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  1. Graham

    Online Resources

    A while ago I started a pair of threads providing links to online material at Project Gutenberg that might be of interest to Keepers and Players alike. The original Project Gutenberg thread has reached its maximum possible size and can now be considered an archive. This thread is it's replacement. Original Threads 1. Useful books on Project Gutenberg & other online sources 2. Project Gutenberg Resources for Gaslight 3. Background resouces at Project Guttenberg Online Resources List 1. Naval History and Heritage Command "S" Series Numbers. A collection of US Navy plans, many unbuilt that could be used in adventures, for example this floating airship hangar (Link) could make an interesting addition to Walker in the Wastes. Some pictures can only be accessed by directly typing the file number into the url bar (eg. 511xxx.jpg or 584xxx.jpg). 2. Contemporary One-Act Plays by Benjamin Roland Lewis et al. 3. The Harlot's Progress, The Rake's Progress by Anonymous, Cibber, and Klinger 4. Down Under With the Prince by Sara Jeannette Duncan (Illustrated html version is 2.5mb in size). An account of an early 1920's tour of Australia by the then Prince of Wales (Later Duke of Windsor). 5. Rambles in Dickens' Land by Robert Allbut (Illustrated html version is 1.6mb in size). Period tourist guide to locations associated with Charles Dickens. 6. Nooks and Corners of the New England Coast by Samuel Adams Drake (Illustrated html version is 11mb in size). 7. Astronomical Curiosities by J. Ellard Gore 8. Mysterious Psychic Forces by Camille Flammarion 9. Mount Everest the Reconnaissance, 1921 by Howard-Bury, Leigh-Mallory, and Wollaston (Illustrated html version is 7.5mb) 10. The Leopard Woman by Stewart Edward White (Illustrated html version is 1.1mb) 11. Strange New Gospels by Edgar J. Goodspeed 12. Forbidden books of the original New Testament by William Wake 13. Twilit Grotto: Archives of Western Esoterica 14. The Decadent by Ralph Adams Cram 15. The Illustrated Key to the Tarot by L. W. de Laurence (Illustrated html version is 4.4mb) 16. The Great Frozen Sea by Albert Hastings Markham (Illustrated html version is 3.9mb) Account of a British expedition to the Arctic in the mid 1870s. 17. Castles and Chateaux of Old Navarre and the Basque Provinces by M. F. Mansfield (Illustrated html version is 31mb) 18. Curious Epitaphs: Collected from the Graveyards of Great Britain and Ireland by William Andrews (Illustrated html version is 947kb) 19. Irish Witchcraft and Demonology by St. John D. Seymour
  2. HidingFromMyPlayers

    Jackson Elias's Passports

    I got a request for a copy of the Jackson Elias Passport I used in my game. While I'm happy to share it, It was made including the alternate dates I used in my game, and has stamps for the Icelandic pulp intro I ran. I decided I'd make a second, book-as-written version of the passport and share both, although I'm frankly not 100% sure I got the dates all exactly correct. You may want to review your own timelines before using them. These are intended to printed in a double sided booklet form much like the Occult Tomes I made. I'll also go ahead and caution you that much like the occult tome handouts, these are not an attempt to make 100% accurate or real looking props. They have a lot of white space but enough details to get the idea across. It's also intentionally laid out in a way that should make it clear what the players are looking at and the timeline that goes with it. Real passports, such as the one I used for the Featured Art on this article, are often very difficult to make out. I hope people find them useful. Featured Photo Art Credit: Wikipedia WW2 Spanish Official Passport Jackson_Passport_standard.pdf Jackson_Passport_iceland.pdf
  3. vincentVV

    Elder Sign RPG

    Well, don't be afraid. It's not about converting ES to some cumbersome RPG. I bought Elder Sign boardgame several years ago and had may nice evenings playing it, but after I met Eldritch Horror my interest to ES weakened and the box stood still on the shelf. So, one day I simply took ES dice, looked at them and thougnt - why not give them a second chance? So, here's yet another rules-light system for your one-shots. )) Of course it steals some ideas from other systems - but who doesn't? It's not for money after all. I'd be glad if you find it useful. Character creation Choose a profession - it will help you imagine your character and choose skills better. Choose 10 skills that your character has. They represent the knowledge that your character has and that is larger than that of an average person. Resolving actions You always use Elder Sign dice. If you have an appropriate skill - roll 2 green dice. If you don't have an approriate skill, but the action still can be performed by your character - roll 1 green dice. If you don't have a skill and without it it is impossible to perform an action - you can't do it at all. (Cheers to Cthulhu Dark ) If you've rolled at least one CLUE symbol - you succeed. If no CLUES rolled - you fail. If no CLUES rolled and at least one TERROR symbol is rolled - you fail dramatically (critical failure). The more CLUES you roll - the better. In an opposed test you count the numbers near the CLUE symbol to find out who made it better. If you search for any information - you either get it straight away (Cheers to Trail of Cthulhu) or make a roll. In this case a SCROLL symbol counts as 1 CLUE. If at leas one chracter tries to help you - roll a yelow dice instead of one green dice. If 2+ persons assist you - roll 1 red dice instead of 1 green dice. A joker can represent any symbol you like if you roll it. Combat and Health There's no Health here. You and your opponent check your combat skills. Whoever rolls more CLUES - prevails. If a SKULL is rolled - the opponent recieves a serious wound that incapacitates him. If a TERROR is rolled - the opponent is killed right away. If you use a hand weapon - add a yellow dice to your roll. If you use a firearms - add a red dice to your roll. Sanity If you meet something horrible - you roll 1 to 6 dice (Keeper tells you how many). If no CLUES rolled - you have a minor stress. You tell how your character reacts. If no CLUES rolled and a TERROR is rolled - you have a major stress. The Keeper can do anything he likes with your character including death or total madness. Well, that's it. Simple and dangerous - exactly what you need for good bloody, gory and maddenning one-shot. ))) Have fun!
  4. Found this podcast about the Necronomicon online, enjoy... http://www.gokorea.info/cp/cpunplugged25.mp3
  5. The Miskatonic Repository community content program continues to grow thanks to support from creators far and wide. Here are seven new releases this #MiskatonicMonday, including scenarios (one in English and French), props, a setting book, and an one adventure that even comes in two versions; full color, and a B&W "print-friendly" version... https://www.chaosium.com/blogmiskatonic-monday-seven-new-releases/ WHAT IS THE MISKATONIC REPOSITORY? Are you a Keeper looking for new scenarios and story elements? A player looking for something mysterious to spark a character idea? Is your group looking for eerie ideas to use in your game? The Miskatonic Repository is where you can find —and create —self-published material for the Call of Cthulhu roleplaying game. Interested in submitting content? Go here to see the guidelines, and here for the additional guidelines. No extra license is required. Get started and download the MS Word template or the InDesign template for Miskatonic Repository submissions, and check out our other free creator resources. [URLs unobfuscated. ~Mod.]
  6. Tlalchitonatiuh

    Geedunk prop assets - Handwriting Font?

    Hey all, I recently started a new campaign (this evening actually) and have been making props for use with "The Edge of Darkness". Luckily i stumbled across the amazing Geedunk props for the game and have happily used most of them (with some additions of my own, and some other users). I have simply one major question. In the sheaf of yellow papers prop, there is a gorgeous handwriting font used that i cannot for the life of me find. I wish to use more props written by the late Marion Allen, and with to know what that font is. Anyone have any ideas?
  7. Spoilers!!!! for The Burning Stars are below So I just ran The Burning Stars (by David Conyers), which is a 6th ed. (I think) One Shot that is honestly absolutely amazing. When I read it, I was determined to run it almost immediately. People online seemed to suggest that it's best for for veteran players/keepers. So I, being a fairly new keeper, did the only rational thing I could and ran it with a group of people who were more or less not just new to Call of Cthulhu, but RPGs in general. One of them was an old D&D 3.5e player, the other had played in The Haunting (which I had run for her with a different group early), and the last had first heard the phrases "pen and paper RPG"/"D&D" a few days before I ran the game. All in all, despite my reservations, it went brilliantly. Honestly, kudos to David Conyers for creating such a brilliant scenario. I loved every bit of running it and my players loved every bit of playing it. But I digress. In my search to better be capable of GMing the game, I spent hours looking through online resources and found that they were... Quite sparse... If not missing entirely. I was lucky enough to find the redone handouts for the game (Yog-Sothoth link), but other than a few posts by some Yog-Sothoth members which were very very helpful (Kudos to Gil_Trevizo, armyofcats, and wendigogo). So having just finished running the One Shot myself, I decided to write a post to detail what I added and/or changed in the scenario, tips for running it, ideas that you can incorporate into it and other general material relating to this scenario. Spoiler Alert!!! Do not read beyond this point if you wish to play the scenario. The following is intended solely to Keepers. . .. ... .... ..... .... ... .. . Handouts Kudos for David for redesigning the handouts and correcting any mistakes after the publishing of Terrors from Beyond. However, I found that even then the handouts didn't seem that very real to me and so I decided to redesign them all in an attempt to make them a bit more realistic. I'm not a pro at photoshop so it didn't turn out perfect, but they definitely seemed more realistic for me to use. Follow this link if you want to use them: https://www.dropbox.com/s/wyx7fm555b5y98c/TBS.rar?dl=0 A few notes regarding changes to the materials: I updated the Major's business card with the current Haiti US Embassy just for lols and used their official logo in colour. For the Tarot List, I copy-pasted some random text from Wikipedia and another website to give the feeling that the list was found as part of a page rather than a random list. I used an old Western Union Telegram slip for the response telegram from Shaw Investigations (much like the redesigned handouts, but with colour!). Used an old 1920s letterhead for a detective agency as inspiration and created a new letterhead for Shaw Investigations. I don't remember why I used the Bishop as the logo... The Haiti Progres So a lot of changes here. I told my players that the Haiti Progres was a French/English newspaper with only a few English articles and had the American Foreigners article in the middle. There a few minor removals from the text but that was only due to spatial reasons. I played around with the French using GTranslate for quite a bit. Anyone who reads French knows what I mean. For those who don't, the headline says "Wake up Investigator", the left column is a extract about dreams and such from a popular surrealist novel (House of Leaves), and the right column is just my ramblings about dreams, reality and such. I had intended, on the off chance that they succeeded in rolling French, to explain the left and right columns in vague terms and to avoid the headline because "whenever you try to focus on the words, they seemed to bleed away and avoid your gaze". As it turns out, they were far too interested in the English to try to read the French. I repeated the words "wake" and "up" several times all over the french columns to heighten the sense of Dirk's mind trying to snap him out of it. I left the question mark with the paper because a) I couldn't find a better picture and b) it served well to increase the sense of mystery. If you guys want the PSD files to tweak them more/less to your liking, just message me directly and I'll be more than glad to give them to you! :) Tarot Cards So... It's not really a secret that the Tarot handouts from the original scenario are.... Pretty bad. I mean no disrespect for any of the creators, but I felt like using them would definitely affect the realism that I wanted to bring to the table. So I looked around... For hours... To no avail until I came across armyofcats's post about his redesigned cards and fell in love with his art style (by means of internet stalking). Unfortunately all his links were dead so I emailed him and requested that he provide them to me if he still had them and, lo and behold, much like a saviour of the lost, he replied to me within a few hours with the cards and wishing me luck! I'd like to avoid everyone emailing him for it so I'm going to provide a link to it here (link: https://www.dropbox.com/s/03zhwapahzese8q/burningstars_tarotcards.pdf?dl=0). But please, while you're at it, take a look at his art/material here: http://armyofcats.com/ Additionally, I only used his Mythos versions of the cards. For the normal cards for the Marie's Tarot reading, I borrowed a Tarot card deck from a friend and simulated a real reading so that it seemed all the more real. In order to do this, I took the following steps: I took the 5 important cards out, put them in order and left them behind my Keeper's screen in advance. I handed Dirk (who volunteered for the reading) the rest of the cards and asked him to shuffle it in any way that he saw fit. I took it back and covertly placed it behind the keeper screen for a few seconds before putting the 5 cards on top of the deck. While I was doing this, I talked to them a bit about how Tarot cards work and what would come from it (just stuff that you would imagine a real tarot card reader to say) while gesturing with my left hand. I then said something about the screen being in the way and moved it aside and did the reading normally. Watch as the players are seriously spooked! Alternatively use real magic tricks... Something I couldn't do because reasons... If you're planning on buying a deck, I suggest the Rider-Waite tarot deck or the Tarot of Marseilles. You could use the Crowley/Thoth tarot decks as well but they look newer than the other two and, therefore, a bit more out of place, in my opinion. Interactions Despite what people say about how hard it is to run the interactions, I think even a new keeper (such as yours truly) can run them quite easily as long as they remember a few key points. Avoid naming anyone like the plague, apart from Dirk. Always use "You" contractions of "You" when referring to the characters but make sure that you spend a relatively equal time looking/talking at different players so they are given the illusion that they're all in the game. Whenever Dirk or others mention a female companion, someone other than themselves, etc, have the NPCs act confused and respond as such, but never let that be the end of it. In other words, make sure that the conversation can still flow forward. Oftentimes I would respond to such statement with, "I don't know what you mean but..." or "If you say so Monsieur, but..." etc, immediately following the confusion with a question addressed to them or something of importance or something that seemed important. This way the players were aware of the confusion but didn't let it take centre stage. When they did inquire into such confusion, they would always give up and focus on something else when the NPCs didn't seem to budge. This is a personal preference, but I would suggest trying to do French/Haitian/West African accents. I found that this brought the characters to life, but also allowed me to say some pointed things without being immediately thought as suspicious. I suck at accents so I essentially just substituted half the English alphabet with the letter z for French and spoke in a strong low voice whilst attempting to mimic Black Panther for the other two accents... Aha... Ha... Whenever mentioning things like fearing that they were the dead foreigners in the hills, I always made a point for the NPCs to stress that Dirk was currently alive by stating something along the lines of "But now I know you're alive! And you're here! Bless the Gods" and so forth. Improvising is everything. Have a few plan Bs if you're not good at improvising. There will be moments when you know that the NPC needs to react in a certain way that will definitely make the player suspicious but you have no choice but to do so. A few examples of these for me was when I mentioned the dead Americans for the 3rd time (Mama Josephine) and when Maria mentioned Dirk's companion coming with him last time but not this time (as Guy was not present in my scenario as I had only 3 players and wanted there to be at least 1 female PC). You would really be surprised how much you can say and do and get away because players just focus on something more important or just assume that it's because the character is French. Selling the Twist (with an aside about the newspaper article) In my opinion, hands down, the original scenario does not give you enough occasions where you can hint at the fact that all is not as it seems. This, in my opinion, was done purposefully to give Keepers more room to do what they wanted. The only examples of weirdness that I remember is the one with the kids nailing the footprints and losing time (which wasn't elaborated on either). So I decided to play with this to it's logical extreme. I had them lose time whenever they were doing separate things (e.g. whilst in the Library or investigating separate things and so on). But I went into a lengthy description of how it felt, how they would blink and they suddenly realise that there's a gap in their memory with no recollection of doing anything. About how it gave them a sick sense of dread and a salty-bile like taste in their mouths. I had them go through some weird time lapses whilst in the hospital and made them seem like they were going insane with morphing walls and shrinking rooms and the doctor/nurses appearing and disappearing in front of them due to the time lapses. I had them wake from nightmares every night they slept. These ranged from running down an endless corridor trying to reach a mirror that did not near despite them running, dreams about them finally reaching the mirror and coming face to face with a human-like figure with no face, no features, just a faceless mass of flesh (I made a point for Dirk to see a face with 6 eyes and many many facial features amalgamated into one blistering mess of flesh), etc. I had some of their interactions be super weird, like whenever they went to order food, the waitress would ask them if that really was their order because that was a lot of food. I had people stare at them when they spent time discussing matters, etc. Most importantly!! I typed down almost everything (conversations, scenarios, etc) that I considered "odd" for later use. How to sell the newspaper article and the dead American Foreigners: So there seems to be a lot of debate on how to actually sell this without it being a dead giveaway. I totally agree. It's very risky, especially for a veteran player or someone who watched a lot of movies and reads a lot of books. My players fell into the latter category. So in order to sell it, I pushed the contrary idea until the dead american foreigners seemed to be just something in the background. I had characters mention them but all in different ways. The Major mentioned them as an aside as he ranted on about how dangerous Haiti was at the moment because of the rebels. Maria mentions it in passing just before they leave as a reason to be extra safe/cautious. Mama Josephine is the only person who explicitly mentions that she thought they were dead but that she was now assured and happy that "you are not". I only brought forth the newspaper when they did a spot hidden at the reception desk and even then I made it seem like it was just an arbitrary handout by asking them if they wanted to see the newspaper before giving them the handout. In the end, the decision remains with you. If you think that your players are very very good at guessing twists and also are familiar with CoC, perhaps avoiding the newspaper/foreigner thing is best. It just worked perfectly for me. Music and Sound Sounds and music definitely help! I used a normal hospital sounds track (with beeping) for the first part of the scenario, but used multiple tabs of "Asylum sounds" from youtube to overlap the sound and make them seem insane whenever I wanted them to. I used mosquito and bustling sounds for their journeys during the night and day. I used overlapped fly sounds tracks as well for finding Bruce's body. Used tropical forest sounds with crickets for the forest. I avoided using sounds for the other scenarios (except for the festival during which I just played a festival sounds track) because I couldn't find anything good, but if you can find something you're comfortable with, go for it! Finally, I used random monster noises for the Star Pool Lurker in the final phase. The Big Twist So my players didn't actually realise that they were dead immediately because though Donna saw a burnt woman and James saw human bits, Donna just thought it was a dead woman and James actively avoided looking at the head that was on the ground. I had to make him keep "mysteriously walking back on the site" until he finally checked it and it was only then that the players realised that they were "dead" (Dirk thought so too). Soon after as they were entering the area of the Star Pools, I had Dirk go through several flashbacks to the "odd" interactions that I had noted down earlier. It was only then that they truly realised their plight. I still remember the "oh damn"s of the players, haha. From that point forward I forbade everyone but Dirk to talk and requested that they communicate with me through messenger to heighten the sense of loneliness and dread. The Final Battle Now... I may have significantly changed the scenario with what happened here and a lot of Keepers may hate me for it but at the time I thought it was the best option and my players did agree later on. After being defeated quite easily by the Host, Dirk collapsed onto the ground, unconscious. Given that my other two players hadn't had combat (they had managed to completely avoid combat) until this point and because they hadn't said anything in the past 10-15 minutes, I had them both roll sanity against each other and then described how they felt Dirk's consciousness ebb away and how their own semblances of consciousness fought and raked up a mental wall until they were able to take control of the body again and fight again with, as it turns out, full/half/quarter of their HP (depending on how well they rolled sanity). I did this twice for each other character. Personally, I think this allowed them to feel like they accomplished something as well but at the same time, I do believe that it kinda deviates from the dreadful loneliness that the scenario is supposed to bring. Honestly, I suppose it's up to you guys on this one. Epilogue and What I Did Wrong The main thing I think I did wrong was misjudge the time it would take to run this scenario. I didn't realise that the characters were 6th ed (just goes to show you how new I am to this >..>) and so we spent about an hour transcribing the characters into 7th ed versions (using the official Chaosium guide for conversions- Yay Chaosium!) and going through what each skill stood for and such. In addition to this, it took us around 8 hours for the full scenario (7 pm to 2:30 am) and this was only because I rushed past the last few encounters/interactions. I really really regret doing this and although I was still able to get through everything important, two characters weren't introduced very well (Senegal and Francis) and the whole of the final battle was slightly rushed as well (they didn't wait until the 2nd of November so the area wasn't populated by many cultists of sorts, just King Kaliko, the Host, and the Lurker). For your own good, leave at least 10-12 hours (at the very least!) for this scenario if you want to go through everything calmly and thoroughly. In the end.... Everybody died... Dirk and the Host killed each other, James took control of the body and was killed soon after by Kaliko, who also managed to almost kill Donna who took over after James. Unfortunately for Kaliko, Donna managed to cut off the necklace that controlled the Lurker who marched straight to Kaliko and ate him whole. But since Donna was at 0/1 HP and had lost a lot of... Well... Everything (in terms of damage to the body and such), I made her roll Dex and Strength and when she failed on both, I explained to her how she was unable to move and that soon after the cultists returned and sacrificed Dirk's body with Donna still in it. Cue the Floating Horror. Cue destruction of Haiti, followed by the world. All it all it was incredibly fun and we all loved it. I definitely recommend that anyone who hasn't tried it should definitely try running it with their group. It definitely requires a few tweaks, as I did, depending on the style of the player, but I think it is definitely an amazing CoC One Shot. All three of my players are asking for more and thought it was amazing, haha. I only hope I can run a campaign as exciting as well :) tl;dr: Ran The Burning Stars, changed stuff to better suit running/playing the scenario (I hope), everyone died, everyone liked it, now they expect me to run a campaign as well as I apparently did this... xD
  8. HidingFromMyPlayers

    Jackson Elias's Passport (Masks Spoilers)

    I'm taking some advice I found elsewhere on this forum, and adding a new clue to the start of the New York chapter by putting Jackson Elias's passport in the scene. (If you know Masks, you know which scene.) I'm actually making a little handout passport (a sheet of card stock folded in half to make a booklet) to give the players, and I've populated it with Jackson's character portrait, his age, appearance details, age, etc. Most of this I've pulled from his character stats and descriptions, or made up as needed. The main purpose of the passport will be the stamps of entry, making it clear which nations he visited and when. I already plan on drawing attention to the post 1923 stamps (but I'm including the previous ones for style and to help reinforce his character.) For example a stamp for entering Hong Kong (a British territory) followed shortly by a stamp for entering China itself will help reinforce the idea that Hong Kong wasn't his final destination despite that being where all his telegrams to New York originated. Besides a series of dated stamps, are there any other interesting details or clues I could be working in? Anyone have any ideas on how I make this clue do more or be more interesting/useful? Note: I messed with the new Masks timeline a bit when I added my own two intro scenarios so the passport I make wont' be necessarily as useful to anyone else. I might make a second version (PDF & Word File) that uses the normal timeline and share it here for others to use.
  9. HidingFromMyPlayers

    A Few Occult Tome Booklets

    As I mentioned in a previous post, my pulp Fate Core version of Masks of Nyarlathotep includes special handout/extras to represent occult tomes. I thought it might be helpful to give a few examples. PDF versions of the tomes should be attached. Book - Starting - Burned Dee Necronomicon.pdf The burned John Dee translation of the the Necronomicon is the starting book for one of my players. If you recall, my players don't know they are in a CoC inspired game, so it was very amusing to me when one of the players wanted to be an Arkham occult scholar. To play up the Cthulhu references I offered him a Necronomicon for his starting book, and he eagerly accepted. To keep it from being too nuts, I gave him a John Dee translation that was so fire damaged it's lucky he got any content out of it. Two of the player's three starting spell made perfect sense for the Necronomicon but the third, an unlocking spell, felt odd, so I decided it was added in by whoever hand-copied the work. As the starting book of a PC, it was handed over unsealed. Book - Iceland - Ouroboros Bible.pdf The Ouroboros Bible is part of the pulpy intro adventure I ran. It was the first sealed tome handout the players came across, and it amused them greatly, but was mostly just backstory for the island. Long term, it might be handy for the "Serpent in Soho" side mission in London, but it won't be more than a collection of potentially useful snake spells until then. One of my players has already illegally acquired a poisonous snake in Peru in order to cast spells from this book. Book - Peru - Gaspar.pdf The Peru/Gaspar book is my version of the journal of Gaspar Figueroa from the new Peru chapter of Masks. Most of the content in it is from Masks, although I did add one extra spell "Uncounted Lesser Children of the Father" and the ritual descriptions for both spells are my own, intentionally unpleasant, ideas. I don't really expect the player to cast the "speak with father of maggot" spell, but a cloud of biting insects might be something they see value in. Some of the content I directly spelled out in the booklet was hidden in details in the new versions of Masks, including the list of Conquistadors that went to the temple, and that Gaspar shot Mendoza in the face and thought him dead. My players, having already met and shot Mendoza in the head, found that detail especially enlightening. My plan is to make a booklet for each occult tome in Masks. I've got booklets for the New York books already made, and I've made simple drafts for the London books too.
  10. daemonprinceofchaos

    Spells for Monsters and Reorganized Spell List

    Hey folks. Just wanted to share a fun resource I've been working on these last few weeks in hopes others will be able to put it to good use. With the release of the Grand Grimoire I've had a blast pouring over the spells, and while the book does a good job or organizing the spells by effect type, I was more interested in the themes. So I decided to take all the spells in the book and reorganize them but a series of themes I felt valuable, then I gave all of the monsters in the core rulebook a list of these themes which I could use to generate applicable themes for them. Finally, I used the Perchance shorthand HTML generator to plug it all in and wound up with a fun random generator for the various monsters. https://perchance.org/cocmonsterspells Please feel free to provide comments and criticism. I plan to expand it in the future and add any creatures or gods people want. A google doc (or a pay what you want Miskatonic Repository book) will be available at some point will all of the spells reorganized, in this way for people who like it.
  11. Natai

    Larkin_Tattoo

    From the album: Masks of Nyarlathotep

    Image of the tattoo on Larkin's chest, based in written description. Designed to be used as a player handout.
  12. An exciting new partnership announced today: Call of Cthulhu & Syrinscape: Call of Cthulhu games often involve creating more of an immersive experience than many other types of games. Just like our games often feature elaborate handouts and props, we have also noticed that our players often crave soundtracks that help build that sense of unease, suspense and dread at the gaming table, punctuated by moments of horror and excitement! Syrinscape's sounds provide exactly that, and we are proud to be partnering with them, says Chaosium president, Rick Meints. More details here: https://www.chaosium.com/blogcall-of-cthulhu-coming-to-syrinscape
  13. Darkblaze911

    Miskatonic Scenarios

    So my friends and I are planning to run a game of CoC where we're all high school girls in the 80's from different cliques in "Miskatonic High" (lol). We've each chosen a faction and created 6-8 characters for our factions, but where we only play our main one, the other characters are NPCs played by the current DM (we will be taking turns). We've also created a lot of the faculty also. What we we're thinking was to take old scenarios set in Miskatonic University and injecting our own high school flavor into it. I already know I'll need Miskatonic University Dire Secrets and Campus Life to help flesh out our school, but I was also wondering if anyone had a list of scenarios set in Miskatonic University, especially if it involves the players to be students. I know I could probably run Crimson Letters from the back of the book... But what other ones could I do? Also, is there any other recommendations anyone can give to help me to run this, or know of any more supplements to help the experience of the game? My players are working hard on building an entire universe in this imagiary boarding school, I would love to be able to run old scenarios and convert them to our campaign. Thank you so much!
  14. I saw this thread on Twitter of a little church in the middle of nowhere, there are some nice, atmospheric pictures in the the thread, too. I've not been there, or really looked at the SPP site, but I thought there are probably some walkers on here that might like it, and (esp if there are pics, etc) locations on there could provide some interesting, out-of-the-way locations for RPG encounters. Here's the thread of that little church in the middle of nowhere on the North Downs with all the pics:- https://twitter.com/gawanmac/status/984865835566141440 This looks like the place https://www.google.co.uk/maps/place/Saint+Margaret+Wychling/@51.2691015,0.7369787,15z/data=!4m13!1m7!3m6!1s0x47df2a0437e046af:0x442a22f0d080565f!2sWichling+Wood!3b1!8m2!3d51.2680283!4d0.743308!3m4!1s0x47df2a067c47daa7:0x477194c734be96ce!8m2!3d51.2688815!4d0.7445383 And this is the site that details it and loads of other little places like it https://www.smallpilgrimplaces.org/
  15. Hi All, I'm looking for someone to take a look over the first part of a scenario I hope to publish through the Miskatonic Repository and via my unboundbook.org website. Fair warning, it is quite rough and likely full of typos - that plus I have a tendency to lose interest in projects I start (sorry, its just my nature). That said, if anyone is interested in reading over the first 30-odd pages and giving some brief feedback, feel free to drop me a PM. Marcus
  16. The '1990s' scenario book, "Secrets" contains some excellent scenarios which are easily converted to the 1920s, and to any version of CoC. The 'Unsealed Room' is, to me, one of the greats, and especially for new players. Within the scenario is Handout 3 which represents the recording of Alexander Waldon leaving a recorded message on his desk top machine. Attached is my 1920s version of the recorded voice. Thanks go to Rich who was director and sound engineer. I have seen a real desktop 1920 recording device that appeared to use magnetic wire, so chose to assume it was so, though mechanical recording devices were available. I will upload a 1990s version soon. I recommend the scenario book, "Secrets", and the Unsealed Room. Enjoy! Secrets_1920sVersion_UnsealedRoom_Handout_3_WaldonVoiceRecording.mp3
  17. I wasn't really sure where to put this, but I know Paul will move it, so here we go! I just wanted to give a shout out to the folks over at The Reckoning of the Dead, and their One Page Scenarios. We've run a few over at Into The Darkness, and they are just plain fun! We've run "The Ski Trip" aka "The Howling From Beyond". "Beyond The Door" aka "The Door Beyond" "Family Reunion" "Echoes in the Deep" and more! The Reckoning of the Dead folks also have a Patreon that they just started. I'm giving them a buck a month because they're doing (Elder) God's work. Enjoy! - Bill
  18. willmize

    Mind Mapping "The Night of the Jackals"

    From the album: My Stuff and Such

    Because I'm a new GM, whenever I start reading and preparing a new scenario, I always mind map it, just so I can get my head around everything. I thought I would share this photo, just in case someone was looking for a new idea. - Bill
  19. JeffErwin

    Boston Directory, 1925

    This link takes one to the city directory of 1925: https://bcd.lib.tufts.edu/view_text.jsp?urn=tufts:central:dca:UA069:UA069.005.DO.00005 I found this while researching my Silver Key campaign and I suspect it would be useful to others. Also, here is a 1928 atlas of the city: https://dl.tufts.edu/catalog/tei/tufts:UA069.005.DO.00025 Jeff
  20. Here is a route map from Pan American Airways from 1936 of South American and Central America. Pan American World Airways was the only US-based air carrier to offer international flights to southern countries. It is public domain, so feel free to copy and use it for your own game purposes. Double click to see the high resolution version. Found it here: https://en.wikipedia...n_World_Airways Chick
  21. Hello my esteemed companions! My friends and I over at Into The Darkness are getting ready to play "Intersections" from World War Cthulhu Cold War, to be run by Matthew Sanderson himself! Because I am a lazy sod, I was hoping that somewhere out there there has a WWC CW Autocalc Character Sheet that I could use and share with my fellow agents. If one is not readily available, would someone be kind enough to create one? I ask this last question in complete ignorance as to how difficult or easy it is to do such a thing. I'm just being greedy AND lazy, I guess. Thank you in advance! - Bill
  22. Hey guys, I'm looking to be starting up a play of Beyond the Mountains of Madness in a few months, and I hope to run this over a Virtual Table Top. My "goto" has been Roll20, but I'm not sure if it's really the best one out there. I know that Fantasy Grounds has an add-on module specifically for CoC. Is this a better option? Basically, I want to make the VTT as painless as possible, but I also don't want it to get int the way of a casual/more story driven game play. I'm also leery of asking my players to sign up for a subscription to play. What would you recommend?
  23. At long last The Dhole's House (https://www.dholeshouse.org) has support for creating Pulp Cthulhu Heroes! This was a lot of work but I am pleased with the result and I'd like to say a big thank you to the small band of 'beta testers' that helped immensely - thanks guys! Create your Pulp Hero, choosing from one of twenty-two Pulp Archetypes, add up to four Pulp Talents* and one of over 70 occupations. Add Pulp Archetype bonus points Add Occupation and Personal Interest points Pulp Hero Control Panel: Update skills Update HP, MP, SAN Pts and Luck (as games progress) Add a character portrait Add Weapons and Equipment Updatable 'character log' Updatable character back-story elements. Download a fully completed PDF Pulp Hero sheet (basic and full auto-calc). At the moment the occupation choice is limited to the 'suggested' occupations for the chosen archetype - this will change to include occupations in the 7th ed rules in the future. * Added support for 4 levels of Pulp! Low Pulp - regular HP and 2 talents Regular Pulp - Pulp HP and 2 talents High Pulp - Pulp HP and 3 talents Max Pulp - Pulp HP and 4 talents
  24. I might be hiring a game developer to make me a Call of Cthulhu sorcerer sim soon. A simple 2D, mostly text-based (with pictures) game where the player guides his aspiring sorcerer character in gaining as much Cthulhu mythos knowledge as possible without going insane. It's going to have the following features: - Character creation system following the Call of Cthulhu RPG - Ability to choose which era the aspiring sorcerer lives in (Hyperborean age to far future) - All spells featured in all Call of Cthulhu, Trail of Cthulhu and Age of Cthulhu books and the ability to mod your own using the game's editor - All mythos tomes in all Call of Cthulhu, Trail of Cthulhu and Age of Cthulhu books plus some randomized ones - A map showing the world at its current state in the era the player chooses to live in and the ability to live anywhere in that world - A house/wizard's tower owning and building system (They can also wish to live in other specific/randomized dimensions) - Everything mostly being text and pictures (Making a 3D game would greatly limit this game due to the 3D work involved) - The ability to play as other races besides human but with certain limitations (Example: If you want to play as an elder thing then you can only live in one of their cities in the Antarctic or if you want to play as a Mi-Go then you can only start on Yuggoth or at a specific place on a mission) - The ability to get favored/dread cursed by Great Old One, Outer God or Elder God - The ability to worship a chosen Great Old One, Outer God or Elder God - You help investigators solve mind-shattering cases for money - You can summon & bind/create/hire bodyguards to aid you in expeditions to find mythos/occult tomes - You can explore other randomized/specific dimensions/"other worlds" - Time travel - Interplanetary travel through gates and shapeshifting (To survive on other planets) - You can do normal people stuff to conceal your identity in certain eras - You can join an organization/cult/order or create your own - You can train most of your skills to be the best that you can be (Takes a lot of time and you'll be dead by the time most of your skills are at high levels unless you cast an immortality spell/ritual or something) - Specific events triggering at certain dates where the player may get embroiled in an ongoing Masks of Nyarlathotep or Horror on the Orient Express campaign (With randomly generated investigators for each) (This will probably be some sort of DLC if the game somehow gets well received) - Community modding support for things I failed to include (Crowdsourcing?) How much do you guys think a game like this costs to get developed? I plan on releasing it for free since I'd try to get for free too if it was somebody else. .... I'm probably going to need a writer for all the text too.
  25. Hey guys I made a onbody item organizer with weight and stuffs, also it has backpack. PS: Im new to Excel so I probably messed up some stuffs also PENALTY RULE is broken at the moment. https://docs.google.com/spreadsheets/d/1X65aov7xAGNbPmKGihagUqZZSpIGGGeB9yhg32A5d3U/
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