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Scott Dorward

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About Scott Dorward

  • Rank
    Junior Member


  • RPG Biography
    I've been playing RPGs since the early eighties, including a lot of Call of Cthulhu and Runequest.
  • Current games
    Call of Cthulhu, Monsterhearts
  • Location
    Milton Keynes
  • Blurb
    I write games.

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  1. With the flame weapons in The Two-Headed Serpent, we suggested that the player character should roll Luck to see if their target caught fire.
  2. If The Two-Headed Serpent wins, I'll change my name.
  3. I use Rolz for my online gaming these days. It's just a dice roller, with some chat functionality, which means it doesn't do a lot of things I have no need of. Roll20 is neat, but it's complete overkill for my requirements.
  4. You're right in that the New York chapter is meant to be a metaplot that twists between the chapters. You should definitely play it out as much as you can, letting your players have lots of opportunities to interact with people at the Caduceus offices. There should be plenty of events to make the heroes suspicious about Caduceus. The campaign starts out with the heroes discovering that they've been lied to about the organisation's true motivations. From there, they are sent out to use what is effectively a nuke on a civilian population in North Borneo and to neutralise a largely peaceful cult in Oklahoma for what appear to be ideological reasons. The main hook, however, is the Mafia subplot, where the heroes are pushed into investigating their employers by outside forces. The implication that Caduceus may be involved in smuggling heroin should stir up some interest. With respect to point 3, there are some guidelines in the text about when the memos about Mu should come into play. If the heroes are poking around the offices early in the game, these memos simply won't exist yet. You are in complete control over when these clues turn up. Don't feel pressured to reveal them early if you don't want to. The heroes have a chance to encounter Rose Meadham in the Iceland chapter, although not in person. She is speaking to the other serpent people in the control room, using a remote video connection. There are some guidelines there for how she might interact with the heroes. Hope this helps!
  5. The default in the scenario is that the investigators retain any taint they acquired, even if they destroy the Earth's Womb. That said, I've heard of Keepers reducing or undoing the effects, which seems entirely reasonable to me. It all depends on how horrible you want to be to the investigators.
  6. I'm not sure I accept that chases aren't part of purist Lovecraftian play. The main inspiration for putting the chase rules in 7th edition was the long, memorable chase scene from The Shadow Over Innsmouth . We wanted to make sure that you could recreate that in your game with mechanical support.
  7. That's pretty much what we set out to do with the scenarios in Nameless Horrors. The idea was that they should all be weird, with no reliance on violence. I'll leave it up to others to decide how successful we were.
  8. You can get the 7th edition version free in the quickstart rules.
  9. Destroying the capstone is enough. That allows the formless spawn to escape, breaking the power of the ward. Someone could inadvertently release the spawn by breaking the capstone without realising its purpose -- this is what happened to the first one.
  10. Thank you! That's wonderful to hear.
  11. Glad to hear it went well! It sounds like you did an excellent job as Keeper. A fumble with dynamite is the perfect climax to this scenario.
  12. From my memories of the playtest version, this is deliberate. Pulp heroes start with more Luck than investigators and gain more during the development phase.
  13. Beasts did more to cement my love of horror when I was a child than any other work of media. Baby in particular still gives me chills.
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