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morganhua

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Everything posted by morganhua

  1. Session 3 took 3 hours. Total 12.5 hrs for Episode 3 including side-quest to Canada. A new player decided that her PC would have Mr Abelard be her legal guardian, so I had him give her a warning about the other PCs as being untrustworthy and told her to stick with Morrison when they go to Vermont. I started with having the players return from the Canadian side-quest, locked up all their weapons in the basement, and had Dr. Matherson examine all of them for Mi-Go scars. Then took them upstairs to see Mr Albelard who debriefed them about their mission in Canada. I decided that the only weapons available would be the security guards on the 4th floor, the locked up weapons in the basement, and Murdoch's 45 automatic that he carries with him. Murdoch would have his sawed off shotgun in his room on the 6th floor also. I let them read a couple of the books they stole from Blaine as they healed up from the Canadian side-quest. I then had the champagne launch party and gave them an opportunity to socialize with the other NPCs. All of the PCs drank and a number danced with Selena Preston. I found some 1929 and 1930 music from YouTube, but since my microphone was set to Push-to-talk, I was only able to play some music for a bit before I had to turn off the music, but that set the mood. Right after a PC said something ominous, I had the Deep Ones rip out the powerlines and plunged them into darkness. The PCs followed Nekler back up the stairs when he saw the two Deep Ones coming up the stairs from the basement. When they reached the 4th floor, a Deep One opened the door to the stairwell and blocked the way. Nekler got a hard success and ran past the Deep One and made it up to the 5th floor. The two PCs decided to run down the stairs and found the two Deep Ones on the stairs coming up, so they decided to run for the 5th floor also. One PC tackled the Deep One and the other PC ran upstairs. The PC who tackled the Deep One tried to run downstairs to the basement and didn't make it, dying in the process. The PCs upstairs barricaded the stairwell door. They then started to scramble up the private elevator shaft to the 6th floor. Murdoch climbed up with Abelard over his shoulder in a fireman carry. Once up, he gave one of the PCs his sawed off shotgun from his bedroom on the 6th floor. He kept his pistol. In the end, another PC died, but they killed two Deep Ones in the elevator shaft, so the rest of the Deep Ones decided to leave FOC HQ. One interesting thing happened, at one point Murdoch handed his 45 to a PC as he climbed down the elevator shaft to rescue a fallen PC. The gun carried 7 rounds. The PC kept on firing 3 rounds each combat round. On the third combat round, I told the character the gun went off and then click, click. Pretty neat. Another observation: At the end of Episode 3, only one PC survived from Episode 1. The mortality rate for this campaign is pretty high.
  2. Session 2 is wholly dedicated to the Optional scenario in Quebec, "Mission to Canada". Time: 5.5 Hours for side mission. They went to Canada and were convinced it was Mi-Go. They went to the Justine's Hardware and bought massive amounts of camping gear thinking they'll have to find the Mi-Go in the forest. I let them bring rifles and shotguns from the FOC as it would be legal for hunting in Quebec. They visited the YMCFC and thought the priest, Father Dubois, was suspicious when they mentioned Anthony Cornett, but did't think he was the killer. They thought he was hiding something. They wound up hiring some hobos to show them the trails in the forest. During that hiking trip, they did come across Anthony Cornett’s Murder Scene. They also found Nathan Roche’s Murder Scene and the piece of black cloth. They visited the mill Anthony Cornett worked at and were curious as to why he was fired. I told them it was because the mill owner's wife's cousin needed a job, so they fired Anthony and gave his job to the mill owner's wife's cousin. It would be nice to have on the map the location of the mill and the mill's name. I added some paper milling details and also told them it smelled stronger of sulfur here. "Centre Chretien Evangelique" is on the map and I realized that Father Dubois had a church in addition to the YMCFC and it was located here. The players also checked out the church. One player disguised himself as a hobo and got into the YMCFC. His goal was to snoop around. The priest lured the PC to the Charnel House and due to a string of failed rolls, the PC expired in Dubois' hands. The interesting thing was that since it was established that there was a YMCFC and Church location, it wasn't out of the ordinary that Father Dubois would take a hobo away from the YMCFC to "do some work." It was just odd that Father Dubois took the hobo north to the Charnel House instead of to the Church. The other PCs didn't notice Dubois and the PC leave the YMCFC (fumbled spot hidden roll), so they weren't able to follow Dubois to the Charnel House. So at night, when the missing PC didn't signal the players that it all was clear, they entered the YMCFC with shotguns and searched for the missing PC. They failed a STR roll on Dubois' locked bedroom and used the shotgun to open his door. Dubois and the PC weren't found and the fleeing residents of the YMCFC notified the police. The PCs fled and went into hiding. When the PCs returned later in the night, a patrol car was parked in front of the YMCFC. The PCs staked out the YMCFC and eventually the cop fell asleep and they sneaked into the YMCFC and Dubois' bedroom. They made Dubois tell them where the missing PC was (Dubois was hoping to ambush them there, so he told them the truth), but the PCs tried to knock him unconscious, and at that point it went into melee. One PC went into dying from a lucky brawl roll from Father Dubois and another PC shot Dubois and killed him. A PC tried First Aid on the dying PC and failed and then pushed the First Aid roll and succeeded. We love the push game mechanic. When we discussed what consequence the failed First Aid roll would bring, a player suggested SAN loss for the PC trying to stop the bleeding from the dying character's broken nose that was drowning the PC in his own blood. The PC would lose SAN as she fails to save the other PC with blood gushing all over her hands. The police went to the Charnel House and found the body of the missing PC and the buried brains. When told of the death, one PC got a Temporary Insanity.
  3. Session 1, took 4 hours and will take several more to finish as we'll be doing the Canadian side quest. I mainly dealt with the aftermath of Ep 2. They had captured two of the swapped students and I wanted to know what they would do with them. They lied to one (an ex-PC, now swapped) and convinced her to help them if they can get her husband back. They claimed that they knew where her husband was and could reunite them. The other they committed to an insane asylum (Jason Trent). They got as much info out of them as possible. They tortured Jason Trent a little and that cost one of the PCs some San. When Leon Pasqualle showed up, they were very paranoid, and decided to send one PC to shadow him (PC failed stealth roll). After seeing him visit the Dean, the Library, etc. Leon (made his spot hidden) confronted the PC and asked whether the PC would like to go with him to visit one of the other PCs in jail. The PC watched as Leon started the ball rolling on dropping the charges of arson for the PC in jail (they burned down the farmhouse in Ep 1 and that PC confessed to the crime). FOC purchased the farmhouse and claimed they were going to demolish the farmhouse anyway. The PCs took Armitage with them (he owed the PCs for saving the library and also Leon had approached Armitage with a sizable donation to increase the security of the library). I did tell the PCs that Leon wanted a list of what documents the swapped students were interested in. This fueled the PCs paranoia. But I told them Leon's people were making copies (oops a bit too early historically) of the documents and didn't take them. Armitage brought his handgun hidden in his lunch sack (he did this also during the library attack). The PCs took the hint and brought weapons too. Peter Murdoch rolled a hard success on a spot hidden and found a hidden switchblade on one of the PCs, so the other PCs handed over their weapons willingly to meet Michael Abelard. After meeting him, they were still skeptical. It was only after meeting the other team members and going to the basement lab that the PCs finally got less paranoid. The PCs had questions about how they were able to capture the Mi-Go and how much voltage was needed to kill it. So, I said they used bullets and electricity to capture it and it was held in a cage when they questioned it. The weapons in the team kit and the knowledge that there's a separate strike team helped make them trust Abelard also. So, when Michael Abelard asked them to investigate the occurrences in Quebec, they actually agreed to go. That's where we ended the session. The PCs did leave out some details from Ep 1 and 2 in their discussions with Michael Abelard which he will discover later on and fuel his paranoia especially when he finds out one of the NPCs (the ex-PC) they brought along is a swapped student. The PCs told Abelard about Trent, but not about the ex-PC. Abelard's people will examine Trent and find a very faint circular scar around the brainpan that can be seen with a magnifying glass. Abelard will use this as a check on personnel. He will do this when the PCs return from Canada. He'll also had already locked up the ex-PC and will question the PCs when they return.
  4. I've added to my google drive various pictures such as cars, meteorite crater, and fire extinguisher equipment for Ep 2. And Sea plane and weapons for Ep 3. Below are interesting samples.
  5. p.7, col 2, para 6, line 2, "Abelard’s right-hand" should be for consistency "Abelard's Personal Secretary" p.11, col 2, para 3, line 2. "Drake" should be "Matherson" p,.23 map. "Centre Chretien Evangelique" is on the map, but there is no description in all the text. So, I've had to figure out that this is the church Father Dubois runs in addition to the YMCFC. p. 23 map. It would be nice to note where Anthony Cornett's previous employer is located. e.g. the Mill that Anthony Cornett worked at and any accompanying text for the mill.
  6. In consistent description of Robert Block's car: p.27, col 2, para 10, line 4: "1926 Buick Model 50" p.28, col 2, para 5, line 2: "Buick Model D-45" Says seating holds 5, which looks like the Buick D45, the Buick 50 looks like it might hold 6.
  7. Completed Ep 2. Total time: 20.5 hrs. 4th session took 5 hours. Players decided to find Wilmarth, but with bad luck rolls, he was not to be found. So, they decided to ask around to find where he lives among his peers. Also a failed die roll, so the players decided to push it and failed. The result was the agent of the Mi-Go gave them the address to "The Safe House." When they arrived, another car with Jarvis and Osborne inside tried to block their exit. I started a chase, but got a 99 drive roll for Osborne, they crashed into a tree. Jarvis got out and Electric Gunned their car as they drove away. They then returned to MU and looked for Armitage and told him their story and Armitage asked if they were willing to help him save the library. The players actually defeated the team slated to attack the library. Armitage survived with 1 hit point after getting hit with an Electric Gun. The geology team succeeded in abducting Learmonth's brain. San reward was a bit high: 1d6 + 5d4 San. 1d6 for saving the library, and 5d4 for stopping 5 Mi-Go agents.
  8. The phrase "Pasquallium Ore" isn't consistent between episodes. Ep 1 and Ep 3 use "Pasquallium Ore" Ep 2. uses "Pasqualle Ore" page 4, col 2, para 3, line 2, "Pasqualle Ore" should be "Pasquallium Ore" page 9, col 1, para 7, line 2, "Pasqualle Ore" should be "Pasquallium Ore" page 9, col 1, para 7, line 6, "Pasqualle's Ore" should be "Pasquallium Ore" page 9, col 2, para 2, line 12, "Pasqualle Ore" should be "Pasquallium Ore" page 12, col 2, para 3, line 1, "Pasqualle Ore" should be "Pasquallium Ore" page 12, col 2, para 4, line 7, "Pasqualle Ore" should be "Pasquallium Ore" page 12, col 2, para 5, line 2, "Pasqualle Ore" should be "Pasquallium Ore" page 13, col 2, para 5, line 3, "Pasqualle Ore" should be "Pasquallium Ore" page 27, col 1, para 2, line 1, "Pasqualle Ore" should be "Pasquallium Ore" page 27, col 1, para 3, line 4, "Pasqualle Ore" should be "Pasquallium Ore"
  9. Option 2, but I would make it seem like Clarissa is doing the "alter reality." Have Jarvis time it so it appears that Clarissa is affecting the PC just as she is about to use the poker. Maybe make the nearest PC look like a creature ready to attack the PC with the poker, so the PC with the poker attacks the other PC, and use the distraction to free Clarissa.
  10. I had the exact same issue with "On Hangman's Hill." p.22, col 2, every paragraph, but especially paragraph 3 and 4. Because during the run of the scenario, I was reading out the actions and accidentally said Jarvis when I should have said Laslow because that is how the PCs see them.
  11. Completed 3rd session (4.5 hrs) of Ep 2, but not done yet. Current running time for Ep 2: 15.5 hrs. The players broke into the laboratory and found Handouts 8 & 9 and stole a sample of Pasquallium and lab notes on experiments on Pasquallium. They broke into Trent's room and found history books and some rude comments written on American History books. Also a list of book titles and call numbers, but no notes. This is part of the list of books that they will destroy. Players looked up some of the books and through library use figured out that these contained strange stories about Cobb's Corner area in VT. Players remained confused. The players saw some of the swapped NPCs leave in a car to purchase kerosene and explosives, but didn't follow them since they didn't have a car. They didn't check the car afterwards, but were very close to doing so. If they did, they would have found the kerosene and explosives in the trunk. I decided to use "On Hangman's Hill." The Players were smart enough to stay hidden, but when Laslow showed up, they were a few rounds away hidden from the PC that was called by Robert Block (I gave bonus dice for hiding the further away they were from the top of the hill, they went for 2 bonus dice, so that was ruled as 3-5 rounds away) . In the end, one PC got captured (but not the one that Block told the plot to) and the rest got away. The Goody Fowler story and all the atmospherics worked really well. I could tell they were really scared. Laslow appearing out of nowhere got one of the players to exclaim that Blaine didn't commit suicide. An aha moment. The finale of Ep 2 should happen on the next session.
  12. I made them miserable. I had them dig and get dirty and sweaty and thirsty. Then I'd switch back to the Folklore group and have them drink some iced lemonade on a porch. You might have them take rock/soil samples and have it labeled and also check the compass and map and coordinates in preparation for when they return with their samples. I had less geologists in my group, more folklorists. If the PCs don't know the NPCs yet, I'd use the opportunity for interaction as they talk about their interests and such. That way the PCs can know the NPCs more and notice the differences when they return to MU in Episode 2. You can also hint at Pasquallium, maybe not by name, but maybe you can have one of the NPCs know Prof Learmonth and the NPC is there to search for the unusual ore with a specific sheen, but the NPC has no idea the unusual properties of the mineral. That NPC might mention it in a coy way and have the PCs lure the info out of him / her. That info won't affect the game too much because in Episode 2, the NPC geologists do meet with Prof Learmonth about the Pasquallium.
  13. Completed 2nd session (4 hrs) of Ep 2, but not done yet. Current running total for Ep 2: 11 hrs. They found the geology students and listened (in secret) to their evidence of meteorite strike presented to Prof Learmonth and also spotted the photograph of the meteorite sinkhole as one of the students tried to hide it. A new PC approached one of the swapped students and was able to verify that that student has no memory of the PC even though she should have and the swapped NPC tried to "fake it." They're now certain the swapped NPCs are Mi-Go in disguise, trying to fake being human, and are better at it than Prof Wilmarth's previous experience. Also one student found Blaine right after he committed "suicide." Another student saw the front door of Blaine's residence open by itself and another PC (a blind martial artist) actually tried to grab Jarvis (and failed, Jarvis dodged) as he rushed by. The players are so confused. One player thinks that Blaine has now transformed himself into an invisible supernatural creature. One PC took Blaine's suicide gun, tried to hide it, and then returned it to the suicide scene, just in time before the cops showed up. Almost had to arrest a PC student for murder. Looks like Ep 2 will take several more sessions before completion. They're still in the first week after returning to MU, so another week or so before the swapped start their amnesia drugging and two pronged attack on MU. Jarvis will start attacking the PC students next session. I'll probably do the Block phone call and use "On Hangman's Hill" as they're so lost as to what's going on. The good thing is I've already established that the PCs eat on campus as eating off campus is too expensive and they get back together to exchange investigation notes over lunch / dinner in one of the Halls.
  14. The follow up article is quite good too: http://lookrobot.co.uk/2013/06/23/stanislavski-vs-brecht-in-tabletop-roleplaying/
  15. http://lookrobot.co.uk/2013/06/20/11-ways-to-be-a-better-roleplayer/ It was rule 4. Here's a short quote: FOUR. Take full control of your character. “My character wouldn’t do that” is a boring excuse, a massive NO to the game’s story on a fundamental level. It’s a point-blank refusal to participate.
  16. Spot Hidden replaces all the search/notice rolls and can Keepers use them for both passive and active searches such as just glancing around (passive) or tossing a place (active) for something. There is a Listen skill that can be used for awareness. So, Listen (audio) and Spot Hidden (visual) can be used for awareness depending on the situation. Spending luck is an optional rule in CoC 7th. I don't think posting copyrighted material in this forum is a good idea. If an official from Chaosium posts that's fine, otherwise you'll have to find the stats for the book elsewhere. It is in the CoC 7th Keeper Rulebook.
  17. In my game, Blaine told them he was just going to the next farmhouse to make a phone call. A player made a token effort to go with him, but I told the player it was raining really hard and Blaine told the PC to stay in the car. It worked. I then asked the players how long they will wait for Blaine. After that time period, I tell them he hasn't shown up. They then went to the next farmhouse and the next looking for Blaine. When Blaine shows up at the Maclearan Farmhouse, I tell the players he got lost in the rain. Having him picked up by the Sheriff is not a bad idea, but you'll have to make sure the timing works. e.g. make sure the story is that the Sheriff got the call about the truck stuck on the collapsed bridge and he headed towards the Maclearan Farmhouse and ran into Blaine on the road. Only issue is that the Sheriff is from town, but in my game, the Maclearan Farmhouse is between the dig site and the town. So, the Sheriff can only pick up Blaine just as he walks down the path to the farm. I had the Sheriff arrive at the Farmhouse with the news of the accident after Blaine arrived. The Sheriff arrived to get help with pulling the truck out of the river with the student's two additional cars.
  18. I would have the PCs make individual luck rolls. Depending on whether it was night, if campus was crowded, or less crowded, I would have each individually be spotted based on some difficulty roll. e.g. if at night or they had made sure it there was no one there, maybe give them a bonus die. If broad day light on busy university campus or street, they must make a hard or extreme luck roll. A luck success means that student wasn't spotted and identified. Otherwise, someone saw them and level of luck determines if they could be individually identified. How I would play this out? Give the fingered players a lawyer. When the body goes to autopsy, have the lawyer tell the players, "One of your university buddies played a great prank. Laslow's brain is missing, they can't determine the cause of death." The law will still try to get them for battery, but not murder. Or maybe manslaughter. The fingered players should still be placed on suspension until the conclusion of the "murder" investigation, but they're not expelled. So, that way the PCs can still continue with the adventure, but the cops, bad guys, etc will be watching them. Have the Dean of Students give them "the talk" about expulsion. On PCs not interested in investigating. There's an unwritten contract between players and GM. You should remind your players of this. There's a great article on this (I'll need to dig up the link). The GM is supposed to provide an interesting story and engage the players. The players are required to come up with some reason to be involved in the story. The GM is not required to shoehorn them into the story. If the PC is not interested, then I would tell the player, "That PC happily goes on his way living an uneventful and peaceful life, roll up a new PC that might be interested in this scenario." If the player refuses, then drop the player from the game and get a new player. I've seen players at cons that say, "Oh, my PC wouldn't do that. I'm role playing realistically. Nope. Not investigating, not going there, no way, no how." So, my question is WTF is that PC doing in the game and why are you as a player here. You've read the scenario description in the con booklet. If this game isn't for you, you may want to leave and find another game. I have no other game and will not change the game just for you. I have other players who are interested in this game. Now, one time, I was in a game and the player was a lone wolf and didn't want to work with the other players, so the GM in a stroke of genius had the top villain recruit the PC to join his side. It worked and the player stayed. In the end, the PCs won and we got to kill him with the top villain. That was extremely satisfying. :-)
  19. I would think bringing Jarvis back again so soon would be punishing the PCs for some lucky die rolls. Jarvis can come back later in the series, but I assume it'll take time to put his brain in a different body. In my games, if the PCs get a lucky break, they should benefit from it. The Safe House and the time it takes to abduct Prof Learmonth seem to indicate that brain extraction is a lengthy process.
  20. Clarrisa looks like a good choice. Players may hesitate in shooting her. She should try to hide whatever weapon she has in something like a pillow case or burlap bag. Don't give them an easy out by letting them see her carry a weapon openly.
  21. I ran a 7 hour first session with Ep 2 with some surprising results. In Ep 1, the players set the Maclearan Farmhouse on fire and burned it down before fleeing with one of the cars back to MU. I started Ep 2 with them returning in the wee early hours of the morning and asked what they would do. The drive back was decidedly solemn and with some random weeping. So, they didn't discuss what they were going to do with the 5 hour return drive to MU. The car was mainly quiet. After talking in circles, they decided on a story to tell the Arkham police and asked them to send some police to the Maclearan Farmhouse and that Blaine was crazy and had kidnapped the other students. Chief Detective Luther Harden expressed he was glad the PCs were ok and had them all sign statements and then told them some official of MU told him they would contact the students. Puzzled, they asked what that was all about and he told them that he was notified about the Farmhouse fire and that people were concerned about their whereabouts. Upon returning to MU campus, they found a note from the Dean of Students to meet him ASAP. Whereupon they were given stern warnings about any new miss-step would result in expulsion from MU and that arson, drinking, and stealing a university vehicle were serious charges and that they were under notice until the Vermont police have finished their investigation. I also told them Prof Roger Harrold left immediately for the Maclearan Farmhouse the instant he heard about the arson, to keep the continuity from Ep 1. After the students returned, the PCs decided to speak with them. They tried to catch the returning vehicles, but I made them make a group luck roll and they failed, so they found that they got to the University Motor Pool too late, the students had already returned. At the dorms, I made them make luck rolls to find each brain swapped NPCs. I used the brain swapped backgrounds as guidelines, but changing accents was a bit much for me, so I made subtle changes to behaviour and speech patterns instead. I allowed psychology rolls to notice the changes (most of the time the players figured it out anyway, but this allowed the PC confirmation of the changes). What was fun was that the PCs still haven't figured out it's a brain swap. They were under the impression that Robert Blaine has done some sort of mass drug induced hypnosis that may have caused some brain damage to the NPCs. Evidence is the whiskey he kept on trying to get the PCs to drink and the change of behaviour of the NPCs and the lack of knowledge some of the NPCs have shown. They also noticed the brain swapped Library group and its hostility to their group. Maybe a group bonding from the field trip and hostility based on the arson allegations? Pretty funny. One player got a critical success on researching Prof Albert Wilmarth, so I let him find some of "Whisperer in the Darkness" correspondence between Wilmarth and Henry Akeley that were misfiled and hidden in archived journals written by Wilmarth. They used this to talk to Wilmarth. The PCs confided in Wilmarth who took notes to give to Prof Armitage. The PCs insisted on meeting Armitage, but Wilmarth tactfully told them that Armitage trusted only a few people and Wilmarth was one of them and bringing a whole gang of new faces would not work and subtly hinted that Armitage was highly paranoid. One PC got an extreme success on persuading Wilmarth to tell her more about what had happened to him in Vermont, so he spilled the beans and told her his experiences in "Whisperer in the Darkness," but also told her that what he experienced was similar to what they experienced, but it was also different, so he didn't know what to make of it. Maybe Armitage would have some knowledge or suggestions after he gave him his notes on their encounter. He also told them that Akeley told him the creatures called themselves Mi-Go. (I wanted to give them a handle on something to research). I also told them about the brain cylinders, but what's funny is they haven't figured out the brain swapping yet. They think maybe the NPCs are aliens in disguise with flesh masks as per "Whispered in the Darkness" and that the aliens have perfected the flesh masks over the intervening years. The PCs conned their way into Blaine's room and wound up tossing all of Blaine's books out an attic window. Unfortunately, (bad luck roll), and circumstances allowed the police to show up as this was happening. They got most of the handouts from Blaine's room, but the police are after them and they're under the threat of expulsion, so one of the PCs decided to turn himself in for the burglary and confessed to the arson at the Maclearan Farmhouse. Wow. This was so unexpected. This actually gets the other PCs off the hook. I've never seen this before. I tell new CoC players that the PCs wind up either dead or insane. Now I have to amend the statement to: Dead, Insane, or In Jail. So, this is as far as we got after a 7 hour session into Ep 2. I'm loving Ep 2 and so are the players. I'm going more subtle with the brain swapping differences and it's giving me some interesting and surprising results from the players. One PC asked Jason Trent about the American Revolution and he had gotten the answer wrong. They haven't figured out that he's brain swapped, but they think that maybe he's gotten brain damage or he's being controlled or completely replaced by an alien with a flesh mask. I found that "Plausible Deniability" is working in this game. Any plausible explanation for any NPC behaviour just seems to muddy the waters and adds doubt and uncertainty. So, this episode has an incredible atmosphere of paranoia, confusion, and fear. Three thumbs up from this GM.
  22. I've added some MU prof and staff pictures. In retrospect I should have used a more period picture for Prof Roger Harrold, but too late for me to change the picture I used. But I do recommend using a more period picture for him instead if you haven't run Episode 1 yet. I used Sigmund Freud's picture for Armitage and a number of Manhattan Project scientists for the other professors. Link to my folder on google drive: https://drive.google.com/folderview?id=0B1hjMXKBkPW6SWdhNzlFNm1Kc1U&usp=sharing
  23. 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.
  24. Hey, just got an email that a new download with higher map resolutions are available. Yay! My players thank you. :-)
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