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<blockquote data-quote="Obryn" data-source="post: 4607815" data-attributes="member: 11821"><p>Just as a note, apropos of nothing, I found my original campaign "pitch" from back in 2004. I plan to update this for the new campaign and move the timeline forward to 2008, while assuming that everything that happened in the last campaign really <em>happened.</em> Only one player is still around, but he'll be surprised to learn that his old boss, Ann, is in charge again - after slowly becoming one of the main nemeses last time around.</p><p></p><p>[sblock]</p><p><strong>The Order</strong></p><p></p><p>You come from all walks of life.</p><p></p><p>Professors, criminals, soldiers, and fortune-tellers… Private eyes, musicians, hackers, occultists, and doctors… In each of your lives, something happened. Something which shook you to your core, which destroyed life as you know it. It may have been the death of a loved one, loss of your job, or simply witnessing something so horrifying that you didn’t think life could go on any longer.</p><p></p><p>Then, the envelope arrived.</p><p></p><p>It didn’t come through the post office or any delivery service. It was simply there where you would be sure to find it. It was addressed directly to you, a plain manila envelope with neat, felt-tip writing announcing your name.</p><p></p><p>Inside was an amazing offer. Many of you probably felt it was a joke or a cruel trick. But all of you kept it as secret as the paperwork inside insisted. And, for reasons of your own, you accepted. You were promised a new career – a new life, should you wish it. The lure of adventure may have called you. Maybe, you had an altruistic desire to help. Or, just maybe, it was a step up from your drab, everyday life that had been changed so utterly.</p><p></p><p>You now work for a group called The Order. Maybe you still hold onto some of your own life. Maybe you still have friends and family that you knew from before. Or maybe the Order has given you a new life and a new identity. The fact that you are anything other than what you seem is your most closely guarded secret. You’ve been told that anyone who knows of what you or your group does will be put in horrible danger. And your life may be put in danger, as well.</p><p></p><p>Of your employer or employers, you know little. You know that you work out of an office in the Stone Container building and that, by and large, you spend most of the day looking through newspapers and magazines. You call numbers, give cryptic messages to people you don’t know, and occasionally follow people. Occasionally, you do nothing more than watch television. Your boss gives you assignments, and you complete them – either in groups or singly.</p><p></p><p>You know her only as Ann. She’s a short woman, in her late forties or early fifties, with red hair, glasses, and no apparent sense of humor or mirth. You don’t know if Ann is her real name or an alias, but from what you know about your job, your money is on the latter. She says little, shares few secrets, and normally leaves you to your own devices. She’s seldom in the office, in fact, and you have no knowledge of where she goes otherwise.</p><p></p><p>You know that she has superiors, but their identities are even more mysterious than hers. You don’t know if the Order is a government branch or just an extremely wealthy private organization. All of your attempts to investigate it so far have failed. You have heard of other groups such as yours, but their identities, locations, and activities are largely secret as well.</p><p></p><p>What you do know is this. First, you now want for almost nothing. While your resources are far from limitless, you (and your family if you have one) are kept well-fed and protected. Second, you’ve been able to piece together glimpses – like a mad patchwork – of a world that’s more curious than you could have ever guessed. Finally, you are certain that what you’re doing is somehow helping people without their ever knowing it.</p><p></p><p>To date, you have seen nothing amazing or incredible, and little in fact that has been out of the ordinary.</p><p></p><p>All of that is about to change.</p><p></p><p></p><p><strong>Characters</strong></p><p></p><p>Characters will be generated in a group setting. Feel free to come up with a character concept on your own, but we’ll generate them as a group to make sure you have an operable team. Remember that, in Call of Cthulhu, combat is as likely to get your characters killed as it is to save them. Advancement will be based on survival and accomplishing goals, not on killing monsters. Oh, and you probably would not want any loot they should have. In short – this isn’t D&D.</p><p></p><p>Feel free to use anything as a character concept, but remember that this is a more serious horror game. So, a clown or something like that is probably not appropriate. (But if you have your heart set on one – let me know and we should be able to work something out.) Your character should be competent at some occupation; otherwise they would not have been recruited in the first place.</p><p></p><p>I will allow one psychic character in the group, should someone wish to play one.</p><p></p><p>If you’re working on a character concept, think on the following questions:</p><p></p><p>• What did you do before working for the Order?</p><p>• Are you originally from Chicago? Or are you from elsewhere?</p><p>• What happened to you to persuade you to make this drastic change for your life and work for an organization like this?</p><p>• Do you still stay in touch with old friends and family? If not, do they know what happened to you?</p><p>• What are your thoughts on the jobs you are doing now? What do you think about the Order?</p><p></p><p>Be prepared to be flexible, however. It won’t do to have four soldiers or four archaeologists.</p><p></p><p>Don’t feel like you need to have all the answers, either; we can develop these over the course of play, as well.</p><p></p><p>All characters will start out using the rules in the House Rules document.</p><p>[/sblock]</p><p></p><p>As a note, Ann is probably among my top 3 favorite NPCs ever. I couldn't resist bringing her back for that reason - and because it will make one of my players completely flip out.</p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4607815, member: 11821"] Just as a note, apropos of nothing, I found my original campaign "pitch" from back in 2004. I plan to update this for the new campaign and move the timeline forward to 2008, while assuming that everything that happened in the last campaign really [I]happened.[/I] Only one player is still around, but he'll be surprised to learn that his old boss, Ann, is in charge again - after slowly becoming one of the main nemeses last time around. [sblock] [B]The Order[/B] You come from all walks of life. Professors, criminals, soldiers, and fortune-tellers… Private eyes, musicians, hackers, occultists, and doctors… In each of your lives, something happened. Something which shook you to your core, which destroyed life as you know it. It may have been the death of a loved one, loss of your job, or simply witnessing something so horrifying that you didn’t think life could go on any longer. Then, the envelope arrived. It didn’t come through the post office or any delivery service. It was simply there where you would be sure to find it. It was addressed directly to you, a plain manila envelope with neat, felt-tip writing announcing your name. Inside was an amazing offer. Many of you probably felt it was a joke or a cruel trick. But all of you kept it as secret as the paperwork inside insisted. And, for reasons of your own, you accepted. You were promised a new career – a new life, should you wish it. The lure of adventure may have called you. Maybe, you had an altruistic desire to help. Or, just maybe, it was a step up from your drab, everyday life that had been changed so utterly. You now work for a group called The Order. Maybe you still hold onto some of your own life. Maybe you still have friends and family that you knew from before. Or maybe the Order has given you a new life and a new identity. The fact that you are anything other than what you seem is your most closely guarded secret. You’ve been told that anyone who knows of what you or your group does will be put in horrible danger. And your life may be put in danger, as well. Of your employer or employers, you know little. You know that you work out of an office in the Stone Container building and that, by and large, you spend most of the day looking through newspapers and magazines. You call numbers, give cryptic messages to people you don’t know, and occasionally follow people. Occasionally, you do nothing more than watch television. Your boss gives you assignments, and you complete them – either in groups or singly. You know her only as Ann. She’s a short woman, in her late forties or early fifties, with red hair, glasses, and no apparent sense of humor or mirth. You don’t know if Ann is her real name or an alias, but from what you know about your job, your money is on the latter. She says little, shares few secrets, and normally leaves you to your own devices. She’s seldom in the office, in fact, and you have no knowledge of where she goes otherwise. You know that she has superiors, but their identities are even more mysterious than hers. You don’t know if the Order is a government branch or just an extremely wealthy private organization. All of your attempts to investigate it so far have failed. You have heard of other groups such as yours, but their identities, locations, and activities are largely secret as well. What you do know is this. First, you now want for almost nothing. While your resources are far from limitless, you (and your family if you have one) are kept well-fed and protected. Second, you’ve been able to piece together glimpses – like a mad patchwork – of a world that’s more curious than you could have ever guessed. Finally, you are certain that what you’re doing is somehow helping people without their ever knowing it. To date, you have seen nothing amazing or incredible, and little in fact that has been out of the ordinary. All of that is about to change. [B]Characters[/B] Characters will be generated in a group setting. Feel free to come up with a character concept on your own, but we’ll generate them as a group to make sure you have an operable team. Remember that, in Call of Cthulhu, combat is as likely to get your characters killed as it is to save them. Advancement will be based on survival and accomplishing goals, not on killing monsters. Oh, and you probably would not want any loot they should have. In short – this isn’t D&D. Feel free to use anything as a character concept, but remember that this is a more serious horror game. So, a clown or something like that is probably not appropriate. (But if you have your heart set on one – let me know and we should be able to work something out.) Your character should be competent at some occupation; otherwise they would not have been recruited in the first place. I will allow one psychic character in the group, should someone wish to play one. If you’re working on a character concept, think on the following questions: • What did you do before working for the Order? • Are you originally from Chicago? Or are you from elsewhere? • What happened to you to persuade you to make this drastic change for your life and work for an organization like this? • Do you still stay in touch with old friends and family? If not, do they know what happened to you? • What are your thoughts on the jobs you are doing now? What do you think about the Order? Be prepared to be flexible, however. It won’t do to have four soldiers or four archaeologists. Don’t feel like you need to have all the answers, either; we can develop these over the course of play, as well. All characters will start out using the rules in the House Rules document. [/sblock] As a note, Ann is probably among my top 3 favorite NPCs ever. I couldn't resist bringing her back for that reason - and because it will make one of my players completely flip out. -O [/QUOTE]
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