Monster of the week

Game Master Meetch

Averting the apocalypse in the sleepy town of Spinethorn, MA.


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Arianne Edwards wrote:

In the absence of a "spout lore" move: would turning out the lights (and therefore not having a shadow anymore) be a good idea, or a really, really terrible one?

It certainly SEEMS logical. Worth a shot anyway. But keep in mind...if you can’t see Allison’s shadow... you can’t repair it.


Charm -1|Cool +1|Sharp +1|Tough 0|Weird +2 Luck 7/7|Harm 3/7

Nudges Shaun adn points to the "Protect someone" basic move.


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Sean runs between the shades and the ladies, doing his best "Daffy Duck losing it" impersonation to get their attention. If that fails, he'll dive in front of any attacks, if he can.

Protect Someone: 2d6 ⇒ (4, 3) = 7


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

"How are you able to stay so relaxed? There might be others!" Tom shouts behind him. Nevertheless, he slows down enough so that Sunny doesn't get left alone.

"I heard Sean yelling to get outside quick earlier, so I think we should pick up our pace. Maybe they're also in trouble."


Sean
Good news: your distraction works, keeping the shade off of the women long enough for Ari to finish her work.

Bad news: a shade has your shadow in its clutches. It hasn’t torn it off yet, but it’s about to. What do you do?


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

KSA: 2d6 ⇒ (4, 4) = 8

Sean pulls his knife, whipping it into a short slash against the shade. Might work. If not, I'll go out looking like a bada$$.


Sean
Shockingly, unexpectedly, it does actually connect. You slash out at the two dimensional form and...cut it. You rend the form of the shade, but your knife gets stuck in the wall the shade adhered to. You can wrench it free, but it’ll take both hands and leave you vulnerable, or you can leave it behind.


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Sean blinks. F@^k me, it worked! Ditching the knife he turns to run. "I love that knife! Let's get the hell out of here!" He gestures the women towards the van.

"We can at least turn the headlights on and see if that helps!"


I love that Ari and Sean have opposite ideas on how the shades interact with lights.

quick reminder though: you couldn’t park right out front due to the chain. You had to walk a little.


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Crap! I forgot.

Sean tries to urge the two women to run. "C'mon. Let's go! We'll wait for Tom and Sunny, but we won't do them any good if we're dead!"


Quick recap in case anyone is confused and not sure what to do.

Tom: You’re in the cellar, looking to escape. You can move freely outside or deeper into the house
Sunny: you’re in the cellar, making no moves to escape. You can move freely outside or deeper into the house
Arianne: you just fixed Allison’s shadow. You had the idea that total darkness might protect your shadows. Your retreat is safe but moving deeper into the house will trigger act under pressure.
Allison: You lost your shadow but you got better. Dispelling works, but it’s slow and dangerous. Your retreat is safe but moving deeper into the house will trigger act under pressure.
Sean: You just speared a shadow to the wall, so you know they’re solid. Your retreat is safe but moving deeper into the house will trigger act under pressure.


Charm -1|Cool +1|Sharp +1|Tough 0|Weird +2 Luck 7/7|Harm 3/7

Oh, didn't know if the shadow was back on...

Allison is gone-zo. one almost-death is enough


Ok! Narrate that, what do you do when you run out? Is she running headlong into the darkness? Is she pulling Arianne out with her? Calling out for Sunny and Tom? Etc.


Charm -1|Cool +1|Sharp +1|Tough 0|Weird +2 Luck 7/7|Harm 3/7

As Her shadow returns, Allison grabs Arianne's wrist, and half drags her out of the house saying C'mon, no time to linger.

As they reach the edge of the house beyond the doorstep, He calls out to the others. Sunny, Tom. It's not safe in there. Again, it is not safe! she raises her staff high, and points toward the house, and utters an incantation of wind and protection.

Combat magic (wind wall) in front of the door: 2d6 + 2 ⇒ (3, 6) + 2 = 11
Was mostly going for the Barrier tag. So I'll put them where I want them. Specifically, behind the Barrier.


Allison
You summon a squall of wind in front of the threshold. The shadows don’t seem to cross the barrier, even though there seems to be no reason why wind would affect shadow.

Better hope Sunny and Tom get out of there soon.


(0 harm, 0/7 luck spent) Initiate 1.0 (Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2)

Arianne follows the other two out of the house. Seeing Allison's barricade of the front door, she looks around. "I'm going to check on Tom and Sunny." she says, and heads around to the back of the house, spear ready.


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

I thought Tom and I ran out of the cellar. It looks like I lost a post somewhere. It's probably because all I could think to do was...

Sunny kicks the cellar door closed behind the two of them. "The others went in through the front. We should find 'em and tell 'em there's something in the cellar."


Arianne, you and Sunny/Tom meet up in the middle between the back and front and exchange information quickly. The shades don’t appear to be following outside, even through the cellar door.


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

As soon as Tom hears about what happened, he starts walking even more quickly towards the exit. "And I thought it was only the cellar that was dangerous..."

Tom walks together with the others quickly, the sooner to get far away from the dark house and to show the others his sketches of the runes calmly.


Tom, is your intention to head back down the path to the car? Are you making a full retreat from the house?


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

Yes, to get to Allison and Sean.


Is anyone looking to stay at the house or are you all bailing?


Charm -1|Cool +1|Sharp +1|Tough 0|Weird +2 Luck 7/7|Harm 3/7

Bailing

Okay... so that was a mistake. I think we need to figure more out, because those things are deadly. Allison says. I don't think they can leave the house, but I don't feel like staking my life on that hunch. Let's get out of here.


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

Sunny lags behind with Arianne. He puffs out his chest before producing a crumpled monkey-shaped sticky note with a magic circle scrawled on it. "This was downstairs, unused, with a cage. D'you think we could adapt it to contain this mess? I'm on strict instructions not to go twacking about, or we'd be done with these things."


Where do you all go to regroup? Are you just huddled in the car or do you drive to someone’s house?


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Sean is in his van, behind the wheel. The engine is running, the headlights are on, and he's waiting for everyone else to arrive.


Everyone makes it safely to the van. Where do you go next


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

"Where to? We can go to my place, or if anyone else has any ideas, let me know."

While he waits for replies, Sean starts driving away.


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

"We goin' somewhere to get some chalk? 'cause I don't see how we're gonna find a better suspect in the case of the shadowless teen pensioners. You say you stitched her shadow back on, and she got better, right? D'you think one of those things in there is the kid's shadow, or are they shadow cannibals?" Sunny claps a hand on Allison's shoulder. "You feel like knitting, Als? -Ooo, Sean, do you think we could get a lightsaber like the one from that documentary on the star war?" Sunny cups his hand over the side of his mouth conspiratorially, but continues to speak at full volume. "I don't think mung bean is ready to handle my staff."

Leaning back into his seat, Sunny bites his cheek. "I don't get what that circle in the basement was for. Those lights, and the generator? I don't think the kids set that up, or if they did, they were following instructions."


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Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

Tom barely stifles a laugh until Sunny mentions the circles. "Yes, speaking of that, I sketched a picture of them. Maybe one of you knows what they were meant to do?" He offers the paper to Allison or Arianne or anyone else in the car who might be able to understand it it.


Arianne/Allison: how do you research? Do you have books? Is anything computerized?

Anyone who knows how to do magic can do an investigate a mystery roll based on the sketch, but you might need extra resources depending on your questions. Now is the time to define what resources you have.

Remember: you just fought some minions. You can’t actually harm the monster (whom you have not yet encountered) without exploiting its weakness.


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Sean focuses on the road, but says over his shoulder to Sunny, "I'll see what I can do about the lightsabers. The last shipment my contact was supposed to get was vaporized by a Star Destroyer." He grins, then continues, "I don't have any chalk at my place, I'm pretty sure. We can stop somewhere to get some. Might be a good idea to pick up whatever else we'll need, too. I've got two flashlights at the house, but couldn't hurt to have one each, so... any other ideas?"


There’s no roll for buying easy stuff like that.


Charm -1|Cool +1|Sharp +1|Tough 0|Weird +2 Luck 7/7|Harm 3/7

I have some chalk at mine... and on me. what do you need it for? she asks Sunny, whose parlance was, as usual, half incomprehensible.

We could hide out at mine... but it's a little messy. not sure if the wards would be worth it.


Are you waiting on something from me?


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

Fine. I'll roll.
Sunny pulls the sticky note from his pocket and turns it in his hands, squinting in the passing streetlights.

2d6 ⇒ (6, 1) = 7
What was it going to do?


Sunny
It's hard to tell too much from the symbols Tom copied down. He's not familiar with any of the Abyssial languages, plus the circle was not complete.

That said, it's fairly obvious that this was a circle of summoning, but explicitly not of binding. The runes and sigils focus on invitation and freedom of movement. Whomever drew this, they were bringing something in from the void and planning to let it loose. Whatever they wanted to do, they were interrupted before the circle could actually be used.

There's a partial word with a prefix that could mean "flower" or could mean "germ"

There's a section of the circle that leads up to what would probably be the creature's summoning name, but the name itself was obliterated before you got there. If you could see an intact circle, you'd be able to identify the creature quickly.


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

"-now, what I don't get is why have a cage, but no binding in the circle? Unless the cage had snacks in it..."


(0 harm, 0/7 luck spent) Initiate 1.0 (Charm +1, Cool -1, Sharp +1, Tough +0, Weird +2)

Arianne directs Sean to an occult store on the edges of Spinethorn's main retail area. "Samara, the owner, is just kind of a nut, I don't think she can tell what's real from what's not. But, her book collection usually contains at least a few useful items. Maybe we'll get lucky and there'll be something about these shadow creatures there."

As they drive, Arianne tries out loud to make sense of what they saw. "So, a summoning circle that wasn't used. Cages with nothing in them. Shadow monsters. From the lights, they were probably there on purpose, but no obvious way they were summoned. And something strong to make those holes in the basement walls." She shakes her head. "Doesn't make sense."

Assuming we get to the store:

Investigate: hitting the books on the shadows: 2d6 + 1 ⇒ (4, 2) + 1 = 7
What can hurt it?


Charm -1 | Cool +1 | Sharp 0 | Tough +2 | Weird +1 | Luck:○○○○○○○ Harm:●●●■●○○○ 1-Armor(holy) Experience ■■□□□

"Ooo, maybe they were summoning a cat to take care of a mouse problem, hoping to cage it once it ate up all the shadows."


Arianne
You dig up a few books written by someone who knows a little too much about the other world.

Little things like the shades can be pulled across from the void easily and returned just as easily. That's why they didn't need a circle to be summoned, and why Allison could dispel them on the fly.

Something that needs a circle? That's a whole other story. It'd need to be anchored into the material plane just to cross over. A simple banishment won't cut it. If you locate and destroy the anchor it'd become vulnerable. It'd have to keep the anchor near it, but it's not always obvious what the anchor is.

If Sunny's theory is correct, whomever summoned the monster would want something they could destroy easily when they were done with it.


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

"As much as I hate to say it, I don't think we'll ever figure out what happened or why unless we catch whoever was doing it in the act," Tom grimaces. "I don't want to go back into that awful place. But maybe we can place a recording device inside there and get out quickly? Unless Sean is getting a shipment of hologram recorders sometime soon, or better yet, a robot to go inside instead of us" he laughs nervously.

Would Tom have access to recording devices as part of his job?


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I may have been unclear in the previous description, but the baddies have abandoned the Manor (because they saw Allison snooping around into the past. You're not positive where they have moved their operations, but Sunny has a bit of a clue with the drawing of the orange rollup door.


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Sean waits in the van while Arianne goes into the shop. "I don't read much apart from nudie mags and Patrick O'Brien novels, and I don't figure this place has either."

He digs through a pile of CDs in the center console, finally selecting The Police, Outlandos d'Amour, nodding his head to the driving drum beat of 'Next to You' as it kicked in.

"Man... I really liked that knife."


Sean, you mentioned earlier that you'd call around to see if you could find a place with rollup doors that matched Sunny's drawing. Who would you call for that sort of thing?


Charm +2 | Cool +1 | Sharp +1 | Tough 0 | Weird -1 | Luck 7/7 | Harm 3/7 | XP 1

Double-checking, but I think when I offered to, he asked me not to, so out of respect, he's holding back.


Are people unsure what to do next or are you waiting on something from me? You had some great momentum going on earlier


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

I am not sure where to go, because we don't know where the bad guys are unless we find the place with orange doors or if we run into them. I guess we could roll to investigate by looking around if Sean doesn't want to make a call?


That's true. Or you could figure out a way to get safely back into the Manor to find any clues about where they went. Or do independent research on storage centers/warehouses that have orange doors. Or you could hit up some of your contacts who might point you in the right direction.

Arianne
There are some players in the magical world who might have information on a major summoning like this. Arianne, you know a local wizard who calls himself "Zell Metro, the Gentleman Mage." He's a bit of a creep, but he runs in a lot of different circles. An operation like this might have crossed his radar.

Allison
You're less tuned into the magical society of Spinethorn, but you may be able to cast a spell to give you more information. They're magically blocking out scrying, as you witnessed when you tried to look backwards into time, but you might be able to cast a spell to locate some potential spots where they're hiding.

Sunny
You have a drawing of where the monster is hiding...but no idea of where it is. You might be able to narrow things down a bit if you do a bit of digging.

Sean
You try to keep your crew isolated from the more mystical side of things, but there seem to be human cultists involved. Large generators, multiple industrial lights. Someone had to buy (or steal) all this gear. You might be dig up some information from that angle.

Tom
You have a solid network of kooks, crackpots and weirdos that you source for your stories. Most of the time they're making things up, but occasionally they hit on something real. They might have something for you. You also have access to an assortment of police and news databases that you could access to narrow down options.


Charm +2 Cool +0 Sharp +1 Tough +1 Weird -1 | Luck 7 | Harm xxx|oooo | XP 4

Brent McDonald is a homeless man who sets up camp the next block down from the Ashby manor. Tom figures he might be able to ask him about the subject.

Assuming he's available and Tom can visit him:

"Hey, Brent? I was wondering, did you see anyone leaving the Ashby manor or walking away from it lately, probably also carrying away equipment of some kind?"

Investigate a Mystery: 2d6 + 1 ⇒ (1, 6) + 1 = 8

Where did it go?

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