Shapers of the Apocalypse (Cosmic Horror vs. Player Characters)

Idea: duck!

That is to say, before we fire the gun, we ask anybody running away from a monster to hit the floor. Make sure they understand before going into the cave even. Always a chance of stray bullets, ricochet, or the monster killing them anyways, but this gives those last few stragglers a chance to survive, at least.
 
Idea: duck!

That is to say, before we fire the gun, we ask anybody running away from a monster to hit the floor. Make sure they understand before going into the cave even. Always a chance of stray bullets, ricochet, or the monster killing them anyways, but this gives those last few stragglers a chance to survive, at least.
Frankly, unless there's a variety of critters down there, I have strong doubts that any retreat will end in any way well, no matter how far in they are. If it's just a bunch of what we fought the first time, no one will be fast enough to escape alive, and basically pitch black tunnels aren't conducive to people being cunning when the thing hunting them can probably see in the dark.
 
Disaster of 1903 and 1904
[X] Once Gary returns back
[X] Outside the cavern

"We'll position the Maxim outside the cavern, at the entrance. Too bloody difficult to deploy it anywhere else," you state. He then shrugs and says, "We have enough bullets to practice with it a bit, so we can definitely take our time with set up and practice while we wait for Gary to get back."

Charisma
Rolled 96 + (4, 10, 3, 8) = 121
Research
Rolled 80 + (2, 8, 2, 6) = 98 + 1 complication

Fortunately Gary is only about a week in getting back to the camp, bringing with him a bunch of blankets and pottery on a convoy of donkeys and horses, a broad smile on his face.

"The Indian tribes around here are some of the friendliest people I have ever met and I shall hear nothing otherwise," Gary proclaimed happily. "Not only do they make neat looking things, but their elders told me all sorts of interesting things."

You eye the goods as they are unloaded and mentally wonder how much Gary has just been ripped off by the savages, but the more scholarly members of the expedition do start cooing a bit over the comparisons to the old materials they have dug up, so you suppose it wasn't a complete waste of the fool's money. Listening in on the stories he is passing along also gives some interesting insights into what you might find down there.

From what Gary has been able to get out of the translated stories, the local Indian tribes do in fact know about some folklore mangled version of the creature that attacked the camp last year. It is one of a collection of various superstitious gribblies that Gary describes as things they could potentially run into. While much of what is described seems too fantastical or stupid to actually exist, the description of the 'Strangling Ghost' has learned and sensible men like Peter and Wilhelm nodding along. The Indian tales paint a picture of a sort of shadow that possesses people and then attempts to wipe out entire tribes. Brutal, savage stuff, but evidently having a degree of truth. Apparently the things cannot stand the light of day and vanish in the sun, and are also somehow weak to a variety of pungent plants.

Actually, you are somewhat impressed by the thoroughness of Gary's documentation. You are sure that there will be some group of ethnographers out there who will be excited by the information Gary might bring in, but outside of other possible unnatural things you might stumble upon in the dark you are uncertain as to the use of it all.

Still, forewarned is forearmed - you would have been a piss poor scout if you didn't understand that - and you and the men now have some idea of the possibilities of what you could face. While you will be going in with a team of heavily armed men - at least rifle and pistol for everyone except Peter, who would be a liability with a weapon - you are also bringing down cameras and other things to document what you might find down there.

Supernatural Rolled 1
Wow

Round 1
Tactics
Rolled 87 + (1, 3, 5, 3) = 99
Avoid ambush

Willpower
Henry
Rolled 97 + (7, 5, 10) = 119
Unflappable

Wilhelm
Rolled 57 + (1, 6) = 64
Success

Gary
Rolled 8 + (4, 5, 6, 6) = 29 + 1 complication + 1 advantage
Failure

Group
Rolled 44 + (6, 3,10, 8) = 71 + 1 advantage

Combat
Creatures Rolled 82 + (6, 7, 6, 10, 7) = 118 + 2 advantages
vs.
Group Rolled 20 + (9, 8, 3, 10) = 50 + 1 advantage
Overrun

PC
Henry Rolled 12 + (1, 9, 2, 2) = 26
Wilhelm Rolled 86 + (5, 5, 2) = 98 + 1 disadvantage

The act of lifting up the covering stone off the old entrance is suitably dramatic for the tastes of any good Yankee, and the descent down the provided ladders into the poorly illuminate darkness is also about as spooky and as hard on your joints as you expected, but still, once down in the cavern you can understand the terrific appeal of returning to this place. There is a definite attractive essence to this place, of creeping horror and terror upon the spine that still compels one to investigate. It was almost like a suppurating wound, in that as terrible as it was, one still wanted to examine it, to poke at it.

As the men gather together in a cordon, those first down the ladders providing protection for those still descending, you start to hear a certain, strange sort of chattering. It is unlike anything you have ever heard, the closest relative to the sound being the clicking together of teeth by the extremely chilled, but also completely wrong for that sort of thing. Before the next man can begin his descent you hold up a hand and say, "We're not alone down here."

At that there comes a clicking and clattering of guns as the men prepare themselves. These are most definitely not the best conditions to fight in, but you shall just have to trust in the stolid Anglo-Saxon engineering and construction that makes up the weapons on hand, and in the strong hearts of these men.

Your proclamation is proven right a moment later when suddenly the walls of the rocks around you seem to come alive with bodies. Men scream in fright and open fire, sending ears ringing and eyes spotting in the confined environment. Other, unnatural cries filling the air even as hearing starts to depart you in the tremendous, echoing roar.

Something with wormish skin and a hideously, almost human stature charges you in a clattering mess of noise and you plug it several times with your revolver, only for the thing to still barrel into you and bring you to the ground. Ragged nails scratch at your neck before the top of its skull comes off from a rifle shot from Wilhelm. Good man that!

Wilhelm
Rolled 96 + (3, 9) = 108
Unflappable

Gary
Rolled 21 + (5, 6, 8, 8) = 48 + 1 advantage
Success

Group
Rolled 96 + (8, 3, 2, 4) - 10 Overrun = 103
Success

Combat
Creatures Rolled 62 + (1, 3, 6, 3, 6) = 81 + 1 advantage
vs.
Group Rolled 26 + (5, 7, 2, 2) - 10 Overrun = 32

PC
Henry Rolled 23 + (7, 7, 9, 3) = 49 + 1 advantage
Wilhelm Rolled 39 + (4, 8, 3) - 10 Reloading = 44
Gary Rolled 56 + (6, 3, 3, 6, 9) + 10 Outside melee = 93 + 1 advantage + 1 complication

As you struggle out from the bloody sack of meat that has collapsed upon you, you find that the entire situation has devolved into a swirling melee of madness and death, and you note Wilhelm having to club the swarming creatures with the butt of his rifle, obviously having used up his ammunition. While they might have been hard to maneuver with in the tunnels, bayonets would have been a right useful thing to have right about now! Blowing an ankle off one of the blighters as you try to lever yourself up on aching bones, you can only watch in horror as the men you brought with you start to disintegrate into an incoherent mass being smacked around by these monsters. You could at least say with pride that they weren't breaking and running to be cut down by whatever these things were.

Something turns when in a series of rapidfire booms that almost had you thinking that someone had managed to get the Maxim down here, before you realized that it was in fact Gary with the fancy shotgun he had brought down here. You're not exactly sure what had happened, but he seemed isolate, away from the pools of light from the lanterns you had brought that had yet to be smashed, down on a lower part of the cave. While that gave him a good place to shoot from, it also meant that he was now squarely the center of attention.

Damn heroic fool!

Gary
Rolled 19 + (7, 8, 5, 1) = 40
Success

Group
Rolled 43 + (2, 10, 4, 4) - 10 Overrun + 5 Distraction = 58
Success

Combat
Creatures Rolled 25 + (5, 9, 10, 2, 9) = 60 + 1 advantage
vs.
Group Rolled 65 + (2, 10, 2, 6) - 10 Overrun + 5 Distraction = 80

PC
Henry Rolled 3 + (1, 3, 1, 3) = 11 + 2 disadvantages
Wilhelm Rolled 91 + (8, 1, 7) = 107
Gary Rolled 1 + (8, 10, 1, 4, 1) = 25 + 2 disavantages

Henry Willpower
Rolled 19 + (6, 9, 2) = 36
Bare success

As Gary's weapon clacks empty and he pulls his pistol, only for the weapon to slip from his grasp in his haste even as the horde turns, you feel as if fate itself has stepped in at this moment. Your own pistol has been emptied, and even as the confused mass of enemies seem to hesitate between the rest of your confused people and Gary, he is most definitely the center of attention. The destruction seems to be turning in your favor now, but that damn, heroic fool Gary has set himself up to be torn to shreds before the battle can be finished.

You almost, selfishly, decide not to do the stupid thing. To stay where you are, among the safety of the group, in the little pool of light from the remaining lantern. You almost stay where you are, joints aching and muscles battered, and a nice soft bed with a pretty young nursemaid with a pinchable bottom and a nice bottle of morphine for you.

You almost stay, but you manage to instead mutter to yourself "Fuck that" before you charge forward into the nearest group of things, bellowing your head off. You club one in its ugly, inhuman face before suddenly they are all upon you, all long, ragged nails and teeth and bony, choking hands.

You hear people shouting as the last lantern flickers out.

Somehow, you still smile.

---

Willpower
Wilhelm
Rolled 54 + (7, 10) = 71
Will survive

Gary
Rolled 82 + (3, 8, 9) = 102
Finds his courage

Peter
Rolled 19 24 + (1, 7, 6, 3) = 36 41 + 1 complication
Needs some time to work things out
Rolled 57
Research 4 30 + (7, 3, 8, 10, 7, 1) = 40 66 + 1 complication + 1 advantage

Meet the Press
Bainsbridge Charimsa
Rolled 69 + (2, 4, 6, 4, 4, 7) = 96 + 1 complication
New Options Open Up

Historicity
Rolled 73
Typical

The mood in Boston is a somber one as the carriages roll up to the Association headquarters, those within still fresh with mourning clothes. The men who file into the old mansion are mostly the inner circle of the Association, here to discuss some of the things discovered in the disastrous expedition that were not fit for disclosure among polite society.

Sitting at the head of the boardroom table, Michael stares at the group and then at the manila folder still lightly coated in New Mexico dust. Sighing, he says, "I would like to thank Mr. Walker for his initial studies of the information gathered by Peter, who is taking a leave of absence while his nerves recover from the terrible shock of what happened in New Mexico and the loss of Henry."

"Thank you Michael. I know that me being new here makes this all a bit awkward, and I do apologies for the intrusion inherent in my being here while..." George begins before Michael gestures for him to get on with it.

"Right. Well, I wish to thank those who were directly present at the dig site for their excellent cataloging work. In any case, from the photographs taken, I have been able to place several of the artefacts recovered as being of 16th and 17th Century Spanish origin," George says, pulling out a few photographs and sketches of the various corroded items found on the attacking monstrosities. "Given their state of care, I can only assume that some unlucky conquistadores encountered these creatures in the distant past and were looted after they were torn apart, kept down the generations as totemic charms."

"And your colleagues at Essex College?" Michael asks.

George frowns and says, "Well... they admit to a degree of incompetence, embarrassingly enough. They recognized the unusual properties of the rod and thus tried to keep the analysis in house as much as possible, but their attempts at secrecy denied them a number of useful facilities and they ended up stalling out on their tests. About the biggest issue is that the rod has no fixed number of sides for either end."

That received a bunch of confused muttering and George elaborated, "The rod is like a prism with a number of sides, but when you count from either side it... changes when you aren't looking. You will end up with anywhere between 7 and 13 sides, with each end of the rod having a different number with each measurement independent of the other end. There is no apparent transition time, it just happens when you aren't paying attention. They have taken measures like taking moulds, but at best they can force it to freeze in one state during the process, but each one is different. It is... perplexing but exciting, even if that is definitely outside my field of expertise, and the scientists involved want another opportunity with the artefact."

There is a long degree of quiet as this is digested by those in attendance, before someone asks, "So what now?"

"For now, we keep the damn press off our backs. The deaths over the past two years have grown increasingly suspicious. There are growing calls for something to be done in New Mexico, and we may be best off not poking the hornet's nest further. Still... there is a certain desire for revenge, and for further understanding. These things are a threat to the region, and the question I suppose is why we have not heard about them before. Naked, eyeless, underground dwelling American apes? While I daresay that the acolytes of Darwin and Huxley will be thrilled with evidence of where the Indian came from on the American continents-" there was a noticeable pause as George coughed in a way that suggested annoyance "-these things are not something that I think the press should be taking about in a way that might frighten good Christian ladies who might chance upon seeing such lurid headlines. We need more evidence and a proper response. Perhaps after a rest period we should consider a proper return."

While everyone mulls over the implications of what Michael has said, Tyler speaks up and says, "Actually, speaking of 'proper Christian ladies', we have received a request - well, demand more like it - for membership from one Christine Jackson. And no, the name is not a coincidence, she is one of the late Henry's granddaughters. She, uh, seems to want to find out more about what happened to her grandfather and isn't currently taking a no for an answer."

Accept Christine Jackson into the Association?
[] Yes
[] No

Influence 25 (21) [0]
Resources 27 (41) [-4]
Ethics 14 [0]

Essex College Contacts (can recruit Scholar-type specialists or pass along items for study)

New Mexico Contacts (+1 bonus dice whenever involved in New Mexico)
New Mexico Sympathies (the local authorities are willing to offer additional help to you, opening up new opportunities and reducing complications incurred there)

Interim VP-E (Corbyn James, takes a -5 penalty to rolls)

Expedition Grace Period: Launch an expedition by 1908 to avoid taking Influence penalties

Assets:
Explorer's Library (allows for Research and Cartography checks to aid in Expedition Projects)
Biological Diversity Hall (provides an area to either research plants and animals that have been encountered by the Association, or to impress the public) [-1] Resources decay/turn
Maxim Gun [-1] Resources decay/turn

Inventory:
1x Strange Prism (this object has strange properties and needs investigation and research)
Build Contacts (Charisma check to improve temporary Influence score, DC: Temp Inf+10) [VP-E]
Consolidate Connections (Charisma check to convert temporary Influence into permanent Influence, DC: Temp Inf +20) [VP-E]
Soothe Egos (Charisma check to keep temporary Influence from decaying, or increase the speed of recovery, DC: Temp Inf) [VP-E]
Recruit Specialist (Recruit a Scholar to join the Main Roster. Charisma check to determine degree of skill) [VP-E]
Develop Government Contacts (Charisma check to spend temporary Influence to build government contacts) [VP-E]

Fundraising (Charisma check to spend temporary Influence to improve temporary Resources score, DC: Temp Res +10) [VP-E] [T]
Manage Endowments (Management check to convert temporary Resource into permanent Resource, DC: Temp Res + 20) [T]
Manage Accounts (Management check to keep temporary Resources from decaying, or increase the speed of recovery, DC: Temp Res) [T] [VP-O]
Permanent Funding (Management check to eliminate or reduce Resource decay from assets by reducing Permanent Resource score, DC: Decay rate x 20) [T]

Manage Estates (Management check to reduce the upkeep costs of various resources, DC: Decay rate x 10) [VP-O]
Improve Ethics (Worst of Management and Charisma check to improve Ethics score, to Max of character performing task's Willpower) [VP-O]
Erode Ethics (Charisma check to decrease Ethics score) [VP-O]
Acquire Assets (Influence and/or Resources check to acquire new assets) [VP-O]

Attempt to Launch Expedition (Makes Influence and Resource checks to attempt to launch an expedition) [PO]

Library Research (Research check to consult maps and journals to seek advantages in launching an expedition) [Jr]
Biological Diversity Research (Research check to consult previously acquired specimens to seek advantages in understanding the flora and fauna of an area) [Jr]

Research Strange Prism (Research and Science (physics, chemistry) checks required to have some understanding of this object and its properties) [Jr] [Ex]

[VP-E] = Vice President External
[T] = Treasurer
[VP-O] = Vice President Operations
[PO] = President Only
[NP] = Not President
[Jr] = Junior members may do action at -10 penalty
[Ex] = May be done by an external contact, although this may result in the generation of additional complications from assets being outside your control
[All] = Any member of the council can do this

Unless otherwise marked, the President can perform any of the listed actions
Expedition Yacht (reduces Resource DCs for expeditions that are to be sailed to, depending on amount of sailing required) Res DC: 60, [-2] Resources decay/turn
Small Private Dock (has room for up to four expedition yachts, halving their upkeep) Inf DC: 50, Res DC: 80, [-3] Resources decay/turn
New Mexico Outpost (the site you have discovered still has dangerous secrets to explore, you should consider setting up something more permanent to keep an eye on things and do ongoing research) Inf DC: 20, Res DC: 60, [-2] Resources decay/turn
 
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A few issues with the turn, @Academia Nut:
We no longer have a VP-E. Does this mean only the president can perform actions relating to that?
Our entire away team is still busy at New Mexico?

After I've got that down, I can put together a real turn.
 
Well, someone could decide to vote only on that issue.
Sure, but it's far more likely they forgot. They saw the obvious vote and voted, forgetting about the hand-crafted vote that's spoilered.

Also I wasn't just telling the two I quoted, I was telling those who haven't voted in an effort to cut down on unnecessary posts.

Which has failed.
 
A few issues with the turn, @Academia Nut:
We no longer have a VP-E. Does this mean only the president can perform actions relating to that?
Our entire away team is still busy at New Mexico?

After I've got that down, I can put together a real turn.

Corbyn has been assigned interim VP. He takes a -5 penalty for the next year but otherwise can fill the roll.

And no, everyone is back.
 
I can scarcely believe it! Henry survived two wars to be brought low by these... things. Still, it's how Henry would have wanted to go: a blaze of glory, protecting others.

As irregular as it is, I'm in favor of letting Miss Jackson join. Henry would be proud of her, I think. She has the same fire in her blood that he did. And, frankly, I haven't the heart to keep trying to dissuade her when she comes by during the day.
 
[X] Yes

[X] Develop Government Contacts (Charisma check to spend temporary Influence to build government contacts) [Corbyn James]

[X] Manage Endowments (Management check to convert temporary Resource into permanent Resource, DC: Temp Res + 20) [Michael Bainsbridge]
[X] Permanent Funding (Management check to eliminate or reduce Resource decay from assets by reducing Permanent Resource score, DC: Decay rate x 20) [Simon Ulysses]

[X] Acquire Assets (Influence and/or Resources check to acquire new assets) [Tyler Freeman]
-[X] New Mexico Outpost (the site you have discovered still has dangerous secrets to explore, you should consider setting up something more permanent to keep an eye on things and do ongoing research) Inf DC: 20, Res DC: 60, [-2] Resources decay/turn

[X] Library Research (Research check to consult maps and journals to seek advantages in launching an expedition) [George Walker, Peter Schwartzwald]
[X] Biological Diversity Research (Research check to consult previously acquired specimens to seek advantages in understanding the flora and fauna of an area) [Morgan Blumstein]

[X] Research Strange Prism (Research and Science (physics, chemistry) checks required to have some understanding of this object and its properties) [Essex College]

OOC raisins:
Develop government contacts goes to Corbyn. I would give it to Michael, but I want at least a few of those temp resources to finally become permanent, and Ulysses is miles below Bainsbridge on that check.

I want the outpost. That's all there is to it. A ready source of surprisingly safe eldritch knowledge(we only lost a handful of people in either engagement, a near miracle considering the setting) is something I am loathe to pass up.

Unfortunately, no mission this year, against prior planning. I think we should make strong efforts to permanentize and expand, and next year, with no argument, there will definitely be an expedition.

"Yes. Yes thank you. It's good to be back, really it is. I know, I know, things got rather dicey down there. Thank you. Is that you, Mark? Come here, come here. We have things to discuss, you and I."

"I need a friend to support my actions in the senior members' meeting, tonight, you and I both know what happened in New Mexico, and I was there myself. I can count on you, right?"

"I'd heard that Michael had the prism sent to the college, and that they've rather impressive security. I might have dissented before, but people will know eventually, and we need as much knowledge of this suddenly appeared shadow world under New Mexico as possible. Such horror stories of ages past suddenly hold a glimmer of truth, you know? You must wonder if the boogey-man does
truly exist, hiding in the dark of your children's closets. And any action taken to learn the secrets - and weaknesses - of these creatures is an action I support wholeheartedly, and that my donations support, as well."

"I think we need to take a few months, maybe the fiscal year, to try to consolidate some of our capital in investments, so we can start securing more serious equipment. I think, perhaps, that we may no longer be explorers, but Conquistadors of the twentieth century. Soldiers against the unknown, and we can't do that without enough money to arm ourselves and shove off to shores untread."

"I like the young Miss Jackson, myself, and though it pains me, I think we should take her on. Yes, we're a bit of a boys' club, and I like it that way, but despite her age and upbringing, she's more of a man than I."

"This was a good talk, Mark. Thank you for taking the time. Oh, yes, Jones, terrible thing that happened to Henry. I'd gone to give condolences personally to his family, you know..."
 
[X] Powerofmind

Looking good, agree with the reasoning.

o7 Henry.

And Gary is shaping up to be a real badass and a true asset.
 
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