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  1. 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
  2. This thread is a place to discuss the Sassoon File Campaign. Seek answers about the Shanghai jazz scene, fleshing out mythos hooks, the motivations of various NPCs, esoteric Daoist principles, etc. Tell us about your Sassoon Files Campaign.
  3. jansilence

    Space Travel in the 1920s?

    A couple of weeks ago, I bought the new BRP-based game Odd Soot. I plan to use it for a CoC mini-campaign set in space in the 1920s and on two of the planets described in the book. The effects of the pandemic central to the game - The Soot - will be dialled down. Instead, I will introduce a mythos cult infiltrating a human colony on one of the planets. But as I started taking notes, I realised space travel poses some interesting problems when combined with Lovecraft’s aliens. As some of the creatures/gods travel in space, should starships be able to encounter Mi-Gos, Nightgaunts and Hastur? Would they attack starships on sight? If you’ve run CoC games in space, how did you handle it?
  4. In my many years of playing Call of Cthulhu, I've only ever once been a player as opposed to a Keeper. That particular experience involved the first chapter of the Spawn of Azathoth campaign (back around 1987), after which our keeper decided that the campaign was impossible to run and that we should move on to Vampire the Masquerade. I decided to pick up the Keeper's hat and it stuck, although I never returned to the Spawn of Azathoth. So I've just noticed that there's a second edition of the campaign and I'm curious to know if any of you guys have played/run it, and what your thoughts on it are. Of the old 20th century campaigns I never hear 'Spawn' cropping up in conversations in the way that MoN, HotOE, SoYS etc do. Is it generally accepted amongst our community that the campaign was just a bit 'meh'?
  5. Has anyone had any experience with whether the props that come with the deluxe edition of HPLHS’s Brotherhood of the Beast can be used with Fungi from Yuggoth campaign it’s based upon?
  6. 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)
  7. Beagle

    Masks - GM intervention

    Spoiler warning I'm currently GM-ing MON for a group that are new to RPGs, it's going well and we're having a lot of fun. We've been through the Peru chapter, completed most of the New York chapter (without a showdown with the Bloody Tongue) and we're now in the UK. One session into the UK setting the players have poked around in London a little and researched Gavigan, discovering that he owns Misr House, which they decided to visit. Suspicious of the heavy security arrangements the investigators had their specialist break into the house and clean up (hoovering up handouts etc). The outcome of this is that they're now determined to head on to Egypt immediately. So on the one hand I, being very much against railroading, am content to let them choose their fate. On the other hand there's such a wealth of good scenario material in the UK chapter that it would be a real shame if we didn't play out at least the London section. My players have a background with board games (Eldritch Horror led them to CoC), and I think that they may be struggling to adjust from the mindset of 'lets power through and win the game' to settling into their characters and enjoying the journey. There are a number of things I could do to drag them back to London but it's going to feel a bit forced, and they're all intelligent people they'll see through my machinations no matter how subtle I try to make it. Any thoughts?
  8. The team are called in to investigate artist Victoria Foster, whose paintings have recently become better but weirder. "Oh no! Not again!" (Face-palm moment.) "Would I be right in thinking that this change in Miss Foster's art occurred after she had started reading some strange books?" "No, but she had been having unusually vivid nightmares." "Yep. That'll do it too." They travel to Eureka Springs, Arkansas, and visit the sleep clinic where Victoria has been admitted. There isn't anyone at home, but they do find the schematics to Dr. Piotr Jasiak's Dream Extraction Machine (patent pending) and several deceased patients he has left decomposing in bathtubs upstairs with the brain-tubes still attached. "This Dr. Jasiak is a flaming nutter! That must be why they kicked him out of Poland! The only reason his clinic is in a remote part of Arkansas is that if people in town knew what he was doing, they would lynch him!" They visit Spirit Eagle Medicine, where a friendly Native American charges them $10 for a drink that he describes as a special tribal concoction, but which smells to them like bison pee, and conducts them in a traditional ritual for entering the Dreamlands. Everyone is relieved that they will not have to be suspended by their nipples from the top of the tepee. The Plateau of Leng is very cold and the whole party take the opportunity to get a gratuitous tick on their Polar Survival skill from BtMoM. They are led by an eager Tcho-Tcho to the Prehistoric Monastery and make a beeline for the Main Temple, avoiding any weakeners. The High Priest Not To Be Described gives Professor Linthwaite a box and a nasty Yellow Sign scratch. He feels that there may be an underground tunnel, but decides to take the overland route to the Pharos of Leng, as "the priest didn't give us permission to go down his back passage". Inside the box is a flute. Linthwaite puts it to his lips and starts playing When the Saints Go Marching In. The professor's butler Shropshire opines: "If I may say so, sir, it is exceedingly unlikely that any saints will be coming in here." At the Pharos of Leng, the investigators gate crash a masked ball. Linthwaite considers getting his flute out and joining in the band, but thinks better of it. The High Priest Not To Be Described turns up again and offers the party a choice: be reborn as a slave in Carcosa or continue to search for Dr. Jasiak. "We'll go for Option B!" They eventually find Dr. Jasiak. He is in a bad condition but eager to make up for his crimes by throwing himself into the fiery heart of the lighthouse to save the world from the approaching Seed of Azathoth. "Be my guest!" says Linthwaite. "Let me show you the way!" offers Ira Madison. They wake up in the tepee. The Native American is still there. "If you've got any more of that bison pee, it's well worth $10," comments Linthwaite. "You certainly fed that bison on grass."
  9. golfsale

    Dynamo of Doom!

    “You've heard the phrase 'footloose and fancy free'? Well, we've shot your foot off and your fancy's going next." “Sorry: that's what we call the Death Trap Chamber." “You're a bit too cocky, but you won't be if you carry on like that." “What's in the cave?" “It's virtually deserted." “You mean there's someone in it?" “Er, yes." “I'm so close to killing this guy." “Can you give us a description of the inhabitant of the cave? Does he have a television aerial on his head?" “No, he has a glass bowl on his head. We call him The Professor." “And what is his role?" “He's one of the brains of the operation." “It's obvious you weren't hired for those characteristics."
  10. Hello, yesterday we finished intro scenario in quickstart rules. We were palying CoC first time so it was quite difficult for us. SQR are very limited at informations for keeper. I was keeper and two of my friends played doctor and P.I. In first session we created characters, it was funny experience and we began. Investigation phase was ok, players recieved many clues at newspapers and library, but they didnt went to city archive so they not found about Chaple of Contemplation and police station. It was not big problem. They headed to house and discovered ground floor. There was first big problem - skill spamming. Players want make success rolls for future skill advancement so they again and again tried spot hidden, listen etc etc. Next session I tried to limit overusage of skill rolls, only one player could try to use skill on one action. Is this good solution or how to solve skill spamming? Second problem was they wanted to visit locations which are not in scenario. For example they went to church to hallow (make holy) many items. They picked up random items from Corbitt house (for example crowbar) and went with them to church. Another problem was with time frame, there is no any time limit so if someone get injured, they returned home and week or two rested. How you suggest to solve this situation? There is no point to have clues in library if you could use library skill without limits or get home a fully heal every time. During bed attack was one investigator injured and then he went back to bedroom and panicked and jumped out of window again (it was funniest moment of game) but he lost all hp. Second player (doctor) tried first aid and pushed failed roll. But failed again. So in this case first player is dead? Is there no possible way to save him? Last question is about final fight. Players didnt used old knife. They had it but used own weapons. Fighting hand to hand is not well explained at QSR but we agreed on rules. When they killed Corbitt, what next? They didnt realized, that it was objective of scenario a tried to explore basement more. How to end scenario in those conditions? I told them, that it is it and they were disappointed. I think that QuickStart rules are not good for newcommers in RPG. I bought also introductory box, but rules are same so I dont know if it will be better play three scenarios in intro box or move towards full ruleset?
  11. 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?
  12. Delphes Desvoivres just kicked this off yesterday afternoon (my time) and has already funded (in less than 12 hours). It lasts through March 3rd. The super thing about this one is not only does it complete the project for the physical props for Masks of Nyarlathotep (you probably have all the paper props if you ordered the Gamer Prop Set from HPLHS -- which is still available if you haven't), but she also gives newcomers another bite at the apple so they can get everything from all the previous kickstarters too (at least all the major props -- I'm not sure if it's literally "everything" since she included a few special items in each one, like postcards and luggage tags, for example -- which are also possible in this one). Delphes' Kickstarters are a bit pricey for some folks (and the "everything from all previous kickstarters" pledge, also known as "The Late Investigator," will set you back a hefty 1720 Euros...not including shipping) but she has lots of options so that you can pick up only those specific props you want, and believe me when I tell you her work is simply amazing. Even common everyday items come out looking "eldritch" and "twisted" (as I suspect they would be, if exposed to the mind and space bending forces of the Great Old Ones and Elder Gods), and I personally (who have now put in something over 2000 Euros to get everything -- including shipping) will cheerfully tell you that it was worth every penny I spent. The link is here: For what it's worth, I can STRONGLY recommend Delphes' work. I've backed everything she's done, ever since the Sedefkar Simulacrum one back in 2015 and have enormously enjoyed everything she's made, and while this completes THIS project, I would dearly love to see her tackle some new stuff for a different campaign. Maybe Brotherhood of the Beast, or even Shadows of Yog-Sothoth -- especially if Chaosium really does re-do SoYS for the 21st century (which they've teased us with a few times). Anyway, check it out! Her work is amazing!
  13. I am currently running MoN again and this time I have added a completely new chapter with a big side quest. The new chapter in Constantiople is based on the Achtung Cthulhu adventure Code of Honour which is related to Nyarlathotep of course. Those who are eager to make this campaign even bigger below will find details about the expansion to be used together with the original adventure. In New York, in a car or taxi on the way to the Jackson Elias' hotel the PCs read in the newspaper about the last night robbery at the Exhibition Hall where the Roman-Carthaginian finding from the prof.Wooley's exhibition are shown. Two black persons were arrested (who works for Makumba obviously) as suspected. Inside the Jackson Elias' room they find a ticket from the Exhibition Hall from the previous day. In my game the PCs convinced captain who run the case to allow them to interrogate the suspects who confess under hypnosis that they were sent to steal the artefacts, but two white persons (blond woman and man) speaking German forestall them. One of the suspects heard the surname Mueller. Makunga sent his men to steal the mosaic on behalf of Gavigan, a burned telegram and letter can be found in the basement of the Ju-Ju House - but the two suspects would not know about it. These information should be found by the PCs once they get inside the basemant. The two white persons are Germans sent by Reinhardt Weissler (Thule Society/Black Sun). The woman is Mina Wolff. They stole a mosiac showing the Punic Device and some other small things (to create an impression that it was a ordinary robbery). And why Jackson Elias went to the Exhibition. Just to relax...or maybe he has seen some notes about it when he visited Penhew Foundation. In London the PCs can find information about failed attempt to rob artefacts from the Wooley's Exhibition at the British Museum in autumn 1924. If they speak with prof.Wooley he will tell them about meeting German archeologist from Bavaria in autumn 1924 (blond woman and Mr.Mueller). He will tell them about Punic Dig Site (per AC: Code of Honour) and direct them to two greek books mentioned in the adventure. He could not find them in UK and he thinkgs they should be in Constantiople. Professor can also feed them with information from the adventure as the GM sees necessary. He can mention second mosaic stolen in Tunis showing a serpent-god (Mr.N) crawling from abyss which is mentioned in the adventure. Gavigan is also looking for the Punic Device although he is behind the Germans in information about it. Some letters or notes can be found in the Penhew Foundation or at Misr House as necessary to keep the PCs interested. Once the PCs get to Constantiople everything goes more less as written in the adventure. The murdered person from the introduction is an archeologist sent by Gavigan. Depending on the actions in London, Gavigan can sent his men after PCs or not. Maybe Omar Shakti will learn about Gavigan's plans and he will send his agents to Turkey. And apart from this I recommend Code of Honour as an adventure.
  14. Does anyone know where these book covers come from? In the back of my mind I think they might have been a leftover from Ben's prop kickstarter or something, but I don't know why I think that. I really love them; they so feel period correct I wish I could get them as real props 😄 (PS: Paul, I'm not sure if this is the best forum for this, feel free to move it!)
  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. Greeting, folks. I recently received my Keeper rulebook and the scenario caught my interest. Seeing as a friend and I both loved horror films like The ritual, Blair witch etc. I intend to try changing some plot details of the scenario into perhaps modern day people being trapped in the woods. The police briefing at the beginning could be coming from a radio they brought to the cabin. They will eventually be driven out, or decide to leave on their own to the follow the normal path of the scenario. Their cars will of course, be mysteriously destroyed, or the bridge to the town will be cut off and they will need to proceed on foot. For anyone who has run it, is there any nuances that would be lost in this interpretation? Any feedback is appreciated. Edit: I also appreciate any recommendation of other scenarios that did this much better.
  17. 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?
  18. I've owned my copy of the book for years but never really had a chance to run it for my players. For whatever reason, while being a lifelong Lovecraft fan, I never got a group who was willing to test the waters with CoC until now. Well, we've experienced the game for a short campaign recently and PC has been very good and according to our style. Now I'm feeling like I'm ready to run the game. I'm torn really between attempting to run this as the "be end all" of the game or going for a more modest, "this will be something you have a reasonable chance of finishing alive and continuing on after." A question which only comes up because they're Pulp heroes. I'm up for tips, suggestions, and NPC quirks from anyone here if they feel it will make the module better. I'm going to give the radio play a listen to before I play this as it feels like it is going to be properly in the same vein as I'm going for.
  19. 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.
  20. 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?
  21. 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
  22. 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
  23. 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!
  24. 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."
  25. 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
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