Classes and Cthulhu: A Miskatonic Student Quest

[X] Over. Get everyone over the enormous trunk as fast as you can and run.

Going around sounds a GREAT way to get turned around worse.
 
[X] Over. Get everyone over the enormous trunk as fast as you can and run.

Yeah, no thank's on the horror movie plot device. If we go into the woods we'll be temporarily safe, but the party will be fucked in the long run. Over the trunk, we might lose a meatshield, but we'll have a much better chance of getting some new ones back at camp.
 
[X] Over. Get everyone over the enormous trunk as fast as you can and run.
It is good that both Walt and Lily have above average physique.
 
So, I will be away from my computer till next week. Thus, until I can get back on a proper desktop, the update will be delayed.

So, who wants a brief Q&A? Ask me stuff about the characters, or the university, or anything related the quest really. I'll answer it if it's not too spoilery.
 
So, I will be away from my computer till next week. Thus, until I can get back on a proper desktop, the update will be delayed.

So, who wants a brief Q&A? Ask me stuff about the characters, or the university, or anything related the quest really. I'll answer it if it's not too spoilery.
How big is the campus, really? I also want an estimate as to the size of how big the tunnels can get.
 
How big is the campus, really? I also want an estimate as to the size of how big the tunnels can get.
The Miskatonic University Campus is split into three sections: Main Campus, West Campus, and South Campus. These sections are separated by the streets of Arkham, which run through the campus.

All together, the campus covers about 140 acres (0.56 sq km), with everything being within a 10 minute walk from the center of Main Campus, the College Green. There are various off campus facilities, but they don't really add much to the total area.
 
Didn't count votes but I'm hoping we did Over. The main reason being that this thing can weave through the trees, so outrunning it through underbrush is unlikely.
On the upside Lily and Walter are both fit and agile.
On the downside they can likely outrun us in both situations.

For my questions, they may be things I could find by re-reading tho
  1. Which part of the campus does dear Iris reside at?
  2. I assume she isn't exactly a local, but is she out of state? Are there any family or connections for her to visit in Arkham or it's greater area?
  3. Given the modernity, how modernized is Arkham itself? I was tempted to say Major Metro Area, but I felt it might be silly to assume Arkham is anywhere near there
  4. Are the mythos present in the fiction Iris would read? Is it likely one of the characters could jokingly reference Cthulhu, not knowing it's very real?
 
Inserted tally
Adhoc vote count started by Plausitivity on Aug 3, 2019 at 9:40 PM, finished with 20 posts and 14 votes.
 
1. Which part of the campus does dear Iris reside at?
Iris resides in Dorothy Upman hall, an all female dorm on the northern edge of Main Campus.
2. I assume she isn't exactly a local, but is she out of state? Are there any family or connections for her to visit in Arkham or it's greater area?
Iris' direct family currently lives in Maine, so officially she is an out-of-state student. As far as she knows, none of her extended family lives around Arkham, but she doesn't know much about her extended relations. Iris and her parents moved around a lot when she was younger, and as far as she remembers they never seemed to visit anyone related to them.
Given the modernity, how modernized is Arkham itself? I was tempted to say Major Metro Area, but I felt it might be silly to assume Arkham is anywhere near there
I'd say Arhkam is more of a moderately sized township. Population no more than 20,000, including the university. It has electricity and internet (barely). One might say that Arkaham resists modernization, excepting what it needs to keep up with the university. How, exactly, Arkham has held onto it's isolation and rural feel is a question few actually ask, and even fewer answer.

Arkham is a college town through and through, with the town and the university offering a symbiotic relationship. The town offers services, goods, and recreation to the university and its staff, while the university offers a steady flow of customers and brainpower to the town. Overall, Arkham retains the flavor of the post-revolutionary Era, though industrialization has brought a measure of civilization to the city. Arkham is still best classified as a quiet, unassuming New England town. Most shops are owned by locals and run by families. Most business are small, and the newspapers have little controversy. People like things quiet here. If they didn't, they'd move out to Boston.

Are the mythos present in the fiction Iris would read? Is it likely one of the characters could jokingly reference Cthulhu, not knowing it's very real?
Lovecraft and his contemporaries do not exist in this world. The mythos is not present. If Iris were to make a joke about Cthulhu (not that she knows who/what that is), people would most likely assume that she sneezed.
 
[X] Over. Get everyone over the enormous trunk as fast as you can and run.

Sooooo, who will we sacrifice first?
 
The Dead Light 1
[X] Over. Get everyone over the enormous trunk as fast as you can and run.

"What the hell is that?" says Walter, transfixed. "Am... am I hallucinating?"

"No... I definitely see it too." Replies Lily, pressing her back up against the bark, "Maybe we're hallucinating together?" Her teeth are bared, her muscles tensed, and her eyes wide.

"OVER. OVER THE TREE RIGHT NOW." You shout, grabbing Walter's shoulder and turning him around. He stares at you, confused and lost. With difficulty, you resist the urge to slap him back to his senses, "I don't know what that thing is, and I don't want to find out! GET OVER THE TREE. NOW."

The pressure in your head has only intensified, and you realize now that you no longer feel the rain and wind on your skin. Your words snap Walter out of his stupor, and with a panicked look back at the slowly approaching light, he scrambles up the tree.

1D100 → 59 Walt's STR Roll: DC 60, Roll 59. Success.

And goes over like a goddamn monkey. Were you not panicking and fearing for your life, you might appreciate the fact that Walter is more fit than you gave him credit for. You turn back to Lily, her eyes still fixed on the pulsating light growing ever brighter. "Lily, we need to go. Now!" You try to shake her, which is like trying to shake a house. "Lily?" Her mouth is moving, words lost in the wind and rain. The light is passing the trees now, and you can see...

1D100 → 9 Iris' POW Roll: DC 60: Roll 9. Success.
1D100 → 2 Lily's POW Roll: DC 40. Roll 2. Success.
1D100 → 66 Lily's STR Roll: DC 90. Roll 66. Success.

You don't see anything, because at the exact moment the thing emerges from the treeline, you aren't looking at the path anymore. It takes a moment before you realize what has happened as your feet leave the ground. Lily has picked you up, thrown you over her shoulder with ease, and vaulted over the fallen tree as if it was barely there. She lands on the other side with the grace of a practiced acrobat, sets you down gently, and starts to run. Walter takes only a moment with his mouth agape before his brain catches up with reality, and his feet catch up with his brain. You both take off after Lily, who already has a significant lead on you.

The three of you desperately flee through the mud, peals of thunder tearing across the sky. You hazard a look over your shoulder at the light fading into the distance. Bright and cold, a silver-white luminescence that breaks the night. It seems to have, for the moment, stopped following you. To your immense relief, the pressure in your skull slowly begins to fade as you run. Sensation returns excruciatingly slowly, and not until you set foot in the campsite do you notice that you are shivering.
------------------------------------------------------

The campsite is deserted, tents collapsed and left to sink into the deepening mud. Lightning crackles overhead, adding brief flashes of day to the weak beams of your flashlights. None of the others are here, and Dr. Lake's pack lies half-trampled in the dirt. Your own luggage remains untouched, though now stained by rain and mud. Have they run? Did they see the same thing you did and opted to flee while they had the chance? Or perhaps they went to the cabin, the shelter from the storm. Whatever the truth, they are not here. You are all still alone.

For the moment, you are all silent. Walter gasps for breath in the driving downpour, leaning back against a tree and slowly sinking to the ground. He looks at you despondently, desperately. Does he hope you have some answer? When you fail to offer an explanation, he presses his head into his hands and lets out a muffled scream.

Lily is squatting in the mud, muttering under her breath once more. She ignores your flashlight's beam as you shine it in her direction, and you can see something in the fresh illumination...

1D100 → 90 Iris INT Roll: DC 80. Roll 90. Failure.

No... it was nothing. A trick of the light. You shake your head to dispel thought. Lily is obviously panicking, and were it not for the rain, you would almost think she is crying. He shoulders shake, and her chest rises and falls irregularly. You crouch down next to her, questioningly. Her eyes do not meet yours. Her words are unheard. She does not respond to your prescence, instead opting to remain unmoving, and lets her boots sink into the mire.

What do you do? (Choose as many as you like.)
[] Talk to your compatriots
-[] Try and calm Walter down.
-[] Try and comfort Lily.
[] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[] Abandon the campsite.
-[] Go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.
-[] The bus is the only transportation around. If you can cut through the woods, you may be able reach it and get out of here.
[] Other?
 
[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[X] Abandon the campsite.
-[X] Follow the trail of the others, if possible, otherwise go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.

An initial thought for a plan.
I liked the chapter, it was clear and succinct.
 
[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[X] Abandon the campsite.
-[X] Follow the trail of the others, if possible, otherwise go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.

Let's nope the heck out of here. The Doctor's cabin is suspicious because whatever lurks here has been leaving it alone so it's either worse than the light or has some kind of accord with it, but the woods are way worse with whatever we luckily escaped still lurking in there.
 
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[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[X] Abandon the campsite.
-[X] Follow the trail of the others, if possible, otherwise go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.
 
[X] Talk to your compatriots
-[X] Try and calm Walter down.
-[X] Try and comfort Lily.
[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
 
Walt's STR Roll: DC 60, Roll 59. Success.
Walt is a lucky bitch.

[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[X] Abandon the campsite.
-[X] Follow the trail of the others, if possible, otherwise go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.
 
Walt is a lucky bitch.

[X] Inspect the campsite. There must be some clue as to what happened. Where have they gone?
[X] Abandon the campsite.
-[X] Follow the trail of the others, if possible, otherwise go to the Doctors cabin. It offers the only source of shelter. Get out of the rain.
We won't sacrifice him...yet.
 
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