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Exciting news bulletin #1:
Dave will be running 3 games of Call of Cthulhu for Virtuacon (including the world premiere of his hand-crafted Gaslight whaling scenario “Knell”), and the recordings of those games will be uploaded right here for everyone to enjoy. If you’ve ever wanted to be a part of the On the Remembered Slopes cast, but have missed our recruitment drives, this would be an excellent time to get involved!
Player signups will start October 1st, and from what I hear, spots go fast, so be sure to sign up right away if you’re interested in joining one of the games below.
Game 1: Knell
Start Time: Time Slot B- 1200 MST (1800 UTC)
Runtime: 3-4 hours (with a smoke break at the halfway mark)
Brief:
On Monday, September 13 1897, the Sydney Morning Herald ran the following story:
“DISASTER IN THE ARCTIC SEA.
A WHALING VESSEL CRUSHED IN THE ICE.
FORTY-TWO LIVES LOST.
LONDON, Sept. 11.
News has reached London of a disaster which has happened to a whaling expedition in the Arctic Sea. The steam whaler Naurach was caught in the ice, and 31 of the crew were crushed to death. Eleven others were frozen to death. The survivors hoisted signals of distress on Point Barrow, the northern extremity of Alaska, and those were subsequently observed from a passing cutter, which bore down upon the scene and rescued the captain of the Naurach, his wife, two officers, and four sailors. Nine other members of the crew refused to leave the ship, and it is supposed that they have ere this perished from the intense cold.”
Little is known to history about why those nine chose to remain behind, facing certain death in the icebound wasteland of the Arctic seas. On their return to London, those that were rescued refused to speak of what had transpired aboard prior to their rescue by the cutter, gritting their teeth and staring, silent and hollow-eyed, at any reporter who asked. Furthermore, the captain of the Naurach did not bring the ship’s logbook with him when he left her, so no official record of those events could be reconstructed. In short, for all intents and purposes, there was no story to report on beyond the topical details initially reported by the Herald, and after a brief flurry of follow-up press activity, the matter passed into the annals of history as little more than a footnote, as is likely best- for this is the terrible story of the nine who stayed behind.
Experience: None Required (Rules taught as needed)
Pregens: Pregenerated Characters Provided
Maturity: 18+ Only
Seats Available: 4
Game 2: The Vault
Start Time: Time Slot F- 2000MST (0200UTC)
Run Time: 6-8 hours (including breaks)
Brief:
Most of the digging crew has been dismissed. The foreman, Harold Granby and two of his trusted crew remain above with a stock of crating materials.
The characters are gathered at the entrance to the vault. The tunnel is somewhat cramped and narrow. It is about 50 feet in length and extends down a flight of fieldstone steps from what was once the basement of an old house. Like a mining tunnel, it is shored up with strong wooden beams every few feet. At the end of the tunnel the characters face a solid granite door with a thick verdigris-covered copper ring. The door is rather plain and appears to have been marked with painted symbols that have been mostly worn away.
The scenario begins with the opening of the door.
Experience: None Required (Rules Taught as needed)
Pregens: Pregenerated Characters Provided
Maturity: 18+ Only
Seats Available: 6
Game 3: Machine Tractor Station Kharkhov-37
Start Time: Time Slot R- 2000MST (0200UTC)
Run Time: 6-8 hours (including breaks)
Brief:
Life for the average soldier in the Red Army is never easy, but it is a better life than for most Russians in the late-winter of 1933. You have a bed, steady rations, and place of security in a dangerous time. There are duties to perform, yes, and sometimes they are hazardous. They are the price you pay for what you have.
But now there are new orders — to repair the telegraph lines at a distant outpost. It seems like a simple task, but you have doubts. Why not wait until the roads have cleared? Why send the Army to do what prisoners should do, even if at gunpoint? Why haven’t our comrades at the station repaired the line themselves? Why are the Telegraph Agency men wearing pistols?
There are horrors enough in the Worker’s Paradise. The new collective farms have failed to provide as was promised, and famine stalks the land. A knock at the door might mean death in the gulag. In distant Moscow there are rumors of a coming purge of enemies, both real and imagined.
And yet . . . there are worse things to be found at Machine Tractor Station Kharkov-37.
Experience: None Required (Rules Taught as needed)
Pregens: Pregenerated Characters Provided
Maturity: 18+ Only
Seats Available: 6
