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IC: 13: Victory is Ours!

Posted: Sat Feb 18, 2017 4:25 pm
by BenTheRat
All 4 of you return to the pit and shining flashlights down in the pit as best you can, the creature is still there. Though it maybe the shadows, you think you see some slight movements, perhaps it is even regenerating after death.

Without time to lose, you dump several cans of petrol down onto the beast, Richard lights a couple of oily rags and drops them down. As the rags hit the fuel, the pit erupts into flames. A scream emanates from the pit, both sorrowful and frightening at the same time. With the new light of the tunnel, the creature looks up, you see fear and loathing in its eyes. The Star Spawn then sits, resigning itself to its own fate, curling up into a ball, and laying still.
The smoke arising from the pit, wreaks of odors you cannot place, nor would you like to ever again.

After several minutes of stillness, the fire is down to just smoldering and all that remains is a charred ball of black.
OOC:   Things were starting to lag, so wanted to give this a kickstart, lets finish it off now.  

Re: IC: 13: Victory is Ours!

Posted: Mon Feb 20, 2017 1:43 am
by DrVendetta
Richard ask "So is that everything here? Shou;d we head back to MAPS?"

Re: IC: 13: Victory is Ours!

Posted: Mon Feb 20, 2017 3:26 am
by BenTheRat
OOC:   You still haven't found the statue. It looks like the one in the main chapel, but only 2 feet tall.  

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 21, 2017 3:09 am
by Mr. Handy
Image

"We still need to recover the stolen statue," says Eddie. "I'll bet it's somewhere down that pit."

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 21, 2017 3:43 am
by DrVendetta
Richard replies "Want to see if we can get the rope from the crane to climb dorn? Or maybe we can try to set the crane back up so we can use it to hoist the statue back up if we find it down there."

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 21, 2017 5:02 am
by Mr. Handy
Image

"Let's try setting up the crane first," says Eddie, examining the mechanism.

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 21, 2017 3:35 pm
by BenTheRat
it takes all 4 of you but you are able to set the crane back up.

Re: IC: 13: Victory is Ours!

Posted: Wed Feb 22, 2017 5:18 am
by Mr. Handy
Image

"We can use the crane to lower ourselves down and pull ourselves back up," says Eddie. "I'll go down first."

Re: IC: 13: Victory is Ours!

Posted: Wed Feb 22, 2017 5:33 am
by DrVendetta
Richard watchs as Eddie goes down.

Re: IC: 13: Victory is Ours!

Posted: Wed Feb 22, 2017 3:30 pm
by BenTheRat
Eddie climbs out onto the chain and holds swinging over the black abyss. Richard begins to turn the crank and Eddie is slowly lowered into the pit. As you get closer to the bottom, the pit widens out until it is 25 to 30 feet in diameter. You can see the massive beast sitting against one wall, burnt and charred.

There are was is left of gas tanks in the room, 3 of them, that look like they exploded, probably in reaction to the grenades that were thrown down. A green gas is floating in the air and you aren't sure what smells worse, the gas or the burnt creature.

3 tunnels lead out of this chamber, one to the East, 1 South west and 1 north west.

As you step onto the ground, you are stepping into a sticky mess. You realize it is bits of people that have been eaten.
Eddie,make a sanity 0/1d3 check please.

Re: IC: 13: Victory is Ours!

Posted: Thu Feb 23, 2017 3:22 am
by DrVendetta
OOC:   question  
Does someone have to stay up top to run the crank to bring people back up? Or is there a way to operate it from the bottom as well?

Re: IC: 13: Victory is Ours!

Posted: Thu Feb 23, 2017 4:54 am
by Mr. Handy
Image

Eddie is thoroughly horrified and disgusted by the grisly remains.
OOC,Sanity roll (current level 32) for seeing the remains: [dice]0[/dice] Sanity loss for seeing the remains: [dice]1[/dice]

Re: IC: 13: Victory is Ours!

Posted: Thu Feb 23, 2017 3:51 pm
by BenTheRat
OOC: Someone must stay up top.

Aunt Loosa says she is willing to stay up top, she has no desire to go down in the pit.

Re: IC: 13: Victory is Ours!

Posted: Fri Feb 24, 2017 5:27 am
by Mr. Handy
Image

Eddie waits at the bottom of the pit for the others to join him before exploring the tunnels.

Re: IC: 13: Victory is Ours!

Posted: Sat Feb 25, 2017 2:46 am
by DrVendetta
Richard pulls out his flashlight and a pistol and ask Aunt Loosa "You sure your going to be able to crank us back up?" as he prepares to go down into the pit

Re: IC: 13: Victory is Ours!

Posted: Sat Feb 25, 2017 4:37 pm
by BenTheRat
She assures you she is quite capable of turning the crank. She lowers you about 10 feet and raises you back up. "Piece of cake, plus I have Alyssa here to help if I need it." Aunt Loosa says.

She lowers you down into the pit. It is about 40 feet down and you see what Eddie saw before.
Richard,make a sanity 0/1d3 test.

Re: IC: 13: Victory is Ours!

Posted: Sun Feb 26, 2017 3:25 am
by Mr. Handy
Image

"Let's check the east tunnel first," suggests Eddie. "That one goes under the sea, but other than that, it's just a guess. The gas is probably chlorine, so let's not stick around near it."

Re: IC: 13: Victory is Ours!

Posted: Sun Feb 26, 2017 8:43 pm
by DrVendetta
Ben,so i am assuming that I can't make a 0 chance sanity test (thats what it was in ur spoiler button) so here is the sanity damage [dice]0[/dice]
Richard agrees with Eddie and starts down the East tunnel with his flashlight in his left hand and one of his pistols in his right hand.

Re: IC: 13: Victory is Ours!

Posted: Mon Feb 27, 2017 2:55 am
by BenTheRat
Richard,no, that means you make a sanity test. Roll 1d100, if you get your sanity or lower, you suffer 0 points. If you fail, you suffer 1d3 points.

Re: IC: 13: Victory is Ours!

Posted: Mon Feb 27, 2017 4:46 am
by DrVendetta
Ben,Sanity test roll [dice]0[/dice] so it looks like i took the sanity damage

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 28, 2017 5:04 am
by BenTheRat
The passage does not go far, you know you haven't reached the ocean yet, when you see an opening. A large cavern with sharp angles that come from unusual angles, surround you. In the center of the room, a pedestal holds a 20' tall statue. Light from a small opening in the ceiling shines down on the statue, it seems to shimmer and fade in and out in the light. Like it is there and not there at the same time.

A whisper echoes from one of the dark recesses of the room. Your flashlight does little to penetrate the crevice.
Listen,both of you make a listen check.

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 28, 2017 6:03 am
by Mr. Handy
Image

Eddie barely hears something.
OOC,Listen roll (55% skill) in the cavern: [dice]0[/dice]

Re: IC: 13: Victory is Ours!

Posted: Tue Feb 28, 2017 3:03 pm
by BenTheRat
Eddie,you hear a slight rustling, like flesh sliding against stone, a small faint voice shispers inside your head, scratching at the inside of your skull, "Help me"

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 01, 2017 3:41 am
by DrVendetta
Listen,[dice]0[/dice]

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 01, 2017 3:48 am
by BenTheRat
OOC:   Richard can look at the button labeled Eddie up a couple posts.  

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 01, 2017 6:13 am
by Mr. Handy
Image

"Did you hear that?" whispers Eddie. "It sounded like someone moving against the stone and whispering for help. But how can anyone be alive down here?"

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 04, 2017 2:50 am
by DrVendetta
Richard checks his pistol and then looks in the direction the voice came from with the flash light "Maybe its someone who was hiding from the creature that got caught in the blast"

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 04, 2017 4:42 am
by Mr. Handy
Image

Gripping his shotgun, Eddie cautiously approaches the source of the sound.

Re: IC: 13: Victory is Ours!

Posted: Sun Mar 05, 2017 1:21 am
by BenTheRat
The direction of the sound was difficult to pinpoint due to the strange architecture of the room, but you shine your lights into one of the crevices you think it came from. Eddie takes point with his shotgun and Richard follows from behind. You move 10-20 feet into the crevice and your lights reach what you think is the end, and you see nothing.

You hear another shallow "help me!" coming from behind you. The voice doesn't sound human.

Re: IC: 13: Victory is Ours!

Posted: Sun Mar 05, 2017 2:51 am
by Mr. Handy
Image

Eddie whirls around, leading with his shotgun. "Must be one of those fishmen playing a trick on us," he whispers. "Let's get back to the bottom of the pit and try one of the other tunnels."

Re: IC: 13: Victory is Ours!

Posted: Sun Mar 05, 2017 10:18 pm
by DrVendetta
Richard replies "I agree" and follows Eddie back down the tunnel

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 06, 2017 12:00 am
by BenTheRat
Yea leave the room quickly and head back to the middle. There is a branch heading NW and one going SW. From up above the ladies yell down.

"Did you find the statue?"

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 06, 2017 12:07 am
by Mr. Handy
Image

"Not yet!" calls Eddie. "We need to try one of the other tunnels. How about northwest?"

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 06, 2017 5:38 am
by DrVendetta
"Works for me" replies Richard

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 07, 2017 1:17 am
by BenTheRat
Before you even get to the end of this tunnel, the smell hits you. As you approach you see a large chamber that appears to have been used by the Star Spawn for his refuse and waste.

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 07, 2017 4:14 am
by DrVendetta
Richard listens closely for any voices

[dice]0[/dice]

Not hearing anything he says "I can't handle this smell" and starts to go back down the tunnel from where they started from

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 07, 2017 5:52 am
by Mr. Handy
Image

"I'm with you," says Eddie, hastily following him back. "It's got to be the southwest tunnel."

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 07, 2017 3:08 pm
by BenTheRat
The 2 of you quickly backtrack from the room of refuse and head down the last tunnel. You go a bit further on this one and it finally opens into a large room with a large pool of water in it.

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 08, 2017 3:54 am
by Mr. Handy
Image

"Maybe it's in the pool, under the water," whispers Eddie. "Shine the light on it."

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 08, 2017 6:18 am
by DrVendetta
Richard shines his light into the pool of water with his left hand with his pistol pointing at the pool in the right hand.

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 08, 2017 4:17 pm
by BenTheRat
You shine your light into the water which is remarkably clear. It is tough to tell the depth here, but you can see the bottom. There is no statue, though you do see some small minnow sized colorless fish swimming around.

Re: IC: 13: Victory is Ours!

Posted: Thu Mar 09, 2017 5:21 am
by Mr. Handy
Image

"So where is it?" asks Eddie. "I hope it's not buried under all that...stuff down the other tunnel."
OOC,Are there any exits we missed? Do these three tunnels all reach dead ends, or did we not fully explore the east tunnel?

Re: IC: 13: Victory is Ours!

Posted: Thu Mar 09, 2017 3:06 pm
by BenTheRat
ooc,You did not explore the NW room at all as it was full of refuse. You only searched about 10% of the East room and left because of the whispers. All 3 rooms seem to be deadends.

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 10, 2017 3:16 am
by DrVendetta
Richard ask "Do you think that they could have had the statue in a different location?"

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 10, 2017 4:37 am
by Mr. Handy
Image

"It's got to be down here somewhere," says Eddie. "That creature is the best guard they could have had. My guess is it's down the east tunnel. That voice had to be trying to divert us to keep us from finding it. I say we go back and ignore the voice. If it tries to lead us one way, we go the opposite." He starts back that way, gripping his shotgun.

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 10, 2017 3:07 pm
by BenTheRat
As you pass by the main chamber again you hear Aunt Loosa yell down, "Did you find it?"

You continue back down the East passage, and enter the room, it looks different than it did just the 20 minutes earlier. The light in the room has changed and the angles on the walls seemed to have changed with it. Shadows are dancing around, and the huge statue in the middle of the room seems a bit smaller than before, now only 15' tall. It is still shimmering and flickering in the light.

One again off to the left you hear a faint whisper. It sounds very similar to what you heard before.
ooc,please make a listen check

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 11, 2017 4:36 am
by Mr. Handy
Image

"Not yet!" Eddie calls up to Aunt Loosa before venturing down the tunnel to the east once again. This time he cannot determine the source of the voice.
OOC,Listen roll (55% skill) down the east tunnel: [dice]0[/dice]

Re: IC: 13: Victory is Ours!

Posted: Sun Mar 12, 2017 12:14 am
by DrVendetta
Richard follows pistol in the ready
Listen Check,[dice]0[/dice]

Re: IC: 13: Victory is Ours!

Posted: Sun Mar 12, 2017 10:35 pm
by BenTheRat
OOC:   Richard, I have no idea why the dice roller does that to you, I've never seen anyone else have issues.
I'll roll for you. [dice]0[/dice]

Neither of you hear anything. What do you do?  

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 13, 2017 2:39 am
by DrVendetta
Richard starts checking out the walls that seem to be different.

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 13, 2017 3:36 am
by Mr. Handy
Image

Eddie takes a closer look at the still oversized but somehow shrinking statue, feeling it to make sure it's really there. "Maybe it's a reflection of the real statue," he says.

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 13, 2017 4:00 am
by BenTheRat
The walls are real, but the design of the cuts is nothing that make any sense at all.

As Eddie draws closer to the statue, it does shrink with every step until you get up to it when it is the 2' statue you are looking for.

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 13, 2017 4:59 am
by Mr. Handy
Image

"Got it!" says Eddie, picking up the statue. "Let's get out of here."

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 13, 2017 1:42 pm
by BenTheRat
Eddie,As you go to pick it up, you realize it is extremely heavy. It is almost 2 cu.ft. of granite. So it weighs just under 300 lbs.

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 14, 2017 4:45 am
by Mr. Handy
Image

Eddie grunts and sets the statue down again. "I can't move it all the way to the pit by myself," he says, "I'm strong, but not that strong. I think we can get it there if we work together, though."
OOC,I know why the dice roller didn't work. 0 was in the dice tags, not 1d100. It must have been quoted from an earlier roll.

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 14, 2017 11:40 pm
by DrVendetta
Richard walks up to Eddie and holster his pistol and tries to lift the statue with Eddie

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 15, 2017 4:23 am
by BenTheRat
Together you are able to lift the statue, and carry it out to the center tunnel.
ooc,we can wrap it up here, or role-play it out, its up to you guys.

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 15, 2017 4:59 am
by Mr. Handy
Image

"We've got it!" Eddie calls up the shaft. "Let's hook it up to the mechanism and haul it out of the pit!"

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 15, 2017 2:15 pm
by BenTheRat
You wrap the chains around the statue and Alyssa and Aunt Loosa crank the statue to the top. They manage to swing it over to one side and unwrap it.

They lower the chain back down and haul you 2 out of the pit.

Re: IC: 13: Victory is Ours!

Posted: Thu Mar 16, 2017 3:30 am
by Mr. Handy
Image

"We need to get this thing to the surface and back to the car," says Eddie. "If we use the seashore exit, that will mean we don't have to haul it up any stairs or anything."

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 17, 2017 1:33 am
by DrVendetta
"I like that idea" says Richard "Do you ladies feel safe enough to go get the car and drive it as close to the seashore exit to the caves while Eddie anbd I haul it down to there through the tunnels?"

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 17, 2017 2:39 pm
by BenTheRat
The ladies agree and head to the car. "See you boys soon," Alyssa says.

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 18, 2017 2:39 am
by DrVendetta
Richard takes a deep breath then starts helping Eddie to move the statue towrds the seashore entrance of the tunnels.

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 18, 2017 2:40 am
by Mr. Handy
Image

"I'm looking forward to it," says Eddie with a smile. He helps Richard carry the massive statue towards the shore exit from the tunnels.

Re: IC: 13: Victory is Ours!

Posted: Mon Mar 20, 2017 3:27 pm
by BenTheRat
You manage to get the heavy statue out of the tunnels and into the car. A wave of relief washes over the 4 of you. That simple job, to go retrieve the stolen statue, had turned into so much more. So many deaths, even a friend.

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 21, 2017 3:23 am
by DrVendetta
After gettingthe statue in the car Richard gets into the back seat to relax and reflect a little on the drive back to MAPS

Re: IC: 13: Victory is Ours!

Posted: Tue Mar 21, 2017 4:14 am
by Mr. Handy
Image

"Let's get this back to MAPS," says Eddie, driving his car back. "Whatever it's supposed to be for, I hope it's worth the price we paid."

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 22, 2017 5:08 pm
by BenTheRat
The four of you sat quietly as you sped through the night. With the exception for a small murmur of a chant from the back seat only the wind noise from the car kept it from being too quiet. The cursed statue was weighing down the back end of the car, but no one mentioned moving it out of the trunk. How many people had died, how many more would have if not for your efforts? You look back on the things you could have done differently. Why did Norman have to play the hero, rushing into face the beast buying time for Alyssa to get away from it?

Maybe that was what was blocking Alyssa's mind. She didn't want to believe, couldn't believe he would rush that monster to save her. For now Alyssa doesn't remember the act. Everything that happened before right now is more a vague memory, like a bad dream. These people in the car with her seem to know her and call her Alyssa, but even that doesn't feel right. The man next to her obviously likes her, were they a couple, had she kissed him, were they lovers? Something was missing, she just couldn't put her finger on it. It's like her mind was jumbled and she doesn't know how to find her thoughts, her memories, herself.

Aunt Loosa was sitting in the back seat working on some sort of charm, murmering a chant to herself. It was having a calming effect on the rest of the group. She hadn't seemed herself since Norman's death. Then again who was. Thoughts of her nephew Sonny kept reoccuring. Was that how he died, to some horrible beast in a damp cave, trying to be the hero?

Richard had fallen asleep next to Aunt Loosa in the back, her murmering was acting like a lullaby. He'd wake up on a really bad bump, his hand reaching for his pistol, as he let out a small yelp. That would startle the others, but they didn't mind. Bad dreams haunted his sleep, perhaps they would everyone from now on. But it was all he could do to stay awake a few minutes and then doze off again.

Eddie was driving, the roads deserted this time of night. He was quickly approaching Boston. Would MAPS already know? They always seemed to. Would they just mark it up as a win with acceptable losses? Hang a portrait of Norman on the wall. No fan fair, no recognition of the sacrifice, no medal or parade. The thoughts chewed at Eddie, pissed him off. How long till he was just one of those portraits? They were lucky, he know that. That hip shot as he ran to do the killing blow, was a one in a hundred, he wasn't even sure how he had managed it. Eddie reached over and slipped Alyssa's hand into his, she smiled at him, but there was a vacancy in the eyes. Over the last week his feelings for her had grown, but she looked at him like a nice stranger after you helped her with her bags. Would her memory ever return?

As you pull into the parking lot, and entered the office, Ms. Patton was up and around her desk before you could say hello. Giving each of you a warm hug. Hot tea, coffee and stronger drink was in the lounge. Dr. Chambers told you not to worry about the statue, as a couple young men in overalls hurried out to your car to retrieve the heavy piece of granite. Sure enough a new painting of your friend Norman hung proudly next to Sonny and the others. The only acknowledgement of the sacrifice they had paid.

Money was pressed into your hands, but to be honest, whatever it was didn't matter and it surely would not be enough for what you went through. This was a somber time, not a time for celebration of victory.

Re: IC: 13: Victory is Ours!

Posted: Wed Mar 22, 2017 5:14 pm
by BenTheRat
OOC:   You guys are free to roleplay how you like, either in the car ride back or in the MAPS Lounge where I left you off.

Wrap Up:
Defeating the Cultists: 1d8 Sanity Points
Defeating the Deep Ones: 1d6 Sanity Points
Defeating Rev. Thomas (Deep One Hybrid): 1d3 Sanity Points
Defeating the Star Spawn: 1d10 Sanity Points

You are free to keep these characters, roll for skill increases and sanity point increases.
All wounds will be healed up in time and Alyssa will eventually regain her memory over time, but not for awhile.

Thanks for playing this to the End. I hope you enjoyed it.

Be sure to check out and join my next mini-module where you return to Rockport - 'Key to the Abyss'

This was written as a mini-side mission to go with the Star on the Shore. But can be run as a stand alone.  

Re: IC: 13: Victory is Ours!

Posted: Thu Mar 23, 2017 3:02 am
by Mr. Handy
OOC,Thank you, I did enjoy it! Do you have a list anywhere of which skills we used? Sanity gain (current level 29): [dice]0[/dice]+[dice]1[/dice]+[dice]2[/dice]+[dice]3[/dice] Sanity increased to 43.

Re: IC: 13: Victory is Ours!

Posted: Thu Mar 23, 2017 2:50 pm
by BenTheRat
OOC:   I did not keep detailed records on what skills you used. I know everyone used their weapons, spot hidden, explosives, throw, first aid, medicine & dodge. Most people used a persuade at one point, psychology, navigate & library use. I think some of you had to make a Drive Auto roll early on. I know Aunt Loosa used occult a lot, some of the rest of you did some. Thats all I can think of off the top of my head. Not sure exactly who used what.

Everyone also pick up 5 points in Cthulhu Mythos.

I'd also be happy to answer any questions you had regarding the scenario. And I would love to hear what you liked, what you didn't like. I've changed a lot of what is going into the final book based on this game, so you guys helped write the book.  

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 24, 2017 3:18 am
by Mr. Handy
OOC,I'll have to go through the posts and see which skills I successfully used when I have time, which won't be until at least the weekend. One thing is that I felt that the Star-Spawn is way too tough. Yes, I used one myself (and a tougher than average one, thanks to the die rolls when I "spawned" it) in The Shadow Over Dunwich, but the players had UNIT's modern (circa 1985) firepower at their disposal, as well as plenty of UNIT soldiers to act as cannon fodder. Two of them ended up killing it in one round by both rolling 01 when shooting it using assault rifles on full auto. We had shotguns and dynamite, which did the job, but we were extremely lucky to get off with only one character death and not a TPK. Was there a better way to defeat it other than through combat?

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 24, 2017 6:33 am
by Silver Priest
Thoughts,Thanks, really enjoyed it! Shame about Norman, but that is why I enjoy this game. At the very least, he died saving the woman he harbored some affection for. There are less worthy causes. I don't really have any complaints. The Star Spawn was pretty tough. Based on your own anecdotes I feel like we got really lucky with killing it. But if we all had had Tommy Guns or shotguns it might have gone better. Or even more dynamite. The only thing that struck me as even a little odd was how easily Phil went down. But at the end of the day he was a squishy human, so maybe I should not be surprised. ;) If you'd like to share, I'd like to learn how the other groups you ran for did. Were we the most successful?

Re: IC: 13: Victory is Ours!

Posted: Fri Mar 24, 2017 2:20 pm
by BenTheRat
Spoilers,Yes, you are the first ones to actually kill the Star Spawn and have most of the party live. You really aren't supposed to win with guns, but so many impales with shotguns can blow that out of the water. (/Pun). One other group managed to collapse the pit tunnel and only lost a couple players, but that is only a temporary fix as the Star Spawn is still down there. One group managed to kill it in a suicide run. They went exploring the lower tunnels and got trapped in the main room below. They tried to fight it straight up, and 3 died in the first round, 2 more in the 2nd, it was a slaughter. So the last character who had a bundle of dynamite, lit them and ran at it to give him a big hug. It was wounded pretty bad already and the 5 sticks of dynamite at point blank range did it in. There are several ways to deal with him, but you didn't really investigate any of those possibilities. I won't go into too many details, but there was a spell in town to banish him, there were a couple ways to get weapons that bypassed his massive armor. So combined with shotguns, that would work. Tommy guns don't do so well, because only the first bullet can impale, the rest are pretty useless, doing 1 or 2 points max. I have come up with an "accidental" way to deal with him as well involving the 2 statues. Didn't really apply to you as this was added after you were in it. Sorry the module changed as you played. You could collapse the tunnel, but you had to go down into the pit, and plant the dynamite in the walls to cause them to collapse. Dropping it from above would never work. To do this properly you probably have to send someone down to distract the Star Spawn long enough to get it planted and get back up the ropes. You could use some quick pulley rope system with counterweights, but that would involve a lot of work and engineering, but could be done. Dynamite really won't do that much ecspecially individual sticks because of their fuses. All he has to do is get a little bit away from it, and odds are it won't even hurt him. When you heard the footsteps running away, that was him getting away from the dynamite. The best use of it, besides collapsing the tunnel, would have been to set a trap with it, using an electrical detonator with several sticks. Lure him there with lamb chops (his favorite) and set it off. The girl at the hardware store has a high demolitions skill and could rig it up for you and is willing to help. While the Colonel bugged out when he saw the deep ones, he is an expert on military tactics and could have drawn up the plan to do it. Phil wasn't designed to be too tough, but in every playtest he went down like a cheap whore. So I've added an NPC to the book to give him a bit of protection. A backer from Kickstarter helped design her. You never went to the Pigeon Cove chapel. If you had you would have run into Rev. Sardonicus. He maintains the chapel and is the front man, being charismatic and a slick salesman. But has no real power. Given enough interogation, he flips on Phil and the whole cult as to what's going on. In the book, Sardonicus is married to Raven "Shadowz" Alexis. She is seriously attracted to power and will do whatever it takes to get it. She originally thought Sardonicus was the power behind the cult, when she found out she was wrong, she has started having an affair with Phil and was planning to kill Sardonicus. She has a couple spells to manipulate shadows she can use to make him harder to hit and gives him a chance to escape if he gets hurt but not killed. Phil is actually a pretty powerful wizard, but is using all his magic to keep the artists coming to town as sacrifices and to keep the Star Spawn pacified and not running rampant. He only has enough magic to call his spirit animal (the crow) to spy on you or attack you. There is so much to do an see in the town, you only hit maybe 20% of it. But spread out over 2 years its hard to remember everything. So many back stories you just barely touched on or didn't follow up on. The chapel, the witch house, the cage behind the hardware store, the names on the list you found. I know you found the tunnels and went for the win, which was the right move. But I like my worlds to have a bit of depth to them. I am changing up a few things. Getting rid of the illusions from the first scene, nice idea but can be so abused. So instead of the flat and the 2 boys turning into cyclops, your cars are attacked by a swirling mass of crows, which can cause you to wreck your cars. It works much cleaner and fits with the crows watching you all the time. A bunch of names are changing due to a special backer level to allow people to pay to have their name be an NPC. So Phil is actually changing to Gabriel in the book. I actually like it better. I am so use to calling him Phil it seems strange, but Gabriel I think is a better evil NPC name. I am providing the players with a map of the city. I should have done that from the beginning. Not sure what I was doing with the whole, no maps, it just makes things harder to understand. In the book, there will be a Keeper map with all the important info on it. And then a player map with only a few buildings marked. The Woods House, the Police station, the Library, Railroad station, and the Post office/telegraph office. that will be perforated so the Keeper can remove it and give it to the players. It's really nice. Any other questions.

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 25, 2017 4:22 am
by Mr. Handy
OOC,One reason we didn't explore and discover as much was that we didn't have a chance after a certain point. We were trying to retreat back to Boston and regroup when the entire cult came after us. Once we killed them, there was nothing holding the Star-Spawn in check, and we had to deal with it.

Re: IC: 13: Victory is Ours!

Posted: Sat Mar 25, 2017 5:44 pm
by BenTheRat
Yea I know once you kill off the deep ones, its designed to set things in motion to kick off the end game.

Re: IC: 13: Victory is Ours!

Posted: Sun May 28, 2017 4:43 pm
by BenTheRat
Handy, I think we are done with this module if you want to move it into the Hall of Honor category.

Sorry I haven't got the next one started yet, I had 2 Kickstarters at the same time, and a big Con, where I'm writing 2 adventures, 1 CoC and 1 Paranioa. So this is eating up a lot of my time.