An ongoing campaign of Call of Cthulhu can be rather an episodic affair, which makes it really good for running over the net. Published campaign supplements can of course be inserted as you like, but keeping player involvement and interest fresh (and I do mean the players, not the characters) requires something more than simply "This is what you're doing this week".
I remember a conversation with the dad of a prospective student at a university where I worked previously. His daughter had mentioned her love of tabletop roleplaying and we had a short conversation about our various games. We were joined part way through by her dad and it turned out he was a very experienced Cthulhu GM. He said something that stuck with me: "I've put a lot of effort into turning Cthulhu into a worldwide sandbox, where the players decide where to go." I was impressed - it sounded like a lot of work, and a whole load of fun.
Ours is now becoming something like this, pretty much due to player choice. Following our fun time with "Dead Man's Stomp", I ran another one-shot, "A Mother's Love" from New Tales of the Miskatonic Valley, which they enjoyed immensely. It ended with Isobel (Beth's character) shooting the main bad guy in the arm; he spun around and fell into the water in Innsmouth, which he found most welcoming (I'm avoiding spoilers as much as I can!). Suffice to say, no body was ever found...
I then ran "The Pale God" from my old copy of The Great Old Ones. The hook was a certain Captain Harvey Walters (ret.), Scott's old commanding officer from the war. This started what has become something of a habit for me now: slipping character links into different scenarios in order to give the move from one to another a bit more coherence. Scott (Thomas' character) lost contact with the Captain after being reassigned to some R&R behind the lines along with the rest of what remained of his regiment. It turns out that Harvey and a group of soldiers had encountered something horrible in the basement of a bombed-out house and the few survivors formed a group against the Mythos that they call the "Wipers' Pals", which is based on some ideas from the 7th Edition Investigator Handbook. After seeing the rather spectacular death of one Harvey's men, the characters found out what was going on, but needed more research time to decide how to deal with it.
Morris, Cate's character, contacted their rather ghoulish bookstore "friends" in Arkham to ask if they knew of a tome that might help. They were pointed in the direction of a certain Mr Corbitt, who had purchased an English translation of Nameless Cults. Normally the bookstore wouldn't give out the names of its rather peculiar "select" clientele, but this was one guy they really disliked. They had some acquaintances keep an eye out for Mr Corbitt in Boston, and these said the guy really stinks - as in, he's a sorcerer.
In terms of the scenario, Corbitt has barricaded himself in his house and has hasn't been seen for days. Time to run "The Haunting". They managed to end the thing they encountered, snagging a rather nice dagger enchanted with an elder sign for their trouble, as well as the copy of Nameless Cults they were looking for in the first place. I deliberately enhanced the dagger; I reckoned an elder sign would be a very useful thing for them to have.
This led to some downtime for Morris to read the thing, so I had Dr Armitage introduce them to an old friend, Dr Henry Call, who has joined a gentleman's club with a sophisticated air of the occult: the Hermetic Order of the Silver Twilight in Boston. Dr Call met with the characters and said there was something odd about the place, especially the man leading the group, a certain John Scott, who "Looks as though he had a bad case of acne when he was a teenager". Being the only man in the group with high enough social status, Morris joined the Order, sponsored by Dr Call, with the idea of infiltrating it over the longer term. He'll need to use its library to improve his Occult skill in order to move up the ranks.
Morris was then disturbed by a separate development, a series of newspaper reports on the current New Orleans Mardi Gras season, with a feature on the rich sponsors of one particular "Krewe" - their chosen badge is the Yellow Sign, a symbol that flashed before his eyes when he previously encountered a dream version of Louis Armstrong with black, smoking eyes - the "person" laughed malevolently before disappearing. This happened in relation to the nasty trumpet from "Dead Man's Stomp", which Armitage has identified as associated with a certain entity called Nyarlathotep. Even he shuddered when he told this to Morris.
Off to New Orleans, then, for "Tell Me, Have You Seen the Yellow Sign?", another offering from The Great Old Ones. Again, I'll try to avoid spoilers, but in the course of their investigations they found a bookshop with an Elder Sign carved into a tree trunk outside its door. Morris spotted a copy of the dreaded King in Yellow with an especially malevolent Yellow Sign on its cover and went into a trance. Isobel waved her enchanted dagger over the sign, and all three of them ended up in a small town on the Bay of Naples in Roman times. They foiled the plan of a bunch of Hastur cultists here and were then whisked off to Norman England, where they saved an entire region from being sucked into Carcosa. After this, they woke up again back in the bookstore in New Orleans a second after they had blinked out; nobody else in the place had even noticed that something had happened. The two scenarios were from Tatters of the King.
I had made the main protagonist of each time swap, or whatever it was, an absolute dead ringer for one of the sponsors of the Krewe being investigated, and strangely enough the characters had played themselves in the past - previous lives, or something. Except they remembered everything, including the skills they had at that time: they are all now very good at Latin, for example, and have also acquired some rather useful melee skills, especially Scott. He is very good with a pilum. They realized that Hastur's cultists were planning Attempt To Do Something Nasty number three, which they foiled. Their timeslip experience remains unexplained and slightly weird, which suits my idea of how Hastur does things.
This is where the players invented something I didn't foresee. They assumed there must be some sort of link between their experiences, and sort of triangulated the locations on a map based on the whorls of the Yellow Sign. They pinpointed a location: the Azores, specifically Flores Island. Fully expecting to find something really nasty festering there, they reported back to Henry Armitage by telephone, asking him to find out more about Hastur and the Yellow Sign for them. He promised to do so, and also swung some first-class tickets for them on the Mauretania, due to leave New York City in a week's time for London, with a two-day layover in the Azores.
Dr Henry asked them to pick up a donation to the Orne Library from a family not far from New Orleans: scenario number three for them from The Great Old Ones, "Still Waters". It took them a while to investigate this one because they were being really careful, having realized very early that whatever the big nasty might be, it was seriously powerful. So they did not actually meet their enemy. They did, though, pick up the donation for the library as well as quite a lot of Mythos-related items. Morris had a weird vision of Great Cthulhu striding across the world in triumph, with a sort of Aztec-looking shining disc behind his head in place of the sun, a carved representation of a stylized phoenix surrounded by glyphs and sigils. And yes, this will matter later. They also come across a puzzling letter referring to the Silver Twilight as a powerful organization with great occult resources of their own.
Interrupt. The characters are interviewed by three brilliantly intelligent, no-nonsense women working for a shadowy part of the FBI called the "Unusual Incidents Unit" (Beth's idea!). Their codenames are Stheno, Medusa and Euryale, the names of the Gorgons (my idea; after all, why not?). Their group has only recently been formed, and they work by trying to play off elements of the Mythos against one another. For example, they know that Hastur's and Cthulhu's cultists don't exactly see tentacle-to-tentacle. The three agents are obviously very knowledgeable about the Mythos, and offer to cover up the aftermath of events in "Still Waters" for them. They tell the characters that their contacts will be Dr Armitage (surprise, surprise); their field agent will be their old friend Matt Peabody, an investigator who helped them in Innsmouth, taking out a gang member with a tommy gun by the simple expedient of shooting him in the head. Matt is now going out with Lucy Stone, another acquaintance from Arkham ("Red Letters"). The Gorgons give Scott and Isabel an Elder Sign each of their own. End of interrupt.
The characters finally made it back to Arkham and Dr Henry gave them their tickets for the Mauretania. He asked them to watch over a group of three academics from Miskatonic University: a professor and two of his graduate students who are on the run, funnily enough from the Hermetic Order of the Silver Twilight. It seems they stirred up a lot of trouble there and are now on the first part of a trip to Jerusalem to escape the organisation's clutches and to do some research into them in a special archive.
This led to the scenario on the liner from The Asylum, with Morris as Violet this time so that she wouldn't be recognized - Morris might be a problem due to being a member of the Silver Twilight. This initially seemed mostly like a break from the Mythos, although the group met another occultist, a retired history professor from Harvard. He showed them an item he had found, leading to Isobel and Scott experiencing exactly the same vision of Cthulhu previously seen by Morris: the same vision for all three of them on two separate occasions. The professor was shocked into forswearing the occult ever again and gave Violet his paraphernalia and books.
The next event was their foiling an assassination attempt, which provided a distraction for the obligatory group of cultists to kidnap the academics from MU. The characters managed to intervene by the simple expedient of interrupting some sort of ritual summoning. The cult tried to swarm whatever thing was starting to come through the void, so the characters dragged the three academics out of the room and held the door shut from the outside. Various horrible screaming noises were heard from inside the room they had just vacated, but strangely enough whatever it was that was causing the grief made no sounds of its own. Opening the door after a sensible wait revealed the mangled bodies of the cultists, apart from their leader, who was nowhere to be seen; all that was left of him was a foul stench and the ritual dagger he was using in the summoning, which actually belonged to the professor on the scene - presumably he was going to be sacrificed first. This was the item they had taken from the Silver Twilight. The crime scene was very odd: all of the cultists had been killed by something very strong with unfeasibly sharp claws, but every single wound was inflicted from behind - on all six of them at pretty much the same time. The only casualty for the good guys turned out to be one of the graduate students who rolled 99 on SAN of 40, so he will be spending a bit of time in a nice quiet room in London with lots of rubber wallpaper. Good thing nobody actually saw that thing! The professor confided afterwards that the enigmatic John Scott talks like someone from 150 years ago or something; his English is definitely not in the contemporary idiom.
Flores Island provided more Hastur-related weirdness, which appropriately enough remains entirely unexplained. The characters experienced some extreme paranoia in and around a single tower in the middle of a clearing - exactly the one that Morris/Violet remembered seeing in their visions of Norman England. Passing through a feeling of great malevolence, they found a room at the top after encountering the squished remains of a Roman legionary and a medieval knight, reminders of their time in past. In the room was a pedestal holding a rather large, unadorned wooden box; Violet could see silver filigree filaments running down the pedestal from the box and disappearing into the floor. She was the only one who could perceive them, probably as a result of her earlier visions of this same tower. After a lot of deliberation, Violet opened the lid of the box and found a beautifully disturbing golden filigree ornament. A concave covering over two feet in diameter and around four inches deep. It has obviously been designed to go on top of something else and consisted of three interrelated sets of glyphs: a large, powerful Elder Sign intertwined with an equally impressive Yellow Sign, superimposed on a representation of the sun disk the characters remembered from their vision of Cthulhu triumphant. The whole thing was made of delicately unbreakable gold filigree. Violet shut the lid, grabbed the box and ran.
The characters fled the disintegrating tower, with Violet lagging behind (a spectacularly failed DEX roll). The other two trend around to see her emerge unscathed as the tower fell on top of her, disappearing block by block into nothingness as it did so. There was no sign the place had ever existed.
Any resemblance to a Fritz Leiber short story is purely intentional!
A useful map of Miskatonic Repository scenario locations
An entertaining excursion as always!
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Cheers, Iain, thanks for looking in on us.
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