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ColoradoCthulhu

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  1. I'll check this out before I start my Cthulhu Dark Ages campaign later this year.
  2. I posted my question about Cthulhu Dark Ages scenarios over three years ago and there were the three scenarios in the 3rd edition supplement, "Herald to the King" in 'Ripples from Carcosa,' and a handful of self-published scenarios on DriveThruRPG. Have any more scenarios been added to DriveThruRPG since then, especially ones Keepers and/or players would recommend? I'm going to start a Dark Ages campaign this summer and I don't have much to run at this point, probably just several months of material. I found this post on the forums after a quick search but I'd still appreciate input.
  3. Good idea! I would Kickstart Colonial Cthulhu to get this project finished. There's enough interest here.
  4. Thank you for your feedback. What book is "Call of Cthulhu"? After I made my post, I thought about the "damage" done in psychic combat that depletes the magic point pool. I used a 1D3 per success, but more powerful characters and entities might receive a "damage bonus" for high POWs, like STR in physical combat. For example, POWs of 80 to 100 would be able to do 1D4 more magic point depletion per successful hit. POWs above 100 might receive a 2D4 bonus.
  5. I've been running a Call of Cthulhu game every other Saturday evening since May 2019. We've run through a good deal of the 1920s Jazz Age material, the Reign of Terror mini-campaign, and now we've also finished a Down Darker Trails campaign. Cthulhu Invictus: Britannia is next, after the Ides of March. 🙂 So far, I've had several occasions in which characters needed to engage in psychic combat with an entity on the astral plane or in the spirit world. As an ad hoc rule, I've used the character's and entity's POW scores as their Brawl score and their pools of magic points as hit points. If magic points reach zero, the character's soul or the entity is destroyed (the character's body would die as a result). No other stats are needed to resolve this kind of combat. I don't believe such a rule set exists in the Keeper Rulebook or elsewhere. Would @Mike Mand others consider adding rules on psychic combat to a future edition of the Keeper Rulebook or as an update to the CoC rules? Considering how often ghostly entities, phantoms, psychic parasites, etc appear in CoC scenarios, such a rule set would come in handy.
  6. Just make sure the new Cthulhu by Gaslight is on Fantasy Grounds soon after its print release.
  7. 'The Curse of Seven,' a full-length Cthulhu by Gaslight campaign. https://basicroleplaying.org/topic/13863-the-curse-of-seven-cthulhu-by-gaslight-campaign/
  8. Please make sure the new Gaslight books and campaign are available on Fantasy Grounds around the same time the hardcovers go into print.
  9. If Chaosium's staff would like to reach out to me when revising 'Shadows of Yog-Sothoth' for 7th edition, I'd be glad to help. I had lots of ideas for this campaign and made the entire thing work very well, IMHO. Let me know here. @Mike M@Rick Meints
  10. Why was the original post about uncoming and possible releases unpinned and lost?
  11. Use Grammarly Premium for edit revisions. I have a Grammarly paid account and the software catches almost all errors and it's a fast process. I've published four books so far, the last three being almost error-free due to Grammarly.
  12. I will complete Part II with Chapters 4 to 7, but it will have to wait until I finish another writing project on March 1st. Please tune in again soon, and I'll finish these notes regarding the SOYS campaign.
  13. Exactly. I will post my notes for Chapters 4 to 7 later this week; the holidays got in the way of finishing this.
  14. It took me a few weeks, but here is my catalog of the changes I made to the full-length 'Shadows of Yog-Sothoth' campaign I ran as Keeper, chapter by chapter. The main problem with SOYS, in my opinion, is that the campaign lacks a coherent progression between its chapters, especially as the narrative reaches the last several chapters. My notes below are an attempt to address this issue and make the campaign more playable for a team of investigators. ***MASSIVE SPOILERS BELOW, QUITE OBVIOUSLY*** Chapter 1 - The Hermetic Order of the Silver Twilight My gaming group's ongoing campaign was centered around city of Arkham and Miskatonic University in the early 1920s, with the investigators belonging to the Miskatonic chapter of the world-spanning Society for the Exploration of the Unexplained (SEU). The dean of Miskatonic University's Archaeology Department, Dr. Charles Harkness, is the head of the local SEU chapter and the Keeper's NPC in the game. The players had previously completed "The Haunting" scenario in Boston early in our 1920s campaign, so I decided to make the sorcerer Walter Corbitt a Lord of the Silver Twilight (now, finally, deceased) and the Chapel of Contemplation a former front organization for the Order of the Silver Twilight to add some continuity between the scenarios. The investigators are brought to Boston and the Silver Twilight lodge by an MU alumnus and a former student of Dr. Harkness, Dr. Edward Call. The doctor has already introduced a new character from the Boston area (who later becomes an investigator) into the Silver Twilight lodge as a Neophyte in the Order, and the remaining male investigators are then admitted under the guise of new candidates. Dr. Call and the Boston investigator have both begun to suspect there is more to the Hermetic Order of the Silver Twilight than the organization would have its new members believe, so Dr. Call reached out to Dr. Harkness and the SEU's public-facing chapter for assistance. I added several clues to Chapter 1 which initially hint at the nature of the Order of the Silver Twilight or otherwise foreshadow what is to come. These included a portrait of Walter Corbitt in the lodge's second floor library, creased, faded photos of the giant stone heads (Moai) on Easter Island folded into a book, and unidentified constellations among the star map on the second floor Lodge Room's ceiling. Some information found in the third-floor library referred to "The One Who Waits in the Dark" which is an avatar of the Outer God Nyarlathotep from “The Haunting” scenario. The investigators eventually confront the Lord of the Silver Twilight sorcerer Carl Stanford in the dungeons underneath the lodge, who then makes his escape using a Gate Box kept in the alcove rooms. The investigators have learned that the Order of the Silver Twilight is actually an occult organization and that they've made an enemy of Carl Stanford by bringing down the Boston lodge. Before the revenant John Scott was destroyed in the dungeons, he made a reference to "the return of Our Lord Cthulhu" while taunting the investigators during their fight. Chapter 1 is very good, and didn't require many changes, except to link SOYS to my ongoing campaign. Chapter 2 - Look to the Future After rescuing James Clark from the Silver Twilight lodge's dungeons in Chapter 1, the lodge is investigated by the Boston PD and is temporarily shut down. The negative publicity turns away new prospective members, but James Clark is soon assassinated by an agent of the Silver Twilight while recovering at a Boston hospital (he is injected with the black fever virus from the bunker lab later in Chapter 2, by someone posing as a nurse). The role the investigators played in (temporarily) saving Mr. Clark made the Boston newspapers, and an MU alumnus formerly from Boston, New York banker David Lee, learns of what happened with the Silver Twilight. Mr. Lee writes a letter to Dr. Harkness, inviting the SEU to come to NYC for a visit as he has some information about the Silver Twilight and its Boston lodge. The investigators meet with David Lee, and he tells them of another Silver Twilight front organization called "Look to the Future." He was a member for months, but eventually found the organization and some of its members to be very suspicious, especially a one Mr. Lostalus Black (i.e., Nyarlathotep). Mr. Lee also mentions Carl Stanford as a member in the letter. The only extensive changes I made to Chapter 2 were with the Brick Annex residence across from the “Look to the Future” Meeting Hall. I set a laser-beam trap in its hallway, as Carl Stanford can time travel with the help of Nyarlathotep. The beams of the trap, when tripped, summon a Spectral Hunter guardian (like the Spectral Hunters from Chapter 4), unless the lasers filling the hall are first disabled using the hidden keypad behind a wall panel at the Annex's back entrance (use the 'Cryptography' skill). The Brick Annex's study is Carl Stanford's, which has a figurine of the bound Spectral Hunter guardian on one of its bookshelves, along with a keycard to the underground bunker under the Meeting Hall hidden beneath its desk. The investigators also find the book 'In Old California' in Stanford's study, which mentions the Hotethk Indians and the Arc of Vlactos from Chapter 4, as well as a miniature replica of the R'lyeh Disk. Some research earlier in the New York City Hall of Records revealed that the Annex building was once owned by Walter Corbitt, and that the property across the street from the Annex was later purchased by Carl Stanford, with its buildings torn down to allow the construction of the Meeting Hall. I kept the bunker under the Meeting Hall mostly the same but made the guard men from the future instead, with a Chapel of Contemplation "eye" insignia on their uniforms. I made the computer in the Computer Room a modern, 21st century computer (with a Chapel of Contemplation "eye" symbol screensaver), holding stored digital files including 3-D images of the full R’lyeh Disk and the Arc of Vlactos, and extensive notes in both English and Aklo. While the investigators only had so much time to read through the information before the Shoggoth breached the Power Plant room (automatic rifle gunfire and explosions earlier during the fighting with the guards agitated the monstrosity), they received several clues that the Silver Twilight is searching for the R'lyeh Disk in Scotland, the Arc of Vlactos in California, and that both occult items are intended for use in a Mythos ritual to raise a sunken city from the oceans that imprisons the Elder God Cthulhu. I didn't try to hide the Silver Twilight's intentions from investigators, but I also didn't give them any more information than what I believed was necessary to direct the narrative for the rest of the campaign. There was no possible confrontation with Lostalus Black, Carl Stanford, or the others during our playthrough of this chapter. The investigators almost immediately sought to break into the Brick Annex and then the Meeting Hall bunker the same evening after a disguised investigator attended one of the weekday "Look to the Future" meetings. Chapter 3 - The Coven of Cannich The investigators now have a motive to either travel to Scotland or California after discovering the bunker's computer files, but there are no specific clues which might tell them were to begin to search for the two artifacts mentioned. So, Dr. Harkness receives another letter, this time from Jacob Hancock, the nephew of Dr. Harkness' friend and associate, fellow archeologist Dr. Henry Montague Hancock. Jacob Hancock believes his uncle has met with foul play at his estate in the Scottish Highlands and requests the assistance of Dr. Harkness in finding his uncle, who the local constable insists has only left on another expedition to Africa. The investigators meet Jacob Hancock in Denver, Colorado and read the three letters ostensibly sent by Dr. Hancock; Jacob tells the investigators the last one is almost certainly a forgery. He provides them with paid passage to Scotland, and a notarized letter of introduction for Constable MacDougall, who will provide the investigators with the keys to Hancock House upon proof of agency. This turned into a very long chapter, with many improvised changes, so I'll only summarize some of the main ones below. The investigators arrive in Inverness and learn from Constable MacDougall that the maid and butler from Hancock House resigned their positions at the mansion shortly before Dr. Hancock and Dr. Chisholm seemingly left the country without notice. Obtaining the domestic servants' home addresses, the investigators find that Mary Ives (now "Mad Mary") has lost her mind and is babbling about snakes walking on two legs and black-robed men lurking in the woods outside her employer's mansion. The investigators then visit the home of the butler who, after breaking in following no answer at the door, is found to have hanged himself from the kitchen ceiling. They then discover his diary, which becomes increasingly incoherent and disjointed before stopping abruptly, revealing many of the clues normally obtained from this chapter’s various NPCs, but instead condensed into one source. At Hancock House, I gave Henry Hancock's ghost the ability to possess investigators and also attack in ghostly form, with successful hits on an opposed POW roll draining magic points + Sanity loss from chilling touch (reaching zero magic points kills the investigator instantly). I also put Henry Hancock's dig site journal in the mansion basement, which revealed yet more information, including notes about the Roman history behind the dig site and what was eventually found there. I placed yet more clues among the books in the mansion library. After Hancock House is locked up by the constable following the discovery of Henry Hancock's corpse behind the walls upstairs, the investigators decide to stay in Cannich to determine what happened to Dr. Chisholm. They are told there are no vacant rooms at the King's Head Inn, but they can stay with a local farmer, Ian MacLennan, and his wife who own a sizable home with guest rooms. Their pretty French "niece," Anne (Anne Chantraine), is also staying with them for a time. I gave the sorceress Anne Chantraine some powerful deeper magic spells, including the ability to astrally possess (within certain limits, including a successful opposed POW roll) investigators while they slept on the grounds of Ian MacLennan's small holding. Anne failed to possess the two female investigators during her nighttime visits but was able to successfully possess a male investigator later. The male investigator found Anne laying in a trance-like state on a bed as he searched the rooms at the King's Head Inn while everyone else was away at church on Sunday morning (this was a trap). The investigators, including the one controlled by Anne Chantraine, next visited the Roman dig site at Loch Mullardoch. They find Henry Hancock's Elder Sign stone in his personal tent, which is later used to dispel the chthonian in the Serpent People's caverns. The investigators also find the second piece of the R'lyeh Disk but leave before discovering Dr. Chisholm's corpse buried under the dig site rubble. The major change I made to the dig site was that the Temple of Azathoth's (SITE F) Gate on its floor was an active Time Travel Gate, bringing the investigators back to the moment two thousand years ago when the Serpent People and their chthonian attacked the Roman legionnaires (apply Sanity and magic point losses for time travel effects). The investigators fled back to the present, just as the Fortified Tower (SITE K) was destroyed by the chthonian. Through a series of events, all but one of the investigators are taken prisoner and end up in cages in the caverns of the Serpent People. Anne Chantraine stops possessing her investigator and now has all three pieces of the R'lyeh Disk. Farmer Ian MacDonald has also been taken prisoner along with one of the investigators who was staying as a guest at his farmhouse. He is then sacrificed by Anne Chantraine on a stone altar in the glowing crystal-walled cavern in Point 10 (A Small Chamber) in an Aztec-style ritual (i.e., cutting out his heart), which merges the three pieces of the R'lyeh Disk into one seamless artifact. The sole free investigator comes to the rescue and is nearly led into a trap by the Serpent People leader who uses a spell to appear as Dr. Chisholm ("Follow me, I know how to escape from these caves!") But his shadow on the cave wall gives him away, and the Serpent Man dies by shotgun blast to the head. The imprisoned investigators are freed, they battle a Silver Twilight cultist working with the Serpent People, dismiss the summoned chthonian with the Elder Sign stone as the cavern almost collapses, defeat Anne Chantraine (she withers into a 300-year-old crone upon her demise), and then recover the intact R'lyeh Disk. The investigators also save the MacRae baby, who was resting in a basket in the caves with the label "Lunch" attached. One final, important change I made was allowing the investigators to discover Duncan McBain's house and thus the entrance to the caves of the Serpent People by following Wille Wassle at night over the moors, who then disappeared behind Duncan McBain's cottage among some faerie stones. The dispelled chthonian later returns after the investigators leave, causing earthquakes which bury the Roman dig site, as well as the entrance to the caves of the Serpent People, hiding anything that might reveal their existence. Here is my central criticism of this chapter which, however, contained many great ideas: it's all over the place. There are far too many NPCs and too much information provided from various sources, so much so that the chapter can't be presented without bogging down both the Keeper and the investigators during play. The chapter's information, clues, and situations should be much more condensed and focused, but without leading the players through on rails, of course. I re-read this chapter several times in its entirely while playing through, and I still couldn't keep track of everything - it's that convoluted. *** Wow, that's a lot of information! I'm going to stop here for now, and then resume with Chapter 4 next week sometime.
  15. Our gaming group finished a 1920s campaign at the end of last month and now we're going to begin a new campaign set in Colorado Territory, 1870. We play on Fantasy Grounds as not all of us are in Colorado Springs, but we'll have to meet in person sometime early next year to continue as Fantasy Grounds only has the DDT setting guide and not the full 'Shadows over Stillwater' campaign. We want to continue to play on Fantasy Grounds, but there is no more DDT content available after the setting guide's two introductory scenarios. So, what would it take to get the campaign up on Fantasy Grounds by March 2022? The Call of Cthulhu content on FG hasn't been updated in quite a while for what I can tell. cc: @Mike M @Rick Meints
  16. I saw this post a while ago and wanted to wait to finish the full campaign before I replied at length. Our gaming group wrapped up the entire Shadows of Yog-Sothoth campaign at the end of November 2021, which ran from late February 2021 meeting every other Saturday evening on Fantasy Grounds (almost 10 months). I'm going to write up what changes I made as the Keeper to the campaign chapter by chapter and then post them here. I should be able to complete this in another week or so, so please check back then.
  17. Good. I noticed a non-trivial number of typos when running 'Amidst the Ancient Trees' and 'Crimson Letters' from my copy of the Keeper Rulebook, purchased the summer of 2019.
  18. I checked my bound 'Of Wrath and Blood' print-out and @JonHookis the "interior artist" as well as the scenario's author. I'm not sure what happened here then. Maybe Jon drew the picture before deciding the scenario would take place not long after the events of "The Haunting" and the draft image of the boys was included in the final version of the scenario anyway. Let's see what he says.
  19. I noticed this as well, so I never showed my players that picture from the scenario's art. I just assumed the artist didn't realize the actual age of the twin boys when he or she drew the portrait.
  20. A 7th edition of Shadows of Yog-Sothoth is unlikely to happen anytime soon. The Yog-Sothoth campaign was revised for the 6th edition (2004) and several other full-length campaigns are ahead of it for a 7th edition update.
  21. I'm running the 'Shadows of Yog-Sothoth' campaign for my players at the moment and the first scenario begins in Boston, the city setting for "The Haunting." I decided to tie the Chapel of Contemplation and the Order of the Sliver Twilight from this campaign together, as both cultists worship "The One Who Waits in the Dark"/Nyarlathotep. When my players broke into the Silver Twilight lodge at night, they found a number of clues indicating the Chapel of Contemplation is a branch of the Silver Twilight, and Walter Corbitt was a "wizard" of the order during this life/unlife. I decided to resolve the Chapel of Contemplation story thread from earlier in our ongoing campaign this way, as both scenarios are placed in Boston.
  22. I will send you a Private Message now as I'm not sure I can advertise myself on the forums. My published writing is not related to Call of Cthulhu.
  23. You mean "Of Wrath and Blood?" https://www.drivethrurpg.com/product/271923/Of-Wrath-and-Blood I wrote a post about running this scenario by @JonHooka while ago. https://basicroleplaying.org/topic/11345-of-wrath-and-blood Jon and I go back and forth about the sequel's story in this thread.
  24. I looked again and the information is on page 41 of The Grand Grimoire (how did I miss it?). What must of thrown me off is that some binding spells such as "Bind Shoggoth" have their own detailed entries. From page 41, "Each attempted binding costs 1 Sanity point but usually no magic points." I'll just read through the section found on pages 41 and 42. I will assume someone needs to cast the Elder Sign once to create the spell component (a stone) for the summoning.
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