So I've decided to take the leap and make my very own scenario for Call of Cthulhu, and leave the printed scenarios behind (for now).
After watching a documentary on Col. Percy Fawcett and his mysterious disappearance in 1925 which searching the amazon for an ancient city which he called Zed, I've decided that the players will be part of a follow up expedition in 1927 funded by the National Geographic Society, the Royal Geological Society, and Miskatonic University. The reason for the sudden decision to launch another expedition is the discovery of another letter sent by Fawcett after the one sent from Dead Horse Camp (which was thought to have been the last one). In it he details that he is close to the city, and has found several other sites which he thinks may have once been outpost. He also describes some curious bits of technology and strange pictographs.
Unknown to the joint US/UK expedition the Germans particularly the Thule Occult Society have a spy in the RGS and have begun to outfit there own expedition consisting of a mixture of Thule members and Nazi party members. They have provided some serious funding (the German expedition will be bringing lots of the newest scientific equipment, as well as plenty of dynamite, and a Colt-Browning M1919 Aircraft ,30-06 Machine Gun).
While in Boston for the final preparations for the expedition ( I plan on giving them a lump sum of like 5,000 dollars + there own money to spend on stuff), there is a bomb placed in one of there Hotel rooms, and as all of there rooms are located near each other this could lead to a large number of deaths. However I plan to make it pretty easy to discover the bomb, and disarm it with a demolitions roll. Then the three Gun men will wade in upon the failure of there bomb. One has a Remington Model 10A 12G Shotgun, the other 2 have Colt New Service (M1917) .45 Cal Revolvers. What I haven't decided on is if these men will have been hired by the Germans, or possibly are small time Gangsters who have been mind dominated by a Cult dedicated to keeping the City of Zed a secret.
After this the Players will probably want to leave as soon as possible, on the ship over I plan to have an attempted sabotage of the engines, once again I'm not sure if the Germans or the possible Cult should be responsible.
Upon arrival in Brazil's port city of Belem, the investigator's should meet the German expedition. The leader Harlan Jorg ( a high level Thule Occult Society member, and rising Nazi Party golden boy) will be very polite and have lots of sympathy at there recent troubles, however he will be evasive if questioned on the details of his expedition. The other members of the German expedition will be outright hostile, or cold.
Then its time to set off up river, they investigators will probably have to hire a barge or attempt to canoe up the Amazon. There will probably be an incident with a large Croc attack (thanks to the control animal spell known by the Kalapalos High Priest), and following that raids by hostile Indians (possibly Kalapalos warriors, or other Indians hired by the Kalapalos). Once they get far enough down river they disembark and are in for a month travel overland through the dense jungle.
At one point one of the players should be able to make a track or spot hidden roll that should alert them that they are being followed. If they hide in ambush they may be able to get the drop on the Germans, if they try much else they will end up in a firefight (possibly running firefight) with the Germans (who will probably outgun them). Following either there or the German's retreat they will eventually start to get close enough to the Kalapalos village to cause the High Priest to use the "Bait Human" spell to lure investigator's off by themselves to independently ambush them. Should the players press on they will eventually arrive at the village. Fawcetts letter makes it clear that the Kalapalos know the location of the city.
So as Keeper I've decided that both the High Priest and the Chief know where it is. The Chief is always surrounded by 2d8 warriors when in the village, and 4d8 when outside of it, however he is by far the easier of the the 2 to capture.
The High Priest has 26 points of Flesh Ward, a summon/bind Star Vampire (called the Silent Hunter in there language), Voorish Sign, Enchant Item (for his enchanted knife), Bait Human, Command Animal, and Arcane Blast (does 1d12+4 lighting damage) and have 1d8 warriors inside the village, and 2d8 outside of it.
Following the capture of one or the other, they must then flee the village with a huge mob of pissed off warriors after them (who have spears, bows (with poison), knifes, and slings). After a successful escape they can then interrogate there prisoner.
On the march to the city, they have to deal with the occasional Indian raid (made with random encounter rolls, and not the Kalapalos).
Of course the German's are still in play, as is the Cult should I include them. Which means there is the possibility for a 3 way running gun battle as the different groups all try and reach the city first.
Finally there is the city itself, and here is my major problem.
I don't want it to be a Human city, so currently I'm trying to decided between Serpent Man, Yithen, or if a Human city one that the ancient inhabitants of where powerful sorcerers.
Once at the city, they will have to try and collect artifacts, take photos, survive the Shoggoth in the ancient High Temple (the cities architecture should be a mix of Greek and Aztec), and deal with the surviving remnants of the Germans, and the Cult.
From there it will probably be easier for them to head for Bolivia then back track.
So can anyone help me?




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