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The Ghosts
in the House
By Alan Leddon
Art by Allison Bua-Demus & Andrea Potts
THE GHOSTS IN THE HOUSE is published by Chaosium Inc.
THE GHOSTS IN THE HOUSE © 2010 Chaosium Inc. as a whole; all rights reserved.
Text for THE GHOSTS IN THE HOUSE is © 2010 by Alan Leddon.
“Chaosium Inc.” and “Call of Cthulhu” are registered trademarks of Chaosium Inc.
Similarities between characters in THE GHOSTS IN THE HOUSE and persons living or dead are strictly coincidental.
Address questions and comments by mail to
Chaosium Inc.
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Chaosium publication #0396
ISBN-10: 1-56882-344-4
ISBN-13: 978-1-56882-344-7
Published in September 2010
Printed in the United States
The Ghosts
in the House
The Ghosts in the House
is a
Call of Cthulhu
campaign suitable for 3-6 beginning char-
acters. The adventure emphasizes data col-
lection and discussion over running and
screaming, and thus it is suitable for begin-
ning players as well as experienced ones. The
first adventure is very long (it takes place over
3 weeks or more); the subsequent adventures
are much shorter.
The Campaign starts with
The Man in
the Hat,
a long and involved situation involv-
ing the discovery and elimination of an alien
being feeding on a creepy diet. Next is
A House
Full of Ghosts,
a not-quite-triumphant return
to the home to deal with the natural after-
math of the alien’s absence. Next is
The Hole
in the Attic,
dealing with an unrelated prob-
lem in the home. And, finally, the campaign
wraps up in
The Last Gasp,
which is precipi-
tated by the discovery of what may be the egg
of another alien.
The Man in the Hat
should
take several group meetings to run; the other
adventures should be easily wrapped up in a
single session each.
For reasons of consistency with the rule-
book, the bulk of the adventure should occur
during the period of September through No-
vember – that is, during the period when Fo-
malhaut is visible in northerly latitudes. The
Keeper may overrule this and state that be-
ings arriving from Fomalhaut aren’t worried
about little things like the season when the
spell is cast (really…they are going to come
7.7 parsecs, then get discouraged about going
around the Earth?).
3
K
e e pe r
s
O
v e rv iew
This adventure is a “race against time” situa-
tion, in which the Investigators must conduct
their investigation and draw their conclusions
against the backdrop of a ticking clock. Cer-
tain events which will affect the investigation
occur at specific times (defined as the number
of days after the Investigators first set foot in
the building), regardless of the current state
of the investigation; some of them require the
Investigators to pack up their gear temporar-
ily, and the last event requires them to leave,
whether they are done or not.
There are events that occur at times cho-
sen by the Keeper, and there are “Triggered
Events” which happen after specific actions by
the Adventurers. Furthermore, there are over
30 residents and visitors to interview, several
of which have useful information to give. Sev-
eral unrelated events may also occur, such as
T
he
M
a n
in T he
h
aT
The Man in the Hat
is the first and longest of
four adventures set in the Oak Grove Nursing
and Rehab Center. It introduces the setting
and surrounding area, as well as the major-
ity of the NPCs for all of the adventures. The
remaining three adventures build on material
from this one.
The Ghosts in the House
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