Showing posts with label Call of Cthulhu. Show all posts
Showing posts with label Call of Cthulhu. Show all posts

Saturday, April 27, 2024

Prep for Running CoC (or other games)


I'm the Forever GM. I've been GMing games since starting with D&D (white box edition, heavily homebrewed) since the mid-1970s. We did dungeon crawls and were murderhobos. During that time, we tried d6 Star Wars, Paranoia, James Bond, Space 1889, Shadowrun, Stalking the Night Fantastic, etc. It was only after college that I got into more of the storytelling aspects of roleplaying (by playing Vampire and GURPS). I only started to intensively run CoC in 2011. My gaming style has evolved from combat based (random combat encounters) to more story based (coming up with clue trails, clue details, NPC motivations, plot twists, etc. on the fly).

Anyway, I'm seeing a number of people who've never GMed asking how to prep for a game.

Here are my steps (do steps 1 to 6 days earlier and those steps takes about 4+ hours):

  1. Read it quickly (you can skim or speed read it) just to understand what's going on, to understand the story. Most CoC scenarios has a What's Going On section (Keeper Info, Overview, Background) at the beginning of the scenario spelling out exactly what has happened. Don't worry about stats, mechanics, or spells, just read it for the plot. The reason you need to know the plot is because this lets you improvise clues and clue trails that makes sense during play. If you don't know the plot, then you might create conflicting clues that'll confuse your Players.

  2. Cut-n-paste handouts (either copier for in-person, or screen shots if running online). Read them also because they sometimes contain info not in the scenario text. I've been blindsided a few times when a Player asked about something that was in a handout I didn't know about. In most published scenarios, copies of the handouts are also at the end of the scenario or in the appendix in the back of the book.

  3. Google pictures for additional handouts. Note what is missing in above step. You'll generally notice you're missing a NPC portrait, a location map, picture of a landmark, or period objects that you're not familiar with.

  4. Have pre-gens (pre-generated PCs) ready. I don't recommend having Players make PCs in their first game. Just provide more pre-gens than Players, so at least the last Player isn't left with no choices. Also maybe gift or reserve 100 skill pts that they can add to any skills they want (other than Cthulhu Mythos). An extra PC can also be used as a replacement PC if a PC dies early, unexpectedly; it's no fun to be at a convention and your PC dies 1 hour into the game and the GM tells you you can't play anymore. When I run high lethality games, especially at a convention, some systems (Godlike, Mörk Borg, Alien) are more lethal than others, I make sure there are plenty of backup PCs. If they are creating their own PCs, have them use www.dholeshouse.org. Some games, I use a spreadsheet when I create characters to make sure all skills needed for the scenario are covered and the PCs are balanced.

  5. Highlight a copy the scenario (hardcopy or digital, I hate writing in books). Read the scenario again carefully and use a highlighter on important bits. You can use different colors for GM info, stuff to read aloud, save throws, names, important aspects, etc. Create more handouts that you've missed on the first pass. This is also when you'll realize that parts of the scenario either doesn't make sense or is missing details and you'll have to modify the scenario or add additional details that fleshes it out.

  6. Create a single page bulleted outline of important stuff that must happen. Also add your own notes.

  7. Right before the game, I reread again to refresh my memory and add any additional highlights or handouts I missed. At a convention, I generally don't look at the scenario again (unless I have to), but use the single page bullet pointed outline.

  8. Have pencils, dice, character portraits, character sheets, maps, handouts ready for running. I don't like using a GM screen because it's a barrier between me and the Players. I also roll dice out in the open and don't fudge rolls, but I might fudge an opponent's HPs or skills in the Players' favor. If I have to hide info, I use a clipboard and make sure I have a cover sheet hiding the information. If I need a rulebook for various charts or tables, I use a sticky note as a bookmark for that page or a cropped screen shot if I'm running online. At conventions, I arrive early to pick my spot for all my stuff and rearrange the chairs if necessary. I then layout all my stuff.

  9. At conventions, where timing is important, I use a watch I can casually glance at to see what time it is and use it to compare to where the PCs are in the scenario, so I know whether to speed it up or slow down. I also have optional scenes I can throw in to lengthen the scenario if I'm running too fast, or know which scenes to drop if I'm running slow. I also don't unnecessarily lengthen a scenario, I'd rather end early than run out of time. I've been in games where the GM ran out of time and had to summarize the ending. The best part of most movies is the ending. How would you feel if instead of the climatic ending of a movie, you get a screen crawl summarizing the ending?

  10. Call for 10 min breaks when you're stuck, so you can think about stuff and for people to use the bathroom or get food. Do this a few hours in or at a natural stopping point. Most convention games have at least one break after 2 or 3 hours.

  11. For convention play or a one-shot (where  PCs don't come back), I always allow the Players to do an epilogue for their PCs, a short sentence or paragraph as to what happens to their PC after the scenario ends and how the events have affected them or their lives. This gives some closure for the PC.

  12. If you have to do more than one session because you didn't finish, try to stop at either a natural stopping point (after a reveal or end of combat) or a cliff hanger. Then schedule a follow-up session.

  13. You can ask for feedback on what the Players liked or disliked and what you can do better (this is more for games at home or with your own group, not at a convention). At a convention, there might be feedback forms that are handed into the convention runners, not to the GM. Comments might be forwarded anonymously to the GM.

  14. Pack up your stuff and leave the convention room as clean or cleaner than when you arrived.

Friday, October 20, 2023

Call of Cthulhu - Thoughts on Chases

p.132 Keeper Rulebook has a whole chapter on the rules for chases. This was wholly new for 7th edition. p.414 Keeper Rulebook has a Summary of Chase Rules. The chase rules has some nice ideas, but a fair number of people don't use it because of the improv nature of it. It's also a bit abstract.

Before 7e, most people just did an extended test, for example requiring PCs to make 3 DEX rolls to get away. This was of course also very lackluster. 

The best implementation of the new Chase Rules that I've experienced was from Heinrich D. Moore's The Great Trap. Instead of making up the chase on the fly, he made cards for each location describing the Hazards / Barriers for each location. So, instead of making it up on the fly, he thought about it earlier and designed it.

The problem comes in when you get an unexpected chase. As a GM, you expected some sort of combat as the resolution, but the PCs decide to run for it. Now, you have a chase situation and you forgot to prepare one, so now you've got to put your improv hat on and try to make an exciting chase.

Do you break out the Chase Rules? Is it worth the time and effort? Does switching to the new chase rules break immersion? Does spending a few minutes re-reading the rules kill the pace of the game? 

CoC 7e Chase Rules:

    Pros:

  • Codifies how to do chases so it's consistent between GMs.
  • Handles groups of individuals in different locations.
  • When done properly, it works great and becomes cinematic.

    Cons:

  • Chase Rules look abstract and is a different subsystem that has to be learned.
  • Rules look complicated with many steps.
  • Requires heavy lifting from GM. GM either needs to plan ahead or have great improv skills.
  • Done improperly, it just looks like dots on a sheet of paper.

What if you want just a quick and dirty resolution?

I recommend going back to the extended test, but borrowing some of the ideas from the Chase Rules.

I'd go in DEX order and ask each Player what their PC would do. If they're running for it, make them roll DEX rolls. I also ask each PC, when it's their turn, if they're sticking with the other PC or scattering. Sometimes the PCs are all running for a car; sometimes they're scattering, hoping that some of them would get away. If they're hiding, make them do Stealth rolls. If they're climbing a tree, Climb rolls. Jumping a ravine, Jump rolls. Swim across a river, Swim roll. Once they've started running, you may ask for CON rolls to see if they tire out instead of doing repeated DEX rolls. In any case, anybody who fails become targets of the Chaser. Ask all the PCs who failed their rolls what their Luck is, the Chaser goes after the PC with the lowest Luck. The unluckiest one gets attacked. If everyone made their rolls, then the Chaser still goes after the PC with the lowest Luck. The Chaser may then have to make a skill check to catch up with the unluckiest PC.

For the next round, I'd go through the PCs again asking what they're doing. Again have them roll skill checks, if they want to do the same thing again (which they might do as they might have picked their highest skill to get away), you may switch to a CON roll to see if they tire out. If the Chaser is still occupied (hasn't killed the unlucky PC yet), then the PCs get a reprieve. Otherwise, the Chaser goes after the next unlucky PC who failed their skill check. Repeat this until you've decided the PCs have gotten away (I generally go with the rule of three, 3 successes and you're out of there) or the Chaser has taken care of all the pesky kids (investigators). PCs who may have hidden or climbed a tree (stationary targets), might still get targeted, depending on their levels of success and number of successful skill checks, all at the GM's discretion. 

Fumbles will draw the attention of the Chaser.

That's my simplified Chase Rules.

Instead of making the GM do the heavy lifting, put part of the burden on the Players, they decide what their PC does. Their skill rolls determine if they get away or not. Lowest Luck determines who gets targeted by the Chaser.



Wednesday, February 15, 2023

Missed Dues & Blackwater Creek - Scenarios - Call of Cthulhu 7th Ed - Review

Missed Dues and Blackwater Creek (CoC 7e, 2016, 80 pages) are two scenarios that are included with the Call of Cthulhu Keeper Screen Pack which includes GM screen, scenarios booklet, character sheets, and 3 maps: Arkham, Lovecraft Country, Earth.

I have the 2015 KS edition of this, so there may have been some changes. My copy of the scenarios has 93+ pages and also a Keeper Reference booklet (22 pages), and color maps of locations from the scenarios in the Keeper Rulebook. 

You have an option of either using the pre-generated mobsters or using existing PCs. There are no pre-gens of regular investigators of university professors and librarians. You can use the pre-gens from the QuickStart or some of the other published products such as the CoC Starter Set or Doorways to Darkness.

I played Blackwater Creek and ran Missed Dues, in both instances the PCs were mobsters. I do want to say that as mobsters, there are viable solutions to scenarios that law abiding citizens would never attempt. It's sort of fun to have no qualms about murder, intimidation, or blackmail. So, some scenarios with mobsters as PCs have an easier solution than with law abiding citizens.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



Missed Dues
Time Period: Oct 1922
Location: Miskatonic University, MA
Pages: 37
Run Time: 1 session
Pre-Gens: 6 mobsters
Hook: "Sticky Jack" Fulton did a job on the sly and didn't pay the mob their percentage. It's been a week and now he's missing. Find him and get the missed dues.

I ran this with mobsters, but not the pre-generated ones. I was running a series of mobster scenarios, changing the hook for various published scenarios, giving them a mobster slant. So, they used their pre-existing PCs.




Blackwater Creek

Time Period: Sept 1926
Location: rural Massachusetts (can be tied to Miskatonic University scenarios)
Pages: 49
Run Time: 1 session
Pre-Gens: 6 mobsters
Mobster Hook: Bootleg whiskey is being made out in the boonies. Find the makers and cut a deal with them.
MU Hook: Prof Roades and his wife are missing. The rest of the archaeological expedition has returned from the dig site. The new school year is about to start, see if Prof Roades is ok.




Sunday, November 27, 2022

Starter Set - Scenarios - Call of Cthulhu 7th Ed - Review

2022 edition

The Call of Cthulhu Starter Set (CoC 7e, 2022, 154 pages) consists of dice, rules (24 pages), a solo adventure (56 pages), 3 adventures (80 pages), handouts for the adventures (17 pages), and 5 pre-gen PCs.

There are two editions: 2018 and 2022. The only difference between the 2018 and 2022 editions is new art and the inclusion of fixed typos and errata. You can tell the difference between the editions based on the cover art.

The Adventures:
Alone Against the Flames: 1 Player, no GM (solo, chose your own adventure).
Paper Chase: 1-2 Players, 1 GM.
Edge of Darkness: 2-5 Players, 1 GM.
Dead Man Stomp: 2-5 Players, 1 GM.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



Alone Against the Flames
Time Period: 1920s
Location: Emberhead, somewhere in New England's Lovecraft Country.
Pages: 56
Run Time: 1 session
Pre-Gens: PC generated during play. No GM.
Hook: You're on a bus trip to Arkham for a new job.

This solo adventure is a good introduction. It's a choose your own adventure game walking you through various die rolls and is a good tutorial for the system. This doesn't use the pre-gens and was written as an early tutorial, including character generation during the adventure walk through, otherwise they should have used the pre-gens. 

I played this when it first came out and the free PDF (50 pages) is available here: Alone Against the Flames.

If you use the free PDF, you should get the CoC Quick Start Rules which includes the scenario The Haunting here (50 pages): CoC QuickStart and The Haunting.

This solo adventure is quite entertaining, worth trying a few times to see the different endings.




Paper Chase
Time Period: 1922
Location: Arnoldsburg, Michigan (can actually be set in any town).
Pages: 12
Run Time: 1 session
Pre-Gens: Choose from 5 pre-gens; 1-2 PCs and 1 GM.
Hook: Someone broke into Uncle Kimball's home and stole some books. Uncle Kimball disappeared over a year ago. Recover the books and if possible find Uncle Kimball.

Originally published in the CoC 3e core book, originally 3 pages long.

A fairly simple scenario.




Edge of Darkness
Time Period: 1923
Location: Arkham, MA.
Pages: 32
Run Time: 1 session
Pre-Gens: Choose from 5 pre-gens; 2-5 PCs and 1 GM.
Hook: Merriweather summons friends to his deathbed and has a last request. Banish an entity he and his friends had summoned at an old farmhouse.

Map of an abandoned farmhouse is provided.
Originally published in CoC 5e core book, originally 8 pages long.




Dead Man Stomp
Time Period: 1925
Location: Harlem, NY.
Pages: 26
Run Time: 1 session
Pre-Gens: Choose from 5 pre-gens; 2-5 PCs and 1 GM.
Hook: PCs are in a jazz club and all hell breaks loose.

Map of a jazz club is provided.
Originally published in CoC 5e core book, originally 9 pages long.

One of my favorite scenarios.




Saturday, September 24, 2022

Pulp Cthulhu - Scenarios - Call of Cthulhu 7th Ed - Review


Pulp Cthulhu (CoC 7e, 2020, 272 pages) contains the supplemental pulp rules and includes 4 scenarios: The Disintegrator, Waiting for the Hurricane, Pandora's Box, and Slow Boat to China.

Pulp Cthulhu is set in the 1930s because of The Shadow and other pulp heroes of that time period. The 30s also means that Prohibition is repealed (Dec 1933) and alcohol is legal again. What's a two-fisted action hero without some hard drinking?

What's different in Pulp Cthulhu?
  1. Character Generation: Pulp Archetype with higher stat for core characteristic (1d6+13 x5), 100 bonus Skill pts, and 2 Pulp Talents; 2x HPs, some new occupations, psychic powers, and weird science.
  2. Luck Spends: There are a lot of new ways of spending luck. The favorite: Avoiding Certain Death.
  3. Pulp Insanity: The Bout of Madness table is more forgiving. Insane Talents, gain a new Insane Talent the first time you go insane.
  4. 1930s: Background and Setting Information. Price charts.
In purist CoC, Investigators look for clues. In Pulp Cthulhu, the clues find you! (and smack you in the face.) So, don't expect complicated clue trails.

The scenarios in my order of preference:
1. Pandora's Box
2. The Disintegrator
3. Slow Boat to China
4. Waiting for the Hurricane

All the scenarios are quite fun and I'd run them again.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



The Disintegrator

Time Period: 1930s
Location: near Kingsport, MA (can by any seaside town, doesn't even have to be seaside, just remote)
Pages: 23
Run Time: 1 session
Pre-Gens: None
Hook: Demonstration and auction of a new device, The Disintegrator.

Gee, I wonder what the device does?

This scenario has the floorplans for a 55 room, three story hotel.





Waiting for the Hurricane

Time Period: 1930s (1935)
Location: Key West, FL (any seaside town affected by hurricanes)
Pages: 18
Run Time: 1 session
Pre-Gens: None
Hook: PCs are in a hotel that gets isolated by a hurricane.

This scenario has the floorplans for a 17 room, two story hotel.





Pandora's Box

Time Period: 1930s (1933-34)
Location: Any large city in the USA
Pages: 29
Run Time: 1 session
Pre-Gens: None
Hook: Pandora's Box is stolen from a nightclub, get it back.

This scenario has floorplans for a fancy nightclub.





Slow Boat to China

Time Period: 1930s (1931)
Location: A luxury cruise liner going from San Francisco to Shanghai, China (can be from any city to any city as long as it's a long ocean voyage)
Pages: 30
Run Time: 1 session
Pre-Gens: None
Hook: A locked room disappearance while on a cruise ship.

This scenario has floorplans of the cruise liner (8 decks) and info on meals, entertainment, and such, so you can use this as source material for other cruise liners.




Keeper Rulebook - Scenarios - Call of Cthulhu 7th Ed - Review

CoC 7e Keeper Rulebook

Most people forget that in the core rulebooks there are scenarios. In the Keeper Rulebook (CoC 7e, 2016, 448 pages) are two scenarios: Amidst the Ancient Trees and Crimson Letters.

What people also overlook are the excellent Appendices.
Equipment Prices for 1920s (p.396-398) and Modern (p.399-400)
Weapon Tables: p.401-406
Game Summary Rules: p.407-419
Summary of Combat: p.408-413
Combat Flow Charts: p.412-413 (you really need to look at this)
Summary of Chase Rules: p.414-416
Summary of Sanity Rules: p.417-418 (you really need to read this)
Summary of Magic Rules: p.419 (you really need to read this)

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

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Amidst the Ancient Trees
Time Period: 1920s (1925)
Location: Bennington, VT (or any wooded wilderness)
Pages: 18
Run Time: 1 session 
Pre-Gens: None
Hook: A girl is kidnapped and the PCs are part of a manhunt to recover her.





Crimson Letters

Time Period: 1920s
Location: Arkham, MA (Miskatonic University)
Pages: 20
Run Time: 2 sessions 
Pre-Gens: None
Hook: The Dean tasks the PCs to recover the missing Witch Trial Papers.

I love the whole host of NPCs and I've used this setting as a launching point for a series of MU adventures. I think this is an excellent scenario.




Mansions of Madness: Vol 1 - Call of Cthulhu 7th Ed - Review


Mansions of Madness - Volume 1: Behind Closed Doors (CoC 7e, 2020, 224 pages) is a collection of 5 scenarios set in the 1920s: Mister Corbitt, The Crack'd and Crook'd Manse, The Code, The House of Memphis, and The Nineteenth Hole.

The earlier 1990 version of Mansions of Madness included the following scenarios: Mr. Corbitt, The Plantation, Crack'd and Crook'd Manse, The Sanatorium, and Mansion of Madness.

Mister Corbitt and The Crack'd and Crook'd Manse are updated versions of the similarly titled scenarios published in 1990.

The connecting theme between all these scenarios are haunted houses, whether by ghosts or other entities. If you want to run a series of ghost hunter investigators, this would be the book to get. Most of the hooks are missing persons, but the action occurs in the houses the PCs enter.

I'd rank them in my order of preference:
1. Mister Corbitt
2. The Crack'd and Crook'd Manse
3. The House of Memphis
4. The Nineteenth Hole
5. The Code

Overall, all of these scenarios are enjoyable and quite solid. The newer scenarios are more complicated and harder to run.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes. 

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



Mister Corbitt
Time Period: 1920s
Location: Boston, MA (can be moved to any city)
Pages: 30
Run Time: 1 session
Pre-Gens: None
Hook: Neighbor across the street is doing dodgy stuff.

Mr. Corbitt is not the same Corbitt from The Haunting scenario. They just coincidentally have the same last name.





The Crack'd and Crook'd Manse
Time Period: 1920s (1925)
Location: Gamwell, MA (near Boston, but can be moved to any city)
Pages: 28
Run Time: 1 session
Pre-Gens: None
Hook: Investigate the disappearance of a home owner, determine if he's dead.





The Code
Time Period: 1920s (1925)
Location: Hampton, NY (can be moved to a rural or suburban location)
Pages: 34
Run Time: 1 session
Pre-Gens: None
Hook: A friend has made an amazing scientific discovery and needs your help.





The House of Memphis
Time Period: 1920s (1927)
Location: Boston, MA (can be moved to any city that can support a large entertainment industry such as Hollywood)
Pages: 40
Run Time: 2 sessions
Pre-Gens: None
Hook: Investigate the disappearance of Memphis the Great, a stage magician.





The Nineteenth Hole
Time Period: 1920s (1928)
Location: Dundee, Scotland
Pages: 37
Run Time: 1 session
Pre-Gens: None
Hook: Investigate the disappearance of the owner of a golf club.



Friday, September 23, 2022

Petersen's Abominations - Call of Cthulhu 7th Ed - Review


Petersen's Abominations: Five Epic Tales of Modern Horror (CoC 7e, 2017, 200 pages) is a collection of 5 scenarios that were created as one-shots for convention games by Sandy Petersen.

To see how Sandy creates scenarios, you can watch this video: GenCon 2018.

The problem with these scenarios is that they were built as one-shots with pre-generated PCs. The scenarios are designed to be dangerous and deadly. The likelihood of a PC surviving can be low and you cannot drop these into any existing campaign as it'll chew up your PCs and spit them out.

If you like more complicated scenarios (which I do), then I recommend Panacea and Voice Over the Phone.

Hotel Hell, The Derelict, and Mohole are more straight forward.

Overall, I found the scenarios are ok for what they are.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes. 

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.



Hotel Hell
Era: Modern
Location: British Columbia, Canada (wilderness)
Pages: 27
Run Time: 2 sessions
Pre-Gens: New hotel owner and buddies
Hook: You've inherited an old hotel out in nowhere and want to renovate it and make it a destination resort, but this being a money pit is the least of your worries.





The Derelict
Era: Modern
Location: Icy North Atlantic Ocean
Pages: 21
Run Time: 1 session
Pre-Gens: Various rich and famous people
Hook: You're on a luxury yacht sailing the icy Atlantic and find an abandoned cargo ship.

This scenario was originally published as a Free RPG scenario in 2016.





Panacea
Era: Modern
Location: Dallas, Texas (or any large city in USA)
Pages: 31
Run Time: 1 session
Pre-Gens: Various normal people
Hook: You're at a house party, celebrating a miracle cure, and things get out of hand.





Mohole
Era: Modern
Location: North Sea drilling rig
Pages: 35
Run Time: 2 sessions
Pre-Gens: Various scientists and engineers
Hook: You're a 3rd party observation team sent to audit a drilling platform.

Project Mohole is for real. Wikipedia entry.
Russian's Kola Superdeep borehole: Wikipedia entry.
Article about digging super deep: BBC article.





Voice Over the Phone
Era: Modern
Location: Dallas, Texas (or any large city in USA)
Pages: 29
Run Time: 2 sessions
Pre-Gens: Gang members
Hook: Previous gang members have created their own gang and started a turf war. Stop them.




Thursday, September 22, 2022

Doors to Darkness - Call of Cthulhu 7th Ed - Review


Doors to Darkness (CoC 7e, 2016, 144 pages) is a collection of 5 scenarios slated for beginner GMs because the scenarios are easy to run and don't contain red herrings to lead your Players astray. The first chapter is 7 pages of GM tips. All the scenarios are set in the 1920s. The book has 10 pre-generated PCs that can be used in any of the scenarios.

I've run all the scenarios and some multiple times at various conventions.

I'd rank the scenarios in order of preference:
1. Genius Loci
2. Ties That Bind
3 (tie). Servants of the Lake
3 (tie). None More Black
5. The Darkness Beneath the Hill

Overall, I recommend the scenarios. Though it is aimed for beginner GMs, it doesn't mean it's only for beginner Players, veteran Players would enjoy these scenarios also.

Most of my sessions are 3 hours long. Different groups take different times, but my run times are here for comparison purposes.

I hide spoiler sections with JavaScript. If you have JavaScript turned off, you can skip the spoiler sections I have marked.




The Darkness Beneath the Hill
Time Period: 1920s
Location: Providence, Rhode Island
Pages: 21
Run Time: 1 session
Hook: A friend invites you to visit his newly inherited house.

My least favorite scenario of the 5. I probably will never run this one again.





Genius Loci
Time Period: 1920s (1925)
Location: Danvers State Hospital, Massachusetts
Pages: 21
Run Time: 1 session
Hook: A friend, a patient, at the Danvers State Lunatic Asylum sends you a letter asking for help.

My favorite scenario in the book. The only drawback is that a map of Danvers State Hospital isn't included in the scenario. Luckily there's a website where the GM can look up all this material. I've put a link in the spoiler section for the GM.





Servants of the Lake
Time Period: 1920s
Location: Squatters Lake, Massachusetts (can be tied to Miskatonic University scenarios)
Pages: 20
Run Time: 1 session
Hook: A student from MU has disappeared on route to Kingsport.





Ties That Bind
Time Period: 1920s
Location: Ipswich, Massachusetts (can be tied into Miskatonic University scenarios)
Pages: 20
Run Time: 2 sessions or a 6 hr convention slot
Hook: PCs are asked to investigate a case of vandalism and strange stones left behind.





None More Black
Time Period: 1920s
Location: Arkham, Massachusetts (can be tied to Miskatonic University scenarios)
Pages: 15
Run Time: 2 sessions
Hook: A student at MU has died.