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  1. YSDC folks who like using period (1920s-style) newspaper props to inspire or enhance their games of Lovecraftian dread, might be interested in a new product released yesterday by we mad cultists at Cthulhu Reborn. Dateline: Lovecraft is a system-independent prop resource which provides a huge Arkham-related newspaper prop for you to carve up and use to dream up some adventures of your own, or to add depth to your depiction of the Miskatonic Valley, or to drop clues into random published scenarios. It's a commercial (i.e., non-free) PDF package, available from RPGNow or DrivethruRPG There is a lengthy description of what's included in the package over on the Cthulhu Reborn blog, but in a nutshell what you get is: a PDF of an entire issue of the Arkham Advertiser, whose period-authentic broadsheet-sized-pages (each about 6 x Letter/A4) is crammed with news, editorials, advertisements, and everything else you'd expect in a newspaper. Overall there are something like 200 items, making up 40,000 words. That might sound like a surprising amount for a 12-page newspaper, but real-world newspapers from the 1920s were pretty densely packed with information, so we've tried to emulate that as much as possible. Within the articles -- some outwardly mundane, others not so much -- we've dropped a wealth of quirky hooks which could be linked up to inspire new Lovecraftian tales or worked in as clues or background colour to your ongoing Miskatonic Valley campaign. a second 58-page PDF which serves as a kind of Guidebook -- providing some ideas about how to make physical props using the newspaper PDF, how to turn newspaper content into clues or on-ramps for an investigative scenario. This guide also includes an exhaustive set of indices to help you track down any person, place, or telephone number mentioned somewhere in the newspaper text. Additionally the guide has a campaign frame "Inkhounds of the Miskatonic Valley" which suggests a specific style of campaign which puts Arkham's news centre-stage, and an example scenario which demonstrates (one way) of exploiting the pieces of the Dateline: Lovecraft newspaper to good Lovecraftian-RPG-type effect. For some samples of what these PDFs contain, you can check out this preview link for the guidebook (which also shows some captures of the newspaper copy itself). There are also a few pictures of newspaper pages below. Our vision for Dateline: Lovecraft is for it to be a system-agnostic resource which can equally support any of the numerous RPGs that take inspiration from Lovecraft's creations, and particularly the brooding 1920s/1930s college town of Arkham. We'd also like to be able to support this core product with a range of free supplements which showcase different writers' ideas and/or scenarios which are inspired by, or otherwise linked to, pieces found in the Arkham Advertiser issue which forms the core of the PDF product. To allow for that to happen (and pay writers and artists what they deserve), we've elected to release Dateline: Lovecraft as a commercial product ... but with the pledge that all profits we earn from sales will go towards commissioning free add-ons. As an example, we have already released one tie-in scenario, "Help Wanted" (written by the talented Jo Kreil, and illustrated by our go-to artist, Reuben Dodd). This 20-page PDF is available right now as a free download from the Cthulhu Reborn blog with game stats for Call of Cthulhu 7th Edition. A version of this same scenario is also available on RPGNow and DrivethruRPG, but for licensing reasons those versions are system-independent. Jo's scenario is a short investigative piece based entirely in Arkham, exploring a set of dark deeds which centre upon a strange series of "help wanted" advertisements that have been appearing in issues of the Arkham Advertiser. Why do these quirky ads ask for such strangely-specific skills ... and why do the people who reply to them inevitably end up disappearing? And what (if anything) do these strange events have to do with an 18th Century self-styled wizard from Arkham's dark past? As we've done with many of our Convicts-related scenarios, Jo has provided multiple Mythos explanations for the odd goings-on in her scenario, giving the GM options when weaving it into his or her own campaign. We hope that folks here at YSDC will consider taking a look at Dateline: Lovecraft and if they grab a copy and decide they like it, also spread the word to other like-minded folks who might also appreciate this style of product. We have a pipeline of writers we'd love to commission to create more free stuff, but can only afford to do so if the core product sells copies. Enjoy! And may your Arkham tales always make good on HPL's creepy words -- "centuries of dark brooding had given to crumbling, whisper-haunted Arkham a peculiar vulnerability as regards such shadows" Dean (from Adelaide)
  2. I just purchased the 7th edition Masks, and was wondering if there was additional material that could enhance play In the Companion pdf that was made for the earlier edition? How much of the pdf was incorporated into the 7th edition?
  3. So, I've been studying 'The Edge of Darkness' with the intent of using it as a introductory scenario with fairly low lethality and potential tie ins to any other scenario involving 'The Brotherhood'. One thing that really confuses me is just exactly where the lurking creature is confined prior to the death of Rupert, namely, is the monster confined to the interior of the house or is the monster confined to the exterior of the house. The text is highly ambiguous on this point, and either answer appears problematic. 1) "The monster is confined to the interior of the house" Ok then, but Player Aid #1 explicitly tells the players, "Released from the binding symbol the thing - with a screech that could only have been unholy satisfaction - fled the house, disappearing out the window as a roaring, screaming wind of boiling colors." Clearly the thing can leave the house, because we are told it did so, and so it is not confined to the interior of the house. 2)"The monster is confined to the exterior of the house" This fits some of the evidence. For example, both the PC's and Jake appear to be quite safe as long as they remain in the house, the monster fled the house after released and the wards appear to prevent the monster from returning into the house. But this answer presents an enormous problem, because the whole point of the scenario is to get rid of the monster now that it is no longer bound to the house by the death of Rupert. If the monster had been free to wander anywhere outside of the house for any distance before this point, why didn't it kill things that came near the house and not merely those things in the attic? And now that Rupert is dead and it is unequivocally free to go anywhere it likes, why in the world is it staying in the attic near the point of its prior confinement and the warded house? And why the attic? This thing makes a mockery of mere matter, why can't it equally stay for example under the ground in the yard if it wants to avoid light? Clearly the intention is somehow for the monster to be confined neither to the exterior of the house nor the interior of the house, but that theory goes out the window with the clear statement that it went out the window. The intention appears to be that it has been hitherto confined to the attic, but this requires we rewrite the text of Player Aid #1. How do you resolve this puzzle and why am I the only one bringing this up? Has the issue been clarified in later printings (I have the 5e rule book)? Other lesser continuity issues: The murder of Marion: Marion was murdered less than a year afterwards by what is implied to be Brotherhood agents looking for the Mu box. Yet despite the fact that Marion was linked to Rupert BY NAME in the newspapers in 1882 in events that would have been suspicious to anyone with mythos lore, the Brotherhood were completely unable to track the Mu box to Rupert all this time. The Mu box itself: The investigators that solve this puzzle end up for all their work with absolutely no clues that are relevant to either this scenario or any future scenario. The hieroglyphic translation might as well not exist for all the meaning it conveys. Red Jake's survival: Supposedly Jake has evaded the lurker previously. Yet Jake has no means of evading an attack by the Lurker, since the Lurker has move 12. How the heck did he successfully run away? No PC has the resources to do that. Red Jake's return: Why in the heck did Jake come back? This is bizarre and inexplicable behavior even for someone terrified into insanity. The Sheaf of Papers: If the house is invaded by hobos and the like, why are the papers not disturbed after some 40 years in the house? The Powder of Ibn-Ghazi: It's not at all made clear whether the monster, when sprinkled with this, becomes at least partially vulnerable to physical attacks. The text says it "takes on semi-solid form", but not exactly what that means (if anything). If it doesn't mean anything, why is it said? Robert's Injury: Robert is killed by a twisting rending attack, yet this attack is wholly inconsistent with the injuries the monster is shown to produce, it's stated weaponry, the method with which it would attack the players, and the clues littering the area of the house regarding it's stated preferred mode of attack. --- OK, after some thought. 1) Clearly confined to the inside of the house is unworkable, as the PC's would then be exposed to attack by a foe well beyond them. I can't think of a workable way to be confined both inside and outside of the house neither and at the same time, which leaves us with confined to the outside of the house but unable to leave the vicinity. So barring a better suggestion, confined to the outside it is. 2) It's a simple matter to remove the names of Crawford, Cecil, and Rupert from the 1882 newspaper article, explaining their survival and Allen's untimely death. 3) It's a fairly simple matter to invent a more elaborate and relevant inscription. It won't necessarily tell the players much, but at least it will be more atmospheric and give some sense of being informative and worthwhile to discover. 4) With a monster confined to the outside of the house, Red Jake doesn't need to run away. Instead, Jake is attacked approaching the house and escapes by running into it. 5) Jake has remained in the basement ever since. While he may not be in his right mind at the moment, we now no longer have to explain how his goal isn't even logical even in terms of his insanity. 6) The papers and so forth are hidden in a more secure location than presented in the scenario. Rupert gives the party instructions for finding it. 7) The powder does make the creature somewhat vulnerable to attack, but its still takes minimum damage from physical attacks. 8 ) While the whole 'delicately eats the heart out' thing is cool, it doesn't fit with any injuries that make sense for a carriage accident. But perhaps it only does that sort of thing when it has some a moment of leisure. An interruption in its feeding might explain the relatively intact state of Robert.
  4. So, Christmas gift from my girlfriend is Masks of Nyrlathotep! I've wanted this forever and am so excited I can't even say. My only hang up is she bought 4th edition because she doesn't really know the difference between rule sets. I'm running a 6th edition core book at the moment. I can get conversions up to seventh from sixth easy enough. Moving backwards less elegantly. So can anyone tell me what the major differences are from 4th up to 7th? What do I need to make this work in 6th or 7th edition rules? Are their any new developments I should know about to the way the whole scenario plays out?
  5. So I finally got my hands on Masks of Nyarlathotep 7th edition. It is, like me, a thing of great beauty, and has inspired me to run the campaign for my online group, Whartson Hall Aethernauts. I may have had an uncharacteristically large amount of free time on my hands, because it also inspired this. Hey, don't judge me. It was this or watch Frozen again. N Masks Intro.mp3
  6. GrantDowell

    1920s Morgue?

    Would a typical morgue of the 1920s have refrigeration for the bodies? If so, what method of keeping the bodies cool would be used? Would a 1920s state-of-the-art morgue have such refrigeration available? I know the autopsy labs at the School of Medicine at Miskatonic are quite modern for their time and are often used by the Essex County Coroner and Arkham's Medical Examiner. So I'm also wondering about what features of that Morgue make the autopsy room the "best this side of Boston." Thanks, Grant
  7. Octavia

    Masks and maps curiosity

    Going to be starting the MoN campaign very soon, looking at the maps that come with the slipcase, and the download, i'm not too sure if handing them over to the players is such a good idea? They look very good but they also have the locations of places they are trying to get to.. an exmaple of this is the Peru map, it clearly shows the location of the ruins, if I give the map to the players then they will see straight away exactly where they need to go, without any need to do any research for the location. Just curious what other people have done, did you give the maps out or hold them back? I want to use the maps, but dont want the players to instantly know where the points of interest are. Hope that smakes sense!
  8. Hey, I'm thinking about running the adventure COLD WARNING for my PCs and I have noted that while I like the basic premise: * The PCs go to a ski lodge * The PCs find out a woman is pregnant with Ithaqua's spawn * The child is born and taken by Ithaqua or his Wendigo (or if they drive off both then have a baby doomed to become a monster) Basically, I feel like there's not actually much for the players to do but bear witness to the big finale. I'm debating ways to add tension to the story and was curious if I could get people's opinions on how to do it. Thoughts I have: * Give the PCs a way to potentially save the mother but make it high risk, involving a spell and possibly the discovery it requires a human sacrifice (voluntarily or otherwise) * An attack of the Wendigo on the mansion ala UNTIL DAWN which the module superficially resembles. * Some motivation for the insane Ithaqua cultist other than, "Dude be crazy."
  9. I know there's a discussion about lead/plastic minis a couple steps down from this new thread (at the time of the start of this thread) but that discussion only seems to be touching the topic of paper minis. So, I figured I'd start a separate topic for where folks have found good repositories of paper minis for CoC. I've found a few collections on DriveThruRPG and through the usually Google image search but for the most part they are harder to find than fantasy RPG paper minis. Patreon offers some very good channels for fantasy paper minis. Channels like PrintableHeros, David Okum and Paper Forge are lush with a wide selection of fantasy paper minis and often times those minis are applicable to CoC but not always. For a 2-3 dollar a month support on a channel, it's (IMHO) well worth the investment to see what new minis the artists release and to have access to all the back library of releases. Has anyone else come across good resources for CoC along these lines?
  10. Chaosium at NecronomiCon 2017 have announced that a new edition of Masks of Nyarlathotep is in the works with a planned 2018 release. The new version of the venerable campaign will be compatible with both Chaosium's Call of Cthulhu 7th edition and Pulp Cthulhu rules sets. It's reported on Twitter, so it must be true... Source: @AdamAlexander
  11. I will be running Edge of Darkness this weekend (New starter set version) and after having a read through it I thought it might be fun to get the players to actually play out the banishing ritual, as in take it in turns reading the text but ensuring that at least one person is keeping the reading going. In the text it states that the ritual will take an hour so I thought I would equate each repetition as five minutes of game time, should be fun to watch them desperately reading the spell aloud while acid goo drips from the ceiling and reanimated corpses bang on the door!! Mwahahahaha! [This is the right place to post! It deals with a "Jazz Age" specific adventure: Edge of Darkness. ~Mod.]
  12. Hey folks, I've long been a huge Call of Cthulhu gamer but I started with D20 (boo! hiss!) then moved onto Delta Green and I have played in other time periods but never the classic 1920s. I'm not terribly familiar with the period but my player characters are all fascinated by the possibility of doing a game in the era. My ideas are the following: * The player characters are a group of eccentrics and occultists who were in correspondence with a millionaire adventurer when he dies and leaves his mansion to them. * It, of course, is going to be right in the middle of Lovecraft Country with Arkham, Dunwich, and these other places. * I'm inclined to set the time period at 1925 to 1928 with the Stockmarket Crash looming for any Old Money families or rich businessmen of the period. * They're informed that there is an expansive trust for them but only if they continue the research of his organization "The Order of the Transcendent Eye." * The mansion, itself, is going to have their first adventure be an adaptation of the Crack'd and Crook'd Manse. * I may be using Pulp Cthulhu rules even though I wouldn't go full on Shadow or Doc Savage just because I wanted to focus on the character development of the heroes as they slowly unearth just how screwed things are. * The players have already expressed interest in being minorities in the period so it'll be the odd case of them being blocked from much help from other parties in the area. * Rather than a globe-trotting campaign, events would be focused on following up on the cults and weirdness of the local area. Perhaps culminating in the investigation if Innsmouth and its subsequent raid. * An obvious antagonist at the end is, GASP, their former patron was actually the villain all along. Thus highlighting the dangers of SAN lost. Any suggestions for 1920s Massachusetts gaming, supplements, or things to remember?
  13. Hi guys! First post, please be gentle If your characters’ names are Chester, Corey, Cora, Luigi, Jimmy or Bjorn - or you don’t wish for spoilers for BtMoM, do not read this! I’m currently running Beyond the Mountains of Madness for my group. All has been going spectacular - a mind-addled William Dyer made a surprise appearance at the SW-M's sponsor gala. A fallen victim to the Unknown God's summons, he warned the expedition to not go to the Ice - and subsequently committed suicide, as the Unknown God finally seized control of his mind. This inflicted a significant amount of trauma on Dr. William Moore and the investigators. Dyer's initial hope was that his death may deter the would-be explorers to change their mind against going to the Ice, particularly Dr. Moore (the both of them have an especially unique relationship). However, Dyer's idea had backfired - instead, the explorers are adamant on arriving on Antarctica (Starkweather painted their decision to move ahead as honoring the memory of Dr. Dyer to the press). The trauma Dyer had caused on the investigators has furthered rooted itself into their minds as strange and unexplainable dreams that torment the investigators at night. One investigator, in particular - has suffered visions and began to witness symbols that are linked to the Unknown God and its demand to destroy the Construct (conveyed through the consistent phrase: "Turn it off".) This investigator has taken to writing in an in-character journal these symbols and phrases in a disturbingly constant manner. The players also decided to visit Cpt. J.B. Douglas’ hotel room a day early (at the request of Dr Moore), on the 5th of September. As some of you may know, this is before J.B. Douglas’ corpse is found in the Hudson River. I quickly tweaked the scenario to illustrate a more horrific and ritualistic form of death for poor Douglas, the culprit being the Profiteer agent: Anthony Sothcott, who has submitted to the summons of the Unknown God as well. The investigators made some poor decisions, such as calling the police almost an hour after discovering the body. The investigator who is suffering from visions of the Unknown God had also taken a few significant documents from the crime-scene too, some of which link Anthony Sothcott to the murder of Douglas. He had also written in his journal the position of all the documents found in Douglas' room (the murder scene). The police arrived, and now the investigators are under scrutiny, as the lead detective: J.J. Hansen, suspects something is afoot. Following extensive questioning with all the investigators, Hansen noticed a gap in time between the discovery of the body and the call to the police. The straw that broke the camel's back, though is that Dr. Moore, who immediately made his way to the murder scene (after being notified by the investigators), told Hansen of the letter that one of the investigators had shown him. The detective immediately confronted the investigator, who willingly admitted to holding pieces of important evidence. Immediately, he was arrested and charge for Obstruction of Justice, and tampering with evidence. This is where I come to you, my dudes. How should I go about this for the day after? (Sept. 6) The campaign illustrates the press’ reaction to Douglas’ death, but now that one of the players is under arrest too, how do you think Starkweather, Moore, and other expedition members may react, even the press? Should the player roll up a new character? Is there any way for him to get out of this situation? Would the expedition leaders even bother to assist him? Thank ye!
  14. I posted this elsewhere (but since it was in a restricted forum, I thought I'd copy it here): Tips for running Horror on the Orient Express: I recommended skipping the optional scenarios initially (the campaign is long, and you want to be able to finish). You can always play them later if you have time (since most are in different eras and use different PC's) The Express Diaries has some great handout images. I recommend downloading it to your PC and retrieving the images (can be done by changing the .epub extension to .zip and then opening it to retrieve the files) If you purchased the electronic version of HotOE, you can also use this trick to quickly retrieve NPC pictures and such from the .epub file Buy a Glass Syringe and a small bottle as props for the Lausanne Chapter. Fill the bottle with an interesting liquid (like bacon flavored Vodka or Viniq) and require players to drink it. Pick up a Cthulhu coin (here or here) as a medallion prop for the Trieste chapter Buy a skull this Halloween season at the dollar store for a prop in the Zagreb chapter Buy a primitive whistle (ceramic or wood) as a prop for the Belgrade chapter (having a player blow this as loudly as possible was kinda fun) Conduct plenty of interactions with waiters. Keep a white or blue hand towel nearby and wear it over your arm when speaking as a waiter ("Oui monsieur - excellent choice") Buy a navy blue conductor hat (maybe add some bling) and wear it when speaking as a police officer, conductor, valet, etc. Maybe even purchase a fez for special encounters. The information on the HotOE GM screen has some spacing issues (but I purchased it anyway because it looked pretty) Serve beverages at special sessions (champagne, wine, absinthe, etc.) Maybe learn some common French and Italian phrases for the appropriate chapters, or even view short You tube tutorials to practice the accents: French: parlez-vous français? bonjour, au revoir, oui, non, pardon, s'il vous plaît, merci Italian: parli italiano? Ciao (buongiorno, buonasera), Arrivederci, no, scusi, Per favore, grazie Serbo-Croatian (for Belgrade, but Russian will do): govorite ruski? Dobrodosli ('Welcome' in Serbo-Croatian), Dosvidaniya, Da, ne
  15. I ran a modernized version of Edge of Darkness - and it turned out quite nicely! However, I have some issues with the scenario: Professor Armitage isn't very well fleshed out, and he is difficult to roleplay well. He is versed in the Mythos so he would presumably be inclined to take the investigators seriously. In my game the investigators made a strong case and asked him for assistance on how to send back the creature, and I was at a loss on what he should do. From the Lovecraft stories Armitage is highly competent, but as written the only assistance he can provide is letting the investigators consult the restricted occult tomes. The easiest solution is probably to remove Professor Armitage from the scenario. The investigators can collect numerous clues before going to the farmhouse, but they all are pretty useless. I think one of the clues (maybe the Egyptian glyphs on the golden box) could be changed to allude to the fact that the creature can bring back the dead as zombies. That would make the investigators better prepared for when the missing farm wife shows up. It's not clear why the monster stays at the farmhouse. After Merriweather's death, it would presumably be free to leave the place. According to the scenario the monster even stays at the area for a whole week after a failed ritual - meaning the investigators could try every day for a week until they get it right. In order to prevent repeats, I made it so that the creature would leave the area the day after a failed ritual. I wish a plan of the farmhouse was included. I had to made my own. It's almost impossible to believe that the Yellowed Papers in plain sight in the farmhouse would remain untouched after 46 years. I changed it so that the Yellowed Papers are hidden below a loose plank in the house, and I added a description of the location to Merriweather's journal. The ceremony is a neat idea, but I feel it could be executed better. The main problem is that as written, the players chanting can't do anything interesting (not even talk) for the whole last act. I think it would be wise to ask players to roll POW/CON checks to keep concentrating on the chant, and to allow players to perform minor actions while chanting. The zombies feel like a missed opportunity. There is already a terrifying monster unable to enter the farmhouse because of the protective glyphs - adding two relatively weak zombies is unnecessary. I would follow the recommendation of Seth Skorkowsky and allow the zombies to enter the farmhouse. I feel the sanity loss from the monster feels a bit low (1/1d8), especially compared to the sanity loss from seeing the much weaker zombies (1/1d6). I would personally increase the sanity loss from seeing the monster to (1d3/1d10). I'd also like to share some interesting events that happened in my game: I made some pregens - the ones that worked very well were an occult writer and the daughter of one of the members of Merriweather's old group Since I set the scenario in modern times, I have the investigators receive a text on their cellphone telling them that Merriweather died right as they approached the farmhouse. I thought it was a nice way to build tension. I used the 7th edition chase rules when the investigators tried to chase the hobo. Hazards included a window the hobo jumped through, a steep hill, a fence, and a forest. Said hobo ended up surviving the story; he ended up telling the police the investigators visited the farmhouse, making them the prime suspect in the death of the farmer's wife. I also listed all the sanity loss of the scenario, to help me gauge how likely the investigators are to become insane: 0/1: Merriweather's death: 1d2: reading the journal 1/1d2: attack in the attic 1/1d3: attack in the attic being successful 1/1d6: attack in the attic killing someone 0/1d3: seeing the monster leave the house During the ceremony: 0/1: monster making noise 1/1d3: monster shaking the house 1/1d6: seeing the zombies (1d6+1 recovered for destroying one) 1/1d8: seeing the monster during the last 5 minutes Scenario completion: 1d10+1: recovered for banishing the creature 1/1d4: failing the banishment
  16. HidingFromMyPlayers

    Episode 08 (New York) - The Will and the Ambush

    In which the players hear the last will and testament of their good friend Jackson Elias. Also, the cult tries to kill them and Declan gets slapped by his Ex. Reminder: My players don't entirely know they are playing through Masks of Nyarlathotep. As far as they know, this is a 1920s Pulp themed Fate Core game. This article does contain spoilers for the new edition of Masks of Nyarlathotep. Cast of Player Characters This Episode *Lin Ru-Shi - A Hong Kong street urchin that grew up to be a martial artist thief. Lord Declan MacManus - A minor Irish Lord and Great War pilot turned smuggler. Lives on his flying boat and has a way with the ladies. Salim Dali - A negotiator, translator, expedition assistant extraordinaire. Abdul “Abe” Tepema - An Englishman of color, born in Egypt, he has a little knowledge of the old magic, and is a skilled detective. Sebastian Sullivan - An amateur student of the arcane, driven from Arkham and currently operating as a less than-impressive detective. The player of Lin Ru-Shi wasn't able to attend so I worked with the player to describe what happened to her while the rest of the players were doing their thing, and then used those details to feed into the session everyone else was involved in. Last Time... When we last left our cast of globetrotting explorers, they had attended Jackson Elias's funeral, raided a secret cult ritual chamber, and even done a bit of investigation. Having read Jackson's notes, seen his passport, and read the copy of Africa's Dark Sects they had taken from the chamber under the Ju Ju House, they now had some idea that there was an international conspiracy invovling a cult of the bloody tongue, and that they were somehow linked to Larkin, or at least his tattoo. Sidelining Lin Ru-Shi As I mentioned before, Ru-Shi's player wasn't able attend the game so I worked with them the day before the session with the rest of the players and ran Ru-Shi through her own personal adventure. Since Detective Robson was blackmailed into finding someone else to take the fall for the Harlem murders (by Salim pretending to a Federal Agent) he decided to to use one of the foreigners hanging around the new ritual chamber crime scene, and being a corrupt cop, turned to his criminal contacts to find one of them. The Italian mob, as you may recall, had mistaken Ru-Shi for a yakuza scout. (Yes, they mistook her for Japanese, it was that bad of a roll.) They knew where she was staying, and that she didn't enter the country in anyway that left a record. Ru-Shi woke up as the cops were bashing in her hotel door and gracefully dived out the window onto the fire escape, where a police officer was waiting with a sap. When she woke she was in the Harlem Police station. A detective interrogated her, letting her know they found a box of jewelry associated with Harlem murder victims, and several missing people from Harlem, in her room. Very convenient as it was so much better than the evidence they were planning to plant in her room. What the detective wanted was Silas and his boss Mukunga, but unless they could find him she'd have to take the fall instead. Disappointed she didn't know where they were, and after letting slip details about the criminal organization they now realized was a cult, he had her thrown in lock-up downstairs. Ru-Shi of course arranged for a prison break before the night was over and escaped over the rooftops while the police were busy trying to round up all the other criminals. She then used clues the detective let slip to track down a cult hideout, a flop house above the speakeasy "Fat Maybell's" and managed to stumble into a cult ceremony. She escapes thanks to her martial arts skills, but not without suffering a pranga (African machete) blow to the body on her way out. Detectives and Nightmares Both Abe and Sebastian are detective characters so when their players weren't able to attend the previous session, we decided they were off running down details on members of the Carlyle Expedition when most of the previous session happened (although we decided their characters had been there for the funeral.) I had each of them roll to turn up details on an expedition member of their choice and then handed them handouts on Ms. Masters and Sir Penhew. I also took the opportunity to hit Abe with another nightmare. He had been having them ever since Peru, and typically involved a hooded figure trapped in a gold cage trying in vain to whisper, he assumed, to him. Now, the room the cage was in was clearly an underground space where the angles were wrong. 4 walls and 5 corners. The gilded Peruvian cage was in one corner, but something dark was unseen in each of the others. Message From Beyond the Grave Declan's cousin the detective got a hold of Declan in the morning to let him know that Ru-Shi had been arrested, and then escaped custody the night before, and that as her known accomplices, the Harlem cops would likely be looking for them. They were advised to stay away from Harlem. Instead they went shopping for disguises and then headed to the Jackson's Lawyer's office to hear Jackson's will read. They noticed an unmarked police car down the street keeping an eye on the building and managed to wedge a potato into the tailpipe without being caught, then proceeded into the building disguised and in separate groups without the police catching on. Jackson turned out to have made a small fortune off his haul from Peru, and he left roughly half of it to his publishing house to encourage them to keep printing books on the occult, particularly those debunking it. The other half was used to make a trust to help fund further investigations along his most recently lines of research. He also included a personal letter, written recently, imploring his good friends to take up the cause that he assumed was likely the cause of his death. The fund contained the modern equivalent of a quarter million dollars, but the lawyer was quick to point out he was in charge of the fund and would require documentation and receipts suitable for IRS investigation he was positive a rich black man's estate would would draw. The players agreed that they were interested in learning more about the cult and whatever secret plot Jackson had started to uncover. Some from vengeance, some from curiosity, and some from greed. As the players left the building they were attacked by the cult, who had clearly also been watching the lawyer's office. They attempted to the run the players down with a stolen truck, and then had a half dozen cultists, one with a Tommy gun, pour of the truck to try and finish the group off. It was a brutal fight in the snow, and Abe was actually lit on fire, but eventually they downed 4 of the cultist and sent the other two running off. The players also somewhat regretted disabling the police car as it prevented the detectives from being much help. The PC did manage to get away before the cops could arrest any of them. The wrecked truck burning in the snowbank was a good distraction. It also let them steal the detectives' unmarked car. Declan's Ex The players decided to follow up a different lead that also gave them an excuse to get out of the city for a while and visited the Carlyle mansion north of the city. As it turns out, Declan and Erica had some history, going back to around the time she had a run in with a mob boss and ended up with Joe Corey in her employ. She actually let the players into the mansion purely so she could slap Declan across the face for leaving her without even phone call or letter. Eventually the group managed to talk Erica into listening to them about some kind of conspiracy involving her Brother's death. They managed to avoid telling her anything too outlandish, and she disbelieved a lot of what they said anyway, but eventually she admitted that Roger had been into some strange occult things in the time before he left for his expedition. This led into a conversation about his strange books, and Erica agreed to let the group see the books, but to not let them out of her house. The players ended up staying for a couple of days, basically living in the mansion's library, taking notes on several strange occult books that had been in Roger's safe. Most of the books were of a generic occult nature but one book described an Englishman that had taken up worship of an Egyptian sorcerer known as the Pharaoh of Darkness. Another book described an Egyptian sorceress queen. Both details caught Abe's attention, considering he was originally alive in the time period between those to entities. (Note: Reminder that Abe is a mummy but neither the other characters nor the players at the table know that.) While most of the party studied the texts and wrote notes as quickly as possible, Declan proceeded to make an ass out of himself trying to prove his worth in Erica's eyes by besting Joe. He lost a fist fight and resorted to a competition more his strength: drinking. He was ultimately successful in out drinking the large man, but Erica didn't seem interested. Having collected what information they could, and realizing that Erica had gotten bored of watching Joe punch Declan in the face on a semi-regular schedule, the group headed out of the mansion and back into town, ditching their stolen police car at a train station. Next Time: Darkness and Monsters Art Credit: Page 129 from Masks of Nyarlathotep, Handout.
  17. HidingFromMyPlayers

    Episode 07 (New York) - The Ju Ju House

    In which the players face a dark chamber of supernatural horrors and attend a funeral. Reminder: My players don't entirely know they are playing through Masks of Nyarlathotep. As far as they know, this is a 1920s Pulp themed Fate Core game. This article does contain spoilers for the new edition of Masks of Nyarlathotep. Cast of Player Characters This Episode Lin Ru-Shi - A Hong Kong street urchin that grew up to be a martial artist thief. Lord Declan MacManus - A minor Irish Lord and Great War pilot turned smuggler. Lives on his flying boat and has a way with the ladies. Salim Dali - A negotiator, translator, expedition assistant extraordinaire. The players of Abdul “Abe” Tepema and Sebastian Sullivan were not present, so we decided that after last session the two "detective" characters decided to go off and do some research. Last Time... When we last left our cast of globetrotting explorers, they had come to New York at the request for Jackson Elias, and arrived just in time to find his cultist murders standing over his corpse. They began investigating what Jackson had gotten himself into on his recent globetrotting. Clearly a cult, possibly associated with Larkin from the Peru adventures, had decided to kill him because he knew too much. Among the local leads the players met with shady importer/exporter Emerson, who helped them track down the Ju Ju House. Hello Shop Keep The players head to the Ju Ju House, an Africana shop in Harlem, to talk with the owner Silas, a name found on a business card on Jackson's body, and the man Emerson indicated wasn't entirely in his right mind. Before walking down an alleyway into the Ju Ju Shop, they scouted the block, a set of apartments with ground floor shop fronts, creating a possible escape route through an out of business pawnshop, and chatting up a local rare occult bookstore owner. Having learned what they could, they walked into Silas's shop and came face to face with what turned out to be a little old African man. Initially confused by the clear foreigners in his shop, he first tried to sell them some African trinkets, but as they started asking more pointed questions he decided they weren't customers and his entire demeanor changed. He demanded they leave his shop, and when they failed to comply, he began yelling to his neighbors that strange foreigners were assaulting him. So Salim knocked him the hell out. The players began searching the shop for clues, but sounds from outside made it clear the neighbors in the apartments above were concerned about Silas's yelling, so Salim strode out of the shop yelling as he had just lost a nasty bout of bargaining with Silas. This stopped the neighbors in their windows from coming down to investigate, but they continued to watch the alleyway from their windows. They left Silas knocked out behind the counter and searched the room, discovering a lock box containing the shop cash and Silas's bloody tongue headband. Declan started searching behind the counter, noticing what might be a hatch in the floor under a rug, but found Silas was starting to come around and so chocked him unconscious... and then some. The rest of the group, realizing he was dying, dragged him out to get him help, which caused the neighbors hanging out their windows to realize something terrible was happening. A mob formed, and things got interesting. Salim and the rest of the group tried to keep the situation under control, including bundling Silas into a cab to the hospital, but Ru-Shi used the distraction to slip back into the shop and picked the lock on the floor hatch. Under the hatch was a set of stairs that looked carved out of the foundations in an odd way. The PCs decided to come back later that night, knowing Silas wouldn't be there, and the neighbors would be asleep. Down in a Hole Around 3am, the group returned to the store, and Ru-Shi picked the lock on the door and the hidden hatch. They found a set of stairs going down into darkness. The steps and tunnel had been carved out of the foundations, the ground, and into the bedrock by thousands of fist sized striated gashes. They thought it was fingers, of claws given the concrete material, but on close inspection they realized the passage had be carved out by thousands upon thousands of bites with distinctly human looking teeth. The bites were not all the same either, indicating multiple people(?) had carved the passage intentionally through oral means. At the end of the stairs was a short hallway, also chewed from the bedrock, ending in a solid if ordinary wood door. Unlocked. In the chewed out room beyond they found what was clearly a ritual chamber, guarded by disemboweled zombies with their mouths sewn shut. Also a large stone lid on a deeper hole. They dispatched the zombies and looted the room, discovering occult paraphernalia, a book stolen from Harvard that Jackson had apparently been trying to track down, and a lock box full of jewelry trophies from various cult sacrifices. Then they used the winch to raise the stone block lid off a dark hole where the thing that had carved the room was kept. A being composed entirely human faces, it screamed and gibbered wordlessly, threatening to drive all that heard it mad. Wisely the group kept the lid no more than a few inches off the ground, and dispatched the thing by pouring all the lantern oil and booze they could into the hole and then lighting it on fire. The screams as it burned were not pleasant, but they remained long enough to ensure it would burn to death without escaping being leaving. They then called Declan's 2nd cousin the detective, waking him now at nearly 5am, and had him get the police over to investigate. They attempted to interact with the cops, but found the Harlem police were not especially welcoming of their input on the situation. Several of the cops were disturbed by the discovered a hole with dozens of human skulls in it. Impersonating a Federal Officer Concerned that the Harlem police were too corrupt to release the obviously innocent man, Hilton Adams, from death row where he was to be executed for the crimes the cult had committed, Salim called the Harlem police and managed to impersonate a federal agent enough to not only get Captain Robson on the phone, but to essentially black mail the captain by implying "the feds" knew he had framed Hilton and that the cultist angle on a larger federal case was now being damaged by his willingness arrest an innocent man. He was strongly encouraged to find a more appropriate candidate before the full extent of his off-the-book enterprises was revealed. Funerals and Reading Time Later that afternoon the group attended the funeral of their friend Jackson Elias, meeting several that were friends and coworkers of Jackson. A few of these people they had already met in person or over the phone, and in a few cases lied to, but they managed to maneuver their way through the conversations safely. Among the people they met was Jackson's lawyer who told them to show up at his office in a couple of days for the official reading of Mr. Elias's will. He indicated that Jackson will specifically referenced them. They also met Jackson's publisher, who informed them that she had Jackson's notes on his latest book, as he commonly mailed his notebooks back to the office while off globetrotting. She invited them to swing by on Monday to take a look at them, but was instead talked into going into the office directly after the Funeral so they could get the notes, and a stiff drink from her office bottle of decent scotch, and get the notes immediately. The PC spent the next few days reading through the notes and the book on African Cults, learning more about what Jackson had been looking into, and the cult they had now clearly angered. Next Time: The Cult Strikes Back, and so does Declan's Ex! Art Credit: Page 161 of the new 7th edition of Masks of Nyarlathotep
  18. HidingFromMyPlayers

    Episode 06 (New York) - Blood and Ice

    In which the players respond to a request for help from their good friend. Reminder: My players don't entirely know they are playing through Masks of Nyarlathotep. As far as they know, this is a 1920s Pulp themed Fate Core game. This article does contain spoilers for the new edition of Masks of Nyarlathotep. Cast of Player Characters This Episode Lin Ru-Shi - A Hong Kong street urchin that grew up to be a thief. Lord Declan MacManus - A minor Irish Lord and Great War pilot turned smuggler. Lives on his flying boat and has a way with the ladies. Abdul “Abe” Tepema - An Englishman of color, born in Egypt, he has a little knowledge of the old magic, and is a skilled detective. Sebastian Sullivan - An amateur student of the arcane, driven from Arkham and currently operating as a less than-impressive detective. The players of Doc and Salim weren't able to attend so we decided their characters were delayed by the nasty winter weather. The player of Sebastian was running late and joined in mid session, which we also ruled was due to a weather related delay. Last Time... When we last left our cast of globetrotting explorers, they had defeated the threat in Peru, but some questions still remained. Where did Larkin come from? What was possessing him? What did his strange tattoo mean? That was early 1924, and they dropped Jackson Elias off in New York to work on his new book. A few months later he sent them each a letter indicating his intention to travel abroad seeking answers about Larkin. It wasn't until 6 months later, just into the start of January 1925, that the players receive an urgent telegram asking them to meet him in New York: HAVE INFORMATION CONCERNING CARLYLE EXPEDITION STOP NEED RELIABLE INVESTIGATIVE TEAM STOP MEET JANUARY 15 NEW YORK STOP CONTACT KENSINGTON OF PROSPERO HOUSE KL3106 STOP JACKSON ELIAS Winter Is Coming Here Historically, January 1925 was particularly harsh in New York, with Manhattan having some serious problems in early January. With several of my players running late for game night, I used this as an excuse to explain why some characters were arriving late. The players that arrived mostly on time got to make a few rolls and make some advantages that late players wouldn't. Declan was the first to arrive in New York, landing is plane in a semi-ice in dock on an unspecified river. I offered the player of Declan a compel on Declan's womanizing ways to say that last time he was in town he had wooed and abandoned a wealthy woman with the last name Carlyle, and he agreed, so now his character is an ex-fling of Erica, which I'm sure will be fun to roleplay later. Next we activated his "Friend in Every Port" stunt. I offered him a few options as friends he knows from his last trip to New York: A mob enforcer named Joe, a Police Detective named Poole, or Shaddy importer named Emerson. I made it clear theses were NPCs in the adventure and therefore more likely to be useful plot wise, but also offered him the option inventing his own character to work into the story. He choose Detective Poole, and we decided that Poole is his second cousin, on his mother's side, and that on a previous trip to New York, Poole even tipped him off on a dock raid. Basically, Poole takes his job as a Homicide detective very seriously, but he's not going to get bent out of shape about a little smuggling by family. Declan spent his first night in New York drinking at a speakeasy prefered and protected by the local police, and catching up with his second cousin. He also unloaded some illicit cargo, a crate of good London Gin, Irish whiskey, and Scotch. Lin Ru-Shi was the second to arrive in town, not long after Declan. She immediately tried to make some contacts in the local underworld, but bungled the attempt which was turned into a compel on her habbit of p***ing the wrong people off. After her first night in New York, she had the local Italian Mob looking to kill her as warning to the Yakuza. She tried to explain she's not even Japanese, but that wasn't clear to the mobsters she upset. (Note: In retrospect I probably should have had her upset an African American gang in Harlem so I could better tie it into the bootlegging arm of the Bloody Tongue via Fat Maybelly's Speakeasy.) Abe arrived in town on January 15th and was able to hook up with the rest of the group that afternoon without really any time to interact with New York first. Recalling that the character had vomited into the pyramid in Peru before it has been sealed, I decided that was enough for the trapped god inside to start reaching out to him. I described to the player how Abe had been experiencing a recurring dream about being inside a pyramid with a indistinct figure trapped in a gold cage. The figure, concealed in rags and a hood, keeps trying to whisper to him, but is blocked the gold bars of the cage. I described the cage as looking somewhat like the gold binding spell under the pyramid in Peru. I also described the stone room has having Egyptian styling, not Peruvian. New York is a Hell of a Town The players arrive at Jackson's hotel at the appointed time, having gotten the location and time from the nice lady on the phone at Prospero House Publishing. They went up to his hotel room on the 4th floor and knocked. When there was no response their first instinct was to pick the lock (notably not to listen), which Abe pulled off rather well. As soon as they opened the door, "Jimmy" the culst was already swinging a Pranga at his head. As the resulting fight moved into hotel room, they discovered Jackson Elias, gutted and clearly dead, on the bed, and another cultist carving a symbol into his forehead while a third was going through his bags. The resulting fight included gunshots and improvised weapons. They killed two of the mooks, but the large Jimmy they knocked out cold. They also saw a getaway car take off down the alleyway. Everyone but Declan dragged Jimmy up the icy fire escape into an unoccupied 6th floor room to interrogate him. Declan waited for the police, to arrive and asked the first officer on the scene for Detective Poole. Note: I had been worried one of them would have tried to show up early or meet Jackson the day before, etc, something they kind of did in Peru, but thankfully they all went about their own business instead. One of the players actually commented later that he had assumed Jackson would be their designated quest giver for much the campaign and therefore did even consider arriving early this time. They really hadn't thought their good friend Jackson was in danger, and even tried to invoke character aspects as a way to arrive early enough to save him, which I of course refused. Gathering Clues At first the players tried to intimidate Jimmy with turning him over to the cops, but he didn't by the implied idea that they might let him go free if he talked. The interrogation then took an odd turn, with Abe pretending to be a cultist from a rival cult and intimidating Jimmy with the threat of implantation with a parasite in his ear if he didn't talk. They players rolled surprisingly well on that check. Jimmy didn't exactly talk at that point, but he did accidentally let some clues slip, like his boss's name. Eventually the players knocked him back out, made sure to check all his pockets for anything he was carrying, finding several clues, and dumped him down the fire escape ladder for the cops to find. They then headed out the front door of the hotel before the cops had a reason to notice them. At this point Sebastian arrived, running late for the meeting, and his friends swept him up at the front desk before he could draw any attention from the police. Meanwhile, Declan was taken down to the police station and eventually interviewed by his cousin Detective Poole. He kept his friends out of the description of events but otherwise told it as it happened. Poole took down the official statement, then took Declan asside to tell him about a few clues and oddities, including the fact that this was now the 9th murder in 2 years that involved the strange symbol carved in the victim, and especially that Hilton Adams was already on death row for the previous 8. He was then released. The players gathered at the cop-bar/speakeasy in a booth to tell Sebastian what had happened and look over their clues. The players literally made yarn board out of the clues, linking clues with locations and people. I was delighted, although with several key clues still missing, they were also floundering around without a clear idea of what was going on. They eventually decided to focus on the local (American) clues. They went back to their hotels and got some sleep, then met up the next day to start running down leads. Abe gathered news paper clippings on the Carlyle Expedition, and Sebastian tried to get a hold of contacts at Miskatonic University to ask about their visiting Australian professor, Doctor Cowles, but found he was (still) on the Miskatonic University blacklist. (A self-compel on his own background in Arkharm). He followed that up by calling a Harvard librarian to ask about what book Jackson Elias had been looking for, but this time he pretended to be a minor assistant from Prospero House Press asking on behalf of Jackson Elias, and was able to get some more information through lies. Notably, he didn't mention that Jackson Elias was dead, so when the librarian finds out, she may be deeply concerned the killers caller her under pretense. Something she may report to the police and which might circle back to the PCs eventually. Eventually the player went and visited Emerson Imports where they managed to learn about the Ju Ju House. They also read the news paper, finding a story about Jackson Elias's death and a Funereal planned for the next day. The players dutifully added their new clues: the Ju Ju House and the Reporter to their clue board. That was the point where we paused the session. Next Time: The Funeral and More Investigation
  19. Hello! As I am preparing the scenario fade to grey from Tales of Miskatonic Valley, I
  20. So, I'm planning out a campaign for a small group of players. I'm thinking of linking several classic scenarios that I like. SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE SPOILER SPACE I'd like to link SOYS and MON. I mean, they're "linked" anyway, through the medium of Carl Stanford who shows up in both. There are several issues, and I'd like to see how other people overcame them. One of the weak points of SOYS is lead-in. There's no better reason given for investigators to check out the Silver Twilight lodge than, "Check out the Silver Twilight Lodge! It's strange!" I'm not saying it's unworkable, but I'm thinking there are stronger hooks that can be made here. One thought I had was to start off somebody in the group knowing investigative reporter Jackson Elias. He can ask them to check out the Corbitt House (from "The Haunting" scenario). There they can find information about Corbitt's old association with a "John Scott" -- the first tie to SOYS. I'm thinking of planting the Narrative of Clyde Whipple from SOYS in the Corbitt House along with some correspondence to set the basis. I'm also thinking the "Chapel of Contemplation, Our Lord Revealer of Secrets" could be associated with the Silver Twilight Lodge somehow. I'm still thinking how best to integrate SOYS and MON.
  21. I'm prepping Shadow of Yog-Sothoth to run for a group of people, and am wondering what sorts of punched-up handouts are available out there? When I ran "The Auction," I did my own auction booklet and used a period Vienna map to improve the ambience to good results. I'd like to do the same for the Hermetic Order of the Silver Twilight.
  22. My group is going round and round on this. Is there anything official I can use to end the discussion?
  23. Nico

    1920s Aircraft Prices?

    Does anyone know in which Cthulhu books one can find prices for the 1920s aircrafts? In the Investigators' Companion book there is not much.
  24. I am a fledgling Keeper and am planning to run a series of tie-ins leading up to running the Masks of Nyarlathotep campaign. It seems best to choose which rules to use, Standard or Pulp, prior to starting out. None of my players have tried CoC before, so there are no preconceptions going on. I am wondering if anyone has started running MoN using the Pulp Cthulhu rules. Any recommendations are appreciated.
  25. Hello, I'm currently running a HotOE campaign and my investigators are doing the Doom Train scenario. Most of the group (5 investigators) got into the doom train, while 3 people stayed out and now they are planning to summon the train again to save their friends. I would like to make my investigators on the train play the scene of the return with Randolph Alexis with the "intestine circuit" and the crash, so I was wondering on a way to avoid a relatively simple walk-off the wagon by those inside when the doomtrain is being summoned again by those outside. By now I thought these ideas: - make the zombie-passengers more aggressive and deadly toward those inside the train - make Randolph Alexis lock the door and deny giving the investigator the key to buy enough time to make the train departure again Also I thought that maybe they could just break the windows and escape easily when the train is stationary. Do you have any ideas or suggestions? Thank you
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