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Message no. 1
From: Brother Justice brother_justice@*******.com
Subject: Horrors Workgroup Revisited
Date: Wed, 27 Sep 2000 22:20:24 EDT
Well, it's back folks. Some of you may remember the Horrors Workgroup from
the DRF. I'm reviving it, hopefully with some more interest and assistance.
I hope all those involved before will be back, plus I'd love to get some new
faces over there. You can find the discussion over on Dumpshock at
forums.dumpshock.com//Forum1/HTML/000519.html
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Message no. 2
From: Ithlamor@***.com Ithlamor@***.com
Subject: Horrors Workgroup Revisited
Date: Thu, 28 Sep 2000 17:59:20 EDT
Any particular reason to revisit it? I thought most things had come to a
close. But then again, I know practically nothing about Earthdawn. You must
be running a pretty high powered campaign to be using Horrors. From what I
read on dumpshock, they are downright nasty.
Message no. 3
From: Aristotle antithesis@**********.com
Subject: Horrors Workgroup Revisited
Date: Thu, 28 Sep 2000 18:11:52 -0400
>>>Ithlamor@***.com said:
"You must be running a pretty high powered campaign to be using Horrors."

I don't mean to wind anything up again as we've gone through most of this
before, but a campaign doesn't have to be all that powerful to incorporate
the Horrors. I myself only know bits and pieces but it seems to me that
Horrors come in varying degrees of power. Even the weak ones are strong,
but not unbeatable. The strongest ones are really powerful, but from what
I've gathered you rarely encounter them directly, but rather encounter
their minions or get caught up in their schemes.

Of course this is all coming from someone who has never picked up an
Earthdawn book so much as to browse through it at a store. My loss.

My $0.02,
Travis "Aristotle" Heldibridle


"If the radiance of a thousand suns were to burst at once into the sky,
That would be like the splendor of the Mighty One... I am become Death,
The shatterer of Worlds."
-- The Bhagavad-Gita (quoted by Dr. Robert Openheimer after the first test
of an atomic bomb)
Message no. 4
From: Brother Justice brother_justice@*******.com
Subject: Horrors Workgroup Revisited
Date: Thu, 28 Sep 2000 19:01:58 EDT
Indeed they are. But they've never really been put into SR stats. And very
few people understand how they can actually be used in SR without it being a
high powered campaign. That's our main reason to revisit this. One, to get
stats together for our own numbercrunching fun and also for those higher
powered campaigns that are interested.
Two, to put some information together on how to use them in SR.

>From: Ithlamor@***.com
>Reply-To: shadowrn@*********.com
>To: shadowrn@*********.com
>Subject: Re: Horrors Workgroup Revisited
>Date: Thu, 28 Sep 2000 17:59:20 EDT
>
>Any particular reason to revisit it? I thought most things had come to a
>close. But then again, I know practically nothing about Earthdawn. You
>must
>be running a pretty high powered campaign to be using Horrors. From what I
>read on dumpshock, they are downright nasty.
>
>


The Ever Squeezable, Priest of Bulldrek, and Reforming Hopeless
Romantic....me!

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Message no. 5
From: Brother Justice brother_justice@*******.com
Subject: Horrors Workgroup Revisited
Date: Thu, 28 Sep 2000 19:03:32 EDT
>From: "Aristotle" <antithesis@**********.com>
>Reply-To: shadowrn@*********.com
>To: <shadowrn@*********.com>
>Subject: RE: Horrors Workgroup Revisited
>Date: Thu, 28 Sep 2000 18:11:52 -0400
>
> >>>Ithlamor@***.com said:
>"You must be running a pretty high powered campaign to be using Horrors."
>
>I don't mean to wind anything up again as we've gone through most of this
>before, but a campaign doesn't have to be all that powerful to incorporate
>the Horrors. I myself only know bits and pieces but it seems to me that
>Horrors come in varying degrees of power. Even the weak ones are strong,
>but not unbeatable. The strongest ones are really powerful, but from what
>I've gathered you rarely encounter them directly, but rather encounter
>their minions or get caught up in their schemes.
>
>Of course this is all coming from someone who has never picked up an
>Earthdawn book so much as to browse through it at a store. My loss.
>
>My $0.02,
>Travis "Aristotle" Heldibridle
>
>
>"If the radiance of a thousand suns were to burst at once into the sky,
>That would be like the splendor of the Mighty One... I am become Death,
>The shatterer of Worlds."
>-- The Bhagavad-Gita (quoted by Dr. Robert Openheimer after the first test
>of an atomic bomb)


You said it correctly Ari. Thanks. Head on over if you like and find out
more.


The Ever Squeezable, Priest of Bulldrek, and Reforming Hopeless
Romantic....me!

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Message no. 6
From: dbuehrer@******.carl.org dbuehrer@******.carl.org
Subject: Horrors Workgroup Revisited
Date: Fri, 29 Sep 2000 07:31:52 -0600
Ithlamor@***.com wrote:
>Any particular reason to revisit it? I thought most things had come to a
>close. But then again, I know practically nothing about Earthdawn. You must
>be running a pretty high powered campaign to be using Horrors. From what I
>read on dumpshock, they are downright nasty.
>
>Brother Justice wrote:
>>Indeed they are. But they've never really been put into SR stats. And
>>very few people understand how they can actually be used in SR without it
>>being a high powered campaign. That's our main reason to revisit this.
>>One, to get stats together for our own numbercrunching fun and also for
>>those higher powered campaigns that are interested.
>>Two, to put some information together on how to use them in SR.

I just recently started a campaign that will culminate in a battle vs a
Horror, and it's a low powered campaign. The campaign consists of three
parts, each part running 4-6 adventures.

The first part of the campaign introduces the players to the world of
shadowrun through a collection of standard shadowruns that may or may not
be related.

The second part of the campaign introduces and pits the characters against
some the greater powers of Shadowrun: the Mafia, the Megacorps, Dragons,
and finally Insect Spirits.

Just when the characters think they've seen everything the third part of
the campaign starts.

They are hired to retrieve a cyberzombie that escaped. In actuality an
awakening Horror has enslaved the poor cyberzombie and is using the
cyberzombie to feed (while keeping the cyberzombie alive). This adventure
ends with the cyberzombie setting himself up to be killed by the characters
(he's seeking death as a release), and the characters with a puzzle (they
learn nothing about horrors from this adventure).

The next adventure involves a wraith. During the course of the adventure
the characters will find out about Horrors. However, the information will
be presented as such that the characters may believe that the wraith is a
Horror. They will also learn that the insect spirits are a precursor to
the Horrors.

The third adventure will start off simply enough (always a bad sign). They
are hired to steal a magic artifact. It turns out that the magic artifact
is in the possession of the lead scientist who created the cyberzombie in
the first adventure of part three. Yep, this scientist is a powerful
wizard who linked himself to the Horror to increase his power (made a deal
with the devil so to speak). This scientist/wizard also helped the Horror
enslave the cyberzombie. The scientist/wizard plans to use the artifact
(among other things) to perform a ritual summoning of the Horror and bring
it fully into the world. In a final battle the characters face the
scientist/wizard and his cohorts in an attempt to disrupt the
ritual. Thankfully rituals are easy to disrupt, but they are going to get
a glimpse of the Horror.

The characters return the artifact to Mr. Johnson, and find out that he
plans to use it in his own ritual. Mr. Johnson was born in the 4th World
during the time of Earthdawn, and was marked by a Horror. Mr. Johnson
somehow managed to turn the tables on the horror, but is forever linked to
the Horror, cursed with immortality. Mr. Johnson wants to die. If he is
allowed to perform his ritual he will forever seal the world from the
metaplanes, blocking the flow of mana, and ending magic on earth. Will the
characters allow Mr. Johnson to perform the ritual, forever stopping the
threat of the Horrors? Or will they stop Mr. Johnson and let humanity take
it's chances against the Horrors when they finally do come?


To Life,
-Graht
http://www.users.uswest.net/~abaker3
--
"Today is the tomorrow you worried about yesterday ... and all is well."

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