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          Session: Eldritch Horror:: The Eldritch Adventures – Chapter 2: Something Stirs in the Deep Places      
https://boardgamegeek.com/thread/2288840/eldritch-adventures-chapter-2-something-stirs-deep

by HereticPriest

Hello again everybody! Welcome back to our Eldritch Legacy!

If you don't know what I'm on about, the Prologue and Chapter 1 are here: https://boardgamegeek.com/thread/2283361/eldritch-adventures...

Last time, Shub-Niggurath broke through and destroyed Earth-6, including its prisoner Great Old One, Manam'qua. All investigators but Father Mateo and Carolyn Fern were killed, with Carolyn becoming the arbiter of the last bastion of humanity and Mateo being imprisoned in a strange court in the Dreamlands belonging to the King of Dusk. But the repercussions of this disaster are not isolated to Earth-6...

Note: Once again, I am a bit protective of this story and will likely reuse many elements in my professional work, so if you want to borrow or base something off this material, please ask first! I'll most likely say yes.

And as always, I hope you enjoy!


~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Chapter 2: Something Stirs in the Deep Places

In Earth-1, the original version of the planet, a young musician named Jim Culver senses the massive death toll in Earth-6 and is troubled. He is not aware of the Dreamlands or of the other Earths, and as such cannot find factual support for the suffering he feels. Uniquely able to communicate with the dead, a practice facilitated by his beautiful music, he searches for understanding. Meanwhile, massive storms begin to rage across the planet, wrecking ships and disrupting trade routes. Aquatic humanoids calling themselves Deep Ones begin to assault shore-dwelling humans. Jim has a number of disturbing encounters with monstrous corpses, giving him recurring nightmares.

Jim’s search brings him in touch with a number of similarly-concerned individuals, people with some understanding of occult matters and the nature of the dangers threatening their world. They are: Ursula, an explorer and archeologist who suffered a traumatic experience in the Pyramids of Egypt and has been a tortured amnesiac ever since; Gloria, a failed author who discovered a massive cult conspiracy while searching for inspiration; and Bob, a well-to-do salesman who has lost an incredible amount of business due to the storms and attacks and who funds the groups’ research.

The team determines that the disturbances are being caused by an array of current events, each designed to cause damage to the stability of reality. Ursula departs for the Arctic Circle, which she scours via airplane until she locates an emplacement of alien machines that have mysteriously been reactivated and are punching holes throughout reality. Though she deactivates and destroys it, the damage is done, and many portals have been opened across all six Earths and the Dreamlands. Gloria traces another source of disturbance to the ocean near Australia, where she finds entire swaths of the ocean overlaid with the Dreamlands. She meets the crew of the White Ship, learning about the Dreamlands and the existence of other Earths. She convinces the crew them not to tear open any Gates and to remain on Earth-1 until reality has been stabilized.

Jim and Bob rally military and police forces across the globe, pushing back the Deep Ones and protecting coastal cities. Bob comes to retrieve Ursula from the Arctic Circle and is bonded to by an ancient Hyperborean spirit, who grants him extensive magical powers. Unfortunately, none of this is enough. Gloria and Ursula map the disturbances and locate a focal point, a seemingly empty spot in the Southern Pacific Ocean. The team travels there and discover an island not recorded on any map and entirely covered with a half-submerged city.

After exploring the island, which appears to operate on different laws of physics and principles of perspective and geometry than the rest of the world, the team realizes it has been converted into a massive prison for twisted monstrosities. Gloria identifies the city as R’lyeh, former capital city of the Great Old One Cthulhu on earth. Now it is a prison for him and his children, the Star Spawn…but he appears to be sensitive to the disturbances in reality, and waking up. Ursula discovers a weapon capable of slaying Star Spawn, the Sword of Y’ha-Talla, and bonds to the weapon. The team attempts to reinforce the wards around R’lyeh, but the excess magical energy opens a Gate above the city, and several Star Spawn tear free of their cells and magical sleep and fly through it.

Ursula, having developed something of a savior complex after repeatedly protecting her teammates from monsters, follows the Star Spawn through the portal and into Sydney, Australia. There she fights in the Battle of Sydney, singlehandedly slaying many cultists and monsters but nearly going insane in the process. Severely injured, she leaves the ruins of Sydney behind and flees through the only avenue available to her: back through the portal to R’lyeh.

In her absence, Jim, Gloria, Bob, and Jim and Bob’s dead friends have assembled a map of the world’s leylines. They believe that reinforcing them with magical rituals will counteract the crumbling structures of reality and re-seal the locks of R’lyeh. Bob has agreed to teleport to one major confluence and perform the rites there, while Jim and Gloria head to the former location of Atlantis to do the same. As they are prepared to board a boat and flee R’lyeh, Ursula returns through the portal.

Jim immediately takes the broken Ursula under his wing and nurses her body and mind back to health as Gloria handles the necessary magic. As they are preparing to complete the seal, a Star Spawn attacks the boat. The sick Ursula severs its arm and drives it off with the Sword. She finally recovers from her amnesia and remembers a harrowing chase through an ancient underground tomb, pursued by a dark figure whispering terrible prophecies. Her injuries and trauma combined are too much for her, and she dies in Jim’s arms.

As Gloria and Bob are concurrently finishing their rituals, the Star Spawn returns. Jim attempts to dissuade it from killing them, and it offers him a deal, essentially for his soul. Furious over Ursula’s death, he refuses and wields her sword against it, and the creature is so surprised that it buys his allies enough time to finish the rites. The creature and its brethren are sent back to R’lyeh and Cthulhu’s stirrings cease, bringing and end to the storms and twisted nightmares plaguing the populace.

The team begins to investigate the fragments of other worlds they witnessed and the information they received from the crew of the White Ship, trying to understand what caused the stirrings of Cthulhu and the near-miss apocalypse.

~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~


Well! That went quite a bit better than last time. What do you think of our new heroes? Why are multiple Great Old Ones stirring simultaneously? What exactly happened to Ursula under the Pyramids? Only time will tell...

Current Survivors
Jim (Earth-I), assisting Gloria and Bob
Gloria (Earth-I), leading an investigation into other worlds
Bob (Earth-I), bonded with the ghost of a Hyperborean sorcerer
Mateo (Earth-VI), lost in the Dreamlands
Carolyn (Earth-VI), Grand Arbiter of the Australian Bastion

Changes to Planetary Status
Earth-I: City of R'lyeh re-sealed. Great Old One prisoner, Cthulhu, returned to sleep with his children. Human society largely unaware or dismissive of the supernatural.
Earth-VI: Overrun by the Thousand Young. Great Old One prisoner, Manam'qua, destroyed. Human survivors located in the Australian Bastion, the only safe continent remaining.

Deceased Investigators
Ursula (Earth-I), slain protecting her allies from a Star Spawn
Preston (Earth-VI), betrayed by a pact and slain by the Thousand Young
Hank (Earth-VI), slain fighting Nug
Kate (Earth-VI), murdered by Nug
Jacqueline (Earth-VI), crushed by a Flying Polyp



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[determines] => 1 [research] => 1 [groups] => 1 [funds] => 1 [Polyp] => 1 )

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