This is Classic Doctor Who meets Call of Cthulhu, the second of a series of connected adventures set in different eras and locations that started with The Terror Out of Time.
Moderator: Mr. Handy
I'm sorry the endgame is dragging so much, but I do hope to have it resolved within the next couple of weeks so I can start getting The Shadow Over Dunwich set up. Those of you who are still in Take the Long Way Home, please do post promptly.
First, I'll give out rewards. Everyone earns 1d6 Sanity for defeating some of the Mi-Go. That's all you get, as the Mi-Go managed to succeed in their plan. This may take your Sanity above its starting level, but under no circumstances will it go above 99 - Cthulhu Mythos (which I don't think will be an issue for anyone).
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. All of you should roll Sanity and skill increases, including the Styx Base crew. Those characters will not be proceeding to the next adventure, but time and space are vast, and anything might happen eventually. In the meantime, those of you who played those characters may create new characters for the next adventure. Edward Barrett should make these rolls as well, even though he ended up in a Mi-Go brain cylinder. Some of those skills won't be usable in his current condition, but he still gets a chance at increasing them. He'll need that 1d6 Sanity as well, since his Sanity will gradually degrade over time while he's in the cylinder.
- Posts: 4100
- Registered for: 13 years 9 months
- Location: Aberdeen, MD
- Posts: 4100
- Registered for: 13 years 9 months
- Location: Aberdeen, MD
Insight 62% - success. Insight >62% (1d100=97)
Insight increases by 1. Insight increase (1d10=1)
Listen 50% - fail. Listen >50% (1d100=13)
Spot Hidden 50% - success. Spot Hidden >50% (1d100=72)
Spot Hidden increases by 7. Spot Hidden increase (1d10=7)
FYI - since Lucius is not getting any help regaining his sanity despite his opinions on the matter, he's likely going to be taking more chances, willing to throw himself to the wolves. He'd rather go out with some sense of himself than lose himself completely.
Astronomy - 90% (1d100=21), No Increase
History - 40% (1d100=92), History Increase (1d10=8)
Listen - 25% (1d100=96), Listen Increase (1d10=9)
Physics - 81% (1d100=64), No Increase
Psychology - 85% (1d100=90), Psychology Increase (1d10=5)
---Sanity Bonus for reaching 90% in Psychology (2d6=9)
Spot Hidden - 25% (1d100=62), Spot Hidden Increase (1d10=3)
Mace - 60% (1d100=92), Mace Increase (1d10=3)
Great game Mr. Handy! I look forward to the next.
Well played everyone.
- All things tabletop gaming -
I was quite literally contemplating having Alison try to kill the General and Lt. Colonel almost every time I posted when we were in the ship, but I was just not sure if the hunch and her own suspicions/fears would have been enough justification and since I couldn't convince myself I couldn't convince her. I think Alison will definitely be noticing the changes going on around her on Earth though.
Here are Alison's rolls for if she ever comes back: I had a great time with this game and now that things have been freed up I am able to play again. I'd be up for the next game as well - Handy I spoke to you earlier about my character idea, we can get back into that.
The Mi-Go are tricky little devils, and I've long thought that they'd make excellent Doctor Who antagonists, which I think this game demonstrates. Their plan was very devious, and there are still aspects of it that you never discovered. You figured out that they were up to something, but the specifics of their plan weren't revealed until the end. General Pryce was actually set up to be highly resistant to insanity and mind control (he had POW 17 and 85 Sanity to start), but the Mi-Go were extremely lucky. The odds were against him going insane for seeing the Mi-Go, and even then the odds were against him developing the particular insanity he did. The Mi-Go also could have been killed - it was down to only 1 HP when the shooting stopped. The situation gave it the perfect excuse to use its hypnotic effect (it had nothing to lose at that point anyway), which through sheer luck overcame the general's high POW. Once he failed, he fell under the Mi-Go's control, and at that point the first phase of their scheme was successful. All they had to do then was get him back to Earth to arrange the meeting, and again they had the perfect excuse for demanding that everyone leave and return to Earth.
There were still ways to thwart them at that point. Backing Colonel Patel fully could have worked, though it probably would have resulted in more bloodshed as the two sides squared off. She guessed what was going on by accident; in actual fact, she was jealous of General Pryce and was looking for a way to discredit and unseat him. The Mi-Go moved quickly to use their meat puppets to eliminate her. Even on the flight back to Earth, it was still not too late. The key was preventing General Pryce from reaching Earth safely, and you had access to him that would have been impossible once you got there. The surest way to do that would have been to kill General Pryce, which would have taken proper planning so that you did not end up like Colonel Patel. He wasn't a willing tool of the Mi-Go, so it would have in effect been murder, which gave everyone pause. He could have been freed from their control by killing the Mi-Go that was pulling his strings, but once it was released that became very difficult. Also, his prolonged and continuous mental contact with the Mi-Go drove him insane after some time, so even if he had been set free, he would have been completely mad after that point.
Imp, you're free to play Lucius how you like; he's your character. His insanity will still be suppressed when the third adventure starts, but it may make a return appearance if enough time passes. His Sanity score isn't as bad as it could be. He started with 40, so he is down 20%, but 32 is still enough to keep him going for a while. Taking risks might also endager his Sanity further. I played a character in one of your games who started with her Sanity in the teens when I took her over, and she managed not to go permanently insane (or even drop into single digits). Of course, the cautious way I played her also made it impossible for her to unravel the mystery.
CrackheadC, I remember our discussion about your character idea, and it is workable. I'll set up a special character creation thread for you when I create the new board.
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- Location: Miskatonic University - Denver
Pilot Space Transport - 41% (1d100=76), Pilot Space Transport Increase (1d10=3)
Psychology - 35% (1d100=74), Psychology Increase (1d10=3)
Sanity Increase (1d6=3)
Not a whole lot of good I did, eh? *sigh* Ah well. Better luck next time to all. Thanks for running another great game, Handy!
Seeing Cthulhu - 1d10/1d100 Sanity Loss
Seeing 'Twilight' - Automatic Permanent Insanity
The Mi-Go's secret domination of the Earth in the 22nd century won't be permanent. If Kaiser's regime is overthrown, which would take some doing, then the Mi-Go will lose their iron grip. It is possible that the survivors from Styx Base will one day play a part in this. Even if Kaiser holds on to power, the Daleks eventually invade Earth in the mid-22nd century, causing whatever government exists at that time to collapse.
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