Sigil protect from insanity lovecraft3/21/2024 ![]() ![]() However, each player selected one of the remaining pre-generated NPCs as a secondary character. These are all fine solutions, but after discussing the issue with my players before the campaign, we developed an idea that worked quite well as the campaign progressed.Įach of my players created an original “primary investigator,” most of whom replaced a similar NPC from the standard roster of expedition members. Additional characters may be drawn from the remaining Starkweather-Moore NPCs recruited from Panama, Melbourne, or other polar expeditions or they may result from chance encounters with a lost icebreaker, a secret team of Russian explorers, or a crazed isolato squatting in an abandoned meteorological station. However, one of the problems inherent in running such a long and isolated campaign is player character death-what do you do if an investigator perishes once he has departed New York? There are many possible solutions to this issue. Players should be allowed to select virtually any member of the Starkweather-Moore Expedition as a player character, or they can replace these NPCs with their own original characters. When an NPC died, we stamped his card with a red-ink skull purchased from a crafts store. Each card tracked changes in that character’s HP and SAN, and collected handwritten notes about that his general status and condition. Stored in a recipe box, the cards were shuffled around during gameplay, and helped organize various groups and configurations of NPCs. I revealed each card as its corresponding NPC was introduced. When I was in doubt, or simply less invested in that character, I searched through online historical archives and selected appropriate random photographs. For instance, James Starkweather was the Sean Connery of The Man Who Would Be King, Professor Moore was the David Thewlis of Harry Potter, Peter Sykes was a young Daniel Craig, and so on. I found this helped players establish more lasting impressions of the NPCs, and it gave me a handle on role-playing such a large cast of characters. In the upper-left corner of each card, I glued on a small picture of an actor I had assigned to that character. I can think of few other campaigns that have so many non-player characters to keep track of! Prior to the first session, I wrote the name and core statistics of each NPC on an individual, color-coded index card. I have organized these notes according to chapter, with some background material placed up front. I have tried to patch over these awkward transitions with connective tissue, but there will be occasional shifts in verbiage, with the “playable sections” written in the present tense. These sections are written in a more formal style. However, in some cases I include sections designed to replace, enhance, or supplement pages from the Beyond the Mountains of Madness campaign book. ![]() For the most part, I address the Keeper directly, relating some of the changes I made to my own version of the campaign and offering a few ideas and tips. This document is not meant to serve as a scenario text, and features two different presentation styles. These notes are intended for Keepers only! There are major spoilers ahead, so if you are planning to visit Beyond the Mountains of Madness as a player character, you should turn your plane around and immediately head back to lower altitudes. This material offers suggestions, variations, and additions to the campaign, and is designed to be used in conjunction with the published campaign book. ![]() This document outlines a few changes I made to Beyond the Mountains of Madness, a Call of Cthulhu campaign written by Charles and Janyce Engan and published in 1999 by Chaosium.
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