and Madness Followed (Inactive)

Game Master Dennis Harry

In 1930-31, Miskatonic University funded an Antarctic Expedition which ventured forth into the icy wastes of the southern continent in search of new discoveries. Instead the intrepid adventurers found horror, tragedy, and a great and ancient secret.
Those secrets still lie under the ice of that mysterious continent waiting to be uncovered...

Lakes Camp


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Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Maybe someone could say they found a key, eh?


Shadow's Status
Alphonso Wolf wrote:
Maybe someone could say they found a key, eh?

Shhh, that's crazy talk...


Shadow's Status

Just an FYI folks, we are now 1/3rd of the way through this massive 267 page adventure...

We are a few posts away from actually arriving on Antarctica!

There are currently 4 PCs.

Do you wish to continue as is or Recruit a few more vict… er Investigators once we arrive on the ice as that is the start of a new chapter?


Male "Human" Engineer

I don't know what sort of expectations the adventure has, but I'd lean toward pressing on with what we've got. I don't object to recruiting others, though, if that's the consensus.


I'm not opposed to it. If you feel we need more hands than sure.


Shadow's Status

Well it';s Cthulhu, so if there was 1 of you or a 100 of you, you could die just as easily if you are not cautious and lucky :-)


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Yes but one more could be slower then us and prolong our lives...


Male French Canadian Sailor (Radio Operator) | Unhandsome but Friendly | HP 14/14 | SP 85/85 | MP 17/17 | Idea 80% Luck 85% Know 70%

I'm good with the four we have, but won't raise a fuss if we recruit more crew :)


Shadow's Status

Seems like the group leans towards continuing on with 4 so let's stick with what we have!


Soft and squishy. I am trying to convince the remnants of my live table to be willing to give Call of Cthulhu a try.

Is meeting the number a success?


Shadow's Status
Phoebe Barrett wrote:

Soft and squishy. I am trying to convince the remnants of my live table to be willing to give Call of Cthulhu a try.

Is meeting the number a success?

They should, it is really a great game for a small group. If you need adventures hit me up in PM and we can discuss further.

Yes, meeting the number is a success. I'll likely update this one tomorrow as I owe a post to my Vampire game tonight before I head to bed.


Shadow's Status

I will leave that last post and allow the PCs to RP a bit before moving to the next scene which will be a bit diecey :-)


Shadow's Status

I'll try to update by tomorrow, sorry for the delay there folks.


Gotta have the money and figure out which edition I want as I will not be buy more than. All the games are compatible with all the seven editions right? I recall hearing about it. And I will totally message you to get some help. I only personally know one person who has played it and that the GM was so brutal and tried to cram all the Lovecraftian monsters into one adventure. Which can be a bit much.

Currently I am looking to buy the Ruins of Azlant adventure path. We are looking to add a few more people since I only have to always there people. One is every other week as he is still playing with the a~+&#$@. And one who has a proven issue staying with one character for any length of time. Which does not work with me. Makes me crazy :D

I am trying to break them out of the mentality that Call of Cthulhu has only four options. You die, you become a cultist, you are unplayable due to insanity, or some combination of the three. Though one player said she would be willing if I ran it since I can apparently do suspense very well. I made them afraid of the loot. I freaked out a bunch if people who had at the least a decade of playing on me and a few newbs. I was so proud of myself!


Call of Cthulhu: The Official Video Game
I have been waiting for this game for a few months. It is looking like it will be awesome.


Hehe, I found something awesome! Scoobythulhu Scooby Doo vs Cthulhu


Shadow's Status
Phoebe Barrett wrote:

Gotta have the money and figure out which edition I want as I will not be buy more than. All the games are compatible with all the seven editions right? I recall hearing about it. And I will totally message you to get some help. I only personally know one person who has played it and that the GM was so brutal and tried to cram all the Lovecraftian monsters into one adventure. Which can be a bit much.

Currently I am looking to buy the Ruins of Azlant adventure path. We are looking to add a few more people since I only have to always there people. One is every other week as he is still playing with the a~$@~$!. And one who has a proven issue staying with one character for any length of time. Which does not work with me. Makes me crazy :D

I am trying to break them out of the mentality that Call of Cthulhu has only four options. You die, you become a cultist, you are unplayable due to insanity, or some combination of the three. Though one player said she would be willing if I ran it since I can apparently do suspense very well. I made them afraid of the loot. I freaked out a bunch if people who had at the least a decade of playing on me and a few newbs. I was so proud of myself!

For the most part the changes between editions for Chaosium are slight.

I love Ruins of Azlant, wish I had time to run the game I had started, maybe one day... :-(

Sweet, that's the best part of running the game, getting that reaction. As long as they are smart, Investigators can make it a while in the game, I've also seen players go through 5 PCs in a single game session...


Shadow's Status
Phoebe Barrett wrote:

Call of Cthulhu: The Official Video Game

I have been waiting for this game for a few months. It is looking like it will be awesome.

Looks amazing, now I wish I had time to play video games to boot! :-(


Shadow's Status
Phoebe Barrett wrote:
Hehe, I found something awesome! Scoobythulhu Scooby Doo vs Cthulhu

I've not yet watched it, is it children suitable? My daughter might just love it!


The multiple character is my concern. With the people I game with that would lead to no investment for them. Though they have said maybe. But I am doing the Ruins of Azlant first. I have read up a little on it and it looks like something I will enjoy.. Also the players will. They will suffer and enjoy.

One of my players is adapting the Mage stuff from World of Darkness into a Harry Potter style. I get to be a preteen with magic and a ghost friend while committing muffin styles hi-jinks at school. She said I was gonna be a paradox monster :)

Sorry for making you sad with the video game :( I understand.

The Scoobythulhu thing ended rather brutal though it was not graphic. Kind of depends on he age I suppose. I think some of the animation came from the Real Ghostbusters show. I did watch a homebrew one shot someone did that was in that theme. Though there is some swearing in it. Along with some drug references due to Shaggy. And it was rather brutal as well.

All though I found Bubble gum shoe a while ago. My nieces are to young to play due to the short attention span but this one seems great for the young and it has some scooby doo potential.


Shadow's Status

Something Wicked (who is fairly active on these boards) and his brother posted interest in acquiring a Keeper and players for a Chaosium CoC game on the Recruitment pages.

I know we've discussed back and forth whether to bring in PCs or not to the game but I think this will be good for the game overall as a solid 6 for this adventure will be helpful.

Wicked & Edwin, the adventure/investigation has moved to Antarctica and the Investigators are onlya few days away from reaching the ice. Therefore, the roster of available characters is as follows:

Guides
Peter Sykes CAN Arctic guide
Nils Sorensen NOR Arctic guide, mountaineer
Gunnar Sorensen NOR Arctic guide, mountaineer

Science Crew
Willard Griffith USA Geologist, Cornell University
Charlie Porter USA Assistant to Griffith
Morehouse Bryce USA Paleontologist, Univ. of California
Timothy Cartier USA Assistant to Bryce
Charles Myers USA Archaeologist, Univ. of Chicago
Avery Giles USA Assistant to Myers
Pierce Albemarle USA Meteorologist, Oberlin College
Douglas Orgelfinger USA Assistant to Albemarle
Samuel Winslow USA General aide, studying glaciology

Camp Crew
Tomás Lopez USA Worker
Hidalgo Cruz ARG Worker
Maurice Cole CAN Worker
Christopher St. Claire USA Worker
Seamus MacHale USA Worker
Mickey Gallagher Ireland Worker
David Packard USA Team boss, camp security
Richard Greene USA Physician

Technicians
Albert Gilmore USA Drill tech
Michael O’Doul USA Drill tech

Sled Teams
Gregor Pulasky POL Sled team chief
Enke Fiskarson NOR Dog wrangler
Olav Snåbjorn NOR Dog wrangler

Pilots/Mechanics
Douglas Halperin USA Pilot
Ralph DeWitt USA Pilot
Lawrence Longfellow USA Engineer/mechanic
Alan “Colt” Huston USA Engineer/mechanic
Stanley Chastain USA Engineer
Patrick Miles USA Technician/mechanic

These characters can be statted any way you see fit but at least be proficient in your listed "trade".

Can one of the new PCs place the Recruitment build data in a spoiler for our new players in the Discussion thread? If not, I will try to get to it tomorrow.

Welcome Edwin & Wicked!


Cultist Henchman 1

Hey guys, thanks for having us! I mentioned in another post that we're really new to the rules, but eager to dive in.

I'll look over the character options and try to come up with a character build by tonight (I have the 7th ed package for hero lab).


Edwin & Wicked, welcome on board! Please post any character questions here in discussion - I don't think we want to pull a Herbert West on the recruitment page. The build data is quite lengthy and itself contains multiple spoilers, so I figured it would be easier just to link to everything. :)

Link to character creation recruitment post.

Link to free CoC quick-start rules pdf download.

Ignore the skill Computer Use.


Shadow's Status

TY goodwicki!


M Human

Hello everyone!

Rolling for Charles Myers, Archeologist:
SET 1:
3d6 ⇒ (3, 4, 3) = 10
3d6 ⇒ (1, 6, 4) = 11
3d6 ⇒ (4, 2, 2) = 8
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (2, 4, 4) = 10
3d6 ⇒ (2, 5, 2) = 9

2d6 + 6 ⇒ (5, 1) + 6 = 12
2d6 + 6 ⇒ (4, 5) + 6 = 15

SET 2:
3d6 ⇒ (1, 2, 6) = 9
3d6 ⇒ (1, 3, 3) = 7
3d6 ⇒ (2, 1, 4) = 7
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (2, 5, 2) = 9
3d6 ⇒ (1, 4, 4) = 9

2d6 + 6 ⇒ (2, 4) + 6 = 12
2d6 + 6 ⇒ (1, 5) + 6 = 12


Professor of Archaeology

Charles Myers stats using SET 2:

9 Appearance
9 Constitution
9 Power
20 Education 19+1 for age
7 Dexterity
7 Strength
12 Size
12 Intelligence
45 Sanity
60 Idea Roll
45 Luck
95 Know
9 Magic Points
11 Hit Points
Damage Bonus +0

Idea roll = 60
Luck = 45
Know = 95
Income = $5,500

Occupation: Professor
Occupation skill points: 190
EDU+INT skill points: 310

Skills:

Anthropology 51
Appraise 40
Archaeology 61
Handguns 50
First Aid 50
History 35
Language (Latin) 31
Library Use 60
Listen 50
Navigate 40
Occult 65
Persuade 40
Psychology 30
Cryptography 21
Spot hidden 50

Background:

Charles Myers, Age: 40 Occupation: Professor of Archaeology

Born to German immigrants in the Ohio Valley and moving to New England for college, Professor Charles Myers is a pale, bookish man of modest physical prowess concerned more with his readings and research than social graces. His close ties know him to be a loyal friend. He is an atheist regarding the occult and religious tendencies to be a study in human psychology rather than metaphysical. He has a particular dislike of insects and is known to be mildly obsessive compulsive among colleagues and students at Miskatonic University, where he teaches.

Professor Myers is a relatively new addition to Miskatonic, recently completing his Ph.D. fellowship under Dr. Edgar Abernathy at the same university. He procured an assistant professorship at the renowned institution working alongside his mentor. Abernathy was a highly regarded expert in artifact restoration and investigation who specialized in occult meanderings. Myers followed in his mentor's footsteps and worked alongside Abernathy at many dig sites along the central and North African and Middle Eastern regions.

Two years ago Abernathy mysteriously disappeared while on sabbatical in Argentina to collaborate with a colleague on a book regarding regional occult mandalas; his whereabouts still remain unknown, with the last correspondence from him being a postcard with his reported plans to travel to Antarctica and begin an excavation at some point in the future. Myers remains at Miskatonic as the current expert on Occult Archaeology and Anthropology. The disappearance of his mentor has caused great unrest, and he is eager uncover details regarding Abernathy's sudden disappearance. He carries with him a pocket watch given to him by Abernathy as a graduation gift.


Cultist Henchman 1

Here's my crunch! I'll finish up background tomorrow...

Avery Giles, Assistant to Myers
Step 1
Array 1:
3d6 ⇒ (3, 4, 1) = 8
3d6 ⇒ (1, 3, 5) = 9
3d6 ⇒ (5, 3, 1) = 9
3d6 ⇒ (1, 1, 3) = 5
3d6 ⇒ (3, 3, 1) = 7
3d6 ⇒ (3, 1, 3) = 7

2d6 + 6 ⇒ (1, 2) + 6 = 9
2d6 + 6 ⇒ (3, 3) + 6 = 12

Array 2:
3d6 ⇒ (4, 6, 2) = 12
3d6 ⇒ (6, 2, 3) = 11
3d6 ⇒ (4, 3, 1) = 8
3d6 ⇒ (2, 6, 5) = 13
3d6 ⇒ (6, 6, 4) = 16
3d6 ⇒ (5, 5, 2) = 12

2d6 + 6 ⇒ (4, 6) + 6 = 16
2d6 + 6 ⇒ (2, 4) + 6 = 12

STR: 13
CON: 12
POW: 8
DEX: 11
APP: 16
EDU: 12+3
SIZ: 12
INT: 16
SAN: 40

Step 2
Idea: 80
Luck: 40
Know: 75
Damage Bonus (DB): +1d4

Step 3
HP: 12
Sanity Points: 40
Magic Points: 11

Step 4: Occupation and Skills
Research Assistant, Archaeology
3 ($3,000)
Possessions: ($15,000 in property and assets)
$1,500 banked
$1,500 stocks/bonds convertible within 30 days
$12,000 in property, vehicles, old books, etc.

Skills (150 skill points + 310)
Archaeology (55 - 56%)
Bargain (45 - 50%)
Biology (20 - 21%)
Chemistry (25 - 26%)
Climb (10 - 50%)
Dodge (10 - 32%)
Drive Auto (10 - 30%)
Fast Talk (45 - 50%)
Hide (20 - 30%)
Library Use (20 - 45%)
Listen (10 - 35%)
Mathematics (15 - 45%)
Mechanical Repair (20 - 40%)
Natural History (20 - 30%)
Persuade (45 - 60%)
Physics (10 - 11%)
Sneak (10 - 20%)
Spot Hidden (10 - 35%)
Swim (20 - 45%)
Handgun (20 - 40%)
Knife (10 - 35%)
Fist/Punch (10 - 60%)


Male Human Fate 3/Resilience 3/WS 43, BS 20, ST 5, T 38, INIT 41, AGI 27, DEX 25, INT 25, WILL 38,FEL 30

Welcome aboard hearties! More Chum for the... Oh wait, more crew yes crew


Hi! Welcome to the frozen seas of happy fun times!


Male American Research Assistant

Thank you! Here's Avery, research assistant to Professor Charles Meyers (and unabating Lothario).


Shadow's Status

Tuesday night I will update and bring in the new PCs.


Shadow's Status

Tonight...


Shadow's Status

PCs look good.

Just a few things to add, during the trip classes were offered by various Experts in their chosen fields that you both would have taken (even Avery despite his underachiever status!) as each could be critical to survival while on the frigid continent.

The Skills are as follows:

Polar Survival 10% +1d8
Radio Operator 6% +1d6
Meteorology 6% + 1d10
Drive Dog Sled 12% +1d20
Operate Heavy Machinery 6% +1d8

The dice roll will equal your final scores in these Skills IF you have them already, simply increase the current score by the dice roll NOT the base chance listed above.

Then, add the following bonuses to already existing skills:

Mechanical Repair +1d4
Navigate +1d4
Geology +1d8
Natural History +1d10
Electrical Repair +1d4
Anthropology +1d10
Archaeology +1d15

Once that is all done you are both set. Assume that the next scene that I post (which will be soon) you are both present for.

Note that neither of your PCs have interacted much with the current set of Investigators though you are aware that they have been some of the right hand men (and women) for Moore and Starkweather. The former PC now NPC Arnault has become one of Starkweather's trusted advisors though he has been sea sick and in the infirmary the past week.


Male American Research Assistant

Avery doesn't have any of the first set, so...

Polar Survival: 1d8 ⇒ 2 + 10% = 12%
Radio Operator: 1d6 ⇒ 4 + 6% = 10%
Meteorology: 1d10 ⇒ 4 + 6% = 10%
Drive Dog Sled: 1d20 ⇒ 17 + 12% = 29%
Operate Heavy Machinery: 1d8 ⇒ 4 + 6% = 10%

Mechanical Repair: 1d4 ⇒ 1
Navigate: 1d4 ⇒ 2
Geology: 1d8 ⇒ 4
Natural History: 1d10 ⇒ 9
Electrical Repair: 1d4 ⇒ 3
Anthropology: 1d10 ⇒ 8
Archaeology: 1d15 ⇒ 10


Professor of Archaeology

Professor Myers class grades (I didn't take electives in any of the first set in college!)

Polar Survival: 1d8 ⇒ 8 + 10% = 18%
Radio Operator: 1d6 ⇒ 1 + 6% = 7%
Meteorology: 1d10 ⇒ 7 + 6% = 13%
Drive Dog Sled: 1d20 ⇒ 3 + 12% = 15%
Operate Heavy Machinery: 1d8 ⇒ 2 + 6% = 8%

Mechanical Repair: 1d4 ⇒ 4
Navigate: 1d4 ⇒ 1
Geology: 1d8 ⇒ 6
Natural History: 1d10 ⇒ 6
Electrical Repair: 1d4 ⇒ 4
Anthropology: 1d10 ⇒ 2
Archaeology: 1d15 ⇒ 10


Shadow's Status

Ah. Explosives was a class that Starkweather was supposed to teach but I forgot about it, everyone take 18% in that. My apologies.


Male French Canadian Sailor (Radio Operator) | Unhandsome but Friendly | HP 14/14 | SP 85/85 | MP 17/17 | Idea 80% Luck 85% Know 70%

Hi everybody. For the next few weeks my work/life balance is going to be very out of whack from the norm, and my posting will most likely be spotty and/or brief. I apologize for the disruption, and please feel free to bot me whenever necessary. My hope is that by the end of June I'll regain some equilibrium and be back to my regularly scheduled posting.

I should still be able to check here 2-3 times a week, but if I go quiet, this is why.


Shadow's Status

OK, make checks on all skills rolled successfully this last chapter as the new PCs had no skill challenges, I'll allow you both to add 1d4 to a single Skill of your choice.

Once everyone has finished adjusting stats, let me know and we will FINALLY begin the adventure in earnest!


Male American Research Assistant

Woohoo!!

1d4 ⇒ 4 to polar survival.


Male French Canadian Sailor (Radio Operator) | Unhandsome but Friendly | HP 14/14 | SP 85/85 | MP 17/17 | Idea 80% Luck 85% Know 70%

It would appear the only skill Louis succeeded at was

Spot Hidden (30): 1d100 ⇒ 45

which will increase! I believe it goes up by

2d5?: 2d5 ⇒ (4, 4) = 8


Male "Human" Engineer

Dodge (63): 1d100 ⇒ 96 increase!
Climb (42): 1d100 ⇒ 39
Spot Hidden (37): 1d100 ⇒ 41 increase!
Throw (25): 1d100 ⇒ 18
Grapple (25): 1d100 ⇒ 32 increase!

Dodge +: 2d5 ⇒ (5, 5) = 10
Spot Hidden +: 2d5 ⇒ (2, 5) = 7
Grapple +: 2d5 ⇒ (4, 3) = 7


Professor of Archaeology

1d4 ⇒ 2 to Radio Operator


So explosives is at an 18?

Is Luck able to go up?

41 Spot Hidden: 1d100 ⇒ 96
65 First Aid: 1d100 ⇒ 77

And nothing improves because the dice roller is mean to me


Male "Human" Engineer
Phoebe Barrett wrote:

So explosives is at an 18?

Is Luck able to go up?

[dice=41 Spot Hidden]1d100
[dice=65 First Aid]1d100

And nothing improves because the dice roller is mean to me

No, both improve. They only don't improve if you succeed at the roll. They improve when you fail. You want the opposite of normal during these chapter breaks.


Right. Silly me failing to remember the rules

Spot Hidden: 2d5 ⇒ (1, 3) = 4
First Aid: 2d5 ⇒ (1, 4) = 5


Male "Human" Engineer

They didn't do any favors by making it really counterintuitive :P


Male American Research Assistant

It means that the better you are at the skill, the harder it is to get better (i.e. requiring a greater deal of practice). Seems counter-intuitive, but I like the notion!


I agree Avery but I always seem to forget.


Shadow's Status
Phoebe Barrett wrote:
I agree Avery but I always seem to forget.

No worries easy fix :-)

No Luck is more static it can go up but I don't remember how without consulting the book which I cannot do ATM.

I will probably update again Friday just an FYI.


Male French Canadian Sailor (Radio Operator) | Unhandsome but Friendly | HP 14/14 | SP 85/85 | MP 17/17 | Idea 80% Luck 85% Know 70%

Sorry, I thought I'd posted in gameplay on Monday before doing my skill increase but apparently said post was eaten :(

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