Post by fastjack on Aug 29, 2015 11:42:21 GMT -5
Happy...week after the Call of Cthulhu birthday adventure!
First of all, thank you for playing. It was incredible to have so many people at the table, especially players who were as creative as all of you were. It makes a big difference for a keeper to be able to have strong ideas to work with. By request and promise, though, I'd like to pull back the curtain so to speak and tell you all the rest of the story.
For anyone who didn't fully notice (and I only expected my long, LONG term players to notice), the party was attended by members of past adventuring groups. There were very, very old members from the 1890s adventures - did anyone catch the man who climbed into the pool? Well, no one *quite* noticed that he had a Welsh accent. And left his lantern outside. And the older lady yelling at him? A certain Russian corsettiere. The relatively haughty librarian with the sword cane came from the Southwell adventures, as did the "fall-guy" of the adventure, Stall Gregorson. Stall had previously been locked up in Arkham, released to prevent the "switching on" of the machine.
Ah, the machine. What *exactly* did the machine do? Well, the machine opened access to an alternate plane, where beings were capable of seeing in different dimensions. One of those dimensions was memory. Since mankind's form was unable to handle being "observed" in that dimension, there was a deep feeling of "oiliness" and a stretching of sanity when the beings observed that "layer". The entities were communicating, in an almost "prankish" way, by seeing the plane of memory and attempting to respond in answer to those thoughts. However, there was also another side-effect to this machine being activated.
The machine acted as a sort of "alarm clock" for beings known as the Xothan, the Star-Spawn of Cthulhu. They began at the end of the adventure, to slink towards R'lyeh, to awake Cthulhu. Have I ever mentioned that my adventures tend to end in either survival or the death of reality? Maybe there's something wrong with me.
Let's see...what else would be interesting to know from a "behind the scenes" perspective. Hammond was abducted by a German spy. A burglar stole a prototype from Hammond's lab. Hammond was talking to his "father" - not in a Cthulhu mythos way! - at his graveside before the big night. The reporter didn't really find a great deal to work with. Anything else, feel free to ask!
First of all, thank you for playing. It was incredible to have so many people at the table, especially players who were as creative as all of you were. It makes a big difference for a keeper to be able to have strong ideas to work with. By request and promise, though, I'd like to pull back the curtain so to speak and tell you all the rest of the story.
For anyone who didn't fully notice (and I only expected my long, LONG term players to notice), the party was attended by members of past adventuring groups. There were very, very old members from the 1890s adventures - did anyone catch the man who climbed into the pool? Well, no one *quite* noticed that he had a Welsh accent. And left his lantern outside. And the older lady yelling at him? A certain Russian corsettiere. The relatively haughty librarian with the sword cane came from the Southwell adventures, as did the "fall-guy" of the adventure, Stall Gregorson. Stall had previously been locked up in Arkham, released to prevent the "switching on" of the machine.
Ah, the machine. What *exactly* did the machine do? Well, the machine opened access to an alternate plane, where beings were capable of seeing in different dimensions. One of those dimensions was memory. Since mankind's form was unable to handle being "observed" in that dimension, there was a deep feeling of "oiliness" and a stretching of sanity when the beings observed that "layer". The entities were communicating, in an almost "prankish" way, by seeing the plane of memory and attempting to respond in answer to those thoughts. However, there was also another side-effect to this machine being activated.
The machine acted as a sort of "alarm clock" for beings known as the Xothan, the Star-Spawn of Cthulhu. They began at the end of the adventure, to slink towards R'lyeh, to awake Cthulhu. Have I ever mentioned that my adventures tend to end in either survival or the death of reality? Maybe there's something wrong with me.
Let's see...what else would be interesting to know from a "behind the scenes" perspective. Hammond was abducted by a German spy. A burglar stole a prototype from Hammond's lab. Hammond was talking to his "father" - not in a Cthulhu mythos way! - at his graveside before the big night. The reporter didn't really find a great deal to work with. Anything else, feel free to ask!