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trevlix

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Everything posted by trevlix

  1. Looking forward to this! Will they only be available in PDF, or will hard copy be an option?
  2. This past weekend the Cult of Chaos 2018 scenario convention contest was announced. However, I cannot find where it says to submit the pitches. Has the board to submit the pitches just not been created yet?
  3. I ran the second chapter and the last chapter with two players no problem.
  4. Awesome - will check it out. Our first session was supposed to be this past week, but weather caused only 1 player to be able to show up. So we did his character creation then did a one-on-one scenario together. That being said, he is also starting to run games and is joining the Cult of Chaos. Since he'll be in my games, I don't want to post potential spoilers. However, once I am done with the campaign I'll upload it here.
  5. I am putting together a 5-6 session pulp cthulhu campaign for my group and am going to use this as the dumping ground for ideas, as well as a journal for how it goes as I run it. I'm doing this on the Cult of Chaos board so all of the talent out there can weigh in, which in the end will make it a lot better! Things that must be in the campaign: Nazis/Thule Society zeppelin Byakhee attacking it? jungle or desert expedition lost ruins takes place on at least 2 different continents weird science of some kind Things that might be in it Thuggee cult hollow earth Things that won't be featured as big parts (if at all): Mi-Go (just got done with ATtH, want to avoid them if possible) subs (again just did a sub scenario) Will probably steal some things from Thing at the Threshold since it has some of these elements.
  6. Name: Tyler Country: US City: Akron, Ohio I run a monthly CoC game at The Malted Meeple in Hudson, OH. I also run games at Origins every year. Always looking to play online too!
  7. I didn't see this thread listed anywhere, so I'll start it. So far, the only potential correction I see is in the players handout. It should not be labeled "City of the Elder Things" as the players have no idea that is what it is, and it gives away some of the mystery. The Keepers map, yes; player's map, no.
  8. Theslasher99 agreed and thank you. To be honest, I really don't think he was attempting to skirt the system or be a problem player. He is likely just used to other powergaming systems. In any case, its all good and will be resolved next game!
  9. A note on my players too. One has been playing since episode one, one since ep 2, and the other started in ep 4. Two of the PCs (that have been since ep 1 and 2) are still alive - although one is hurting sanity wise (< 20 SAN) while the other is surprisingly well off. Yes, there was a little fudging of rolls in the first 3 episodes to keep them alive (barely in some cases) because I wanted the game to be enjoyable, and I was enjoying their characters as much as they were. However, that has not happened in ep 4 or 5 and will def not happen in 6. It was also quite enjoyable as they are both new to Call of Cthulhu, and have been slowly reading Lovecraft's stories. They had ideas of what could be going on, and seeing the light bulbs go off in their heads and the realization of what was occurring was the best part for me as a Keeper. Its why I love this game and I am immensely happy others have that feeling too. The last PC was somewhat of an issue. The player created the PC on his own, and I didn't realize how strong he made it (supposedly he rolled the stats although I have my doubts since I don't think he had one less than 65). Even the other PCs commented on how too strong he was. So while I did not fudge any rolls against him (I even rolled in the open), I was also not pulling any punches. After all, he had attempted to attack a Dark Young head on, and went up against 5 other opponents at once. This is the first time as a GM I've experienced a player/PC who was like this, and in my opinion I think I handled it well. I would truly like to hear other's opinions on it. His next creation will be supervised.
  10. Played through Ep 5 with my group last night. There were 3 players - two that have been going since Ep 1, and one that started in Ep 4. tl;dr 1 PC dead, 2 unconscious but escaped. All waiting happily for ep 6. At the end of Ep 4 the PCs were stuck about 2 miles from town in a truck that wouldn't work and with Dr. Matherson hurt and passed out from being dropped in the air by a Mi-Go. Although one PC really wanted to go after the Mi-Go, the others convinced him that it was best to head to town to get Matherson help (despite the obvious fires and destruction they could see in the distance). They stuck to the tree line to hide as well as possible, after seeing the trampled bodies in the road. The first farmhouse they went to was The Stalemate encounter. Two PCs hid in the woods (with Matherson) while the other went to help. He started to attack the children, attempting to knock them out but they were able to finish the ritual and summon the Dark Young. He ran back to the woods, tossing a grenade at the children (yes, there was SAN loss). Somehow, they lost the Dark Young. They then encountered "A Test". While very cautious, the PCs helped the girl out and were able to remove the father from the rubble. They continued on, putting the unconscious Matherson in a wheelbarrow to make it easier them to push her. Their last encounter was at Mrs. Bellweather's house, where the cat-loving PC among them automatically failed his SAN check. They hit town and saw the destruction that had occurred. Deciding it was best to leave altogether, two decided to sneak south around the eastern edge of town while the other went to the Sheriff's office to look for any more supplies. That PC found the keg and the wicks, and left the office. For some reason, he decided to sneak through the center of town, critically failed a Sneak check and turned a corner to find 5 child cultists looking right at him. Instead of running, he fought (shooting no less) and was quickly taken down and knocked unconscious by the children. When he woke up he was in the center of town with the rest of the captive townsfolk. He failed a Luck role to see if he still had anything, pushed it, then failed again. I said he had a grenade still, but as he pulled it out one of the children smacked his hand with a shovel and the grenade went flying down the road. Meanwhile, the other 2 PCs had snuck down by the church (not going in) and were close to the southern Wilmington Rd exit. They were almost found by a Dark Young that came by, who was distracted by a loud explosion coming from the heavens as the ritual neared completion. The two PCs then saw the Stanley Steamer car. One PC (who rolled a 01 on Know) knew exactly what it was and how to use it, and they began to prep it to leave town. They did know that their fellow compatriot was captured, but decided there was nothing they could do. Back in the center of town, the last PC convinced the Sheriff (through a few nice rolls) that their only way out was to fight. Their plan was to have the Sheriff run and get the grenade, while the PC would tackle the child with the shovel, steal it, and throw it at Deputy Cutter. The plan went off, although the PC failed a Luck roll for the Sheriff, who grabbed the grenade but was immediately ripped apart by the Dark Young. The PC grabbed the shovel and threw it at Cutter, hitting him in the neck. Blood started to seep out, but Cutter slumped to the ground smiling; the ritual had completed. The car was ready and the PCs jumped in and sped off, only to see a Dark Young blocking the road. The PC driving failed their Drive Auto, but pushed it and rolled an Extreme success. They dodged around the Dark Young, narrowly missing getting trampled, when Shub-Niggurath made her appearance. The Great Old One appeared, causing mass destruction in town. All 3 PCs passed their SAN checks (sad face), although 2 went temp insane. The PC in the center of town was one of them and started to run. He made it to the bridge, before an immense tentacle destroyed the bridge and scooped him up never to be seen again. The two PCs in the car were swerving around debris and tentacles in the road. They failed a Drive Auto roll and went off the road into the woods, hitting a tree and going unconscious. Overall, the players said they enjoyed the scenario. They loved that it tied together the cult in the town, and had figured out about 3/4 of it. As a Keeper, I was able to run this in about 3 1/2 hours. My players were very cautious and purposely avoided going into places they knew horrors were likely to be found. Coupled with some good rolls, this allowed them to avoid many of the locations of sanity loss in the scenario.
  11. The map of Cobbs Corners for the GM (p10) is not the same as the one for the PCs (end of book). The one for the PCs is missing locations 10 and 11 on the map. p5 first paragraph on page it says "The Keeper must weight the difficulty", should be weigh. Also a question - the episode does not state that Cutter has to sacrifice the remaining 8 people to complete the ritual. It hints at it in the first paragraph of "Is That You Mother?", but it is confusing. Is Cutter supposed to sacrifice all 8 captive townsfolk to complete the ritual, or is it assumed the ritual is complete by the time the PCs arrive/shortly thereafter?
  12. Mike - I was referring to the 7th ed core book - it is titled in its full name there
  13. In the introduction in ep1, ep5 is described as "the investigators are hurled into a nightmare and must race to rescue their comrades who face a fate worse than death". That sounds more like ep4 than 5. In alternative start (and the Spell Appendix) it references "The Red Sign" spell. The full name is Red Sign of Shudde M'ell. Not sure if that matters.
  14. My players had the same reaction. There was no way they were going to follow the Dark Young. I'm very curious to hear from any groups that did, and how their Keeper got them to go.
  15. Thoughts on ep 4: Overall, I thought it was good. Half of episode 4 revolves around going to save their compatriots in the Mi-Go base. However, I did not see my players actually doing that...in fact, I suspect most groups won't. This is a shame, as that part of the scenario looks great. My players may surprise me next session, but I suspect they will just be going through town to try and escape. I'm glad ep 5 had come out so I could preview that in the end. My players told me they were very anxious the entire time in this session. They knew the Mi-Go threat was out there watching them and they didn't know who to trust in town. This is great because they know the children are involved somehow, but they haven't guessed what the full truth of what is going on yet. Episode 5 is gonna be fun! My one question is really concerning ep 6. Can we get a preview as to what ep 6 involves, how it starts, etc? I will be running ep 5 before ep 6 comes out, so I'm not sure if I will need to set anything up prior.
  16. Went through Episode 4 last night. I'm really glad I read through Ep 5 so I knew what was coming up so I could be ready for how I knew my players were going to react. Play started with the PCs ensuring security at the house was up to par, as they were really scared based on their previous Mi-Go encounters. (The players really were concerned, which was awesome. They grilled Morrison for hours on how security was set up, etc.) The first night came and the morning brought the trap that had caught a Mi-Go, with only slime left. This freaked out the players even more. On day 2 they went around town talking to everyone they had previously. This allowed them to get some more information they had missed in Ep 1 concerning the cult. A number of people pointed them to Cratchet and Cuzra, which they decided to follow up to the next day. When they got back to the house, they all wanted to head toward "the caves" (e.g. Broken Hill) to hunt out the Mi-Go. Morrison convinced them to wait until the next day after they had scouted more and the PCs were able to talk to the farmers, then they would meet up at night and decide what to do. That night the PCs took turns taking watches. The first saw shapes moving in the trees outside the farm area. The second saw nothing (missed Spot Hidden). The third, who had a cat with him, saw the cat's hair stand on end and it start to growl at the windows. They then heard buzzing sounds coming from outside. That PC woke the rest up; they searched the area but found nothing. No one slept the rest of the night. Day 3 found the PCs first visiting Cratchet. While one PC ticked her off, the others were able to get on her good side. She told them about her husband and eventually gave them his journals. With this, they left to go visit Cuzra. At his farmhouse, he was initially adverse to them but after showing him Cratchet's journal and a great Charm role, he invited them in and told them about the striga, moroi, and the rituals behind the house. While one PC stayed to talk with him, the other two went back and explored the site. There they found the yo-yo, the Dark Young hoofprint, and the children's tracks. With this info they headed back to the farmhouse. Morrison and his team didn't get back until dusk. After explaining what they found, they all agreed to stake out the ritual site that night, as they thought the Mi-Go would be present. They called over to the backup FOC team, who initially responded but then they heard commotion and shooting in the background, and the radio went dead. Thats when their alarm went off. One player grabbed his gun and went to the back door, another grabbed some grenades and went onto the roof, while the third went to find his cat. They saw the Dark Young appear from the treeline and start to charge. Nekler and Morrison were out back and began shooting, while Drake and Matherson hid in the living room of the farmhouse. The player on the roof threw a few grenades that hit the Dark Young but did little to deter it*. The Dark Young made it to the house, started smashing it, and grabbed Nekler and Morrison while the rest ran out the front of the house to one of the trucks. The 3 PCs jumped in and started the truck. Matherson and Drake were running toward it when two Mi-Go swooped down and grabbed them. One PC shot the Mi-Go holding Matherson with a tommy gun, killing it, but also hitting Matherson and causing her to drop to the ground. The rest of the PCs pulled her into the truck, performed first aid, and then sped off. They last saw the other three being taken back toward Broken Hill. As they sped toward Cobbs Corners, their truck stalled and stopped. They tried to turn on a flashlight but it didn't work. (EMP affect from ch 5) It was then they saw smoke and fires coming from the town and the swirling clouds above. The session ended as they pondered what to do. * This was that player's first time playing CoC in a long time; he's been playing more combat RPGs since (e.g. D&D). His look of confusion when he asked "the grenade didn't hurt it?" was awesome.
  17. Did your players go to the MiGo base in ep 4?
  18. There was mention that at some point this would be printed and available for purchase. Is there a timeframe for that?
  19. Thats a key thing to remember - Blaine isn't going to allow the PCs to do anything to jeopardize his deal. In my game, the PCs wanted to take a rifle they bought at the general store with them while collecting folklore. Blaine forbade it, stating that it would cause the locals to not trust them and made them leave it at the house. When they came back for it after the Mi-Go got everyone, the gun was surprisingly missing...
  20. I was literally about to post this question! I am looking for something that is fairly light, as I don't want to kill all the PCs off in a one-shot...just hurt them a little. I'm leaning towards Mr. Corbitt from Mansions of Madness.
  21. I agree, but when players see that marked on a map, they assume there is something significance there.
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