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Author Topic: [Waitlisters Welcome] Servants of Madness: A Lovecraftian RTD (6/8) Turn 19  (Read 37623 times)

randomgenericusername

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So, it makes her somewhat easier to forget, and when in a group she's taken for granted and ignored. It would be basically a bonus when hiding in crowds and enemies "de-agro" faster. Is this is what you want?
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Yeah.
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randomgenericusername

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Alright, going to add you to the list of players.

Recap is going to be delayed to tomorrow, but it will also introduce the new players AND the turn. I won't be sending inactive people to the waitlist yet until one of the players that hasn't answered doesn't send an action and another one joins the game. In that case, I'll replace them with the new player.

EDIT: Reworded your gift and added to character list on the second post.
« Last Edit: June 28, 2018, 08:41:28 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

randomgenericusername

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Alright, I'm gonna confess and say that today I got distracted by playing Dark Souls and forgot to work on the turn. But I will still try to post the complete recap today.

Recap halfways done. It's getting late here, but I'll try to finish it before going to sleep.
« Last Edit: June 29, 2018, 08:14:38 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

randomgenericusername

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Re: [Recap Time!] Servants of Madness: A Lovecraftian RTD (8?/8) Turn 19a
« Reply #274 on: June 29, 2018, 09:28:36 pm »

Turn 19a: Recapitulation.



Antioch, Josephi, Mallo, Nathaniel, Ryan and John. They all used to have normal and uninteresting lives until everything began in a fateful night. They suddenly found themselves in a place they didn't recognize, with people they didn't knew and without any memory of how did they get there. After talking for a while, Antioch manages to see through the illusion and find himself face to face with the Daemon Sultan, the Nuclear Chaos, the Lord of All Things and the Blind Idiot that is Azathoth. Of course, he instantly snaps and his mind breaks.

At this moment, a mysterious man who introduces himself as Nyarlathotep fixes Antioch's mind and requests the group to follow him to discuss about matters. But, before he left, Mallo manages to recall a dream he had long ago and remembers who Nyarlathotep is. As a "reward", he gifts him an artifact to call him whenever he felt like gaining some cosmic knowledge in exchange of terrible sacrifices.

Once everyone is at Nyarlathotep's office, he explains the current situation: Azathoth, whose dream is the entirety of the universe as we know it, is slowly waking up due to the actions of the Gods, who continue breaking the established laws of reality. The more they damage the structure of the universe, the harder it becomes for Nyarlathotep to keep him dreaming. And if Azathoth wakes up, the dream of the universe is destroyed and only a sleepy Azathoth would remain in the middle of nowhere.

Nyarlathotep explains to the group that they are unlike most mortals: All of them were born special, were watched by the Gods during their lives and were touched by the Eldritch truth without going insane. He then requests them to aid him as his servants and to work together to put an end to the influence of the cosmic horrors on Earth. After they all sign on the Book of Azathoth and sell their eternal souls to Nyarlathotep, they wake up on the mortal world as Servants of Madness.

The Servants's first mission wasn't really explained by Nyarlathotep, as they woke up early. After searching the house they all appeared when they woke up, they find out that they are currently located in Arkham, Massachusetts. Nathaniel and Josephi also accidentally established contact with Hastur trough the Yellow Sign and now share minds with him. Antioch decides to split from the group while the others pass time by looting the house. They latter find the owner of the place: A cultist of Nyarlathotep who had prayed to the god for aid. She explains them that the local cult of Cthulhu has been capturing members of the Miskatonic University and that the smell of rotting fish has become unbearable, reason why everyone has abandoned that specific sector of the city. Since the authorities gave up on the search, she requests the Servants to aid her in finding an entrance to the old sewers and dealing with the cult.

Meanwhile, Antioch learns the hard way why no one ever splits the party, as he's captured by one of the ghouls of the nearby chapel. He ends up in a cell located deep underground, inside the old sewers. Because he was being dragged by the ghoul, a trail of blood was left on the ground in the direction of the sewer's entrance. The Servants follow the trail and find an ancient and abandoned chapel, being guarded by another ghoul inside. After a short "fight", Ryan ends being shot in the leg and Josephi decides to leave the rest to steal from a gas station.

When the group goes around the chapel, they find the cemetery behind and an entrance to the underground, also being guarded by another ghoul. This ghoul was distracted by a tasty corpse, so Mallo manages to sneak behind it and slash at it's throat. Meanwhile, Antioch decides to sleep and ends back in Azathoth's Palace. After asking Nyarlathotep for aid, he takes him to the Bazaar: the place where the inhabitants of the Dreamlands exchange their goods for a price. Nyarlathotep takes Antioch to an aged and seemingly mute merchant. Antioch decides to trade an odd black knife he found at the start of the game for a strange gem. After this, he wakes up back in the cell with the gem in his inventory.

Mallo and Nathaniel decide to face the sewers, despite being told to wait. They get lost in the darkness and can't find their way back. Meanwhile, Josephi is about to attempt to summon an eldritch monster using human sacrifice and the rest of the Servants (Ryan, the cultist and John) realize that everyone else is gone...

"Yeah, everything is definitely going according to the plan. There is absolutely no way this simple mission can go wrong. Right?"
« Last Edit: June 30, 2018, 06:45:16 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Re: [Recap Time!] Servants of Madness: A Lovecraftian RTD (8?/8) Turn 18a
« Reply #275 on: June 30, 2018, 10:01:24 am »

Where am I this time?
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randomgenericusername

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Re: [Recap Time!] Servants of Madness: A Lovecraftian RTD (8?/8) Turn 18a
« Reply #276 on: June 30, 2018, 11:16:21 am »

Where am I this time?
((You're going to be introduced when the turn starts. Both new players will appear in the mission.))

Currently working on turn, sorry for taking too much.
« Last Edit: June 30, 2018, 04:07:45 pm by randomgenericusername »
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

randomgenericusername

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Turn 19b: Madness Returns.



Take the weapon that I can use most effectively.
Spoiler: Thinking (click to show/hide)

[6] - Without thinking, you grab the closest thing and prepare for a fight. You inspect your new weapon: a long and thin winged spear made of something similar to silver. As you hold it, a breeze of fresh air fills the room, but nothing else happens. Whatever powers this artifact has, they won't work here.

Before you can find another weapon, the door is suddenly opened by a pair of cultists wearing dark green robes and holding torches. They must be part of the sewer's cult, as one instantly pulls a nailed bat from his robes the moment he notices you aren't from here.

"Intruder! Go inform the rest!"

The cultist armed with the bat closes distance while the other begins to return from the place they came from. Because of your weapon, you can reach the cultist from where you are standing. But if you want to deal with the second one, you will have to either close distance or throw your spear, which will leave you open to the first cultist.

Spoiler: Hastur (click to show/hide)



listen and let the sounds tell me which path to take. The darkness may shroud my vision, but my hearing will aid me while the shadows protect.

[2] - You can't hear anything. At all. The silence is only broken by your own breathing. You're slowly starting to panic, suddenly realizing that you are alone in a place you don't know and filled with all kinds of horrifying creatures.

You feel something heavy in your pocket. You exactly know what it is, and you know that it could either be your salvation or your doom. A small sacrifice, like a hand, would be enough to gain knowledge of this area layout...



Follow cultist, it is not like I have another choice

[4] - You follow behind the cultist and enter the old sewers with her and Ryan. As you go deeper into the darkness, you wish you had a torch or lantern.



Uh, wake the guy up, I guess.
Try to convey that he should be quiet while doing so.

[1] - Nope, he's fast asleep. No mather how much you shake him, he won't wake up. Damn, he must be a heavy sleeper. You start to hear footsteps coming from the hallway. You realize that they must have heard the noises and someone came to investigate...

The damn gem! They're going to see the light! You have to act quickly, if you don't want them to notice that you have it with you.



”Get out coppers! I am packing ze heat!”

Attempt to summon an Eldritch being of unspeakable horror. Or something.

[4] - You drag the tied up cashier to the ground while trying to recall any knowledge of monster summoning. You have only heard of the basics: An offering is made through a medium and a creature is called from beyond. The easiest method is human sacrifice, as the meat of a human is tasty and their blood is special. If you really want to go through it, you will have to kill one of the hostages and use their blood to draw a circle and their body as an offering.

But who knows what will answer to the calling?

Spoiler: Hastur (click to show/hide)



Keep going with the cultist

[6] - Your leg still hurts, so the cultist is forced to continue helping you walk and move. If you are ambushed, she won't be able to defend herself to a surprise attack.



juicebox and sprinkled chariot:

Quote from: Encounter roll
[2+1]

Ryan, John and the cultist continue without any interruption. They don't find anyone in their path.

After walking for a while, they quickly find a branching path. One way continues forward while the other turns left. The place is pitch black and you can only see by feeling.



Alright, I was about to introduce the new players, but I forgot a very important question.

SaberToothTiger and TricMagic:

Do you want to go through the introduction sequence (signing the Book of Azathoth)? If you don't, it will be skipped and you will join the game already as a servant.

Do you want to appear directly inside of the current mission, or in the dreamhub? If you pick the later, you can explore Azathoth's Palace, The Bazaar, other parts of the Dreamlands or join any active missions by asking Nyarlathotep (like the one right now.)
« Last Edit: June 30, 2018, 09:31:12 pm by randomgenericusername »
Logged
The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

randomgenericusername

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I noticed I had two "Turn 16"s, so that actually makes this "Turn 19". Sorry about that, I fixed my mistake.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

TricMagic

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Introduction, then dreamhub.
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SaberToothTiger

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I would also like to have the introduction and then enter the Dreamlands.
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I gaze into its milky depths, searching the wheat and sugar for the meanings I can never find.
It's like tea leaf divination, but with cartoon leprechauns.
There are only two sure things in life: death and taxes and lists and poor arithmetic and overlong jokes and poor memory and probably a few more things.

randomgenericusername

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Alright. I will write a small introduction for both of you tomorrow. Just know that the Dreamlands is a very alien and eldritch place, and I made it the hub so players wouldn't just stay there forever while everyone else risks their lives on dangerous missions. While you CAN try staying "awake" there for a whole day (single mission) or even two, constant exposure to the Dreamlands can result in madness.
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The dog behind the man behind the beard.
Immortality like that would be even more game breaking than four Aaron's in one place.
You're both so obviously scum that this is a surprisingly difficult decision.

Dustan Hache

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Calm myself down, I've already heard and witnessed far worse. The Haunter's gift is reassuring, but I have no need for it yet. I have not encountered anything.
Move slowly down the leftmost path, but be careful to keep to the shadows while i do so.
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I figure at some point, you're just gonna run outta fucks to give and just off yourself whenever you get hurt at all. It's not like there's any downsides to it. Hangover? Suicide will fix that. Stubbed your toe? Suicide. Headache? Suicide. Papercut? Suicide.

Maximum Spin

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Swallow the gem. It's the only way. Okay, no, just wrap it up in my clothing as tightly as possible.
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sprinkled chariot

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follow others and pronounce incantations of dark pharaoh glory in koine
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