Dunwich Horror IC

Azathoth, the nuclear chaos at the heart of the universe, is stirring. If it awakens, it will mean the end of all things. And in Dunwich, the degenerate Whateley clan plans to unleash a horrible monstrosity. Can Wilson Richards, Michael McGlen, Jenny Barnes, Monterey Jack, Leo Anderson, and Harvey Walters save the day, or will they be too late?

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Re: Dunwich Horror IC

Postby Tabs » Fri Apr 23, 2010 9:21 am

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Turn 14 Movement
Whateley Farm -> Backwoods Country
Spoiler:
kabukiman, I've moved Leo to a street area (no encounter). Barring unlucky die rolls, the game should be finished after Harvey's and Michael's encounter.
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Re: Dunwich Horror IC

Postby Mr. Handy » Sat Apr 24, 2010 4:56 am

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Turn 14 Movement
Yuggoth (2nd area)->Woods

Michael soon finds the gateway leading back home and rushes through it, determined to put an end to this madness once and for all.
Doctor Who/Call of Cthulhu Campaign:
(viewforum.php?f=176)The Terror Out of Time
The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
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Re: Dunwich Horror IC

Postby DSIGFUSS » Mon Apr 26, 2010 2:30 am

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Turn 14 MOVEMENT

Spoiler:
Jenny moves closer to Ammi coninuing to smile seductively at the old man.
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Re: Dunwich Horror IC

Postby Voodoo » Mon Apr 26, 2010 4:16 am

Turn 14 Movement

Monty Whatley Farm---> Cold Spring Glen
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Re: Dunwich Horror IC

Postby Tabs » Mon Apr 26, 2010 9:01 am

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Turn 14 Movement
Hibb's Roadhouse

"I feel like celebrating. Bartender, another round of whisky!"

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Turn 14 Arkham Encounter
The Witch House
Spoiler:
Close and seal the gate to The Dreamlands (+1), Lore 6 +1 =7d6: Close gate (1d6=4, 1d6=4, 1d6=4, 1d6=6, 1d6=4, 1d6=2, 1d6=2); success. 5 Clue tokens spent to seal The Witch House.
Gug is banished back to the monster cup.

His vision clears; it is as if Harvey had been wearing tinted spectacles which he'd forgot about, and the spectacles are lifted from his eyes.
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Re: Dunwich Horror IC

Postby kabukiman » Mon Apr 26, 2010 1:57 pm

Turn 14 encounter
Backwoods Country
Leo was trying to find his way to the station. But he couldn't see anyone; after all it was late at night, and he lost himself in the woods. But nothing happened. No monster, no dead creature, not even a wolf...
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Re: Dunwich Horror IC

Postby Mr. Handy » Tue Apr 27, 2010 5:25 am

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Turn 14 Arkham Encounter
Woods

Spoiler:
Fight check (6 - 2 [Yuggoth] = 4 dice) to seal the Gate to Yuggoth in the Woods (4d6.hits(4)=3)
Michael successfully closes the Gate to Yuggoth and spends 5 Clue tokens to seal it. This makes 6 sealed Gates, so we win! I don't have time to work out our final score right now, but it's pretty good!

MIchael once again finds himself in the blasted woods south of Arkham. As he did before, he repeats the chant in reverse, firing the entire drum from his Thompson at the strange portal as he does so. It shrinks and contracts to a point, which then winks out of existence. The forest is returned to its natural pristine state, and all seems right with the world at last.

Michael blows smoke from the barrel of his Tommy gun while the empty drum gradually winds down. "Mr. O'Bannion sends his regards," he says to the gate as it closes. "That will teach 'em not to mess with our gang!"
Doctor Who/Call of Cthulhu Campaign:
(viewforum.php?f=176)The Terror Out of Time
The Ninth Planet
The Shadow Over Dunwich
The Brotherhood of Death
The Horror in the Blackout
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