Howie's Speakeasy - "Come on in"

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SocraticLawyer
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Re: Howie's Speakeasy - "Come on in"

#661 Post by SocraticLawyer »

DadsAngry wrote:Tommy Clark:

As Reginald swing the shotgun towards him he fires his revolver.
Revolver (60%) - [1d100] = 44 and [1d100] = 61
Damage: [1d10] = 10 & [1d10] = 7

This character didn't last long. :lol:
Actually, I think that's the end of my character, not yours. :shock: But it's been fun! Sorry for trying to murder your character (again!) :oops:
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Re: Howie's Speakeasy - "Come on in"

#662 Post by Grognardsw »

Well now... :o Everyone hit each other, given the point blank range. Does Tommy's first bullet kill Reginald before his shot hits (followed by Tommy's second bullet at end of round?) To keep rules and such consistent, Dads can you please re-roll damage with a character-linked roll instead of on-the-fly (which I never use in any campaign). Then of course, there is Carcosa and Balandabar's actions to take into account, all of which will be in my next post. Thanks!
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Re: Howie's Speakeasy - "Come on in"

#663 Post by Grognardsw »

Iggy looks good SL!
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Re: Howie's Speakeasy - "Come on in"

#664 Post by SocraticLawyer »

Sorry for the delay in posting, you guys.

What should our next move be? Skinner wants to raid the other places, but also doesn't want to give crazypants Reginald access to Carcosa's victim....
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Re: Howie's Speakeasy - "Come on in"

#665 Post by DadsAngry »

I think we should raid the other places immediately. I wouldn't worry about Reginald. He's going to be laid up for a while in a nice white padded cell.
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Re: Howie's Speakeasy - "Come on in"

#666 Post by Grognardsw »

DadsAngry wrote:I think we should raid the other places immediately. I wouldn't worry about Reginald. He's going to be laid up for a while in a nice white padded cell.
If there is consensus to do the night club and bayou lodge raid immediately (which would be mid-morning of this day, starting at the closer location of the night club), then Marius and Dr. Morgan's actions of destroying the book and crystal will happen later tonight of this day.
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Re: Howie's Speakeasy - "Come on in"

#667 Post by DadsAngry »

Your last post was kind of confusing; time jumping.
If we have other raids to do before the day is finished, as long as Marius is alive after he'll go ahead with his plan of destroying the objects.
Maybe he can pick up the necessary destructive equipment along the way to the raids.
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Re: Howie's Speakeasy - "Come on in"

#668 Post by Grognardsw »

Yes I did jump ahead on aspects that weren't impacting the current action, which will roll along chronologically.
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Re: Howie's Speakeasy - "Come on in"

#669 Post by SocraticLawyer »

I can't see the map in the most recent post.

As for how to proceed, I suggest that Skinner and one of the investigators join at least 5 agents in the front. Another investigator should go with the group in the back, possibly with the agent with the tommy gun. Sound ok?
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Re: Howie's Speakeasy - "Come on in"

#670 Post by Grognardsw »

The map has been added as an attachment and should be viewable now.
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Re: Howie's Speakeasy - "Come on in"

#671 Post by Mant72 »

Dr. Morgan is more comfortable going around the back, especially considering what happened on the last raid with those that went to the front. :shock:
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Re: Howie's Speakeasy - "Come on in"

#672 Post by SocraticLawyer »

Grognardsw wrote:As Agent Skinner searches the office for traps, the younger Agent Smith says: "Do you think, sir, that Agent Long here was killed by someone who went through the trap door that Long is lying on?"
Yikes, I'm an idiot. [faceplant] I assumed it was a booby trap that killed him. I thought the agents checked the three rooms with negative results.

I'll post an update shortly....
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Re: Howie's Speakeasy - "Come on in"

#673 Post by Grognardsw »

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Re: Howie's Speakeasy - "Come on in"

#674 Post by Grognardsw »

To recap 2e CoC insanity rules, if one loses 5 or more points of SAN in a single experience (encounter), you suffer a "terrible shock." You then make a percentile roll and if you succeed in an Idea roll, you realize the full significance of what you've beheld and go temporarily insane. I'll determine some possible effects the PC would roll for. Temporary insanity doesn't represent true insanity; if can be fainting, hysterics, or a breakdown.

So Agent Skinner, for the loss of 6 in going through the gate, please make an Idea roll.

When one goes temporarily insane, you can add 5% to your Cthulhu Mythos skill. Thereafter, other bouts of temporary insanity add 1%. So Agent Skinner, add 5% to CM for when you went temporarily insane after the limb-eating monster in the basement.

Now indefinite insanity is loss of 20% or more of one's current SAN in single encounter (not hour, which I'm changing). At that point unfortunate permanent occurrences happen. If not catatonia, suicide, or other debilitating effect, I'll suggest a course of action the PC should take which likely will spiral into an eventual dark finality (which is what happened to Reginald.)

Hospitalization, pyschotherapy, frontal lobotomy, shock therapy, counseling and defeating monsters can restore some SAN. I forgot about the monsters. You all defeated the creature eating limbs in the basement, so roll 1d10 to add to your San.
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Re: Howie's Speakeasy - "Come on in"

#675 Post by SocraticLawyer »

Requested rolls:

Skinner Idea check (75) [1d100] = 10

So it looks like he's temporarily insane (again).

Sanity recovery for killing monster [1d10] = 9

I'll adjust his sheet accordingly.
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Re: Howie's Speakeasy - "Come on in"

#676 Post by Mant72 »

Frank just lost 6 points of Sanity as well.

Dr. Morgan Idea Roll (75): [1d100] = 41

He is temporarily insane.

Recovered Sanity for slaying creature: [1d10] = 6

This should put him back to 41 Sanity. I adjusted his character sheet.
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Re: Howie's Speakeasy - "Come on in"

#677 Post by SocraticLawyer »

I think Frank's sanity loss was supposed to be 1d2, not 1d6. So he should be ok. :)

Skinner, on the other hand.....
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Re: Howie's Speakeasy - "Come on in"

#678 Post by Mant72 »

When we traveled through the gate, I think it was a d6 for a failed check. :shock:
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Re: Howie's Speakeasy - "Come on in"

#679 Post by Grognardsw »

Skinner’s temporary insanity is paranoia, which you may have detected in my last post. Alan Moore fans may recognize the text from Swamp Thing.

Frank’s temporary insanity is that the trapezohedron is alive and it spoke to him during the gate experience. Maybe it did. It is pulsing more quickly now, almost in tandem with Frank’s heartbeat, or so he believes.
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Re: Howie's Speakeasy - "Come on in"

#680 Post by DadsAngry »

I've already rolled idea roll.
Sanity recovery:
Sanity recovery for killing monster [1d10] = 5
Back up to 65 san points.
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