Obryn
Hero
Hey, all!
I don't think any of my players read this site, but if so, keep out!
Anyway, this is long. You may not find it interesting. It's just me, setting down ideas for an adventure I'll shortly be running. It's kinda sorta a blog post, where I'm setting down and working through my ideas. I welcome commentary, from any who wish to give it - and if nothing else, it will help me keep myself organized. But really - this is more just me talking than anything else.
In a few weeks (after we wrap up Thunderspire), I'm going to run a 3?-session Call of Cthulhu game, set in 1983 or 1984. I'm thinking the Middle East; Afghanistan has some appeal to me, with the Soviet-Afghan war. It's also very easy to interject some Cold War stuff here. But then again, that might be too busy, so Iraq or Iran could work pretty well, too I'm also leaning towards Iraq, since American relations with them were decent back then, IIRC. I'm using the setting more as a backdrop than a plot element, so Wikipedia will be the extent of my research as of right now.
This will be a "prelude" to a larger campaign, set in 2008. The events that happen here will resonate and eventually become meaningful in the larger campaign, depending on how everything here turns out.
Now, what I usually do for a Call of Cthulhu adventure is come up with a few things that I find somewhat creepy, see if there's some way I can match them together, and craft a scenario out of that. I especially love any gimmicks I can pull - visual aids, sound clips, strange music, and surprising whammies. It's simple, but it works, and my players have always walked away satisfied. In this case, my elements are...
Basically, an oil company is building a pipeline that will run straight through the dig site. Any detours would be immensely expensive. They've given a team of archaeologists only 3 weeks to investigate and catalog the site; after that, it'll largely be destroyed. This isn't too uncommon - tons of archaeologcal sites over the world have been found when people decided to build a road or something over them. Other sites have been sunken under lakes, after the locals built a dam.
I'm going to try and divide this into 3 Acts... Naturally, players do whatever they want, so I don't expect this plot structure to last beyond initial contact.
It's mainly for organizational purposes, while I'm writing it up, to make sure I put good stuff in each section for them to do.
Act I involves the dig site itself, and finding the anomalous items. This will have a very "traditional" Call of Cthulhu feel. Also, they'll find a completely walled-off structure with inscriptions all over it... More than likely they'll open it up, if they go with the pregenerated characters' motivations and their general purpose for being here.
That will be followed by night-time attacks, by a knife-wielding being that looks oddly like the 'Ain Ghazal statues. I plan to play this up for maximal creepiness. Also, one of the NPCs will get kidnapped and disappear in the middle of the night. I hope to give the PCs several different motivations to actually explore the underworld, rather than pack it up and go home.
Act II will involve exploration of the lost Permian world, and have more of a pulp/horror feel ... one of the PCs is a paleontologist, and this is where he/she will shine. It's largely exploration of the underground area, discovery of the hostile native animalia (scorpions the size of crocodiles are nothing to sneeze at), and the finding of alien structures. In hope, they will also find some strange technological devices and sites that are scattered around the map. Strange footprints in the mud. Ancient doorways in the ground, some of which have been sundered. Maybe even glimpses of living mi-go, but nothing definitive.
Act III will be actual encounters with the Mythos. I would not be surprised if this ends in a TPK. Perhaps it will involve a deadly encounter with a flying polyp, rescue by mi-go, and then attack by the mi-go. Perhaps they will find the kidnapped team member's brain in a cylinder, hooked up to various devices. Perhaps they will be brought before the Mi-Go's dark God - I already have a picture all lined up. (It could very well involve an escape and/or investigation on how to seal this place back up again, too.)
Putting this all down, I feel somewhat comfortable - but I'm always up for more ideas. I may not implement them, but I would certainly love to hear them!
As an aside, the challenges I have usually faced when writing my own material are (1) I have a tendency to make set-pieces where there are vast empty spaces full of stuff I find creepy/interesting but where there's nothing in-game to do and nothing really happens; and (2) I fail to account for motivations for PCs to investigate everything. I think I'm handling (2) okay for now, but I am really watching myself with (1).
-O
I don't think any of my players read this site, but if so, keep out!

Anyway, this is long. You may not find it interesting. It's just me, setting down ideas for an adventure I'll shortly be running. It's kinda sorta a blog post, where I'm setting down and working through my ideas. I welcome commentary, from any who wish to give it - and if nothing else, it will help me keep myself organized. But really - this is more just me talking than anything else.
In a few weeks (after we wrap up Thunderspire), I'm going to run a 3?-session Call of Cthulhu game, set in 1983 or 1984. I'm thinking the Middle East; Afghanistan has some appeal to me, with the Soviet-Afghan war. It's also very easy to interject some Cold War stuff here. But then again, that might be too busy, so Iraq or Iran could work pretty well, too I'm also leaning towards Iraq, since American relations with them were decent back then, IIRC. I'm using the setting more as a backdrop than a plot element, so Wikipedia will be the extent of my research as of right now.
This will be a "prelude" to a larger campaign, set in 2008. The events that happen here will resonate and eventually become meaningful in the larger campaign, depending on how everything here turns out.
Now, what I usually do for a Call of Cthulhu adventure is come up with a few things that I find somewhat creepy, see if there's some way I can match them together, and craft a scenario out of that. I especially love any gimmicks I can pull - visual aids, sound clips, strange music, and surprising whammies. It's simple, but it works, and my players have always walked away satisfied. In this case, my elements are...
- Archaeology, specifically digging at a pre-pottery Neolithic site before it is razed for an oil pipeline. I'm largely basing the dig on a combination of 'Ain Ghazal and Catalhoyouk. I plan on using visual aids of some of the more unsettling artifacts from both sites. Also, I love the idea of secondary burials for skulls. For some reason, the 'Ain Ghazal statues freak me out. Also found at the dig site will be non-fossilized trilobite shells - and I'll use giant isopod pictures for illustration. That will lead us to...
- A 'lost world' Permian-era flora and fauna, hidden underneath the desert and maintained by ... I'm thinking trapped Mi-Go, but I could be persuaded otherwise. It was sealed off in ancient times, but oops! The PCs just screwed that one up. Among the inhabitants will be eurypterids and other creepy-crawlies. Also, strange structures that could have been buildings...
- Also, underneath the surface and trapped for 500 million years or so, several Flying Polyps who war with the Mi-Go.
- In the background of all this, which hopefully the players will notice, is a separate issue. I've become really fascinated with Cold War-era espionage, specifically Numbers Stations. I think one of the graduate students on the dig will be a Stasi spy, and that the Mi-Go have some link with them. I'd love to use some of the audio files I've downloaded here. But, if not, that can wait for the campaign.
Basically, an oil company is building a pipeline that will run straight through the dig site. Any detours would be immensely expensive. They've given a team of archaeologists only 3 weeks to investigate and catalog the site; after that, it'll largely be destroyed. This isn't too uncommon - tons of archaeologcal sites over the world have been found when people decided to build a road or something over them. Other sites have been sunken under lakes, after the locals built a dam.

I'm going to try and divide this into 3 Acts... Naturally, players do whatever they want, so I don't expect this plot structure to last beyond initial contact.

Act I involves the dig site itself, and finding the anomalous items. This will have a very "traditional" Call of Cthulhu feel. Also, they'll find a completely walled-off structure with inscriptions all over it... More than likely they'll open it up, if they go with the pregenerated characters' motivations and their general purpose for being here.
That will be followed by night-time attacks, by a knife-wielding being that looks oddly like the 'Ain Ghazal statues. I plan to play this up for maximal creepiness. Also, one of the NPCs will get kidnapped and disappear in the middle of the night. I hope to give the PCs several different motivations to actually explore the underworld, rather than pack it up and go home.
Act II will involve exploration of the lost Permian world, and have more of a pulp/horror feel ... one of the PCs is a paleontologist, and this is where he/she will shine. It's largely exploration of the underground area, discovery of the hostile native animalia (scorpions the size of crocodiles are nothing to sneeze at), and the finding of alien structures. In hope, they will also find some strange technological devices and sites that are scattered around the map. Strange footprints in the mud. Ancient doorways in the ground, some of which have been sundered. Maybe even glimpses of living mi-go, but nothing definitive.
Act III will be actual encounters with the Mythos. I would not be surprised if this ends in a TPK. Perhaps it will involve a deadly encounter with a flying polyp, rescue by mi-go, and then attack by the mi-go. Perhaps they will find the kidnapped team member's brain in a cylinder, hooked up to various devices. Perhaps they will be brought before the Mi-Go's dark God - I already have a picture all lined up. (It could very well involve an escape and/or investigation on how to seal this place back up again, too.)
Putting this all down, I feel somewhat comfortable - but I'm always up for more ideas. I may not implement them, but I would certainly love to hear them!
As an aside, the challenges I have usually faced when writing my own material are (1) I have a tendency to make set-pieces where there are vast empty spaces full of stuff I find creepy/interesting but where there's nothing in-game to do and nothing really happens; and (2) I fail to account for motivations for PCs to investigate everything. I think I'm handling (2) okay for now, but I am really watching myself with (1).
-O