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<blockquote data-quote="Moe Ronalds" data-source="post: 624295" data-attributes="member: 2083"><p>Okay, this is going to be my group and mine's (grammar begone!) first Call of Cthulhu game ever. None of them (except for my Co-DM) will know that we're playing anything other than a very mundane (IE nothing 'unnatural' such as magic or psychic powers or vampire-wannabes riding unicycles and drinking red wine slurpees (it's better that you not ask)) modern-day adventuring game. This way I can catch them off-guard with the first few bits of the unknown. Anyway, here's the plan I have in mind.</p><p></p><p>the adventure starts with the adventurers arriving at the mansion of an eccentric millionare who says he's searching for an heir, and would like to have the PCs spend a week at his house so that he may choose from them who will be his successor. The old man seems to have an odd addiction to oriental food, as every night he serves to the PCs the White Pork Sauce that his funny-looking cook prepares for them. He also seems to have a strange attatchment to a smallish (three inches in diamater) solid gold ball. (In truth, this is his "lucky charm" which he can't function without.) Anyway, the third night in there's a blackout, and one of the characters (possibly my NPC (an adventure loving archaologist, in case I need someone to get the PCs to go somewhere, or someone to do something stupid.)) will bring up the idea of checking out the fuse box. Whoever checks it, will stumble upon a button on the fusebox that will trigger a secret pannel in the wall that will open up the entrance to a large labyrinth of mythos beasts, all ready to devour the hapless characters. Eventually, the characters should find a few (one for each of them. Hey, aint that lucky?) robed cthulhu cultists, guarding what appears to be a sort of convention of their kind. The PCs find that they are supposed to take their place in line behind one of the cultists. The first cultists will walk onto the stage (where the millionare allready stands, draped in golden robes (he's a cult sorcerer, in case you hadn't figured it out from the get-go)), grab a rusty, serrated blade, and scream out something in some unintelligible language before he stabs himself through the heart. After he's pushed off the stage, it's the PCs turn. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (this is, of course, assuming that they steal their robes and try to sneak in (which my NPC will be sure to suggest.)). </p><p></p><p>When the PCs refuse to kill themselves (or, when they just... kill themselves...), the Cultists will tackle them to the ground as the Cult sorcerer explains that for their ritual, they require (X number) of uninitiated (not cultists) but willingly arriving (not necessarily willingly dying) sacrifices. Somehow or other (I still haven't worked out the kinks) the PCs will escape the clutches of the cultists, and hopefully will find a lever or something that will rain some variety of squishy, painful, doom upon the cultists, leaving them to take on the sorcerer. (Like I said, the kinks still remain) Assuming any of them survive (hah! I chuckle!) they'll still have to navigate their way out of the mansion, and possibly deal with some variety of bad mojo on their way out.</p><p>---------------------------------------------------------------------------------</p><p>Comments? Suggestions? Flames? Please???</p></blockquote><p></p>
[QUOTE="Moe Ronalds, post: 624295, member: 2083"] Okay, this is going to be my group and mine's (grammar begone!) first Call of Cthulhu game ever. None of them (except for my Co-DM) will know that we're playing anything other than a very mundane (IE nothing 'unnatural' such as magic or psychic powers or vampire-wannabes riding unicycles and drinking red wine slurpees (it's better that you not ask)) modern-day adventuring game. This way I can catch them off-guard with the first few bits of the unknown. Anyway, here's the plan I have in mind. the adventure starts with the adventurers arriving at the mansion of an eccentric millionare who says he's searching for an heir, and would like to have the PCs spend a week at his house so that he may choose from them who will be his successor. The old man seems to have an odd addiction to oriental food, as every night he serves to the PCs the White Pork Sauce that his funny-looking cook prepares for them. He also seems to have a strange attatchment to a smallish (three inches in diamater) solid gold ball. (In truth, this is his "lucky charm" which he can't function without.) Anyway, the third night in there's a blackout, and one of the characters (possibly my NPC (an adventure loving archaologist, in case I need someone to get the PCs to go somewhere, or someone to do something stupid.)) will bring up the idea of checking out the fuse box. Whoever checks it, will stumble upon a button on the fusebox that will trigger a secret pannel in the wall that will open up the entrance to a large labyrinth of mythos beasts, all ready to devour the hapless characters. Eventually, the characters should find a few (one for each of them. Hey, aint that lucky?) robed cthulhu cultists, guarding what appears to be a sort of convention of their kind. The PCs find that they are supposed to take their place in line behind one of the cultists. The first cultists will walk onto the stage (where the millionare allready stands, draped in golden robes (he's a cult sorcerer, in case you hadn't figured it out from the get-go)), grab a rusty, serrated blade, and scream out something in some unintelligible language before he stabs himself through the heart. After he's pushed off the stage, it's the PCs turn. :D (this is, of course, assuming that they steal their robes and try to sneak in (which my NPC will be sure to suggest.)). When the PCs refuse to kill themselves (or, when they just... kill themselves...), the Cultists will tackle them to the ground as the Cult sorcerer explains that for their ritual, they require (X number) of uninitiated (not cultists) but willingly arriving (not necessarily willingly dying) sacrifices. Somehow or other (I still haven't worked out the kinks) the PCs will escape the clutches of the cultists, and hopefully will find a lever or something that will rain some variety of squishy, painful, doom upon the cultists, leaving them to take on the sorcerer. (Like I said, the kinks still remain) Assuming any of them survive (hah! I chuckle!) they'll still have to navigate their way out of the mansion, and possibly deal with some variety of bad mojo on their way out. --------------------------------------------------------------------------------- Comments? Suggestions? Flames? Please??? [/QUOTE]
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