unusual. You look up and see some light bulbs fixtures hanging from the ceiling. Then the match goes out.

(Listen 4) From somewhere above you in the house you hear some sort of crashing noise.

Jam the pocket knife in and lever the boards off.

You open the pocket knife, slip the blade between the cabinet and the board and lever outward. (1) The thin blade snaps and you cut your hand.

(Listen 3) There are some loud noises from elsewhere in the house. Maybe upstairs. It's hard to tell.

-1 HP

Pocket knife destroyed.
((Easy come easy go...))

Get my trick cards out, and approach the window.

Spoiler: Character (click to show/hide)

You take out your cards and walk up to the window.

After approaching the window you are startled by sudden noise behind you in the room. It sounds like the door slamming and something heavy scraping across the floor. You turn quickly but barely get an impression of movement before you are struck heavily by something large. You are knocked through the window amidst a cascade of glass and wood splinters.

The upper floor is smaller than the ground floor and you find yourself tumbling along the short section of sloping roof over the dining room. With amazing agility you get your arms and legs planted and halt your tumble just short of the edge. Even more amazingly you didn't drop your trick deck of cards while doing so.

However you do realize that you are no longer holding your rabbit cage. In a flash you realize that you dropped it as you were struck.

-4 HP

Rabbit and cage no longer carried.


(?? rolls 5. You rolled 3 to detect the attack coming, and basically got surprised. You rolled a 6 to arrest your fall before going off the edge. Damage 1d4 for the blow, 1d4 for slamming through the window, 1d6 averted by not falling off the roof. Total rolled = 4. Sanity check because what the heck just happened: 16 vs 50. You keep your head in the face of the inexplicable)

182
Roll To Dodge / Re: Roll To Investigate - Lets Split Up Gang!
« on: August 28, 2013, 09:45:08 pm »
((Got you three's actions written out. Just waiting on Harry.

Also, mastahcheese...I love you man.))

183
Roll To Dodge / Re: Roll To Investigate - Exploring the House
« on: August 27, 2013, 03:00:39 pm »

Sure you're on the wait list. Interesting character, a female police officer in 1920 is still unusual. The first one ever in the United States was only hired 10 years ago in Los Angeles. But the concept was catching on fairly quickly.

((Well, I'm Canadian, and really don't know much about the US, let alone the state of its police force.))

((Oh that's fine. I'm not going deep historical sim here so don't worry about it much. I don't even really want to do the research. I just figured I would point out that your character's proffesion is still something of a novelty for women at the time.

There's a story about Alice Stebbins Wells, one of the first in the USA. In 1910 on her first day on the job she showed her badge to a bus driver. He accused her of misusing what was obviously to him her husband's badge. He just couldn't wrap his brain around the concept that she was a female officer. To circumvent this problem the department promptly issued her a special badge clearly marked as "Policewoman's Badge Number One"))

Hmm, can't very well investigate without being able to see anything, eh?

Find something to get some light, then investigate the basement

That's a little too open ended.

Do you want to search somewhere specific?
Try to do the job a few seconds at a time with matches? (probably everyone carries them in this era)
Ask a friend if they have a flashlight? OOC at least Jones the thug specified one in his list IIRC, and Boganski the repairman might have one in his toolbox (luck roll)
Fourth option I haven't thought of?

Otherwise this is going to be like an old text adventure.

>Get light
There is no light to get

184
Continue searching.

You spend the next several minutes searching the room. (3) You find a folding pocket knife in one of the boxes (1d4 Damage). There isn't much else in the boxes or piles of junk that seems of any value or interest.

Finally you work your way to an old cabinet on the far wall. You can't open the doors because someone has nailed a board across them.

Ignore the 4th second floor room, looks like a bathroom, check room 3 on the second floor.

You open the first door in the hallway and walk into the room. Along the wall near the door there is metal bed frame with bare springs, but no mattress or linens. There is an old dresser up against another wall to the left. A window looks out over the side yard.

You hear a scratching sound from the window.

Ah well, sometimes you just need to be adventurous, non?

Open the bolt, enter the basement. Look around, possibly turn on some light

Spoiler (click to show/hide)

You unfasten all the locks and open the door. There are stairs leading to a dark basement. You try a light switch near the head of the stairs. Nothing happens. (Idea 2) Your character is non-plussed for the moment. Do you wish to descend into darkness?

Make sure windows are unlatched and open in living room to provide ventilation and such, proceed to dining room and remove nails from those windows as well, unlatching and opening the windows if successful.

Spoiler: Boganski's status (click to show/hide)

You unlatch the windows and open them to air out the place. Then you go to the dining room and repeat this operation (5) it goes very smoothly. All the windows in the dining and living room are now open.

You haven't examined anything, but you notice that the dining room has a sideboard, chairs and a large wooden table with some things on it.

185
((Hm. Looks interesting. I'm in for the Waitlist.

Name: Alexi Pratston
Description: Just out of College, Alexi, having studied an extra two years, has already been accepted into the local police academy as a rookie, and has been assigned to tag along with the investigators assigned to the actual investigating. She doesn't care that she's just tagging along for now. I mean, it's experience, right? Either way, she's a generally excitable girl, and nobody has ever seen her angry. She's fairly average in all aspects, except for the very...oddly coloured hair of hers. It's done in an alternating pattern of brown, black, and blonde.
Hit points: 13/13
Sanity: 50
Inventory: Standard issue pistol, pocket copy of the Gideon Bible, and her police Shield and Badge.

))

Sure you're on the wait list. Interesting character, a female police officer in 1920 is still unusual. The first one ever in the United States was only hired 10 years ago in Los Angeles. But the concept was catching on fairly quickly.

186
Roll To Dodge / Re: Roll to Kobold: DIPLOMACY HO!! (Still accepting)
« on: August 27, 2013, 09:28:11 am »
Try to grab some Martmot meat, and make my escape

187
Roll To Dodge / Re: Roll To Investigate - In We Go
« on: August 26, 2013, 08:43:48 pm »
Harvey grins triumphantly then shouts.

" The doors open!!! All it needed was a gentle touch.... and a big boot. "

Go inside and search room 1 for anything useful, or small and valuable. Or melee weapon like.

In the hallway you open the first door on the left and start looking around. The previous residents were apparently using it for storage.
There is a lot of junk here, old rusted water tanks, broken looking bicycles, various boxes and a large cabinet.

You start searching (1) pulling boxes off the stacks and opening them. The first several are depressingly boring. Some blankets, a box of children's toys, some cheap crockery. No weapons or anything worth more than a few cents.

Use tools (hammer, for instance) to remove nails from all the ground floor windows.

You go inside. You open the first door on the right and look in. ((Room 4, Living Room))

(4) It's a living room, there is a couch, some stuffed chairs, a radio and some shelves with knickknacks. (Idea 6) You notice an unusually large number of crucifixes, images of the Virgin and other Catholic symbols. It seems a bit heavy handed even for the devout. Through an opening to the left you see into the area, which appears to be the dining room.

Seeing nothing threatening you continue with your plan and proceed to the windows. (6) You use your tools to pull he nails from the three windows in the living room. You are fast and efficient, but mar the paint a few times. The windows will open now if you unlatch them. ((consider it done if you want that))

Go inside, and go upstairs.

You make your way inside, and finding the stairs are the end of the hall you accend. You find yourself on a small landing. There's a door nearby to your left. Ahead of you is a long hallway with 3 doors on the left and 3 windows on the right.



"Oh merde..." He puts his hands to his mouth and shouts "YOU DO REALIZE THIS HOUSE BELONGS TO OUR EMPLOYER, RIGHT?" He shakes his head, ah well, what's been done has been done. He's sure doors don't cost that much anyway.

Go inside, go downstairs, and search the area. If there is no downstairs, search the living room.

((By downstairs you mean look for a basement? retcon available if I misinterpreted.))

You look with concern at the door on your way in. (6) You notice that besides the key operated one there are no less than 4 manual deadbolts on the inside. They look new. The door might be salvageable. It looks mostly like the anchor screws for the added locks in popped out of the wood. Maybe you can ask Boganski if he can fix it.

You can see the stairs up at the end of the hall, but none done. You start opening the hall doors one by one looking for one that leads down. You get to the last one, which happens to be opposite the stairs going up. If there is a basement this must be it.

This door too has an unusual number of deadbolts holding it closed. Although these ones are on your side of the door so you can easily open it if you wish.

188
"I'll check it more thoroughly later."

Head back to the house, see if there is a tree near the house I can climb for viewing into the second floor

There are not any nearby trees large enough to climb. Just some bushes and shrubs.

Use tools (hammer, for instance) to remove nails from all the ground floor windows.

Oh sorry, they're on the other side of the glass. Do you want to go in through the now open door and try to get to the other side of the window you're standing at now?

189
Stab the marmot in the upper body with my iron dagger.

190
" Harvey watches the attempts to open the door fail then shrugs to himself and approaches it, maybe force will work. "

Kick the door down.

((A man of direct action I see.))

You've done this sort of thing a few times in your past life. You give the door a few kicks in the proper place near the handle (3) They land with a dull thud. You pause a moment to take a breath and steady yourself. Boganski has come up with a sledgehammer and is now looking at a nearby window with a puzzled expression on his face. You turn back to the door and give it another kick (5) The is a series of snapping sounds and the door shudders open.

It's dim inside but there is a long halfway that probably runs the length of the house. There are doors off it on either side.

"Merde, looks like the key is useless." Pierre thinks for a moment "may-bee, this is not the key for the normal doors? Let's look for other locked things. Unless any of you know a way to force open this door?"

Circle the house, look for other locks, possibly a cellar. Go check out the Arbor when I get to the back of the house.

You hear Jones starting to kick the door as you head around the house.

Your search (Spot Hidden 5) reveals no other doors, nor anywhere to else to try your key. You go to the arbor. Mr Jackson walks up and you look at it together. It's a fairly large one taking up much of the small yard. It's made of wood that may have once been painted white but is now weathered to stone grey. The one of the 4 support posts is damaged and listing drunkenly and quite a few of the trellis pieces are broken or missing. It's covered in grape vines now long untended. The shaded area under the trellis is paved colored brick in some sort of abstract pattern. There is also an ancient wooden bench here.

((I'll have gone to the house with the others))

Head to that half-collapsed arbor in the back

(Examine 1) You attempt to examine the arbor but find yourself rather distracted...it's wooden and old. (Idea 4) Watching the other's frustration it occurs to you that the doors must have deadbolts. Locking an empty house from the inside is like some sort of scaled up parlor trick.

Fedya naturally supposed that a house like this would be unsettling - it is, after all, quite abandoned and obviously in disrepair.

Get sledgehammer, check whether windows can be opened.

Spoiler: Status (click to show/hide)

You are now carrying your sledgehammer.

You inspect the nearest ground floor window. (4) There are large nails driven through the sash into the frame holding it closed. Very odd.

The door gives way under Jones' assault.

----------------------------------

You have now gained access to the house. Here's the layout of the ground floor. The front of the house is on the left.


191
"Stop wrestling and give me a hand, this thing is biting me!"

Stab Hoary Marmot with Iron Dagger. Or if being under the dead dwarf means I cant then shove the dwarf off me instead.

Spoiler (click to show/hide)

192
You conclude your business with Mr Reeve and all of you who are going to The House head off in that direction. I assume in Fydor's cart.

((Cromwell Jackson, the street magician, can be there with the others or go somewhere else.))


The neighborhood has seen large changes over the years. Many of the people who lived in the area before WWI have moved away or died. New offices and businesses have replaced the nineteenth-century homes, and #20 with its overgrown front yard is now the only private residence on the block.

It is a two story brick bungalow overshadowed by taller, newer office buildings on either side. The house fronts the street. It almost seems to withdraw into the shadows cast by the flanking buildings.

Fedya nods. Hauntings - he had heard of such things before, but held them to be superstition at best. The mentally unstable tended to give their places of residence bad reputations.

Examine house from outside. Is there anything particularly unusual about it?

Spoiler: Boganski's status (click to show/hide)

You circle the house and grounds stomping stolidly through the overgrown grass.
Behind the house are long untended plantings and a half collapsed arbor.

You turn your eyes to the house itself. Nothing is visible through any of the windows. They all appear to be covered by dark curtains. You see a second door leading into the back yard.

The house is two stories, the upper one being slightly smaller than the ground floor. The structure of the house is, to your professional eyes, obviously fairly old, perhaps almost a hundred years. The exterior could use some minor work, but the structure looks sound enough.

You are of a pragmatic disposition and not given to superstition, but for a moment you admit to yourself that there is something about the place that is slightly unsettling...you can't name what it is ...Oh such foolishness! Maybe it just needs a new coat of paint.

Pierre follows the rest of the team to the house. Bah, hauntings. What harm has a silly little ghost ever done to anyone? He's survived trench warfare and continues artillery bombardements already, let those ghosts try something, les salopards.

"So, unless anyone wants to go dig up the history of this place, I suggest we go inside and take a look, oui?"

Open door with the key, step inside
Spoiler (click to show/hide)

You approach the front door and use the key to unlock the door. You turn the handle and push. The door remains closed. You fiddle with the key for a minute more to make sure you turned it properly. You hear the lock click back and forth. The door still won't open. You try the back door with similar results.

((There you guys have a problem to think about. No more actions processed until Mastacheese and Patrick post again. I dont' want to leave them behind. :) ))

193
Throw a dwarf corpse at the Hoary Marmot

((Hopefully DF physics are in full effect...))

Spoiler (click to show/hide)

194
"Naturellement, Mister Reeves, I will do my utmost best to lay your concerns to rest." He turns towards the others "So, where should we start."

ready to go, follow the others

Mr Reeve thanks you. The two of you sign papers briefly stating the terms discussed in plain language. ((I assume you don't object to this.))

He then gives you a Key to The House, and a copy of the signed Contract.

(6) As a librarian it occurs to you that records no doubt exist in various places if you wish to know more about the history of the house and it's occupants.

195
"Ah, excusez moi, mister Reeves. I'm afraid that I have not been able to read up on the specifics. What rumors are we talking about specifically?"

Spoiler (click to show/hide)

Mr. Reeve pauses for a moment as if the next statement is difficult for him to make. "Quite frankly Mr. Fortescue the rumors are that the place is haunted.

This outre thought having been voiced he continues on with less effort. "I do not know if I believe in such things, but those are the stories. I have not spoken with the former tenants, as I said they now reside in Roxburry Sanitarium. They moved into the place in 1918, and a year later Mr. Marcano went violently mad. I believe it was covered in the papers at the time. The mother and children remained in the place, but last month she too suffered a breakdown and was institutionalized. People say she babbled about 'burning eyes.' I do not believe this is the first time strange events have been connected with the house. But I only acquired the property some 2 years ago. I know little of it's history. You may investigate it as you wish."

Here he pauses again and shakes his head. "If you can find there is nothing to such tales it will set my mind at ease. If you do find some truth in them I understand you claim some experience in such matters. Deal with any...strange... problems as best you know how to render the place fit for occupancy."

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