Nebulous
Legend
Introduction
What follows are the details of our lengthy Masks of Nyarlathotep campaign, including the Australia chapter.
Each session has taken roughly 3-5 hours to complete. The investigators started at 1st level and ended at 8th.
We started with using the Wealth System out of Grim Tales (and d20 Modern) and used that all the way up to the beginning of the Cairo chapter – and then I dropped it. I didn’t like it, the players didn’t really like it, and they usually had enough money to get what they needed within reason. After that money was never an issue.
Masks is a modern adventure set in the year 1925. It deals with only one aspect of the Cthulhu Mythos, the soul of the Outer Gods: Nyarlathotep! Beginning in New York, the adventurers continue onto London, Cairo, Kenya, Australia and China for a world-hopping extravaganza of horror and action.
If you ever plan on playing in the campaign, keep in mind that to continue reading these notes will completely ruin the story for you. If you plan on RUNNING this campaign, read on, and make sure your players don't see it!
Here is a list of the sessions:
#1: The Death of Jackson Elias
#2: Don't Push The Shiny Red Button!
#3: Massacre at the JuJu House
#4: Onward to London
#5: Castle Plum
#6: The Paintings of Miles Shipley
#7: The House in the Marsh
#8: Hello, Cairo
#9: Ambush at the Broken Camel
#10: The Drunk Dutchman
#11: Mad Warren Bessart (1st adventure recapped in story-form)
#12: The Black Pharaoh
#13: A Fatal Mistake (or, The Cotton Plantation of Omar Shakti)
#14: Beneath the Pyramids
#15: The Ritual of Nitcrosis
#16: Coming of the Black Sphinx
#17: Cats in the Museum
#18: Desert Assassins
#19: Flames on a Train
#20: The Night Lodge of Colonel Endicott
#21: Vampires, Fires, and Tea
#22: Old Bundari
#23: Mountain of the Black Wind
#24: The Spawn of Nyarlathotep
#25: Escape from the Mountain
#26: Onward to Australia!
#27: An Unexpected Detour
#28: City of the Great Race
#29: Huston's Headquarters
#30: Kakakatak
#31: Out of Time
#32: Mr. Chang's Miraculous Escape
#33: Jack "Brass" Brady
#34: Gray Dragon Island
#35: The Superweapon
TECHNICAL Notes concerning the characters:
We used the d20 Call of Cthulhu book to generate characters, and spliced them with d20 Modern Talent Trees and an Action Point system from Grim Tales. Characters all had a Massive Damage Threshold equal to their Constitution. Simple example: if you have a 17 Con and a +3 Con modifier, you are Disabled between 0 and -3 hit points, Dying at -4 hit points, and Dead at -17 hit points. Characters were made tougher so they would live longer.
If I have any regrets about this campaign, they would be:
A) I didn't flesh out NPC's as well as I could have, and wasted some opportunities for memorable people and encounters. Others though i feel that i nailed pretty darn well. Most it worked out perfectly.
B) More roleplaying would have been nice. Their descent into madness was sometimes not as profound as it could have been.
C) The horror aspect was undermined by their unceasing bravado. Not a bad thing, but hardcore CoC players will balk at some of what they see here. You would be surprised by how many problems gasoline and dynamite can solve (especially if you have a camel).
I want to note that this particular Cthulhu campaign is being played (and run) by experienced D&D players, some of whom are comfortable with Epic Level play, and none have ever played much Call of Cthulhu (the Keeper has played the most). Therefore, understanding the nature of my players, I decided to refrain from too much Library Use and Research in this game. It's still there, but the party does not spend days and days snooping around for clues in musty books. It did happen initially in the earlier chapters, but that tactic was dropped later on in favor of shooting their problems to death. The emphasis is much more on action than roleplaying, for better or worse.
Thus, the tone of this adventure has become (even more so than written) "Indiana Jones and the Masks of Nyarlathotep". It is a pulp-rollercoaster ride across the world, with the PC's pulling off some fairly unlikely stunts. But do not think that they are immune to Death or Insanity! They are not immune, just more resistant than your typical CoC players.
What follows are the details of our lengthy Masks of Nyarlathotep campaign, including the Australia chapter.

Each session has taken roughly 3-5 hours to complete. The investigators started at 1st level and ended at 8th.
We started with using the Wealth System out of Grim Tales (and d20 Modern) and used that all the way up to the beginning of the Cairo chapter – and then I dropped it. I didn’t like it, the players didn’t really like it, and they usually had enough money to get what they needed within reason. After that money was never an issue.
Masks is a modern adventure set in the year 1925. It deals with only one aspect of the Cthulhu Mythos, the soul of the Outer Gods: Nyarlathotep! Beginning in New York, the adventurers continue onto London, Cairo, Kenya, Australia and China for a world-hopping extravaganza of horror and action.
If you ever plan on playing in the campaign, keep in mind that to continue reading these notes will completely ruin the story for you. If you plan on RUNNING this campaign, read on, and make sure your players don't see it!
Here is a list of the sessions:
#1: The Death of Jackson Elias
#2: Don't Push The Shiny Red Button!
#3: Massacre at the JuJu House
#4: Onward to London
#5: Castle Plum
#6: The Paintings of Miles Shipley
#7: The House in the Marsh
#8: Hello, Cairo
#9: Ambush at the Broken Camel
#10: The Drunk Dutchman
#11: Mad Warren Bessart (1st adventure recapped in story-form)
#12: The Black Pharaoh
#13: A Fatal Mistake (or, The Cotton Plantation of Omar Shakti)
#14: Beneath the Pyramids
#15: The Ritual of Nitcrosis
#16: Coming of the Black Sphinx
#17: Cats in the Museum
#18: Desert Assassins
#19: Flames on a Train
#20: The Night Lodge of Colonel Endicott
#21: Vampires, Fires, and Tea
#22: Old Bundari
#23: Mountain of the Black Wind
#24: The Spawn of Nyarlathotep
#25: Escape from the Mountain
#26: Onward to Australia!
#27: An Unexpected Detour
#28: City of the Great Race
#29: Huston's Headquarters
#30: Kakakatak
#31: Out of Time
#32: Mr. Chang's Miraculous Escape
#33: Jack "Brass" Brady
#34: Gray Dragon Island
#35: The Superweapon
TECHNICAL Notes concerning the characters:
We used the d20 Call of Cthulhu book to generate characters, and spliced them with d20 Modern Talent Trees and an Action Point system from Grim Tales. Characters all had a Massive Damage Threshold equal to their Constitution. Simple example: if you have a 17 Con and a +3 Con modifier, you are Disabled between 0 and -3 hit points, Dying at -4 hit points, and Dead at -17 hit points. Characters were made tougher so they would live longer.
If I have any regrets about this campaign, they would be:
A) I didn't flesh out NPC's as well as I could have, and wasted some opportunities for memorable people and encounters. Others though i feel that i nailed pretty darn well. Most it worked out perfectly.
B) More roleplaying would have been nice. Their descent into madness was sometimes not as profound as it could have been.
C) The horror aspect was undermined by their unceasing bravado. Not a bad thing, but hardcore CoC players will balk at some of what they see here. You would be surprised by how many problems gasoline and dynamite can solve (especially if you have a camel).
I want to note that this particular Cthulhu campaign is being played (and run) by experienced D&D players, some of whom are comfortable with Epic Level play, and none have ever played much Call of Cthulhu (the Keeper has played the most). Therefore, understanding the nature of my players, I decided to refrain from too much Library Use and Research in this game. It's still there, but the party does not spend days and days snooping around for clues in musty books. It did happen initially in the earlier chapters, but that tactic was dropped later on in favor of shooting their problems to death. The emphasis is much more on action than roleplaying, for better or worse.
Thus, the tone of this adventure has become (even more so than written) "Indiana Jones and the Masks of Nyarlathotep". It is a pulp-rollercoaster ride across the world, with the PC's pulling off some fairly unlikely stunts. But do not think that they are immune to Death or Insanity! They are not immune, just more resistant than your typical CoC players.
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