Where Nightmares Fear To Tread: Overprotective Monster Quest

A small thing bothers me:
@Moronis- would [] Twist The Shadows allow us to try and uncover Dread's nefarious plan, or recognize non-obvious but deadly threats to people around us?
If not, what would be the effect of this action?

Asking because I voted with this assumption in mind, and I realized I don't know if it's true or not.
 
A small thing bothers me:
@Moronis- would [] Twist The Shadows allow us to try and uncover Dread's nefarious plan, or recognize non-obvious but deadly threats to people around us?
If not, what would be the effect of this action?

Asking because I voted with this assumption in mind, and I realized I don't know if it's true or not.

Twist the Shadows will reveal the Dread's actions next turn. By which I mean after the turn Twist The Shadows happens. So you'll see what it's going to do the next turn...

Confusing myself with that a bit so uhhh...

If Turn A is like Safeguard, Torment, Twist and the Dread goes Torment, Annihilate, Feast then you'll see that Turn B's actions for the Dread are gonna be, say, Torment, Improve, Feast for example.
 
[x] Operation: Hide Under The Covers – Steve gets a slap on the head from Frank as apparently the name was his idea. Regardless, the Mages will focus their efforts on disrupting the Dread's own strange aura of fear and turmoil. Dreadful Aura suffers a total of -25 whenever it rolls. Failures will damage Stability by one point if there were no other Alarm or Horror increases that turn.

I'm a fan of resource denial tactics
 
Twist the Shadows will reveal the Dread's actions next turn. By which I mean after the turn Twist The Shadows happens. So you'll see what it's going to do the next turn...

Confusing myself with that a bit so uhhh...

If Turn A is like Safeguard, Torment, Twist and the Dread goes Torment, Annihilate, Feast then you'll see that Turn B's actions for the Dread are gonna be, say, Torment, Improve, Feast for example.
Ah, good to know.
I am conflicted now- not certain if Dread's dreadful plan will enter it's active stage 2 turns later.
Feels like this action merely gives a chance of stopping the final blow, and that's assuming he didn't do his thing already.
There is value to knowing that a double attack will occur, that is for sure, but... it feels too expensive, especially given how busy we are (and how busy he is).

In short, I feel like Twist The Shadow is not worth it? Sadly, there are no concrete leads, but plenty alternatives:
-Observing the family could allow us to diagnose their current state, catch any suspicious symptoms. They are an easy and valuable target, after all.
-More talk with Nannies could mean calling them off to investigate this threat, but uncertain how well that would go.
-How about the Primal Fear?! Dangerous, but possibly extremely informative. Especially if a) Dread communicates with him or b) Primal Fear has a connection to Dread. Or c) PF simply knows how Dread thinks.
-Talking to Ela could mean talking to her friends? It would allow to check up on everyone, and that has plenty potential- Elijah would be a godsend, with his super wisdom and piercing eyes. Oh, and sending him on a laser crusade against Dread (especially if Dule asks him in literal godly language)? A nice bonus.
-There's also Songsmith. He did steal plenty of information from Mage's network, even if he got direction/assistance from Song of Blood. So maybe he got another trick up it's beak?
We can also talk to Handan. He's good with conspiracies, and is incredibly observant.
-Oooooor we could double our Safeguards. Considering that Dread got a temporary offensive bonus, it's not a bad idea.

So I guess one more question, @Moronis- do we have options for talking with kids, or Elijah?
If so, would we do that through talking with Ela, or some other option?
(also btw. Handan doesn't have a character page, unlike other kids)

Other than that- I have to go to sleep. Hopefully a dream will tell me if a change in vote is necessary.
 
Twist the Shadows will reveal the Dread's actions next turn. By which I mean after the turn Twist The Shadows happens. So you'll see what it's going to do the next turn...

Confusing myself with that a bit so uhhh...

If Turn A is like Safeguard, Torment, Twist and the Dread goes Torment, Annihilate, Feast then you'll see that Turn B's actions for the Dread are gonna be, say, Torment, Improve, Feast for example.
So we want to do this as early as possible then. From the looks of it the Dread is already working on whatever plan it has, so better to try and learn it as soon as possible.

Plus Twist at least is guaranteed to tell us something about what it's doing (assuming the action succeeds). That at least sounds better than poking other people hoping to get lucky.
 
[x] We're Wizards, This Is A Major Threat, Therefore
[X] Safeguard (Prevents negative events.)
[X] Twist The Shadows (SEE.)
[X] What: Started It All (What was the thing that began all this?) 25% Progress + Snackrifice
 

[X] Operation: Night Light – It's Frank's turn for a slap as Steve gets upset with the man's hypocrisy regarding stupid jokes. The Mages will hunt down the Dread's 'allies' for lack of a better term. Every turn one Dread-aligned target that isn't the Dread will suffer 4 Stability damage. If no targets are available then the Dread suffers half of that damage instead.
 
Plus Twist at least is guaranteed to tell us something about what it's doing (assuming the action succeeds). That at least sounds better than poking other people hoping to get lucky.
I actually haven't considered this- Dule never actually seen Dread at work, did he?

I am still wondering if Dread is actually going to take a direct action now, or is he taking some sort of background action (after all, none of the previous actions we've seen stated what plan he set in motion).

But fair enough- that one at least is a certain lead.
 
So I guess one more question, @Moronis- do we have options for talking with kids, or Elijah?
If so, would we do that through talking with Ela, or some other option?

I'll make talking with the kids an action starting next turn cause they're maybe too busy having a party with Ela. Still, it'll be an option for a good long while cause this party, barring any kind of major, major incident, is basically turning into a sleepover for the kids.

So I'll make talking with Elijah a nighttime action because that's when the Angel's gonna go 'ohp, better go protect that kid now that I've figured out how to be Actually Invisible instead of just Really Hard To See.'
 
The main issue I have with Twist the Shadows is how we would capitalize upon the information we gain (The Dread's future actions).
 
[x] We're Wizards, This Is A Major Threat, Therefore
[X] Safeguard (Prevents negative events.)
[X] Twist The Shadows (SEE.)
[X] What: Started It All (What was the thing that began all this?) 25% Progress + Snackrifice
 
[x] We're Wizards, This Is A Major Threat, Therefore
[X] Safeguard (Prevents negative events.)
[X] Twist The Shadows (SEE.)
[X] What: Started It All (What was the thing that began all this?) 25% Progress + Snackrifice
 
@Moronis could we talk with Alex and Gunnolf to hire a clown or jester for the party? Say, the one currently standing outside the front door?
 
Look, Alex and Gunnolf love and care for these kids. They are two goofballs naturally predisposed to being the kinda person who makes a great teacher.

They would not inflict a clown on a child let alone on her birthday.
 
Look, Alex and Gunnolf love and care for these kids. They are two goofballs naturally predisposed to being the kinda person who makes a great teacher.

They would not inflict a clown on a child let alone on her birthday.
Besides she'd suplex the clown
I now realize that there must be boogiemen out there who are, in fact, posing as clowns.
I can even imagine their shadow homes- circus tents, filled with wacky tools of terror.

And probably a Clown Horror too. Relatively young, but horrifiyingly terrifying.
It's honks can be heard streets ahead, it's body a far too tiny clown car, from which sprout hundreds of comically oversized boots.
No one ever seen it's revealed form. Even Primal Fear himself is terrified of the prospect of seeing that.
Sometimes, just sometimes, you can see a cluster of red nose balls, peeking out of the window.
If you hear a squeak- run. Don't look, don't listen, don't think. RUN.
 
Vote Tally : Where Nightmares Fear To Tread: Overprotective Monster Quest - Original | Page 282 | Sufficient Velocity [Posts: 7028-7059]
##### NetTally 1.9.10
[X] Safeguard (Prevents negative events.)
No. of Votes: 17
[X] Twist The Shadows (SEE.)
No. of Votes: 14
[X] We're Wizards, This Is A Major Threat, Therefore
No. of Votes: 11
[X] The Wandering God (Whose Name Was Forgotten) + Snackrifice
No. of Votes: 10
[X] We're Wizards, This Is A Major Threat, Therefore – There's shock on the faces of both Steve and Frank as they hear Iolana's proposal. Apparently they're allowed to use certain tools at their disposal in the face of a truly major threat to the masquerade such as this one. Each turn a d100 will be rolled to determine effects of this arsenal. All effects are beneficial.
No. of Votes: 5
[X] What: Started It All (What was the thing that began all this?) 25% Progress + Snackrifice
No. of Votes: 5
[X] Torment Foes (Cause serious damage to enemies.)
No. of Votes: 3
[X] Operation: Hide Under The Covers – Steve gets a slap on the head from Frank as apparently the name was his idea. Regardless, the Mages will focus their efforts on disrupting the Dread's own strange aura of fear and turmoil. Dreadful Aura suffers a total of -25 whenever it rolls. Failures will damage Stability by one point if there were no other Alarm or Horror increases that turn.
No. of Votes: 2
[X] Celebrate (Lower Horror and Alarm, Raise Trust.) + Snackrifice
No. of Votes: 1
[X] The Crone (Nanny Power)
No. of Votes: 1
[X] Operation: Night Light – It's Frank's turn for a slap as Steve gets upset with the man's hypocrisy regarding stupid jokes. The Mages will hunt down the Dread's 'allies' for lack of a better term. Every turn one Dread-aligned target that isn't the Dread will suffer 4 Stability damage. If no targets are available then the Dread suffers half of that damage instead.
No. of Votes: 1
Total No. of Voters: 21

Mkay, looks like Safeguard, Twist The Shadows, Speak With The Wandering God + Snackrifice, and you chose to place your fate in the hands of the dice when it comes to mage support. I'll post that table up a bit later... After I finish tweaking it in places.

Also, update won't be out till about monday cause of some stuff I gotta deal with and take care of.
Moronis threw 1 100-faced dice. Reason: Safeguard Total: 69
69 69
Moronis threw 2 100-faced dice. Reason: Twist The Shadows Total: 52
22 22 30 30
Moronis threw 1 100-faced dice. Reason: Speak With The Wandering God Total: 90
90 90
Moronis threw 1 100-faced dice. Reason: Magical Intervention Total: 66
66 66
 
The Mages: Assistance
Here's the tentative list. Same as everything around and about the Dread expect tweaking in the future to try and get this to feel right:

We Are Mages: A List Of Allowed Ordinance And Assistance

1: Ehhhhhhh? - The Dread suffers -5 to all rolls for one turn.

2-3: We Did… Something? - One Non-Dread Target suffers 2 stability damage.

4-7: Accomplishments In Underachieving – Dread suffers -5 to all rolls and an additional -10 to Dreadful Aura for one turn.

8-14: We Totally Got This – Dreadful Aura suffers -15 to roll and deals 1 point of resistance ignoring stability damage if it crit fails.

15-20: Sniped! - One Non-Dread Target suffers 2 stability damage and the Dread suffers 1 point of stability damage.

21-30: Location Confirmed – All allied rolls against the Dread gain +10 for one turn. Shadows effectiveness lowered by half.

31-40: Dealing With A Problem – One Non-Dread Target suffers 4 Stability damage and the Dread suffers 1 point of resistance ignoring stability damage.

41-50: Not Happy With This Nonsense – Dreadful Aura suffers -35 to roll and deals 1 point of resistance ignoring stability damage if it crit fails.

51-65: The Big Guns – The Dread Suffers 5 stability damage.

66-80: The Hammer – One Dread trait is set to Heavily-Damaged (Disabled) and another is set to Damaged.

81-90: Wrath – The Mages send someone with combat-specialization and back-up to directly engage the Dread proccing their own version of the Torment roll. Rolls three d100s and keeps the higher roll then applies a flat bonus of +75 to the end result. Can not fail and WILL do damage determined by margin of success. Targets all enemies present and deals damage to all. Deals double to Shattered Shadows.

91-99: No Escape! - Apply The Hammer and Wrath effects.

100: All-Out Assault – Apply Effects The Big Guns, The Hammer, and Wrath.

101+: Not Possible but if it does happen then uhhhhhh figure something out.
 
Last edited:
Here's the tentative list. Same as everything around and about the Dread expect tweaking in the future to try and get this to feel right:

We Are Mages: A List Of Allowed Ordinance And Assistance

1: Ehhhhhhh? - The Dread suffers -5 to all rolls for one turn.

2-5: We Did… Something? - One Non-Dread Target suffers 2 stability damage.

6-10: Accomplishments In Underachieving – Dread suffers -5 to all rolls and an additional -10 to Dreadful Aura for one turn.

11-20: We Totally Got This – Dreadful Aura suffers -15 to roll and deals 1 point of resistance ignoring stability damage if it crit fails.

21-30: Sniped! - One Non-Dread Target suffers 2 stability damage and the Dread suffers 1 point of stability damage.

31-40: Location Confirmed – All allied rolls against the Dread gain +10 for one turn. Shadows effectiveness lowered by half.

41-50: Dealing With A Problem – One Non-Dread Target suffers 4 Stability damage and the Dread suffers 1 point of resistance ignoring stability damage.

51-60: Not Happy With This Nonsense – Dreadful Aura suffers -35 to roll and deals 1 point of resistance ignoring stability damage if it crit fails.

61-70: The Big Guns – The Dread Suffers 5 stability damage.

71-80: The Hammer – One Dread trait is set to Heavily-Damaged (Disabled) and another is set to Damaged.

81-90: Wrath – The Mages send someone with combat-specialization and back-up to directly engage the Dread proccing their own version of the Torment roll. Rolls three d100s and keeps the higher roll then applies a flat bonus of +75 to the end result. Can not fail and WILL do damage determined by margin of success. Will target Shattered Shadows if numbers more than 5.

91-99: No Escape! - Apply The Hammer and Wrath effects.

100: All-Out Assault – Apply Effects The Big Guns, The Hammer, and Wrath.

101+: Not Possible but if it does happen then uhhhhhh figure something out.

I like Wizards, they're good people.
 
1: Ehhhhhhh? - The Dread suffers -5 to all rolls for one turn.
Eh. Even that helps a bit.
71-80: The Hammer – One Dread trait is set to Heavily-Damaged (Disabled) and another is set to Damaged.
Mmmm- long term damage. My favorite.
101+: Not Possible but if it does happen then uhhhhhh figure something out.
WELL WELL WELL. My munchkin senses are t͍͓͕̠͍ͤͬ̏͐ͧ͗͞i̽̀ͩn̶̫͎̲̦̏͆͂̒ͥ͂͂g̳̻ͣlͮ̈́ͣ͆҉͔̦͓̣̥̝̲ī̵̥ͩn̨̂̋̅ģ͕̤̼̆̉ͫ̓̿̒̈.
I wonder if some future interactions with Mages or all-encompasing bonuses could push us above this limit.
This, combined with Belief's Relief to give us a better chance of reaching it.
 
190: Very Angry Gods
Safeguard
69 + 5 (Where They Go) + 5 (Showy) + 5 (Humble) + 10 (The Time Of Trust) + 15 (Champion Of Justice) + 20 (Frozen Rage) + 25 (Choking Darkness) + 25 (The Difference Between Us) + 35 (Who I Am) – 17 (Shattered Shadows)
197, Crit


Twisting and coiling, you sit in wait for the Dread to show itself. It's a disquieting and unbearable wait in this expanse of endless black sands. Thumps echo across the wastes as you see the Sandman so very, very far away in the distance trundling along after an equally distant dustcloud. Seems another Nightmare has angered the great guardian of the dreaming world.

Then there's no more time for thinking or waiting as you hear the tell tale sounds of approaching hooves. A glance reveals all you need to know for what's about to come next. The Dread has arrived at the head of a proper band of Nightmares. You didn't know there were that many.

The Dread: Torment
48 + 25 (Spiteful Charge) + 25 (Endless Carnage) + 30 (Hateful Hunter) + 20 (Devourer Of Fear) + 20 (Bag Of Tricks) + 25 (Identified Weakness) – 25 (The First Mage's Hatred)
168, Crit


Not that it matters when your shadows leap from the sands and trip multiple of the hideous horse-things, sending them scraping along the ground. Oh to be sure the poor broken boogiemen make it a little more difficult to move, to pull off this plan but it still goes off without a hitch. The Dread gazes upon you and you see the malice in its eyes as it lunges for you, claws outstretched.

You grab the arm and pivot effortlessly, swinging the Dread around and around and around, slamming it to the ground again and again and again. It's only when one of the few remaining upright Nightmares tackles you that you finally let go, sending the Dread sailing through the air.

Desperately, your foe rips open a hole as you see-

As you completely fail to see, your sight completely failing you in the sheer wash of light and fury the First Mage just casually dropped. When you can see again what greets you is a stark reminder about the benefits of being friends with a god. Funnily enough you see her look at you and wave.

You wave back, for lack of any better response.

(Ela is safe for 3 turns. The Dread suffers total 8 stability damage for this round.)
=
Twist The Shadows
Re-Roll Failed, set to 40 + 5 (Who I Am) + 10 (The Time Of Trust) + 10 (Unraveling Threads) + 10 (Shadow Home) + 10 (Shadowshaping)
85, Greater Success


Ordinarily the Dread fleeing like this would be cause for you to begin pursuit of him but... Well. That's not gonna be the case this time. Something about the last time you two clashed has been sticking out in your mind for a while now. The way it was laughing and to say you are concerned is an understatement. You need to observe your foe and what it's doing so you can better counter it.

Eyes shut tight, you reach out and grab the shadows around the town and, with a twist of your non-existent wrist, pull them in towards you so that you can see what they see.

A decaying windigo in the sewers being seen to by some mages. Flesh-Takers apparently leaving town, some of them seeming to finally call it quits and cut their losses. A cult that has just killed something and you can't tell what because of the angles the shadows have. Boogiemen. Nannies. A mage here or there. Dangling bits of stick out in the woods.

The Dread.

Your eyes snap open as you stare at your foe in full and see what it is working on. On the wall you see... You see... A shadow play of sorts, The Dread sat before it in quiet contemplation. As the play goes on you start to recognize some things in front of you and what you see disturbs you.

It's one of your fights with the Dread. Your enemy is replaying the battles you've had and is taking notes on them, on how to improve, on how to-

Shivering, you twist the shadows tighter to see just what the Dread's done to itself now. The modifications are only half completed, if that, but you can recognize what its done. Failsafes, back-ups, things to help it in the case of being outmatched.

It's learning but more importantly it's learning from you.

(The Dread's Actions for next turn revealed! Learn From Foes, Identify Key Locations, Feast. The Dread's actions afterwards are likely to be Torment, Learn From Foes, Feast if you had to hazard a guess.)
=
Speak With The Wandering God
90 + 5 (Snackrifice) + 5 (Calm) + 5 (Humble) + 5 (Where They Go) + 5 (Pride) + 10 (Belief's Purpose) + 10 (Advanced Human Understanding) + 10 (Magical Creature) + 10 (The Time Of Trust)
155, Crit


"Hello, hello, and hello again my dear Little Shadow!" The jovial jokester pirouettes upwards onto their feet, the mask never changing shape or expression even as the outfit seemingly changes colors with every turn. Seriously, you could swear those stripes weren't that shade of green a second ago and they DEFINITELY weren't pink! The Wandering God leaps through the air and slams down in front of you, startling you from your observations. Right, you're here for conversation and not observation.

Almost immediately you feel an arm on your shoulder and the Wandering God, mask and all, is staring you down. "Tell the kiddo I said 'happy birthday' for me would ya? I'd do it in person but the last birthday party I went to kinda went poorly." A questioning look is shot towards the god who shrugs. "Ehhhhh how was I supposed to know women's ankles had suddenly become taboo? Ain't like I get to visit back home very often."

"Anyway, what's up with ya pal?" The jester moves back, bonelessly slinking on top of your research complex. "I figured you'd be a bit too busy with the kiddo's birthday party or with punching out your obsessive stalker's lights to come and talk with lil' ol' me." There's an apple spinning in the Wandering God's hands now and you can't help but wonder how real it actually is.

You shake your head again and begin to explain exactly what's going on with the Dread. About what it's doing, how it's doing it, why. All the little details about your enemy, who you've recruited to handle it, about the First Mage, about how the Dread's killing people, about-

"Stop." Comes the emotionless voice, a cacophony so massive that it blends into one even whole. There's no objecting to that command so you don't. You stop talking and see-

They are kept motionless by anger that pours off in waves. It's... Probably the most emotional you've seen the Wandering God if you're being completely honest. Near to the god's feet you see a bucket of paint left over from some project or other and you see the metal melting, rivulets pouring down to the ground. You wisely step back as the Wanderer's now featureless head turns to you.

The Wandering God glares you down with a head that has no face, motions to you with a hand that looks wrong, and strides forward on feet that should not be. Nameless, symbolless, a thing once human moves with anger in every twitch of their body. Cracking resounds in this place and you see the walls of your home beginning to shatter at the god's approach.

A snap of the fingers and the damage is undone and back in the place of that eerie blank slate is the jester again... But the mask. The mask isn't laughing. It's hateful in a way that you... It's like... It's...

There aren't words. So you won't waste time on them. And the Wandering God leans towards you.

"...My friends and sacrificed everything. Y'know that." The Wanderer breathes. "Yet it seems to me like our spell, well... It wasn't worth it if all the old, horrible things we'd hoped to stop are still happening, even if on a scale far smaller than they used to." There's a pause and the God leans back and stares you down.

"I won't kill your enemy for you Little Shadow. I don't have the strength for it, not enough to spare at least. But... I'll definitely make it easier for you to kill. So tell me Little Shadow... What story do you want to see play out?"

And you gaze into a pitiless mask of a nameless, symbolless thing that once was human, grateful again that you've got some kinda relationship with the monster before you.

The Wanderer Is MAD. Select One:
[] The Sun, The Moon, and The Earth (The Stars)
[] A Tapestry Of Fate And The Very Loose String (The World)
[] Endless Space And The Emptiness Between (The Fool)

=
The Dread: Learn From Foes
52 + 10 (An Understanding Of Form) + 10 (Think It Through) + 25 (Spiteful Charge) + 25 (Endless Carnage) + 20 (Devourer Of Fear) – 50 (Cannot Comprehend)
92, Greater Success

The Dread twitches as it looks over its shoulder, new found caution surging through it. To say there's nothing behind it but the twitching of shadows is foolish in the extreme for when you and your foe both are things of shadow... Well, it's silly to claim 'just shadows' about anything. Shaking its head, the hideous thing turns back to the work at hand.

Analysis of its foe's actions, every minute twitch, every action, the patterns that begin to develop... But that's simply part of planning. No no no, the Dread seeks something else, seeks something to grant itself more might in the coming battles. Something that the Little Shadow has that it can emulate, use to better itself.

A mage had ambushed it earlier with a fireball directly to the face and to say it hurt would be an understatement. It was vexing to think of just how many enemies it had but then again the road of the righteous was ever beset by foes. There was a book it had found in its search to improve itself and it found itself agreeing with every word including that.

Truly, the path the Dread walked was the proper path, the path to saving its afflicted creator from the endless suffering THEY had endured. Still, the Little Shadow and their allies were not something to be underestimated. If anything they should be respected for their cunning and tenacity. So the Dread sat and studied old battles in the hopes of learning something from their enemy.

After all, The Dread thought, chuckling to itself... imitation is the sincerest form of flattery.

(50% Progress made on 'copying' Cautious Soul. -5 Stability from WIZARD SURPRISE!)
=
The Dread: Feast
57 + 25 (Spiteful Charge) + 25 (Endless Carnage) + 20 (Devourer Of Fear)
127, Crit Success


Alex: 54
Gunnolf: 2

Alex Rolls:
68 + 10 (Cursed Flamethrower) + 10 (Good With Kids) + 10 (Punny Guy) + 10 (Out Of A Nightmare) + 10 (The Thing I Am Not) + 10 (Plan For The Future) + 25 (Parasitic Lineage) – 50 (Hard To Hit A Shadow) – 16 (Shattered Shadows)
87, Great Success

The Dread: Defend
37 + 25 (Spiteful Charge) + 25 (Endless Carnage) + 10 (Hateful Hunter) + 20 (Devourer Of Fear) + 20 (Bag Of Tricks) – 10 (Out Of A Nightmare) – 10 (Numbing Gaze) – 10 (Ya Ain't Jack)
102, Crit

Head swiveling at the sound, laughter in its motions, the Dread grabbed the vampire by the throat and hurled him bodily into the wall. Predictable. All of its foes, every last one just... So very, very predictable. A man rushes into the alley, unrecognized, regular person, and he sees the vampire, he sees the abominable mass of flesh and bone and shadow, and he starts SCREAMING.

It's child's play for the shattered things that had been Boogiemen to grab him, begin choking him to death as the Dread turns and fights off the vampire, easily ducking away from the flames the vampire occasionaly shoots out of the strange device. It soon becomes apparent to the vampire that he can't win... But yet he fights on, struggling to try, at least, to save the unfortunate victim.

Again, the Dread thinks. Predictable as it grabs the vampire by the legs and throws him through a second story window of an abandoned building. Still, that alone ensures the Dread all the time it needs to grab the most recent victim by the throat, place them into its chest, and-

Snap.

His flesh will serve well for reconstruction and stabilization. His fear is just a bonus.

(The Dread has regained 9 Stability.)

=
Horrifying Presence
90 + 20 (Shattered Shadows)
110


You shudder back, the shadows having shown you the whole struggle. The more that thing does things like this, the more its broken boogiemen work at people's fears... The more damage it can inflict. You're gonna have to do something about that as one of the adults, napping, just woke up with a barely stifled scream.

(Alarm and Horror have increased by 2.)
=
The party's not quite in full swing yet as the adults are too busy putting up decorations. Alex and Gunnolf find the box you left out for them and the big sheet of notes you'd left out as well, rolling their eyes as they read it but following through all the same. The kids are all playing together, Ela happily showing the others in secret some of the things she got from the Wandering God and absolutely showing off the present you made for her.

The Crone smiles at all of this, clearly delighted in the festivities. The Wandering God continues to chill in your home, clad all in their jester attire, smiling away.

It's gonna be a good day.
=
It is Sunday.
Three turns till nighttime.


Pick Three Actions
Alarm 4, Horror 3, Trust 10, Satiety 10, Daily Re-Rolls Left: 2
Shadow Home Status: Formidable (+6)

Your Shadow: Off
Your Nightmare: Off
Bed Time Story: Off
Let's Split Up, Me!: Off
Choking Shadows: On
Belief's Relief: Off
Kind: On
At All Costs: Off

Stability: 43/70
Actions: 3
Shadows: 4
Known Actions: Torment (Dream/Real), Annihilate (Dream), Feast (Dream/Real), Consume Masses (Real), Empower Others (Dream/Real, Ignores Counters), Reclaim (Self), Improve (Self), Defend (Self), Learn From Foes (Self)

Stability – 80 Reduced to a max of 70. When this hits 0, this creature perishes.

Bag Of Tricks – Unlocks a new action, provides +20 to Violence rolls.

Think It Through – Unlocks a new action, provides +10 to Research rolls.

An Understanding Of Form - +10 to Research rolls, Research rolls take less stability on success.

All My Hate – When under 10 Stability this creature can no longer regain stability. However, it rolls a range of 50-500 for all of its rolls instead. It loses 1 stability per turn in this state.
Armored In Hate – Stability damage reduced by 1 from all sources. The first two stability damage each turn is ignored.

Spiteful Charge – Its actions go first barring Crits. +25 to all rolls this creature makes.

Endless Carnage – +25 to all rolls this creature makes with two re-rolls per turn and three actions to a turn. As it is damaged, this bonus decreases. Bonus loss begins at 40 stability down.

Hateful Hunter (Weakened)- +10 to all rolls VS other Supernaturals. Bonus becomes +30 VS Dule or the Nannies.

Unceasing Fear (Weakened) - All Horror gains for ALL monsters in town are increased by +1 while this creature is alive. All attempts to dispel Horror have a malus of -10 inflicted.

Dreadful Aura - By simply existing it damages the careful balance of fear in the world and risks causing mass panics. Every turn it is alive there is a chance Alarm or Horror will increase for ALL characters.

Dream Devourer - Regains Stability for every Dream action it takes. Triples the anger gains for Sandman.

Malicious Intent - Smarter than a Nightmare. Will adapt tactics to counter your own.

Devourer Of Fear – Fear empowers this creature. All fear actions taken by any creature will empower this creature for that turn. +20 to all of this creature's rolls per fear action taken. Will make 1 fear action every turn guaranteed.

Dream Walker – Attacks through dreams. Can act in the waking world.

Courage Eaten – Damaged by courageous acts.

Light Devoured – Heavily damaged by powerful light.

Fire Hater - Heavily damaged by fire.

The First Mage's Hatred – The First Mage knows of this thing and hates it in its entirety. Any actions the Dread takes in the dreamscape will suffer a -25 to total roll. Failed Dread Rolls in the dreamscape inflict 5 Stability damage as the First Mage obliterates the area around it.

The First Fear's Champion – Focal point for a lot of the Primal Fear's powers in its current state of wakefulness. Will do all it can to destroy you for your interference. Destroying it will strike a serious blow to your foe.

Watch Ela
[] Safeguard (Prevents negative events.)

[] Torment Foes (Cause serious damage to enemies.)

[] Celebrate (Lower Horror and Alarm, Raise Trust.)

SPEAK
[] Ela (You might as well.)

[] The Mages (Wizard Bullshit)

[] The Songsmith (Team Dream Things)

[] The Primal Fear (Maybe NOT the worst idea)

[] The Wandering God (Whose Name Was Forgotten)

[] The Purpose Of It All (The Bones Of The Spell)

[] The Crone (Nanny Power)

[] The Kids (Are Alright)

Observe
[] Learn! (Connections)

[] Songsmith (What's A Bird Do)

[] The Mages (What Are They Doing?)

[] The Grey (I WANT TO BELIEVE. Difficult, given distance.)

[] The Wandering God (The Price Was Paid)

[] The Crone (What's A Not-Actually-An-Old-Lady Monster To Do?)

[] The Family (Chance to unlock Traits, new Actions, and new Fears)

[] Twist The Shadows (SEE.)

Research
[] Horrors (Unlock a Horror Perk. Requires two Crits or five Great Successes for each one.)

[] The Purpose (One Of Three.)

[] Old Stories (What other legendary figures are out there? And what could you learn from them? Slower than asking the Wandering God.)

[] What: Started It All (What was the thing that began all this?) 25% Progress

[] Who: Made This Happen (Locked Until Prior Three Questions Have Been Answered)

[] Why: Was This Done (Locked Until Other Four Questions Have Been Answered)

Investigations
[] Dream Walk (Risk Enraging The Sandman For Knowledge)

[] The Beginnings Of Boogiemen (Know your origins...) 55% progress.

[] The Primal Fear (Where HAVE They Run?) (Unnecessary)

Fear
Feed (Choose either a free, but weaker, action here (Snack) or sacrifice the free action for a +5 to one action. You can denote a Feed action as Minor to avoid penalties but generate less Satiety.)

[] Ela (Bad Idea.)

[] The City

[] The Brother (Fear)

[] The Mother (Fear)

[] The Father (Fear)

[] The Songsmith (What Does Your Friend Fear?)

Magic
[] Shadow (Unlock more shadow magic.)

[] Fear (Unlock more fear magic.)

[] Belief (Unlock more belief based magic.)

Shadow Home (Further upgrades unlocked with other researches)
Nothing left to do now but wait...

There we go! As always, let me know if you got any questions or if I missed anything major.

Also, no, there's no way in hell the mage action table will ever hit more than a 100. As your GM I disallow this. That 101+ thing there is basically shorthand for me to refer back to and means 'Hey dumbass, don't do this.' in slightly politer terms.
 
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[X] Endless Space And The Emptiness Between (The Fool)

We asked, and were answered.

We should ask the first mage what he likes. A sincere thank you would be a great start but... I think this needs something more.
 
[X] Endless Space And The Emptiness Between (The Fool)


We need to develop our own nuke equivalent sometime. I feel the next foe will end us
 
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