Congratulations everyone on finishing The Shadow Over Dunwich! I hope all of you enjoyed playing it as much as I enjoyed running it. I'm sorry it took so long to complete, but we've finally made it. Though this adventure is over, the campaign will continue. The fourth adventure, The Brotherhood of Death, is set in Rome in 44 B.C. It should start in early July, though I may be able to get the TARDIS crew going in late June. Look for a thread in I'm Thinking of Running a Game... that should appear tonight. All of you are welcome to join, though except for the TARDIS crew you'll need to make new characters. You're all now free to read all of the threads in this game.
First, I'll give out rewards. The original UNIT team members other than Elliot (Chad, Leonek, Tinker, Tobias, Salem, and Valerie Soames) gain 1d4 Sanity for rescuing Dr. Kirby. Everyone except Elliot gains 1d4 Sanity for defeating Deep One Hybrids, 1d6 Sanity for defeating Deep Ones, 1d20 Sanity for defeating Rover, and 1d20 Sanity for defeating the Star-spawn. While the latter two were killed by NPC UNIT soldiers, all of you were part of the team. Elliot was on the other side at the time, but he does gain 1d10 (instead of 1d4) for rescuing Dr. Kirby because he personally went up and freed her by himself. The Deep Ones maintained their beachhead in Dunwich, so you do not get the Sanity award you would have for dislodging them. These rewards may take your Sanity above its starting level, but under no circumstances will it go above 99 - Cthulhu Mythos.
Also, look at your character sheets. Wherever you see a
* next to a skill, that means that you've successfully used it during the adventure and have a chance to improve it. Roll 1d100 for each of these skills and post your results here. If you get
higher than your current level in the skill, then roll 1d10 to see how much it increases. If you raise one or more of your skills to 90% or higher this way, you gain an additional 2d6 Sanity for each such skill. Again, this may raise your Sanity above its starting level. If you roll less than or equal to your current level in the skill, it does not increase. The TARDIS crew already rolled for skill increases.
Except for the TARDIS crew, these characters will not be proceeding to the next adventure, but time and space are vast, and anything might happen eventually. If a future adventure takes place not more than a few decades after this one, you may be able to bring your character from this adventure into it, older and (hopefully) wiser.
Chad managed to get through this with 1 Sanity remaining, barely avoiding permanent insanity. Those Sanity rewards will help him claw his way back, but he'll still be indefinitely insane and require months of institutionalization before he can function again.
Leonek, Salem, Valentine, Carla, and Newton are released as part of the prisoner exchange.
Tinker will eventually recover from post-regeneration trauma and convince UNIT that she's Raymond MacIntyre, and she will once again be UNIT's Technical Advisor.
Tobias will one day be able to reverse engineer the alien weapon he obtained and manufacture a version of it that's reliably usable by humans.
Victoria's spell is temporary and will wear off. Leonek got the shortest duration and will be over her by mid-morning on Saturday. Valentine and the other UNIT marine will recover in the afternoon. Elliot, however, got a double dose with longer durations each time, so it will last until Sunday morning. He'll be happily married to Victoria on Saturday, but the honeymoon will be over quickly, leaving him trapped by circumstances. She could cast the spell again, but doing so requires her to take a big Sanity hit. Once she turns into a full Deep One, she'll be at 0 Sanity, so then she can cast it freely (and she'll probably need to do it).
Valerie Soames is shaken, but she should recover quickly, having gotten herself and Dr. Kirby out alive and seen a terrifying creature destroyed.
Gordon will have plenty of time to look through his findings. The Japanese papers, which he can get translated, were written by the commander of the Imperial Japanese forces garrisoning Ponape in the South Pacific during World War Two. They had killed all of the hybrids they'd found living on the island when they first occupied it, burying them in a mass grave along with anything they thought worthless, such as the bag of stones and some parchments that detailed a spell in an unknown language. As Captain Josiah Lake's diary will reveal, he led the Royal Marines in defeating the Japanese on Ponape and seized the papers. He found the mass grave, the stones, and the parchment. Eventually, he deciphered and learned the spell (Contact Deep One). He returned to Ponape after the Japanese surrender on his way back home, where he cast the spell, met Y'Hali, and made a deal with her. The tome is a spellbook, written by Lake, with English versions of that spell and others taught to him by the Deep Ones. Gordon has the tools to become a powerful (if insane) sorcerer.
Peter came through this all right, having missed encountering the Star-spawn while he went to fetch the APC and thus not losing a single point of Sanity. He may even manage to max it out at 99 with the rewards he gets. Evert probably won't get that high, but he should be okay. The two of them will no doubt be needed for further intelligence work for UNIT.
Donald will be decorated and promoted for his leadership and preserving his squad (which managed to kill the Star-spawn) completely intact in an otherwise disastrous operation.
The recruitment thread for the next adventure is
here.