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 One Shot Collection: Mobile Frame Zero Firebrands
Posted: Thu, 13 Aug 05:09:16
A new episode has been added to the database: One Shot Collection: Mobile Frame Zero Firebrands
 Happy Birthday Barad_the_dwarf!
Posted: Thu, 13 Aug 05:05:02

by Steve


Happy August 13th birthday greetings to [user=Barad_the_dwarf][/user]

Happy Birthday Jan!
 Happy Birthday govmiller!
Posted: Thu, 13 Aug 05:05:02

by Steve


It's August 13th and time to wish [user=govmiller][/user] a happy birthday!

Happy Birthday Eric!
 The Thursday Thing #266, 13th August 2026
Posted: Thu, 13 Aug 05:00:02

by Bifford [White Hare Games] (Sam)


The Thursday Thing highlights interesting things on RPG Geek. Please Geekmail me suggestions and In My Own Words articles.


On Barrows, mounds, henges and all things ancient
by [username=Bifford]Bifford[/username]

For the eclipse my family went over to West Kennet Long Barrow, which is next to Silbury Hill, and a stone's throw from Avebury, The Sanctuary, white horses and all manor of other ancient monuments. I love that stuff. So much so that I made a full setting based around it for the Legend BRP ruleset many years ago. One day I might actually write it up (it's basically useable in any game, but especially any d100 system).

These ancient places always remind me of how transient we are, how fleeting, but also how, once we are gone, we are remembered even if we as an individual are eventually forgotten. Those to come might not know who we were, but "someone lived here once" will forever be able to be said about the places we know and love now. That's important and means something to me. How about you?


A bit of fun is about to hit 6500 posts....
Name the TV Series from the Synopsis


I was at the West Kennet Long Barrow with the family today (as I write this Wed night) so of course I'm choosing this!
Ankle-high mists with an abundance of wights ... let's go babyyyyy!


Naturally the dire badger is the star of the show.
Eberron / Stormreach #?? (Let's go with 33 as a guess)



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QOTD AUG 10: How often does your gaming GM use homebrews intermixed with the regular modules? Which games?


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 Review: The Backstage Heist:: It doesn’t provide you the tools needed to be a heist movie
Posted: Thu, 13 Aug 02:23:35

by bryce0lynch

By Inkblot Gibberling
Self Published
OSE/5E
"Low Levels"

The Bragazzi crime family runs the Backstage, an illegal casino and mushroom-juicing drug laboratory hidden behind an opera-costume shop. Steal their stuff.

This fourteen page adventure presents about twenty locations in an illicit gambling establishment. It wants to be a heist movie. It doesn’t provide you the tools needed to be a heist movie. It’s also clearly 5e.

I’ve got a lot of issues. And ten also this adventure is a mess. It’s going for some Oshean 11 vibes. It doesn’t know how to pull that off. It’s got a couple of tone issues. It’s trying to get fancy with the formatting and not pulling it off. And it is not OSE.

Let us start with this statement from the adventure “This module attempts to be system-agnostic. Where relevant, combat statistics are offered for” Someone clearly has written a blog post recently about how 5e and OSE are the same power level because I’ve seen a recent trend of adventures being listed as 5e and OSE and generic/universal all in the same breathe. I guess, yes, it’s generic/universal in the same way that every adventure is generic/universal if you just ignore the stats and skill checks. There’s a reference to both a 5e monster and an OSR monster (fighter 4 or Tough Boss MM25.) In other places we get things like “Safe: Locked with an arcane lock to increase lockpicking difficulty [+10].” I guess that 5e? I’m not morally opposed to a fantasy gambling location that is roughly universal and stats thrown in as examples, but the skill check thing throws it off every time. Also, one of the guards is invisible, and drinks a potion every hour to stay invisible. This says something about the game world and is perhaps the most jarring. You can reskin cat-people to be humans but something like the prevalence of magic, and relying on it for a core part of the adventure, just throws things off. (To be clear, there are no cat people in this adventure, or any other ren-faire tropes.)

The core conceit here is a heist. It’s in the title. One of the hooks involves getting a bank teller out who is currently being coerced by the mob, by punching him in the face, to give the gang the security features of the bank. You’re told, by your patron “The rescue can’t involve any bodies and can’t involve any Bragazzi seeing anything suspicious. His escape must appear to be a series of plausible coincidences.” This is one of the hooks. Another hook is just a straight up robbery. The heist, the plausible deniability, these imply some things that the adventure should have that it just lacks. You want to case the place, right? The classic heist involves a casing. Scoping it out and then coming up with a wacky plan to execute that will inevitably go wrong, as these things do in D&D. The guards are noted on the map, which is good. A few have a routine (with two dudes taking leaks with a frequency that makes my BPH look like a dream.) This is about the extent of the support you get here. Working against this is the current goings-on in the gambling den. The teller is actively getting the shit beaten out of him. The NPC’s, the notable other gamblers, are, I guess, just always there, in your case and during your heist. There is a degree of randomness as well, for people present in hallways, that works against a heist. Sure, things can go wrong. “Oh no, I wasn’t expecting the wine delivery!” but there needs to be some degree of consistency that the degree of randomness in the people present in locations, randomly, works against. This makes the adventure much less of a heist and much more of the usual “lets just try something and start hacking when things go wrong” sort of loosy goosy approach that most adventure raids have. There too much in the writing that frames it as HAPPENING RIGHT NOW instead of COULD HAPPEN DURING THE HEIST. And the entire premise of the “coincidences”, I think, works against the level range here. It would require a lot of skills and magic items and spells that just are not going to be present at low levels.

Tonally this is off also, in places. I’m not thrilled that the old ‘italians are mobsters” thing is relied upon. There’s no reason for that in a generically fantasy rpg. Pulp Fiction was fine without relying on these tropes. Further, there is, I think, generally a more light-hearted tone to a heist. And that is pretty consistent throughout this. After all, these are gamblers, right? As far as things go, screwing the tax man is a time honored tradition. But then, in the drug den upstairs, we get the gang doing some weird vivisection/bleeding of people to drain juice from them as a drug. This is probably a bridge too far. We have crossed the boundary from simple gambling and drug dealing to torture. We’re not even soylent greening here, more to the point of Thorns prediction about being raised as cattle. We are now in the “muder every last one of them” category, even in my skewed murder hobo vision of D&D. It’s not that either tone is wrong, but it’s the mixing of them. You CAN discover something more evil afoot in an adventure, but then you have to be prepared for the consequences. And they here for a zany madcap ending in which you free them and they run around every which direction in some kind of 1930’s madcap comedy manner. You can manage finding the EVIL HORRIBLE THING in the pickpockets house, but then the adventure needs to support that. And this doesn’t.

There’s a page or so up front that tells you how to read the formatting being used. Nothing too special here or weird; bolding, room names, etc. I would note though that if you need a page to describe your formatting them its probably not intuitive formatting. In practice, though, I think the formatting has issues. It’s hard to see room breaks, or sub-area breaks, and things tend to seem to run together. I think some line breaks are really what’s needed here in order to provide some additional separation between different sub-areas of room and concepts. The bolding tends to run together otherwise and the sub-areas get lost.

I don’t think it’s a heist, as least not with the content provided. The tone stuff, with the mushroom, seems off to me and not supported either.

This is free at DriveThru. The preview is the entire thing. I would maybe look at page seven of the preview for an idea of the jumble.

https://www.drivethrurpg.com/en/product/571925/the-backstage...
 Review: The Mouth of Mentius (OSE):: Bat siht crazy in the best way possible
Posted: Thu, 13 Aug 02:23:30

by bryce0lynch

By Gina Marie Funk
Witch Pleas Publishing
OSR/5e/DCC
Level 5

As the ashes of the last battle between Sydonia’s Sidereal Sailors and the Unseen Web settle, the Gods of the Pantheon stir within Mentius. And into this crucible of epic conflict, with the globe’s fate in the balance, come the player characters.

Holy Fuckballs!

This 57 page bat shit crazy adventure uses 55 pages to describe four levels, each with about seventeen rooms, in an “abandoned” power-center of the greco-roman gods. It’s laid out clearly and described well, but fuck all that shit. It is bat shit crazy from start to finish in the best way possible. This is a fucking adventure for level fives!

Look man, I’m gonna do my best here but I’m gonna fail.

There are factions here. This was/is a place of power for the greco-roman gods. Kind of an R&R spot. Being the greco-roman gods, there was a lot of backstabbing, jealousy, cheating, plotting and the like. The place kind of falls, in an epic way. At some point some aliens, who look like thri-kreen, show up on our world and are not secretly manipulating it for the ends of their galaxy-spanning powerful empire. A sorceress finds out, manages to not die, and is now plotting to toss them out. To do that she’s going to tap in to the power of the place, which is currently being limited by an artifact on the lowest of the four levels, along with her space-pirate minions. They’ve just finished a big battle which has broken the back of the alien dudes in the complex. “Wow, that’s a lot Bryce!” Fuck you man, I’m just getting started! She’s also got allies in the Blackfire goblins, who the aliens have started a rebellion in as a last desperate act. Also, they have a couple of spies in her inner circle, including a lover and a daughter. And then, of course, the gods have various feuds and plots going on. The party can get mixed up in ALL of this, leading to various outcomes, some of which might result in the party having power bases in the complex, as in Domain play bases, at the end. Before I got in all this the adventure noted fifteen to twelve sessions of play with the party potentially rising to nine. “Pfft!” I thought, “that’s bullshit.“ Then I got in to all of it. Fuck me man, this thing GOES HARD. (Spoilers: Mankind/Spiderkind left the gods behind for a reason; almost every outcome is better if the gods gets fucked over hard. Don’t trust a word they say. Or, do, just know they don’t give a fuck an will, in the end, fuck over mortals fuck shit over.) Oh, hey, check that, I mean the best outcome is prob just killing everyone in the place.

During my review process I go through the thing, copying and pasting examples of shit I see, good and bad. This is from the very first room, the entrance “Rusted iron gates, cyclopean in size, leading into a palatial wall. Flanked by stained, cracked statues of the 12 Gods of the Pantheon, in knee-high water. Stairs lead to the gates, submerged in up to 40’ of sea water. A cave octopus ambushes from a 80’ deep sinkhole at the foot of the stairs.” Cyclopean, ruster, palatial. Flanked, cracked. Great use of words to paint a picture. Not every room is like this, but more than enough of them are, in a terse format, to make the impact of room after room felt.

Further, looking at the overall encounter, this great water filled pit partially submerging the stairs you need to use, and the watch in the water lurking there, setting up a reimagined Moria scene. EVen the whole 80 foot deep thing, with a place for the creature to flee to when morale breaks and hiding his treasure in lair. Treasure? The Crown of King Hyperion and the Sunbeam Banded Mail. Good use of banded mail in greco-roman theming. Oh, also, that mail? “it depicts Helios bedding a woman on the breastplate.” yeah yeah, coins and shit also, but golden magic crown and sunbeam banded mail that sheds lght? Count me in!

Strong fantasy vibes here. Strong grec-roman vibes. And some of that weird technology shit. Space pirates in a space trireme floating off the ground. Blaster rifles. The spider aliens have armed the goblin rebels with blaster rifles. “12’ tall mantid with 8 spider-like limbs and an arachnid head with massive mandibles. Clad in iridescent high-tech armor, it wields 4 plasma swords.” I know this is a turn off for some of you, but, man, it rocks and I don’t think it goes too hard. Maybe a bit Thundarr, if you lean a little more fantasy. This is., by farm the wackiest thing “A stone-faced time traveler from 1980s America with a mane of dark hair, eyepatch and sleeveless shirt. Lover of Pele and Magic User with a lionness cub familiar, Spoon.” That one goes a little hard, but s by far the worst of it.

There is so much here to negotiate your way through, literally and figuratively. Sure, you can talk to some people. Other attack first and may take captives. In other areas we get to the figurative, with obstacles and scenes to pick your way through and find solutions, or those pseudo set-pieces, like the entrance octopus. Venus is trapped under the net of Hephaestus. Wanna talk with Jupiter and do something for him? Underwater sections. Circe. The Kraken. And man it all fits in well and doesn’t come across as just being tossed in out of nowhere.

If you can handle the techno influence of the space pirates then this one is a no fucking brainer. I lost count of how many mythic figures, and even gods, you could get to stabbin if circumstance or whim calls out to you. It mentions Thracia and Dark Tower in the marketing and those vibes are spot on.

I am SO fucking down! Complex mid level adventuring.

This is $16 at DriveThru. There’s no fucking preview! That’s a crime against humanity! Show a couple of rooms to us before we buy so we can know it’s a good fit!

https://www.drivethrurpg.com/en/product/578722/the-mouth-of-...


 Review: Tomb of the Lich Queen:: The usual low-effort dungeon design
Posted: Thu, 13 Aug 02:23:24

by bryce0lynch

By Don J Headrick
Grognard Games
OSRIC
Levels 9-12

For centuries the Tomb of the Lich Queen has lain hidden within a vast wasteland of cliffs, canyons and chasms. Now it has been found, and its legendary lost treasures have drawn adventurers from across the realms. Can you navigate deadly traps, fearsome guardians, and age-old puzzles to claim the prize?

This twelve page “death-trap” dungeon features eight rooms with a lich at the end. It’s just the usual low-effort dungeon, not particularly challenging, over hyped, and undelivered on. There are Grimtooth overtones, if Grimtooth was a pussy.

It’s eight linear rooms. Do you want a dungeon with eight linear rooms? At level twelve? There’s a map, but I’m not sure why one was even included. You go the only way you can go. In through one door and out through another. Is that a level twelve adventure? Is that worth $6.50?

The marketing blurb says we have a legendary tomb and adventurers from across the realm. I love luv LUV Gone FIshin because of this! A steady stream of others fumbling about, royal currying favor and mud farmers full of pox and starving children desperate for coin. That’s fun! None of that happens here, of course. That would be fun. And imaginative.

After several pages of backstory that are meaningless to the adventure you’re dumped in medias res in front of a door. Or, as the adventure puts it “You have penetrated the pyramid and braved its outer defenses defeating ancient guardians and have finally found the sarcophagus of the Lich Queen “ Fortunately, you are still at full strength in every way. Anyway, “Suddenly gouts of green poisonous gas erupt behind you filling the passage, you have no choice but to hurry into the chamber.” We can see here several classic themes of bad adventure writing. There’s the use of second person writing throughout. This is the “you/your” phrasing. This is not appropriate. It is either a crutch for weak writing, which should be improved, or an attempt at immersive dramatic writing, which should not be done this way, if at all. Gouts of green poison gas! Oh no! The entire party is immune to poison, why would we flee? For some reason there’s this idea that you have to force the party. They are there to adventure. You don’t need to force them anywhere. Suddenly, being forced, doors slamming shut … you’re not writing a movie here. You’re providing a backdrop in which the players, through the party, along with DM are given a place to engage in play. They are, together, creating a narrative, in real time. DONT FUCKING FORCE IT! Shipwrecking the party may be ok for the first level one in a new campaign on an island. It’s not ok later on when the party has the means and desire to make decisions. That’s the fun. Making the decisions. “Beyond the moon door you see” I don’t have eyes you insensitive clod!

Rooms here average about a column or so each. This is for fairly basic rooms. Read-aloud over explains “Adorned with frescoes capturing the highlights of the Lich Queens depraved rule. There are scenes of her subjects bowing before her. Depictions of her pacts.” Frescoes, if we must, and then when the party examines them we can respond with detail from the DM an then the party will ask follow up questions and take actions and the DM will respond. This is the core RPG loop. Over-explaning in the read-aloud shows a basic lack of understanding for what an RPG game is.

Writing is padded out “There appears to be no exit from this room.” Uh huh. Appears is almost never a word to use in adventure writing. It is or it isn’t, from the parties perspective. And from the DMs perspective they have perfect knows. Everything the party has ever experienced in a game “appears to be …” Stating this is just padding. There is little to no theming here.

From the interactivity standpoint we have this fine gem “If the players are having an easy go of it, throw some more Salamanders/Mephits or the Dragon at them.” The height of adventure writing. Lazy adventure writing. What’s the point here? It’s the designers job to write interesting encounters. That’s what we’re paying for. Or, you know, I guess just don’t.

The adventure is marketed as a death-trap dungeon. “ Bring 3 characters. You’ll need them.” The first room is a 1d6 pit trap with 1d6 damage from spikes at the bottom. There’s a gel cube in the bottom. I’m not sure this is a death trap. Much is made of the room slightly sloping down toward the pit and maneuvering in the dark toward the pit because of the slope. This sounds oddly specific for an eventuality that is unlikely? Room two is the classic rolling bounder trap in a hallway, with a pit to jump in to avoid it, with a 1d6 damage spike in it also. Again, not sure this is a death trap. And so it goes. Eventually there’s an efreet and maybe a dragon, along with two stone golems and a lich at the end. No one has any treasure, just the staff of power/wizardry at the end. Also, one room is empty/a recovery room. This isn’t even grimtooth levels of traps. A level nine, not to mention a level twelve, is going to have extensive magics available. I’m not sure a level twelve party would even encounter ANY of these rooms.

There is a secret door in a pit, which I always love. This is the non-obvious/’of course that’s where it is’ thing that is always a delight to see executed in adventures..

It’s just another low-effort dungeon. You have to really work these things. Every adventure ever in the history of the world is now available for a DM to run. When you’re producing something one must ask if this is possibly the best thing ever? If it’s not then what’s the point? You gotta pour yourself in to these to make them stand out.

This is $6.50 at DriveThru. There is no preview. You need to offer a preview so a potential buyer can see a few rooms before they spend money on a purchase.

https://www.drivethrurpg.com/en/product/574184/tomb-of-the-l...
 Mythic Mondays (shouldn't be on Wednesdays...)- Something's wrong with Tommy, Part 2
Posted: Thu, 13 Aug 01:35:34

by Rachel Carpenter

After-action report from confrontation with Tsathoggua & Yibb-Tstll in the Arkham Museum on Saturday, June 20, 2026, Part the Second: (Note, this is the actual date the game was played, not necessarily the story date...)

Quick Situation Update
:d10-1: Darrell Simmons and William Yorick had successfully sealed Rhan-Tegoth away (again) in the Frozen North (Alaska).
:d10-2: Skids had gotten his illegal gambling empire back on track.
:d10-3: Dexter Drake was still working as a stage magician on The Spell of the Seas (cruise ship) while investigating elder threats for the Guardians.
:d10-4: Father Mateo was keeping an eye on the Lightless Pyramid.
:d10-5: Tommy's down! Yibb-Tstll and Tsathoggua are making moves! Dr. Vincent Lee and Mandy Thompson have stayed by Tommy's side, awaiting the arrival of Mark Harrigan's mindhealer friend, Lucy. Akachi Onyele and Wendy Adams are searching the North and East Wings of the Museum for 13 Elder Signs while Mark Harrigan and Monterey Jack have teamed up to search the South and West Wings. Mandy Thompson's plan requires at least 26 Elder Signs... Together, can the investigators (and Lucy) save Tommy? Or will this be the end of the line for our favorite cop?
:d10-6: Fallen Investigators: Patrice Hathaway, Kate Winthrop, Amanda Sharpe, Sister Mary, Rex Murphy, Gloria Goldberg, and Diana Stanley.
:d10-7: Ongoing Effects: Permanent-1 Max Sanity on Mandy Thompson (penalty from Strange Lights over the Streets of Arkham)

------------------------------------------------------------------------------------

Previously...
Tsathoggua's malaise was palpable, but the old one had yet to show himself. Yibb-Tstll, the All-Seeing had made things difficult for the duo, but had yet to fully possess Tommy. With 13 Elder Signs, Akachi and Wendy raced back to the office.

"I hope the boys manage to find their 13," said Wendy.
"They must," said Akachi.
"Do you think Mark's friend is here yet?" Wendy asked.
"I do not know, but she had better get here soon," said the Shaman.


Read on for the continuation:
Something's wrong with Tommy, Part 2- Mark Harrigan and Monterey Jack search the South and West Wings for 13 Elder Signs to bring the investigators' total to 26 Elder Signs.
Special Rules: Unseen Forces Museum Mode with 9 Adventure Cards in play, Otherworlds use Gates and Seals, 2 Old Ones in play [Yibb-Tstll and Tsathoggua] with rotating Doom Track placements. If either wakes- Final Battle will trigger and Tommy dies. This Adventure/Session takes place at the same exact time as last week's Adventure/Session: Something's wrong with Tommy, Part 1- Akachi Onyele Wendy Adams search the North and East Wings for 13 Elder Signs. Yibb-Tstll and Tsathoggua's Doom Tracks begin this play where they ended last play. Additionally, the First Aid Station was closed in the last play and will remain closed in this play.



The Arkham Museum continued to feel wrong.


Mark and Monty began their search in earnest.


The influence of the old ones was palpable in the darkness


and time was not on the investigators' side...


[A Warning... Of a Conspiracy]


Mark followed the Blood on the Floor to an Elder Sign [+1 Elder Sign, Elder Sign #14].


Monty found an Elder Sign, just there for the taking! [+1 Elder Sign, Elder Sign #15].


Mark fought off Horrible Visions! And was rewarded with another Elder Sign. [+1 Elder Sign, Elder Sign #16]


Monty stumbled upon some much-needed supplies.


[Alone]


[Phooey!]


Mark found failure in the Archives...


but at least his Blunderbuss got rid of a monster...


Monty


used his Bandages


to patch himself up...


before investigating a Hidden Passage!


"Mark, I've got 2 more!" the archaeologist yelled. [+2 Elder Signs, #18]


Things were getting hairy...


Mark couldn't make any sense of the Remains of the High Priest.


[Hope flees... luckily nobody was Blessed 😜]


Monty ended up stumbling around in the Archives.


Sometimes... you just need a Flamethrower!


With the First Aid Station closed... Monty


used a Healing Stone


before stumbling upon A Terrible Discovery! At least facing down the madness netted him another Elder Sign! [+1 Elder Sign, #19]


Mark used the Idol of Ithaqua


to face his deepest fears...


Success! [+1 Elder Sign, #20]


"I hope the girls are finding Elder Signs as easily as we are," said Monty.
"This is NOT easy," Mark wasn't in a good head space after that last encounter...
"Sorry, Mark. I guess easy's the wrong word. So long as the girls find 13, we're already at 19. 7 more and maybe, maybe we've actually got a shot at saving Tommy."
"Maybe," said Mark.
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------
"Pulse is thready," said Dr. Lee.
"He's cold," said Mandy, her hand was on Tommy's forehead. "Sweated wet too."
"Our boy's a fighter, but I don't know how much longer he can keep this up," said Dr. Lee.
"I hope Lucy gets here soon."
"Mandy, you do know that-" Dr. Lee trailed off.
"That she might not be able to save him?" Tears shone in her eyes. "I can't think like that. Not yet."
----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------


The minutes continued to tick away...


[The Stars Align...To Bring Sickness]


"I guess things could be worse..."


Monty dealt with the Remains of the High Priest.


Mark investigated the Gift Shop.


Monty learned secrets from an Ancient Script.


Mark dealt with some Magical Mishaps.


Running short on time...


[Be Prepared... for Living Nightmares]


Monty


Found a


Gate!


Going on through, he found himself Lost in Time and Space!


Luck and a .45 Automatic saw him safely back in the Museum


with an Elder Sign to boot! [+1 Elder Sign, #21]


Mark investigated The Storage Closet


Monty took a breather to recover his stamina and sanity.


[I'm missing Mark's 2nd turn of this cycle... and an Elder Sign went missing... we're back to 20... Midnight effects were resolved- +2 Monsters and new Mythos Card...]


Monty risked a trip to The Great Temple and emerged victorious.


[Back on track: +1 Elder Sign, #21]


The Museum was feeling a bit ominous as this investigation dragged on...


Mark was Transported by Magic


[That's just mean! A locked Green Die at this stage!!!!!]

Monty sat this one out... [I think a photo went missing here... sorry!]


Mark managed to find an Elder Sign in Another Dimension [+1 Elder Sign, #22]


"Just 4 more and we'll head back to the office!"


[More meanness]


Searching for much-needed supplies.


Monty was getting tired...


and left Mark to deal with the Koi Pond [+1 Elder Sign, #23]. "Stupid fish," Mark mumbled.


The Door (was) Ajar...


"Monty!"


Mark broke on through


by using his Flare Gun


to summon Monty for an assist. [This gave me the Green Die back! Yes!]


[Sudden Terror]


The fabric of reality was growing thin... rifts were appearing... the Museum was starting to come apart at the seams!


"Time for some thrilling heroics!" Monty ventured to R'lyeh...


Conjuration summoned


Winter Gear, which was surprisingly useful underwater.


"Monty!"


Spells granted Monty success and not 1, not 2, but 3 Elder Signs! [+3 Elder Signs, #26!]


With 13 Elder Signs in hand, Mark and Monty made their way back through the North Wing.


"We found our 13," said Mark.


---------------------------------------------------------------------

The boys made it back to the office just as Akachi and Wendy also returned. Mandy got up from the floor, "please tell me that you found at least 26 Elder Signs."
"We found 13," said Wendy.
"Us too," said Monty.
"Thank God," said Mandy.
"Any word from your friend?" Dr. Lee asked Mark, "Tommy's vitals are all over the place. I don't know how much longer he can keep this up."
Mark shook his head, "I'll call her. In the meantime, Mandy, why don't you start setting up a gate and seal combo. Runework takes time."
"I'll get started," Mandy took the Elder Signs from Mark, "Monty, help me with the runes."
The archaeologist got out his knife, "we should probably carve directly into the floor. Salt can get disturbed, oil's a fire hazard, and I'd rather not do this in blood."
Mandy bit her lip, "I agree. The curator might throw a fit at the damage, but we've got a lot of people in here and it would be really easy for the runework to get messed up."
As Mandy and Monty got to work, Mark dialed the number that Lucy had called from earlier. No answer. It just kept ringing. He dialed again. Same. Just as he was about to dial Lucy for a third time- his cell started ringing. "Lucy?"
"Just got to HQ. Jackson needs coordinates for a temp gate," Lucy was all business.
Mark reached into his inner jacket pocket and retrieved his beacon set. The three silvery tablets were each about the size of a sticky note. He slapped the first up and into the center of the top beam of the office doorframe. The second and third he slapped about halfway up the left and right sides of the doorframe. "Everybody, stay clear of the door!" Mark yelled as he stepped to the side, then to Lucy, "beacons are set, you're clear to come on through."
He could hear Lucy talking to Jackson, "Beacons are set. Can you get a lock? Jackson!"
He could also hear Jackson, "Good god, woman, give me a sec!"
"I have priority!" Lucy again.
"Really, I didn't know." Jackson's sarcasm.
"Jackson!" Lucy again.
"Locked. Good luck, Lucy."
A blue-ish white portal glowed in the doorframe. Lucy stepped out and quickly took in the situation. "Mark, pull the beacons and let Jackson know I made it," gesturing to the cop on the floor, "I'm guessing he's my patient?"
"Jackson, she's through. Thanks," Mark stowed his cell and the beacons.
"Yes, you must be Lucy," Dr. Vincent Lee answered the mindhealer.
"Yes, are you the doctor?" Lucy asked.
"Yes, Dr. Lee. I'll help however I can."
"Good," Lucy knelt down next to Tommy, "what's his name?"
"Tommy, his name's Tommy," said Mandy. Still working on the runework, the researcher was just glad that the mindhealer had finally arrived.
Lucy started checking over the fallen investigator, "Tommy, my name is Lucy. I'm a friend of Mark's."
"He can't hear you," said Dr. Lee.
Lucy rolled her eyes. "He probably can't hear me, but I'd rather keep him in the loop."
Dr. Lee wasn't impressed. Lucy didn't care. She continued her exam. Tommy's vitals were fine. Not good, but hopefully good enough. She could sense the foreign presence of Yibb-Tstll too. Powerful and pissed, but somehow Tommy had managed to keep the old one from taking control.
"What's the verdict, Lucy?" Mark asked.
"You were right to call me. He is possessed. And actively fighting the possession. But he's losing. And I found the pre-existing damage you suspected. His mental shields are a wreck. And his channels are scarred. This much magical scarring-" Lucy shook her head, "it's bad, Mark."
"Can he win?" Mark asked.
"Not on his own," Lucy met Mark's gaze.
"Does he know what's happening?" Monty asked.
"Yes. Tommy's definitely aware of the possession. My guess is that he did this," Lucy responded.
"What? Why?" Wendy asked.
"I think it's safe to assume that he realized he was compromised, that he couldn't fend off the attack, and then he retreated so that he couldn't hurt any of you. He's effectively locked himself in his own mind." Lucy responded as she did a quick scan of the office.
Wendy sniffled.
"Can you fix him?" Monty asked.
Lucy thought carefully before responding, "maybe. I can try to reach him, help him push back, but..."
"But, what?" Monty growled.
Lucy glared at the archaeologist, "I understand that he's your friend. But you need to understand how dire his situation is. Yibb-Tstll is strong and pissed. Tommy is tired and injured. I don't know if he's strong enough to overcome the possession. Even with my help."
"We can't leave him like this," Monty insisted.
"No. No, we can't. If he keeps fighting, his body will fail."
"Huh?" Wendy was confused.
"I give it another hour or so. Then his heart will stop. Or he'll stroke out." Lucy put things rather bluntly.
"But we can't just let him be possessed either," the archaeologist protested.
Lucy looked to Mark. She didn't want to say it, but someone had to... "We might have to," said the soldier.
"Aw hell no!"
"He would have to stop fighting. Surrender. Let the possession happen. Once Yibb-Tstll took full control, we might be able to exorcise the creature," Lucy explained.
"Might?" Akachi asked.
"Might," Lucy repeated, "there's no guarantee that he survives this. I'm sorry, the damage is just too severe."
"So, where does that leave us?" Monty asked.
"It leaves us with very limited options," Lucy admitted, then she turned to her friend, "Mark didn't you say there was a second old one involved? I'm not picking anything up besides the presence in Tommy."
"There's nothing else in this office?" Mark asked.
"No," Lucy responded.
"Then we should probably seal the doorframe, block Tsathoggua from entering and interfering," added Mandy.
"That would be a very good idea," said Lucy, "this is going to be difficult even without a second old one in play."
Mandy started carving runes into the doorframe.
Akachi addressed the mind-healer, "try to reach him, try to help him, if that course fails... tell him to surrender."
"No!" Monty wasn't going to stand for this.
"I do not like this idea either! But I do not see any alternative!" Akachi silenced the archaeologist.
"I will try," said Lucy. The mindhealer placed a hand on Tommy's forehead and closed her eyes.
"What's she doing?" Dr. Lee asked.
"Don't touch her. Or Tommy." warned Mark, "she's going to talk to him."
"Can she do that?" Wendy asked.
"Yes," said Mark.
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Lucy found herself in a twin of the room she had just been in, with a few key differences. No Mark. No Dr. Lee. None of the others. Except for her patient. Who was awake and sitting in a chair.
"Hello, Tommy," she said, "I'm Lucy-."
"Mark's friend- I heard."
Lucy smiled, "your friends are worried. Rightly so, I might add."
"I'm going to die, aren't I?"
"Maybe. Maybe not."
"I don't wanna die."
"I don't want you to die either."
"Mark thinks there's something wrong with my magic. And, and I think he's right," Tommy admitted.
"He is and there is. The damage is extensive. But you do have options. Tommy, I'm going to make you three promises. One, I won't lie to you. Two, I will let you choose how this goes. And three, no matter what you choose, I will do my best to keep you alive."
"Thank you. I, I didn't know what to do. I've fought off possessions before, but-"
"But this was different?"
Tommy nodded, "I saw him. I felt him. And then he was in me. And I couldn't- I tried, but, well, that's how I ended up here," Tommy gestured to the room.
"That's what I suspected. You're trapped. He's trapped. It's a stalemate."
"What happens now?"
Lucy sat down in another chair and faced Tommy, "you have two options. One, you surrender." Sensing Tommy would protest, she raised her hand to silence him. "You stop fighting and let Yibb-Tstll take you. Full possession. Your friends attempt an exorcism and I assist them. It's our best chance of actually banishing the elder creature and sending him back to the void between worlds. However, exorcisms are never easy. And Yibb-tstll is strong and from what I could sense, he's very pissed off at you as well. This is personal?"
Tommy nodded, "there was an incident six years ago. It's personal."
"Then it is more than likely that he will kill you or at least try to kill you during the exorcism. I'd put the odds at 90 to 95% that the exorcism works, but probably only a 10% chance that you survive."
"Not a fan of 10%. You said I had a second option?"
"Yes. You fight."
Tommy cocked his head, "but you said that I couldn't win?"
"Not alone."
"I don't understand."
"You cast, you channel, you push. I supply the magic. You do not stop when you regain consciousness. You do not stop until I scan you, find no trace of Yibb-Tstll, and I tell you to stop. It's going to hurt. It's going to be horrible. And unfortunately, there's nothing I can do to shield you from that."
"But I'll live?"
"50-50."
Tommy closed his eyes, "you don't pull your punches, do you?"
"No," Lucy smiled.
"If I choose option #2 and assuming I don't die, can you fix my magic?"
"Not instantly and things will get worse before they get any better. Casting Yibb-Tstll out will rip open the scarring in your channels. That's partly why it would be so painful. However, if you do survive, it does mean that healing would be possible, whereas right now I can't do anything for the scarring."
"What happens if I screw up?"
"How do you mean?"
"What happens in option 2 if I stop?"
"The magical backlash kills us both. Yibb-Tstll would probably still be banished by the runework your friends are working on, but we'd both be dead and some collateral damage would be possible as well."
Tommy was stunned, "why would you take the risk? You don't know me. You don't know any of us."
"Mark called me," Lucy paused, "and, you remind me a bit of a dear friend of mine."
"You'd really be willing to help me?"
"Yes. Because option two is your best chance of surviving this."
"50-50."
"It's better than 10%."
"I don't know if I can do this," Tommy admitted.
"Do you want to?" Lucy asked.
"Yes."
"Then I need to tell the others. I'll be back," Lucy paused, "do you cast rightie, leftie, or both?" she asked.
Tommy thought about it, "both, I guess..."
"Okay." Lucy turned to go.
"Wait! I know this is awkward, but can you tell Mandy that I love her?"
"Mandy?"
"The red head."
Lucy smiled, "I'll be back."
---------------------------------------------------------------
Lucy opened her eyes.
"She's back," said Mark. Everyone turned to her. "What's the plan?"
"Do you still carry a spare anti-possession amulet?"
Mark pulled 2 necklaces out from under his shirt and smiled, "always."
"Thank God. This might actually work."
"How's Tommy?" Monty asked.
"He's holding on. But this isn't going to be easy," said Lucy.
"But you have a plan?" Mandy asked.
"We have a plan," Lucy answered the red head. "He's going to fight and I'm going to help him."
"What do you need from us?" Monty asked.
"Give me a sec to stabilize his injuries," Lucy waved her hand over the back of Tommy's head and neck. "Okay, that'll have to do. Now, help me get Tommy sitting up. I'll be behind him for this." Dr. Lee and Mark helped Lucy. "Okay, good. Now, Mark, you're going to be against the wall with us. I want you holding your spare amulet. Tommy and I will cast Yibb-Tstll out. Once he's in the clear, I'll yell 'Now!'- then you put the amulet on Tommy. The last thing we need is a re-possession."
"When you yell 'Now', is that our cue to activate the gate and seal runework too?" Wendy asked.
"Yes, exactly," Lucy smiled at the young caster. "But for this to work, I'm going to need you," Lucy gestured to Monty, "to extend the runework to near Tommy's arms."
"Got'cha," said Monty, already adding the needed runes.
Lucy turned to the red head, "you're Mandy, right?"
"Yes..."
"Tommy would like a word before we get started."
"How..."
"Sit here, take my hand, put your other hand on Tommy's arm and close your eyes, we don't have much time," said Lucy. Mandy didn't really know what to think or expect, but she did as Lucy instructed.
---------------------------------------------------------------
And then she was in the office with Lucy. Everyone else was gone... but Tommy was there! In Akachi's chair. And he was awake!
"I'll give you two a minute, but we're running short on time," said Lucy.
Mandy tentatively approached Tommy, "is this real?"
"Yes," Tommy stood up.
Hearing Tommy's voice, Mandy rushed over and hugged him tight.
"I love you," said Tommy.
"I love you too," said Mandy.
"Mandy, if I-"
"Don't say it!"
"Mandy-"
"No! You fight this and you come back to me," Mandy was starting to tear up.
"I love you."
"I love you too."
"Sorry to interrupt, but we've got to go," said Lucy.
"Come back to me," said Mandy.
"I'll try," said Tommy.
---------------------------------------------------------------
Mandy opened her eyes and... Tommy was unconscious again.
"I'm sorry, but we need to get started," Lucy apologized.
Mandy shook her head, "thank you."
"We ready?" Monty asked.
"Almost," said Lucy. "I want you and Dr. Lee outside the office door. You two hold the line. Nothing and no one comes into this office until this is over. The runes should keep Tsathoggua out, but I'd rather not take any chances."
"Alrighty, doc, you're with me." Monty and Dr. Lee took the door.
"What about me?" Mandy asked.
"You watch the runework and sigils. If something needs fixing or if the runework burns up, you patch it. Once we start, we can't stop until Yibb-Tstll is through that gate and the gate is sealed."
"Got it," said Mandy.
"Does everyone know what they're doing?" Lucy asked.
Nods all around.
"Okay then. I'm going back to Tommy. Mark-"
"I've got your back, Lucy," said Mark.
"Alright. See you on the other side," Lucy said.
---------------------------------------------------------------
"Ready?" Lucy asked Tommy.
"As I'm ever going to be," said Tommy.
Lucy sat against the wall and motioned for Tommy to sit in front of her.
"Lean back."
"This is awkward."
"I've got you. Close your eyes. Then reach for your magic."
Tommy obeyed, he swore he could hear his pulse. Something was wrong and they hadn't even started yet...
"Calm down, slow your breathing."
"I, I can't," Tommy was hyperventilating.
"Tommy, stop. Match your breathing to mine. In. Out. In. Out. In. Out. Better," Lucy put her hand on Tommy's right arm. "Can you feel your magic?"
Calmer now, Tommy responded, "yes."
"Can you feel my magic?" Lucy asked.
Tommy paused, "yeah, that's weird. It's not mine, but it's next to mine."
"Okay. Now, you're going to start pushing. My magic will follow yours. Once you feel the shift, drop your mental shields. You'll feel Yibb-Tstll. Keep pushing, no matter what happens," Lucy instructed.
Tommy took a deep breath, "what if I can't do this?"
"You can and you will."
"Promise me that I'll wake up as me."
"You'll wake up as you or not at all."
"If something goes wrong, can you, can you like cut ties and get away?"
"Unlikely. Now stop stalling."
"It's just, I've never done this before. It's one thing if it's just me on the line, but you-"
"Tommy, I am choosing to help. Stop worrying about me. You've never done tandem casting before. That's fine. I have. You're not alone in this. That said, this is going to hurt and once you start, you cannot stop," said Lucy.
"Okay, okay, let's do this," Tommy closed his eyes and pushed his magic. He felt Lucy's follow. What remained of his mental shields dropped instantly and there, there was Yibb-Tstll.
"I SEE YOU! YOU ARE MINE!!!" The old one screeched.
"I see you too. And I'm gonna send you straight back to the void!"
"Stop chatting and channel!" Lucy scolded Tommy.
"MINE!" Yibb-Tstll shrieked and pushed back, sensing an opening to take control.
Tommy screamed. He was on fire. He couldn't think. He couldn't move. Was he breathing? Pain.
He felt Lucy smack him, "cast him out!" She yelled. That was the jolt Tommy needed. He pushed. The magic responded. Now Yibb-Tstll was screaming too...
Tommy wasn't on fire, he was fire. His own magic was burning him. He started shaking. His muscles were cramping. He felt Lucy's hand tighten on his arm. The burning was joined by a shredding sensation. More pain. He could feel blood running down his face. Nose bleed. His ears felt wet. More bleeding. Was he crying? Were those tears or blood? He couldn't catch his breath. The pain was endless, but Tommy didn't let up. He kept casting, kept pushing. He was tired. His magic was gone, spent, but Lucy's was still there, still pushing the old one back. Yibb-Tstll's screams sounded farther away now... Tommy opened his eyes...

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and he was back in the Museum Office. Mandy was furiously re-carving a charred, burnt-out rune. Akachi was chanting... something.
"Tommy, look at me!" that was Lucy, behind him. Tommy turned his head. Lucy grabbed his chin and forced him to meet her gaze. He felt something... like a rippling sensation in his head... "NOW!" the mindhealer yelled. Tommy felt something drop over his head. Then a hand on his shoulder, "we've got you. You're safe." Was that Mark? It kinda sounded like him... everything felt fuzzy. Except the pain.
The runes carved into the floor flared brightly. "Get out and stay out!" Wendy, that was Wendy. Yibb-Tstll's scream sounded farther away. The gate activated, the energy in the room shifted, Yibb-Tstll was pulled through. The screaming stopped. The runes dimmed. The Elder Signs winked out. The energy dissipated.
"Is everyone okay?" Lucy asked. Her voice was loud, too loud. Tommy squeezed his eyes shut. That didn't help. He couldn't breathe. No... he was breathing too fast. Pain. He was going to be sick...
"Mark, pass me that trash can," Lucy grabbed it from Mark. Tommy felt a hand on his back. "You're fine. Just breathe."
The nausea hit... nothing came up, he couldn't breathe, pain...
"Tommy, I need you to slow your breathing. I know it hurts, but I need you to breathe."
Tommy couldn't catch his breath. He was hyperventilating.
"I'm sorry. But I made you a promise," Lucy put her hand on Tommy's forehead and the cop slumped forward instantly.
"Lucy?"
"He didn't leave me a choice. After all of this, I am not letting him stroke out."
"Is he-" Mandy gestured to Tommy.
"Unconscious. Just unconscious," Lucy continued to scan Tommy, "and his vitals are already starting to stabilize."
"Did it work?" Monty asked as he and Dr. Lee cautiously stepped back into the office.
"Yes," Lucy responded.
"Yibb-Tstll's gone. Banished. And the gate's sealed," said Wendy, "any sign of Tsathoggua?" the teenager asked the archaeologist.
"No," Dr. Lee answered.
"That's for the best. He can be dealt with later," Lucy turned to Mark, "we need to get Tommy out of here, now. That amulet's fine, but in his condition, I wouldn't want to test it. You still ward your quarters to high hell everywhere you go?"
"Damn straight. And I've got a spare room," Mark smiled.
"Buster willing to share?" Lucy teased.
"Buster likes Tommy."
"Good. Then that's the plan. I just need his core levels to come up a bit before we transport him."
"Huh?" Wendy wasn't the only one confused.
"Tommy's exhausted. Physically and magically. If we use magic to transport him back to Mark's in this condition, he'll probably have a heart attack. I wish we had another mage that was compatible, then I could do a quick transfusion, but since we don't, we're going to have to wait a bit instead," Lucy explained.
"But aren't you compatible?" Wendy asked.
Lucy shook her head, "no. I couldn't actually lend my magic to Tommy the normal way. We had to resort to tandem casting, which made things a bit trickier."
"What about me?" Wendy asked.
It was Lucy's turn to look confused.
"Tommy and I have been training Wendy. My magic does not work like theirs. Wendy may be a match," said Akachi.
"Come over here next to me," Lucy said to Wendy. The teen scurried over. "Now give me your hand."
"Am I a match?" Wendy asked. Lucy did a quick scan.
"Close enough," Lucy smiled.
"Does that mean I can help?" Wendy asked.
"Yes."
"What do I do?"
"Put your other hand on Tommy's arm. I'll do the rest. If you start to feel dizzy or light-headed, let me know," Lucy warned as she facilitated the transfer. "How do you feel?"
"I can feel a pull, more of a tug I guess," said Wendy.
"Okay, that's fine. But if it hurts or anything changes-"
"I'll let you know," said Wendy.
A few minutes passed in relative silence. "Okay Wendy, I'm cutting the connection now," said Lucy. "How do you feel?"
"Fine," said Wendy, "did it work?"
Lucy nodded, "he's good enough to travel. Mark, can you take him directly from here or will that mess with your wards?"
"I'd rather take you first, then Tommy. Just in case," said Mark.
"In case of what?" Wendy asked.
"Most people that die after being possessed don't die from the possession itself. Rather the stress of the possession or of the exorcism causes their death," Lucy explained.
"That's why you were worried about a stroke or a heart attack," said Mandy.
"Exactly. He's young. He's fit. But we still have to be careful."
"Uh, I was possessed. Not too long ago. Should I be worried?" Monty asked.
"Honestly, I'm starting to think that you should all get checked out by a general healer," Lucy huffed.
"I'm in way over my head," said Dr. Lee.
"You've done your best, but I'm inclined to agree," said Lucy.
"How about this? I take Monty, then you, then Tommy. We get Tommy settled. You take a look at Monty. I come back here and call HQ for a clean-up team and we go from there."
"Works for me," said Lucy.
---------------------------------------------------------------
Monty and Mark got Tommy cleaned up and settled in Mark's spare bedroom. Buster was curled up on the floor and didn't understand what all the fuss was about. Mark went back to the Museum, leaving Monty and Lucy with Tommy. The two had pulled kitchen chairs into the bedroom and were keeping watch over the still-unconscious Tommy.
"What happens now?" Monty kept his voice low.
"No need to whisper," said Lucy, "I put up a barrier. He can't hear us, but we'll be able to hear him if he wakes up," she explained.
"Oh," said Monty.
"He's alive. He's stable. His magic is recovering. And his channels are healing. This is good," she said. "Now, as for you, I have a few questions- when were you possessed, by what, and how'd you get free?"
Monty took a deep breath, "it was about 8 weeks ago. Yibb-Tstll. Tommy did... something, Akachi smacked me, and then I was me again. Hell of a headache, but I was me again."
"The headache went away on its own?"
"It took a few days, but it cleared. And I didn't take anything stronger than a shot of whiskey," said Monty.
Lucy glared.
"What? Just to take the edge off so I could sleep," said the archaeologist.
Lucy rolled her eyes, "alcohol wouldn't have been my first suggestion, but you could've done worse. May I scan you?"
"Uh, sure?" Monty shrugged.
Lucy ran a few basic diagnostics. "You're clear."
Monty breathed a sigh of relief.
"You got lucky, Mark had a brain bleed last time he was possessed," said Lucy.
"Huh?"
Lucy nodded, "Out of nowhere he got a headache, then he couldn't find the right words. I found the bleed and fixed him up, but he scared the crap out of me. It was only afterwards that I learned he'd been possessed the day prior. He thought he was fine. A healer had even cleared him. I gave her a piece of my mind later."
"I didn't know," said Monty.
"That doesn't really surprise me, Mark's not exactly a chatterbox. Still, all of you should have amulets. And warding on your homes. And a healer on your team," said Lucy.
"Dr. Lee-" Monty started.
"Does not impress me. I have nothing but respect for non-magical healers, but Dr. Lee missed broken bones. I can't forgive that," said Lucy.
"Huh?" Monty didn't know what Lucy was talking about.
"Dr. Lee cleared Tommy after he was thrown into the wards, right?" Lucy asked.
"Yeah," said Monty.
"Not 1, not 2, but 3 breaks. Skull fracture and hairlines on C2 and C3."
"Shit," said Monty.
"All are healing nicely now, but if Tommy had fallen differently when Yibb-Tstll attacked him..." Lucy let the thought trail off.
"Damn," said Monty.
"He got lucky," said Lucy.
"We can't keep on like this."
"No. But it's not all on you. When I was in transit, I made a few calls. The incident 6 years ago did trigger an alert. But I couldn't find any follow up. The ball got dropped. And your team was left to pick up the pieces with no support. That will change now," said Lucy.
"You really think so?"
"I know so," said Lucy.
"How do you think things are going back at the Museum?" Monty wondered.
Lucy laughed, "no idea. Mark will call HQ. Get a few more folks here to help clean things up. Probably a lot of paperwork in all of our futures."

----------------------------------------------------------------------------------

Comments:
Whew. That ending dragged a bit. And my old perfectionist tendencies reared their ugly head, but I got through it. It's done. Tommy's still alive. Lucy's here. For a little while at least. Next Monday's report will start with cleaning up the Museum. The curator's not going to be happy...

------------------------------------------------
Quick Summary:
Something's wrong with Tommy, Part 1
Investigators: Akachi Onyele & Wendy Adams
Mode: Special Unseen Forces in the Museum Mode with Otherworlds- Gates/Seals, 2 Old Ones (rotating Doom placements), and 9 Adventures.
Old Ones: Yibb-Tstll & Tsathoggua (rotating Doom placements)
Elder Signs Collected: 13/13
Expansions: Elder Sign, Elder Sign: Grave Consequences, Elder Sign: Unseen Forces, Elder Sign: Gates of Arkham, Elder Sign: Omens of Ice, Elder Sign: Omens of the Pharaoh, and Elder Sign: Omens of the Deep
Time: About an hour
Victory!

Something's wrong with Tommy, Part 2
Investigators: Mark Harrigan & Monterey Jack
Mode: Special Unseen Forces in the Museum Mode with Otherworlds- Gates/Seals, 2 Old Ones (rotating Doom placements), and 9 Adventures.
Old Ones: Yibb-Tstll & Tsathoggua (rotating Doom placements)
Elder Signs Collected: 13/13
Expansions: Elder Sign, Elder Sign: Grave Consequences, Elder Sign: Unseen Forces, Elder Sign: Gates of Arkham, Elder Sign: Omens of Ice, Elder Sign: Omens of the Pharaoh, and Elder Sign: Omens of the Deep
Time: About 2 hours
Victory!

Notes on Timing for this Narrative Arc:
1. Mythic Mondays (shouldn't be on Wednesdays...)- Something's wrong in the museum, Part 2
2. Something's wrong with Tommy, Part 1- Intro. Narrative
*3. Something's wrong with Tommy, Part 1- Last Week's Report
*3. Something's wrong with Tommy, Part 2- THIS SESSION REPORT
4. Something's wrong with Tommy, Part 2- Narrative
*(These take place at the same time)

------------------------------------------------

Past Mythic Mondays:
Mythic Mondays- Arkham Adventures: Back to the Beginning
Mythic Mondays- Against Azathoth with some Grave Consequences
Mythic Mondays- Grave Consequences on the Streets of Arkham
Mythic Mondays- Grave Consequences in the frozen North
Mythic Mondays: Rhan-Tegoth Rematch, Part I
Mythic Mondays: Rhan-Tegoth Rematch, Part II
Mythic Mondays- Akachi returns to Arkham, Part I
Mythic Mondays- Akachi returns to Arkham, Part II
Mythic Mondays- Cthulhu calls
Mythic Mondays - Sisters in spirit take on Atlach-Nacha at the Gate, Part I
Mythic Mondays - Sisters in spirit take on Atlach-Nacha at the Gate, Part II
Mythic Mondays- My First Final Hour
Mythic Mondays: Uh-oh! Better hit Undo! aka First Impressions: Undo: Forbidden Knowledge
Mythic Mondays- First Impressions: Eldritch Horror
Mythic Mondays- The Killing Cold
Mythic Mondays- The Killing Cold: Redux
Mythic Mondays - Meanwhile with Mandy, Part I
Mythic Mondays - Meanwhile with Mandy, Part II
Mythic Mondays- Mandy and Akachi try to save the Museum, Part I
Mythic Mondays- Mandy and Akachi try to save the Museum, Part II
Mythic Mondays - An Arkham Nights 2023 Interlude
Mythic Mondays- The Cop and the (Ex)Convict, Part I
Mythic Mondays- The Cop and the (Ex)Convict, Part II
Mythic Mondays- Strange Lights over the Streets of Arkham, Part I
Mythic Mondays- Strange Lights over the Streets of Arkham, Part II
Mythic Mondays- Breaking News in Arkham
Mythic Mondays- Alaska's on its own, Part I
Mythic Mondays- Alaska's on its own, Part II
Mythic Mondays- Monterey Jack's back, Part I
Mythic Mondays- Monterey Jack's back, Part II
Mythic Mondays- Alone against Azathoth, Part I
Merry Christmas 2023: Mythic Mondays- Alone against Azathoth, Part II
Mythic Mondays- Lots to learn, Part I
Mythic Mondays- Lots to learn, Part II
Mythic Mondays- Three against Shudde M'ell, Part 1
Mythic Mondays- Three against Shudde M'ell, Part 2
Mythic Tuesdays- Three against Azathoth, Part 1
Mythic Mondays- Three against Azathoth, Part 2
Mythic Mondays (occasionally on Tuesdays) - The Shaman & The Rookie, Part 1
Mythic Mondays (occasionally on Tuesdays) - The Shaman & The Rookie, Part 2 & Happy Veterans Day
Mythic Mondays- Four against Arkham's darkness, Part 1
Mythic Mondays- Four against Arkham's darkness, Part 2
Mythic Mondays- The Rookie and the Soldier, Part 1
Mythic Mondays- The Rookie and the Soldier, Part 2
Mythic Mondays- Meanwhile up North... Part 1
Mythic Mondays- Meanwhile up North... Part 2
Mythic Mondays- Into the Sands, Part 1
Mythic Mondays- Into the Sands, Part 2
Mythic Mondays- The Researcher and the Soldier, Part 1
A Sunday in Arkham
Mythic Mondays- The Researcher and the Soldier, Part 2
Mythic Mondays- Something's wrong in Arkham, Part 1
Mythic Mondays- Something's wrong in Arkham, Part 2
Mythic Mondays- Something's wrong in the museum, Part 1
Mythic Mondays (shouldn't be on Wednesdays...)- Something's wrong in the museum, Part 2
Mythic Mondays- Something's wrong with Tommy, Part 1

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Executive decision: Weekly Updates from last Friday are just being skipped and Weekly Updates will reappear as scheduled this Friday. After all, it's already Wednesday...

Happy Wednesday and happy playing!
-Rachel

Thank you for reading my blog. If you liked it; then please click the green thumb [microbadge=23724] at the top of the page. If you really liked it; then please subscribe. And follow me across social media with my Linktree:
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Disclaimer:
Prydera and the Guardians are very much my creations. Charge the Circle, Read the Runes, and The Seventh Seal are also mine. Pythia belongs to the ages, though the particular version that appears in the Mythic Mondays campaign is very much mine. I have altered the backstories of many Arkham characters significantly to suit my storylines. Captain Schaeffer, Buster (Mark's dog), Jackson, Lucy, Derek, Emara, Daniel, and Randal are also mine.
 Hunting Party Q&A: Gone Fishin'
Posted: Wed, 12 Aug 23:11:25
A new episode has been added to the database: Hunting Party Q&A: Gone Fishin'
 Episode #12: The Lost Kenku Pt. 3
Posted: Wed, 12 Aug 23:11:23
A new episode has been added to the database: Episode #12: The Lost Kenku Pt. 3
 Session 30 - Pulling Strings (Part IV)
Posted: Wed, 12 Aug 23:11:14
A new episode has been added to the database: Session 30 - Pulling Strings (Part IV)