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Mike M

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Posts posted by Mike M

  1. We haven't produced one for the campaign - the area outside of the town is big and wide, allowing Keepers to position things as they see fit.

    Given that a few people have asked for an area map, we will look into producing one for the retail book version of the campaign, but that won't be for some time off. 

    Broken Hill is some 10 or more miles from town, well beyond the farmhouse and other scattered farms in the area. Round Hill is around five miles north of Broken Hill (but the PCs won't really be aware of Round Hill or need to go near it - keep these locations free for later in the campaign, when they become important).

    In episode one  - avoid having the PCs poking around Broken Hill - Blaine is intent on keeping them away from it.

    • Like 2
  2. 4 hours ago, morganhua said:

    Not sure if it is deliberate or a typo, but starting luck is different in Pulp Cthulhu than from CoC 7th.

    In Pulp Cthulhu, page 23, col 1, Luck: roll 2D6+6 and multiply by 5.

    In CoC 7th, page 32, col 1, When creating an investigator roll 3D6 and multiply by 5
    for a Luck score.

    That's not an error. In Pulp Cthulhu starting Luck is 2D6+6 x 5

  3. Hi

    The ore comes from the mi-go base. A little bit of it was found (pre-campaign) by FOC and sent to the professor for study.

    Scenario 1 - geology students don't find any ore (and are not told about it) - if, in your game, the ore was mentioned to the students then fine (they either find a bit or don't find a bit - it makes little difference).

    Scenario 2 - the students (Higgins) are now brain swopped. They return to the professor with another ore sample with claims it came from a meteorite. They want the professor to believe the ore comes from the meteor so he will tell FOC (so they will stop hunting for the ore in Vermont and elsewhere around the world - thus, the mi-go areas of interest remain hidden with less risk of FOC or someone stumbling into them). The geology group in scenario 1 don't need to know about the ore  - in scenario 2 the geology group are 'not' the same people (their bodies are the same, but the brains are mi-go agents - who do know about the ore because the mi-go told them about it). 

    Thus, when the agents return with the ore (after the PCs have been sent home), there is nothing amiss - they found the ore 'from a meteor' at the end of their trip - the 'story' being that they found this 'strange ore' while taking soil samples and 'discovered' a meteor crater and wanted to bring it back for the professor. 

    The professor is dealing with the samples - he did not collect any of the samples himself, and so is reliant on those who found the samples to tell him where they came from - the meteor story is plausible. 

    Morgan - I'm not sure I'm following your logic here. 

     

     

     

     

    • Like 1
  4. Suggest using the autocalc PC sheets - does all the math for you (apart from the initial 3D6 x 5 for characteristics). Spending points can take some time with some players (I've had players spend their skill points in 5 minutes, others taking 30 minutes or more) - unless you just use the optional speed method of skill pool allocation of course.

    Sounds like your players are an observant and untrusting bunch - perfect! Seems like they are engaging - asking lots of questions, which bodes well.

     

  5. Morse Code is a language. You have to learn it to understand it.  Depending on era, the knowledge of Morse Code might be more common place, i.e. a Know or Hard Know roll might suffice - it depends on its use in the scenario and what the intention behind its use is.

    • Like 2
  6. The Keeper Reference Booklet (inc. handy charts and index references for the Call of Cthulhu Rulebook and Investigator Handbook) has been added to the files in the PDF Keeper Screen Pack on the Chaosium website

    If you have already purchased the PDF Keeper Screen (or are one of our 7e Backers who got the Keeper Screen in their reward level) you can simply log into your Chaosium account to access the Reference Booklet PDF via your 'Completed Orders'.

    • Like 4
  7. On 18 April 2016 at 9:57 AM, Mike M said:

    I believe Episode 2 is 30th April.

    Hi - actually I got this wrong. The first episode was released on the 30th to allow everyone extra time to digest the campaign information as well as Episode 1. Episode 2 and forthcoming episodes will actually be released on the 15th of each month - so Episode 2 will be out on the 15th May. Sorry for any confusion.

     

  8. The town hall isn't described in the text as it doesn't really feature in the scenario - there's nothing of note here for the players. It exists, like the unnamed and undescribed stores and homes. If the Keeper wants to make use of it, they can - but it's outside the scope of the scenario (i.e. there's no need to describe the 'entire' town in detail - we all know what a town hall is etc.)

  9. The subplot is there to provide a sidetrack - to keep the investigators from getting too close to Blaine and his schemes too early. It is also there to provide additional material for groups wishing to play 'longer'.

    The mi-go are experimenters and have a want to study things - accessing other realms through Gate tech is a valid area of interest to them. The mi-go have no involvement with the Dreamlands critters - the zoogs etc. just managed to slip through the Gate to complicate matters. 

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