Skype of Cthulhu presents a Call of Cthulhu scenario. Three Kings by Sarah Newton.
July 03, 1939
London, England
England is gearing up to go to war with Germany, and Section D is getting ready. An elite band of intelligence agents and soldiers is gathered. Their top-secret mission is to enter occupied Czechoslovakia to establish contact with the Czech resistance and bring back evidence of the atrocities being committed at Karlstein Castle.
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9 comments:
Whilst listening to this episode the phrase suicide mission somehow kept leaping to my mind. I know Military intelligence is sometimes an oxymoron but wow.
I don't wish to be harsh (I have no idea how much prep time etc you guys have) but even with the pre-gens which are somewhat oddly statted out couldn't someone have added speak Czech at 30%. Also are you guys using the burst fire rules or do you find them a little too powerful?
Looking forward to hearing more from this the most weirdly planned covert mission ever as it was still very enjoyable and I liked Jim's comments at the end a sort of running review of the adventure which also explained most of the strange decisions. Hope Wes can sort out his mic problems as he had some cool moments that got a little lost.
Thanks again
Well, since we were all (with the exception of Shannon) playing pre-gens, in a way I expected to have Czech as a base, it came as surprise during the adventure that we didn't. I ussually read only the character's background and not the stats until we are playing so it didn't cross my mind that we had no Czech whatsoever in the character sheet. :/
Anyway, this is a true and raw survive-against-all-odds adventure. :)
We had plenty of time to sort out the characters, but most of the players choose pre-gens (Ed and Shannon being the two exceptions). Since we ended up with the same mix of Czech knowledge as was in the pre-gens (one), I decided not to say anything about it and just see how the Players would deal with it.
The rest of this scenario - and at present I have no idea how many sessions it will take - will either be really exciting, or really boring. We'll see what the PCs get up to.
Oh, and yes - we will be using the burst rules.
Had fun, and for a guy fresh out of High School and jobless that really means a lot! I think someone mentioned this, but (and nothing against the campaign author) did this session seem a little "dry" to anybody else?
Sure we had a fun little run in with a few Germans, but I can't help but feel like there's no hook yet. Nothing drew me in to want to hear more. Of coarse, it's my first game; so maybe I'm just impatient. And I still want to continue, for all I know the story will really pick up next week!
-Wes
Hard to tell, Wes. Most scenarios start with the group gathering details, no monsters yet to hunt or anything like that. This being your first CoC game, I understand that was not excited as other adventures, but ussually CoC is all about investigating, trying not be discovered and then either run or go mad. :)
Thanks for the information guys, I still suspect that British military intelligence has been infiltrated :)
It was a little slow to start with but I think Randall is correct in pointing out that Cthulhu adventures are more of a slow burn at the start then its all the screaming and running away towards the end. Though I guess not being able to speak to any of the N.P.Cs also had a big impact as you had to listen to one player do most if not all of the interacting.
Wes definitely needs to listen to the Providence Cycle series, the Monophobias and Dockside Dogs!
Awesome intro for this podcast. Really set the mood. Gave me tons of flashbacks of war scenes from TV and movies.
This was definitely a smooth and colorful delivered podcast by both the Keeper and the players.
I was pulled into this adventure more by the accents of the Keeper and the players than the previous podcast, Big Sky Country; getting a feel of the era and location. Though it could be the fact that growing up I was more into War than Cowboys and Indians.
Plenty of combat, plenty of sanity checks, plenty of comedic comments to keep the podcast going all the way to the end.
Only thing that was a bit of a letdown was the reaction of the players from the multiple big slaughters at the end. There was more of a response from the players during Slaves to the Cause 03 when the gelatinous mass removes itself from the cathedral and sucked apart Mr. Gilroy with a squelching sound of 32 points of damage. (Kill @ 1:46:43, but the scene starts @ 1:34:33)
Looking forward to seeing if the Keeper can take down players any better than that!
Cheers
Jonathon M. Johnson
Colorado
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