This sounds like it could be quite interesting. Would you mind letting us know how it turns out?
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a Mummy and 5 Werewolves walk into a bar...
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Originally posted by maryshelly View PostI am curious how a mummy, even a newly awakened one, could take on a pack of werewolves. The garou form has crazy regeneration. How could a newly awakened mummy take on a whole pack?
Remi. she/her. game designer.
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I was given the link to this thread in one I started. All this is very eye opening about the Arisen. Especially, the "Un-killable murder machine" reference. This topic is for werewolves fighting a mummy. I want to use a Mummy as the antagonist of my Mortals CofD game. I think it will mostly be about the cultists that surround the mummy. maybe have him/her awake for a while and maybe find a magic mcGuffin to speed up the decent. They think they've beaten the Arisen only to have it come back again.
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For a mortals game, you really want to put the cultists forward as primary visible antagonists, with the threat of the mummy looming in the background.
Alternately, have their first encounter with the mummy occur near the end of her descent, in the Sekhem 1-3 range, and away from her tomb and the cult. Such a mummy should still give mortal PCs a run for their money, but with diminished attribute buffs and no access to highest tier Utterances, they may survive and even succeed at thwarting the mummy's plans.
Then, have them become the cult's primary targets. Drop some hints so they understand how lucky they were to have met the mummy at her weakest. Then, after a couple sessions of playing cat and mouse with the cultists, end the game by narrating a scene of the cult resurrecting the mummy again, and sending her after the PCs. Do this right, and the players should crap their pants on the spot.
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I was thinking about the Arisen being the source of the increased supernatural activity in the area. Some how the players figure this out and when they get close the cult moves her. Kind of like a Masquerade vamp in torpor affecting their surroundings.
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I can immediately see two problems with that scenario:
1. Canonically, mummies spend their "slumber" in Duat, and their corpses are magically inert until something happens to wake them up again.
2. Why would the cultists go through all the hassle of relocating the mummy (who won't be very happy about it once she finds out) when all they're up against is a bunch of mortals? Either killing them, or actually letting them into the tomb so the mummy can kill them personally and bind their ghosts and bodies into eternal servitude as punishment for their indiscretions are the much more likely scenarios as far as cultists are concerned.
#1 can easily be ignored, or if you're a stickler for canon, a powerful relic in mummy's possession can be the cause of supernatural disturbances rather than the mummy herself.
#2 is a bigger issue, as the scenario sounds about as plausible as Secret Service evacuating the White House because five mean-looking hobos have been seen snooping around the premises.
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Originally posted by Morangias View PostI can immediately see two problems with that scenario:
1. Canonically, mummies spend their "slumber" in Duat, and their corpses are magically inert until something happens to wake them up again.
2. Why would the cultists go through all the hassle of relocating the mummy (who won't be very happy about it once she finds out) when all they're up against is a bunch of mortals? Either killing them, or actually letting them into the tomb so the mummy can kill them personally and bind their ghosts and bodies into eternal servitude as punishment for their indiscretions are the much more likely scenarios as far as cultists are concerned.
#1 can easily be ignored, or if you're a stickler for canon, a powerful relic in mummy's possession can be the cause of supernatural disturbances rather than the mummy herself.
#2 is a bigger issue, as the scenario sounds about as plausible as Secret Service evacuating the White House because five mean-looking hobos have been seen snooping around the premises.
I could see a skilled mortal group, with a history of foiling the cult, prompting that kind of response in certain situations.
Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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I think the mummy is just going to be way to powerful for a group of mortals to tangle with. i may have to change my plans... a lot. I am filling in the area with points of interest. Perhaps I'll leave the Free Mason temple that secretly protects an Arisen in the game and hope they don't need to go there.
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Originally posted by Vent0 View PostI could see a skilled mortal group, with a history of foiling the cult, prompting that kind of response in certain situations.
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Originally posted by Morangias View PostFrom a mummy cult? Can you imagine these cultists explaining to their undead god that he needs a new tomb built because the last one got discovered by a couple humans? Can you imagine any of the cultists walking away alive from this conversation?
Mortals can cause problems for Mummies and their Cults. Underestimating that will lead to misfortune.
Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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Originally posted by Vent0 View PostConsider if those humans might have brought in interference by a government agency. I doubt the mummy would appreciate having their remains and possessions confiscated.
Also, having one's tomb burnt down around one's Khat is not very conductive towards starting your next Descent.
Mortals can cause problems for Mummies and their Cults. Underestimating that will lead to misfortune.
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Originally posted by Morangias View PostAny mummy stupid enough to lay her bones in a non-fireproof tomb deserves her fate.
Originally posted by Morangias View PostCause problems? Sure. Cause an immortal demigod and his secret society of lackeys to abandon the former's most prized possession and the latter's sanctum sanctorum? Not seeing it, unless there's at least a thousand of them.
Additionally, the mortal investigators don't even need to be the full reason for the move - the mummy could have left instructions to do so if there was a risk of being found out, or it could have been prearranged, and the PCs just happen to be looking into the cult at the time.
Malkydel: "And the Machine dictated; let there be adequate illumination."
Yossarian: "And lo, it was optimal."
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Originally posted by Morangias View PostI can immediately see two problems with that scenario:
1. Canonically, mummies spend their "slumber" in Duat, and their corpses are magically inert until something happens to wake them up again.
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