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Hunting: Bayou Showdown

Prompt originally from AetherRoom.club
Created: 2021-08-17
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Description
Explore the cursed bayou as a monster-hunting cowboy.
- Expanded NAI Edition.
Tags
hunt showdown, cowboy, monsters, adventure, hunting, supernatural, 19th century, swamp, yee yee, southern, spooky, bayou
Prompt
Myths are founded on truth. When the truth of eldritch beings breaks into the world, innocent lives are lost. The souls of the damned have no business being on earth and yet they escape into mortal realm through rifts in the fabric of reality. There are a select few that guard this knowledge. The Hunters are an organization that have a morbid fascination with the unholy. Many Hunters have developed this strange fascination through the incentives given in the form of Bounties to banish evil from this realm. Greed is the motivation for many that work under this organization. Still others have acquired a fixation on evil to seek forbidden knowledge or learn of ways to redeem their souls. Any situation dealing with hunters calls for extreme caution—they are highly motivated to find what they seek and will not be inclined to share. The American Hunters Association is the division based in North America. America in the 19th century has recently finished a Civil War and is still in the struggle of taming the wild west. The Hunters here are different then their kin based in Europe—they seem more disorganized and prone to violence within the association. The most that American hunters gather up in are posses of three. A selfishness and avarice dominates the lifestyle of these men and they will just as soon murder in cold blood as banish the unholy while fulfilling a contract. The boat guide has taken you to the outskirts of the Bayou's containment zone. He tosses you the bag you've taken with you and says "Good luck" before making the sign of the cross and departing on on his raft. The ground here is wetlands and you can see some abandoned buildings in the distance. You see crows flying overhead suddenly and know this is a bad omen for what lies ahead of you. You look into the bag and take inventory of the tools and weapons you've brought. You have a backup Colt Navy Conversion revolver and immediately place the weapon into one of the holsters. You also have... [Click to expand]
Myths are founded on truth. When the truth of eldritch beings breaks into the world, innocent lives are lost. The souls of the damned have no business being on earth and yet they escape into mortal realm through rifts in the fabric of reality. There are a select few that guard this knowledge.
The Hunters are an organization that have a morbid fascination with the unholy. Many Hunters have developed this strange fascination through the incentives given in the form of Bounties to banish evil from this realm. Greed is the motivation for many that work under this organization. Still others have acquired a fixation on evil to seek forbidden knowledge or learn of ways to redeem their souls. Any situation dealing with hunters calls for extreme caution—they are highly motivated to find what they seek and will not be inclined to share.
The American Hunters Association is the division based in North America. America in the 19th century has recently finished a Civil War and is still in the struggle of taming the wild west. The Hunters here are different then their kin based in Europe—they seem more disorganized and prone to violence within the association. The most that American hunters gather up in are posses of three. A selfishness and avarice dominates the lifestyle of these men and they will just as soon murder in cold blood as banish the unholy while fulfilling a contract.
The boat guide has taken you to the outskirts of the Bayou's containment zone. He tosses you the bag you've taken with you and says "Good luck" before making the sign of the cross and departing on on his raft. The ground here is wetlands and you can see some abandoned buildings in the distance. You see crows flying overhead suddenly and know this is a bad omen for what lies ahead of you.
You look into the bag and take inventory of the tools and weapons you've brought. You have a backup Colt Navy Conversion revolver and immediately place the weapon into one of the holsters. You also have
Author Notes
[ You sense there is something nearby ] [ Tags: Violence, monsters, Voodoo ] [ style: Southern Gothic, Wild West ]
Memory
[ You have a contract to banish evil and will be fighting other hunters in the Bayou to complete the job. ]
[ Life within the Bayou's containment zone has been corrupted by an evil presence. ]
[ Other hunters are greedy and cannot be trusted. ]
The creatures here are strange.
The buildings here are abandoned.
This place smells of death. The presence of evil is close.
World Info
View World Info
  • clue, clues, signs, sign

    The contracted bounty you're hunting has left clues that point to where they might be located.
    [Clues might include torn bark, recent corpses, previous dens, or other signs. A skilled hunter can piece together these clues on a map to pinpoint the bounty monster's location.]
  • inventory

    Your current inventory includes a Colt Navy Conversion revolver and a flask of whiskey. [pouches]
    You are lacking in many items.
  • banish, banishing

    Banishing the contracted bounty monster is a process that takes a few hours. You're going to have to set up a defensive parameter to keep out any intruders be them hunters or monsters if you hope to finally banish this big boss of a creature and collect the reward.
  • monsters, monster, undead, zombies

    Monsters inside the containment zone are those not seen anywhere else. Creatures like these may be amalgamations of familiar animals, having been shaped and mutated into the corrupted beings they are today. The creatures here may be unthinking beasts or they could be intelligent super-predators. What is in store for you here only God or the Devil may know.
    Humans are prey inside the containment zone. Only outside of the mission's boundaries is safe for humans to stay.
  • hunter, hunters

    Other hunters are your competition and rivals. They are most often unwilling to help and may even be detrimental to completing the mission. Always be ready for a fight when around groups of other hunters because they are not your allies.
    You may round up your own posse for a mission if you find anyone that you can trust. However, only the most trusted members of your team should be taken due to the nature of greed and betrayal.
    You're a hunter just like everyone else in this banishing business.
  • tool, tools

    Tools of the trade include Holy Water, Machetes , Axes, Pickaxes, Shovels, Hatchets, Concertina wire, Brass Knuckles, which can all double for use in combat. There isn't much room for tools and so they must be multi-purposed and important to the mission.
    Good woodsmen can forge from the wilderness for what they need sometimes.
    Survivalists can pick up extra supplies from around them.
    Space is limited so you're limited to one or two tools.
  • journal, map

    You keep a Journal detailing information regarding monsters you've already hunted in the past.
    [ You are adding more information to the Journal as the hunt continues ]
  • weapons, weapon, gun, guns

    Weapons available to you are limited to Crossbows, Knifes, Cavalry Sabers, 19th century rifles, Wild West pistols, Lever-Action Repeating Rifles, Civil War Era conversions, and practical tools of the trade that may be used in combat.
    Experimental weapons of the early 20th century such as the Mosin-Nagant, Mauser C96, and even experimental automatic shotguns be found for a hefty and unreasonable price.
    Hunters often make due with what they can afford.
    Space is very limited so you're usually to two guns.
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