James Jacobs Runs Call of Cthulhu


Campaign Journals

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Scarab Sages

...granted, they didn't send back your body, so maybe it was just a REALLY BIG tentacle.

Dark Archive Contributor

Gavgoyle wrote:
...granted, they didn't send back your body, so maybe it was just a REALLY BIG tentacle.

*shudder*

Liberty's Edge

Pathfinder Roleplaying Game Superscriber

Any word on this? Did you ever meet again, or are you all still too busy?

Dark Archive Contributor

We were going to meet a couple weeks ago, but summer is a rough time for game industry professionals to try to get together en masse.

Once the con season slows down I expect to see us play once a month again.

Barring all of us having freelance at the same time again, of course. ;)

Dark Archive

The funnest thing I've experienced with CoC, is when I brought back one of the pc's from a former game as a npc. He was stark raving crazy yelling at the pcs to run for their lives (poor man had a guided tour of Carcossa). But regardless I think he's the only survivor of note in a CoC game. And he freaked out my players especially the player that he once belonged to.

Paizo Employee Creative Director

Gen Con is over! Which also means that we'll be playing CoC again this month. I hope, at least...

Dark Archive Contributor

*blows the dust off this thread*

*coughcough*

Alright, kiddies... gather all around to hear tales of HORROR!

*cue eerie music* Woo-ooo-woooooo...

...

Yesterday, four of us gathered to play a session of CoC. The four players in attendance: Eric H. (as Codwin), Steve E. (as Dr. Mason), Wes (as Brendan), and myself (as Sy).

...

Viktor, having taken a severe injury to the gut, entered the hospital and began his convalescence. Whit suddenly remembered he had "associates" to visit and bid his farewell. Sy, also grievously wounded, remained for two weeks in the New York hospital. In those two weeks, Dr. Mason and Codwin perused their unholy texts while Brendan perused the local speak-easies. Or at least, he tried to.

Once Sy felt 100% again, we departed for Vermont, having been dispatched there in the interim by Sy's employer, David Lee. We made our way to Montpelier, where we met Mr. James Clark, a friend of David Lee's and a former member of the Hermetic Order of the Silver Twilight. Mr. Clark took us then from the bustling city of Montpelier to a bustle-less town in its death throes: Black Nob, VT, right on the US-Canadian border.

Mr. Clark had with him two cars, and we left it to Brendan to drive one of them. Although he had more knowledge of driving than the rest of us, Brendan only barely coaxed the car to our destination. It died a short distance from our target location.

In Black Nob, Mr. Clark took us to the residence of his former professor, one Mr. Christopher Edwin. Mr. Edwin, a frail man broken in body but not in mind or spirit, told us at length about the history of the Hermetic Order of the Silver Twilight, explaining that it originated some centuries ago in Scotland. The cult, he explained, is far more spread than we imagined, but not terribly large: "Not expansive," he said, "but invasive." He related that a friend of his, a Mr. Jacob Hancock, had an uncle named Henry living in Scotland, and we went on to say that Mr. Henry Hancock might be an active member in the cult. With that information, though, Mr. Edwin fell into a coughing fit and his trusty caretaker—Hannah—rushed to his side and shooed us away.

That night, Brendan, Dr. Mason, and Codwin all stayed in the house of Mr. Edwin. Sy elected to stay the night with Mr. Clark in the latter's primitive cottage at the base of Black Nob Mountain.

In the morning, Sy discovered a strange and grotesque slime on his bedroom window—a window TWELVE FEET above the sloping ground below. Concerned, he made haste to Mr. Clark's room, rousing after considerable noise his fatigued and ill-looking host. Mr. Clark followed Sy into the guest room only to see nothing (the slime had disappeared). At once, Sy asked, "Mr. Clark, is your house haunted?"

"All houses this old are haunted," Mr. Clark replied. He then made for bed.

Sy then asked, "Have you ever appeased the spirits of your house?" He then went on to explain that his grandparents—the four of them all from China—had taught him that the spirits must be appeased or they become reckless and troublesome.

Mr. Clark said he had not, but he did not mind if Sy attempted to calm the spirits. Sy did his very best to emulate the teachings of his grandmother, but as he spent more time learning various martial arts from his grandfathers than listening to ghost stories told by his grandmothers, he failed. And with that, he began walking to town (an hour away by foot).

In town, Sy met up with Dr. Mason and Codwin, who had come with Mr. Edwin as the old man checked the post office for letters from Jacob Hancock. After conducting a bit of business in town, we made our way back to Mr. Edwin's residence. Along the way, Sy related that Mr. Clark had fallen ill, and we all agreed that we'd go back and check on him in the afternoon.

Back at Mr. Edwin's house, Brendan told Sy of his experiences the night before. In a fit of insomnia (at this point, Codwin snorted in derision), Brendan strolled the house and discovered two unsettling things: First, he found a mask in Mr. Edwin's library apparently made of a human face. Mr. Edwin explained it as a death mask of the Cho-Cho people of the South Pacific (or was it South America?). Second, Codwin had seen in his wanderings a light on the side of Black Nob Mountain. Mr. Edwin related the local legends of the mysterious lights upon the mountain—stories, he said, that were common to many parts of the world (swamp gas in Louisiana, will-o'-wisps in Britain, and so forth).

We then headed back to Mr. Clark's house and found it eerily empty. Finding his behavior strange, we began to investigate. Codwin pointed out a trail running from the house up the side of the mountain. Shortly thereafter, Brendan forced open the locked door of the study, revealing a room stinking of rotted meat and containing several secrets: First, Mr. Clark had in his possession a number of mysterious occult books (many of which we already had copies of). Second, in the stack of occult books we found a journal written in code in German. Third, we found a small stack of tightly bound handkerchiefs with brown stains at the bottom. It was from those handkerchiefs that the terrible stench of the room emanated, and it was to them we were drawn. Dr. Mason warned us away and told us to busy ourselves with less gruesome tasks—as a doctor, he was mentally prepared for what might be in those foul wrappings.

So Sy grabbed up a chair and smashed open the stuck window, granting air and light to the room. Dr. Mason delicately unwrapped the freshest package but could not discern its contents. He then took all the cloth-wrapped fleshy bits outside and took a very good look at them in the overcast sunlight. He deduced, at last, what they were: human ovaries. Gnawed upon. By human teeth.

I believe we all—including the good Doctor—wretched.

A new-found fury grew in our blood, we then made our way up the trail. As we went, the weather turned bad. Thunder, lightning, rain—it all came at us as we ascended the mountain's steep cliff.

And then, suddenly, we came upon a shelf. On this shelf stood two shacks ("stood" might be too generous a phrase) and near them lay an open fire pit. One, an old abandoned mine office, held a stack of purses with the IDs of women and girls no older than 25. Inside the fire pit, still slightly warm from the night before (and thus answering the riddle of Brendan's Black Nob lights), Dr. Mason discovered the bones of numerous humans—presumably all girls and women. The other shack, related here last for a reason, was once an outhouse. Once, I say, because when we discovered it the crescent moon in the door had been boarded up and a thick, padlocked chain was wrapped all around it. Codwin discovered the key to the padlock in the mine office and unchained the shack in haste.

He discovered not a privy, but a shaft with a rope ladder leading down into the heart of the mountain. Codwin and Dr. Mason descended into the shaft, while Brendan and Sy stood guard on the shelf above. And good thing too, although I'll get to that shortly.

Down in the tunnels, Codwin and Dr. Mason discovered a pit likely used to hang out meat—human meat. They also heard the mutterings and scratchings of inhuman creatures. Losing their nerve (or, more accurately, regaining their survival instincts) the two fled back to the entrance. Along the way they spotted, at the last moment, a dangling spread across the top of one tunnel suddenly disappearing up a shaft. Expecting a trap, Codwin cautiously approached with his shotgun and blindly fired up the shaft...

Meanwhile, up above, Brendan and Sy found themselves in a bit of a fix. Brendan spotted a lantern coming up the trail and instructed Sy to hide. A short minute later Mr. Clark appeared on the shelf, prodding with his rifle two... two creatures. These beasts, these feral freaks, were howling, chittering monstrosities that looked like a combination of human, ape, and insanity-taken-shape. They walked stooped on their knuckles. One, then the other, stopped and sniffed. Then looked right at Brendan. In a heartbeat, the fight was on.

Brendan took a wild shot with his pistol, but his shaking hands found only the sky as a mark. Sy then rushed Mr. Clark, who stood dumbfounded, and kicked the man in the throat. Mr. Clark stumbled back, gasping and bewildered, and for a moment Sy respected him—a lesser man would have fallen dead from that kick. The time for respect ended, however, as Mr. Clark brought up his rifle and took a shot. Now, a rifle is a powerful and devastating weapon capable of beheading a man from a hundred yards or more, but up close it is nearly useless, as Mr. Clark discovered. His muzzle, longer than Sy's reach and thus far from a danger to the powerful and wiry Chinese-American, nonetheless temporarily deafened Sy with its sound-breaking report. Brendan took several more shots, none of them finding any mark other than rocks and trees and open sky. Perhaps the ferocity of the terrible mutants' attacks disrupted his concentration to the point he became ineffective? At any rate, his final shot found its mark, ripping through the shoulder of one of the monstrosities even as a second kick from Sy sent Mr. Clark into oblivion. As one, the horrid ape-men left Brendan and Sy and rushed to Mr. Clark's side—not to aid him, as we would have done, but rather to rip his corpse into shredded chunks of meat. Sy and Brendan spent no time watching that spectacle, and instead made for the outhouse-cum-tunnel cover.

Even as they held the door closed from the inside, Brendan and Sy heard movement down below. Then came the unmistakable sound of a shotgun being fired, followed less than a second later by the rap of hundreds of pellets against the roof of the shack.

"Codwin?" Sy asked.

"Sy?"

In a moment, Codwin and Dr. Mason stood on the rope ladder near the top of the shaft. The sounds of other horrendous man-beasts echoed up from the chambers below. We were trapped! In desperation, we made a plan: open the door; fight our way out.

The plan went better than expected, and in a few moments we had the shack chained shut again and were running as quickly as we could down the slippery rain-soaked trail. In the dark. During a lightning storm.

We ran too quickly, and Brendan's feet went out from under him. He tumbled over the edge and landed, unconscious, twenty feet below the trail. Dr. Mason looked up at us. "I can save his life, but I can't get to him. We need rope."

"Or a rope ladder," said Codwin.

"I'm going back for it," Sy said. Codwin and Dr. Mason nodded.

We were going to murderize us some mutants. We had a friend to rescue.

Four. Four came sprinting down the trail after us. Sy and Codwin stood side-by-side on the trail, Sy readying his kick and Codwin readying his shotgun. Behind us stood Dr. Mason, poised, disciplined, and armed with Mr. Clark's 30-06. As the mutants came into view, Dr. Mason squeezed off a shot. (His player, Steve, rolled a 05—an impale.)

Sy and Codwin watched with no little surprise as one of the mutants' heads exploded in a fountain of blood and gore. Sy glanced back. "Nice shot, Doctor."

Dr. Mason nodded then squeezed off another round. This shot he took at the mutant injured by Brendan in the earlier fight. The second bullet took the monster out of the fight, and indeed, out of this existence.

Then Codwin fired off a round from his shotgun, turning the third mutant into wet hamburger meat. At last, the fourth mutant leapt at us, but Sy's masterful kick snapped its feral neck and sent its ruin tumbling down the mountainside.

In short order, we recovered and roused Brendan, and the four of us more carefully finished our descent of the mountain. We holed up in Mr. Clark's house, barricading all the doors and window and ransacking it for clues and information. In the morning, we contacted the police, who corroborated our story about the missing women and the cannibalistic nature of Mr. Clark. We then returned to Mr. Edwin, who welcomed the news of his wayward student with much sadness.

Two days later, the letters we awaited arrived.

Liberty's Edge

"all houses this old are haunted." That's classic. (yoink)


After I started reading this thread, I went out and got myself copies of the Call of Cthulu book and Shadows of Yog-Sothoth. Haven't found anybody to play with just yet, but it looks like so much fun. This latest entry looks like something James has come up with on his own to make a more complete narrative, though, since I don't remember it from the campaign.

It seems like a blast, though, and you make the session into a pretty good read, Mike. I'm looking forward to reading about next month's game.

Paizo Employee Creative Director

Yup; since Jason and Erik couldn't make this session, I decided to run a home-made side quest that wouldn't disrupt the plot much, and focused on perils that probably wouldn't kill anyone. I ended up using one part from "The Madman" from the old Chaosium adventure anthology "The Asylum," one part "The Lurking Fear," and one part "The Descent."

Of couse, even the wimpiest monsters in Call of Cthulhu end up being pretty scary...


James Keegan wrote:
After I started reading this thread, I went out and got myself copies of the Call of Cthulu book and Shadows of Yog-Sothoth...

As I've said before, Masks of Nyarlathotep is IMHO the best RPG campaign ever. If you're going to get into a long-term game, check it out :)

SoYS is good too; all the Chaosium stuff is, though I wasn't fond of the Dreamlands material and I disliked the Azathoth campaign (title escapes me now).


Adventure Path Charter Subscriber; Pathfinder Lost Omens Subscriber
Tatterdemalion wrote:
James Keegan wrote:
After I started reading this thread, I went out and got myself copies of the Call of Cthulu book and Shadows of Yog-Sothoth...

As I've said before, Masks of Nyarlathotep is IMHO the best RPG campaign ever. If you're going to get into a long-term game, check it out :)

SoYS is good too; all the Chaosium stuff is, though I wasn't fond of the Dreamlands material and I disliked the Azathoth campaign (title escapes me now).

Spawn of Azathoth. I'm not fond of most of that campaign either. I have heard remarkably few reviews of the new one that came out, Tatters of the King, but I like it.

Scarab Sages

Masks of Nyarlathotep is great, but my absolute favorite CoC module of all time is ... Beyond the Mountains of Madness. Chaosium is putting out a hard cover version.

Very mild spoilers follow:

There's a scene in BtMoM where you are completely isolated from civilization of any kind, the world is literally dying around you, it's all your fault, you know its your fault, you are likely all armed, and you need one human head to save the world...

Let the roleplaying commence.

Great stuff.

Gary

Paizo Employee Creative Director

Agreed. Beyond the Mountains of Madness is my favorite Chaosium adventrue, just edging out Masks of Nyarlathotep and At Your Door for the prize. I mean... if an adventure can make checking a ship's inventory exciting and moves on from there... it's GOT to be doing SOMETHING right. In fact, this adventrue and its long ocean voyage was a large part of what made me want to include a similar adventure in Savage Tide.

Scarab Sages

James Jacobs wrote:
Agreed. Beyond the Mountains of Madness is my favorite Chaosium adventrue, just edging out Masks of Nyarlathotep and At Your Door for the prize. I mean... if an adventure can make checking a ship's inventory exciting and moves on from there... it's GOT to be doing SOMETHING right. In fact, this adventrue and its long ocean voyage was a large part of what made me want to include a similar adventure in Savage Tide.

I actually got to run BtMoM last year. I got sixteen excellent sessions out of it. The module is impeccably researched and amazing in its depth. If you can't come up with exciting things to happen to your PCs in the City of the Elder Things, you simply aren't trying.

But what I really love about the adventure is its rising action. You start in New York, and really little Mythos related happens there. As you head south, things get slowly worse and worse, weirder and weirder. It was I believe eight sessions into the campaign before we saw our first Cthulhoid monstrosity. And when it finally arrived, it was like a bolt from the blue.

Gary


James Jacobs wrote:
Agreed. Beyond the Mountains of Madness is my favorite Chaosium adventrue, just edging out Masks of Nyarlathotep and At Your Door...
Gary McBride wrote:
I actually got to run BtMoM last year. I got sixteen excellent sessions out of it. The module is impeccably researched and amazing in its depth. If you can't come up with exciting things to happen to your PCs in the City of the Elder Things, you simply aren't trying...

I'll definitely have to pick up BtMoM. I've (sadly) been out of CoC for a long time, though I might have to fix that :)

Jack


Tatterdemalion wrote:
James Jacobs wrote:
Agreed. Beyond the Mountains of Madness is my favorite Chaosium adventrue, just edging out Masks of Nyarlathotep and At Your Door...
Gary McBride wrote:
I actually got to run BtMoM last year. I got sixteen excellent sessions out of it. The module is impeccably researched and amazing in its depth. If you can't come up with exciting things to happen to your PCs in the City of the Elder Things, you simply aren't trying...

I'll definitely have to pick up BtMoM. I've (sadly) been out of CoC for a long time, though I might have to fix that :)

Jack

Chaosium has Beyond the Mountains of Madness' hardcover iteration coming out this month for $60. Masks of Nyarlathotep will also be out in hardcover for $30, so I may just have to offer some favors to friends out in the reefs in Massachusetts to see if I can get some of these goodies to come my way.

I will not take the third oath, however. I'm not THAT hard up for cash.

Scarab Sages

James Keegan wrote:
I will not take the third oath, however. I'm not THAT hard up for cash.

C'mon, you could make a real Festival out of it.

Great stuff, James! Excellent recap, Mike!

Dark Archive Contributor

1 person marked this as a favorite.

It’s beginning to look a lot like Yog-Sothoth!

So Friday night, a number of us from James’s campaign (including James, Wes, Jason, Erik, and myself) went into Seattle and saw a set of plays based on Lovecraft stories. That set the mood very nicely for yesterday’s latest rendition of…

James Jacobs Runs Call of Cthulhu!

The letters from Colorado which we awaited finally arrived and they contained information which we found both useful and disturbing. The first two letters from Mr. Henry Hancock spoke of a mysterious “they” and of a desire for a gray stone star. They also mentioned “Sons of Yog-Sothoth” and a man named Belphegor, as well a code set up between Jacob Hancock and Henry Hancock to authenticate correspondence (a mention of Jacob’s deceased father). The third letter contained an unconvincing “Uh, we had a slight weapons malfunction, but uh... everything's perfectly all right now. We're fine. We're all fine here now, thank you. How are you?” It also lacked the proper code. We feared for Henry’s life.

Dr. Edwin then offered us $300 a week for as long as we remained in his employ and continued to search for clues surrounding this mystery. He also paid for and set up our tickets to Scotland.

Poor Brendan (Wes’s character, as Wes couldn’t attend yesterday’s session) found himself holed up in whatever passes as a hospital in Black Nob, Vermont. The rest of us took our leave of our convalescing friend and took a ship to bonny ol’ Scotland.

Now, because this was a Lovecraft-inspired game and Lovecraft hated the sea and everything in it, we were of course doomed from the moment the ship set sail. And indeed, as we steamed across the North Atlantic for a week, terrible and frightening events occurred… somewhere… I’m sure. But not aboard our lucky liner!

Safely on land again in London, we traveled by train to the city of Inverness, wherein we ascended to the top of a tower and… oh wait… wrong game. So, Inverness! Scotland!

We needed to get from Inverness to the small town of Cannich, some 30 miles distant. No train, trolly, or taxi went there, nor bus, boat, or biplane. So we bought ourselves two vehicles. Sy used a portion of his savings in addition to his first generous payment from Dr. Edwin ($300 a week!) to buy a brand-spanking-new 1928 truck. This top-of-the-line beauty could accelerate from 0 to 50 kilometers an hour in 17.8 seconds and had the latest in safety equipment: a driver’s side mirror and a rearview mirror. Snazzy! He asked Mr. Whittaker to drive the truck, as only Viktor and Whit knew how to drive and, but Viktor bought himself a used car (from an obviously reputable used-car salesman).

In order to fit in a little better, Codwin purchased some “local clothes,” which I imagine means he’ll the spend the rest of our time in Scotland wearing a kilt. The next day, Viktor and Sy spent the morning in the library with the others, but in the afternoon they purchased forty sticks of dynamite and some other mining tools. The rest of the group spent the entire day in the library. Sy and Viktor also spotted a wanted poster from London looking for a man named Belphegor. Interesting… The world got a little smaller…

The day after that we headed down to Cannich after a quick stop by the library and the police. Along the way, we stopped to allow Viktor to test out our dynamite—which worked just fine, thanks. And into the sleepy village of Cannich we arrived.

Quickly to tavern went we, looking for information and rooms to let. As we chatted, someone mentioned Henry Hancock, which made Margaret reset. Reset I say! She blinked her eyes at his name, then greeted us warmly as if we all had never met. The bartender told her to take the rest of the day off and fed us some cockamamie story so unbelievable it has since drained from my mind.

After settling in with a meal and securing our rooms, we made for Mr. Hancock’s house. Once inside, a series of imagined sounds, shadowy figments of motion, and the very real disappearance of an elephant gun led us all to believe the house had a ghost. We explored all around the main floor before making our way upstairs.

Once there, most of us entered the master bedroom, where we found two sizable holes looking in on an adjacent washroom. Dr. Mason, however, looked directly into the washroom and saw quite a fright. He let out an exclamation and we rushed to his side. Sy was the first to arrive, and he placed his handkerchief on the good doctor’s neck, on a patch of skin that had gone white as snow. Less than a minute later, the patch disappeared and Sy threw away his handkerchief in alarm.

It was then that the wallpaper in the hall began to buckle and shift, and moments later the half-formed ghostly image of Henry Hancock appeared. He yelled at us in what sounded like hobo gibberish and took aim with his elephant gun. He missed and yelled and missed and yelled some more. Sy grabbed Dr. Mason and bodily carried the old man, heaving him into the master bedroom in an effort to retreat. Whit then suddenly showed an uncharacteristic turn of courage and withdrew from under his shirt a medallion in the form of a pentacle. Presenting the star forcefully, he succeeded in calming the ghost of Mr. Hancock for a moment. Once the moment passed, the ghost turned his elephant gun on himself and fired a quick shot—ending his upstairs manifestation.

He was not put fully to rest, however, as we learned when we descended into the basement. It took us mere minutes to ascertain the emptiness of the basement and to discover a hidden door beyond a trophy room. Behind that door sat a locked box sealed with wax. Whit attempted to pick the locks, but found no success. All others, except only Sy, also made feeble and untrained attempts at unlocking the box in the semi-traditional way. That’s when Whit drew his pistol. The rest of us left the room while Whit put his “practice” to work. Eight or nine shots later (how exactly do you miss an inanimate lock from two inches away?) he declared success and we re-entered the room. Whit undid the wax seal and opened the box, revealing 100 pounds of solid gold in the form of a disk fragment.

Of those present, only Sy could even lift the coin piece (really, it was around 100 pounds) in the box, but he struggled. Whit attempted to lift the coin piece out of the box and went all cross-eyed. He reported feeling cold and filled with vertigo. So Whit convinced Sy to help him carry the box out of the house, and each man took one end.

They made it about halfway up the stairs when the inevitable occurred: Whit insulted Sy’s Chinese heritage one time too many. Sy dropped his end of the box. The coin piece tumbled out of Whit’s baffled fingers and rolled clanking to the floor. The door at the top of the stairs slammed shut.

Then ol’ Henry reappeared.

Sy, Viktor, and Dr. Mason decided they wanted no more of the house or the gold or anything else. The three of them stormed from the house, yelling the whole time for Codwin and Whit to do the same.

Meanwhile, Whit and Codwin frantically tried to lift the coin piece with a bit of sheep’s hide. The coin piece just fell right on through. So they used the hide to slip the coin piece back into the box and struggled up the stairs, all while Mr. Hancock continued to fire at them with his elephant gun.

It was of the opinion of Sy and Viktor at that point that we should have brought the dynamite…

...

PS: Yeah, look at that! We played our monthly game almost exactly a month after the previous session! :D


Mike McArtor wrote:
It was of the opinion of Sy and Viktor at that point that we should have brought the dynamite…

Trust me -- CoC & dynamite never ends well...

Scarab Sages

Tatterdemalion wrote:
Mike McArtor wrote:
It was of the opinion of Sy and Viktor at that point that we should have brought the dynamite…
Trust me -- CoC & dynamite never ends well...

Yeah, especially if you have to carry it...y'know, anywhere near you.


Any new gaming sessions to report on now that the holidays are over? I plan on running a Call of Cthulhu one-shot in October and I've enjoyed reading this thread for inspiration.

Dark Archive

Have you guys played again? Reading these posts inspired me to start running this campaign for my group. I had the book for awhile but wasnt sure it was worthy of our time ,turns out its good stuff,keep us posted. I also hope to run Beyound the Mountains of Madness,I know this is a campaign journal but any advice or imput would be great. I have to say that I can definatly see some of the themes and parallels between the STAP and BtMoM!


Torpedo, I actually ran a CoC one-shot a few months ago because I can't get the time or the people to run a regular group at school. The haunted house module in the back of the rulebook is actually quite good for a single session, and the rules are intuitive enough that after only a short time most people will have a good handle on it. I'm proud to say that my players were actually freaked out during the game when blood started to trickle from the walls.

Paizo Employee Creative Director

We haven't played lately... I've been too busy with crazy other projects or the magazine or getting caught up after windstorms and snowstorms and floods and the like...

BUT: I've run Beyond the Mountains of Madness before, and it's an excellent adventure. Had a BLAST! My advice for running it is to photocopy every single NPC picture in that book and paste them together in a collage over several sheets of paper. Set it up like an Org Chart, with Starkweather & Moore at the top and the other NPCs under him. Get the PCs to give you some pictures of their characters too, and put them on the chart. There's a LOT of NPCs in that adventure, and the campaign goes for quite a while before there's enough danger that the NPCs will start kicking off, so that means those NPCs are going to be on screen for a long time. Having pictures of them available on the game table in a collage like this was incredibly helpful in getting the players to identify with them and keep track of who's who. And when the deaths DO start happening, you can cross them off with a big red sharpie one by one.

I was going to try to make pemican as a handout at one point too (those who've read the adventrue know why... it happens in Australia) for the players to sample, but I chickened out at the last minute.

Dark Archive

Thats to bad your so busy James (or good depending on which side of the gaming table your at). I like your advice about the NPC collage, it seems like it would really freak the players out once the NPC's start dropping like flys. It seems as if the adventure starts a little slow in NYC, I was thinking of perhaps tinkering with the adventure here to make it a little more action oriented. I want to finish reading the book before I do though.Good luck with that crazy weather you guys are having on the west coast,and just hope that the weather isnt messed up because the stars are right, otherwise Cthulhu is commin your way first!

Paizo Employee Creative Director

When I ran the adventrue, the NYC section didn't feel slow at all. It's actually to the designer's credit that something as mundane as checking a ship's inventory is actually pretty interesting. And the fact that things start out mundane (yet still interesting) makes it all the more exciting when things start to veer into the weird. I'd reccomend against upping the action, really; Call of Cthulhu isn't really at its best when it's action-packed.

As for the Great Old Ones, it's Ithaqua that we're the most nervous about up here. Although there ARE a lot of artists, so those pesky dreams from R'lyeh should not be discounted.

Dark Archive

Your probably right about the rising action of BtMoM and I agree that the BRP rules of CoC are intended as more of a "investigative" rpg than an action oriented one, but I cant help but feel a little off put by the lack of a more concrete system for resolving "action".The combat rules are vague and the rules for oppossed checks is lacking and despite what my players may think they dont really investigate to much,being more investigate and then kick the villians to the floor. Im not sure if this is my fualt as a keeper by not presenting the game properly or what. I do know that Id rather have the game move forward than have players get bored from stumbling around and grasping at thin air. And ultimatly a gun fight or action scene is bound to come up sooner or later.I love CoC dont get me wrong,but I feel perhaps as if the d20 system has for ever left a mark on me and my players in a sense of how complete and robust the system is.Then again after playing Shackeled City for almost a year and a half will make it hard not to want to do a little investigating and then kick the bad dudes to the floor! Ive been debating the merits of using an alternate system for BtMoM (d20 Cthulhu, d20 modern, True 20, or some blend of the above).Maybe I could be conviced to stick with the BRP system if I could find a way of fixing some of my peeves with the system. Well that was more of a rant than I intended! Tonight the players leave Scotland but not with as much sanity as they arrived with!

Paizo Employee Creative Director

CoC is a very different game than D&D. They're both roleplaying games, but just as Monopoly and Risk are board games, they do very different things. Miniatures don't really have a place in CoC, but I can't imagine playing D&D without them, for example. Action in CoC can certainly be present and exciting, but it's nowhere near as structured as it is in D&D. And with cause. The strength of CoC is the story and the investigation aspect. The strength of D&D is the tactical aspect.

Dark Archive

I totally agree with you on that James, but sometimes you just want the best of both worlds. I know my players and I are having fun playing CoC, its just a diffrent mind set from D&D.It makes me feel better to know that how weve been playing the game seems consistant with a game industry proffesional like yourself.Thanks

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