Looking for a specific Call of Cthulhu scenario

Around a month ago, I’ve read somewhere about a scenario, which right now I can’t seem to find.

All I remember, that it’s setting was either in England or in Scotland, and it has two key antagonists. If I am not mistaken, the hook is that a dilettante asks us to investigate his missing daughter, but that’s not 100% info, maybe I am mixing things up already in my head. The other things I know about it are:

I would be really grateful if anyone could point me to the name or the book of this scenario:)

Character immersion in Trail of Cthulhu

I am part way through running Eternal Lies, a large campaign that uses the Trail of Cthulhu system. I have three players in the group, and we are generally running into an issue with the flow of the game.

Trail of Cthulhu (and to an extent other Gumshoe based games) places a great deal of emphasis on the interpretation of the clues that the PCs find during the investigation, rather than the effort of finding the clues themselves. In this particular campaign, the majority of the clues they find are paper based such as telegrams, letters, diaries etc.

During the reading and interpretation of these clues players are largely out of character. I give them a prop, they read it and discuss it.

In addition, we are finding the mechanical way refreshes work to be immersion breaking, as the limits and circumstances in which different general abilities refresh seem very artificial. For example,the way First Aid works is that you need to pass a check to see if you are successful, but even if you are then you need to spend points from your pool to actually do any healing. This means that after a certain point, you can’t use first aid at all until after a refresh, which doesn’t happen until the end of the current locale.

These two things is making it extremely difficult for players to become properly immersed in their characters, and this has a number of knock on effects.

  • I am making a real effort to introduce time pressure into the investigation, but the lack of character immersion means this isn’t working, and players are making decisions on a meta level as players rather than considering how their characters would react. For example, they know one of the evil guys is onto their friends and families. I have played out a number of scenes with these characters to establish them and their relationships to the PCs, and this has worked really well. The evil guys are likely to be doing horrible things whilst they are away from New York. This knowledge was intended to keep them focused on dealing with Bangkok as quickly as they could. However, they are taking their time, with no feeling of urgency at all. Bad things that happen don’t seem to have impact on character decisions.

  • It is leading to risk averse play. Decisions about what to do are coloured by what players would do in those circumstances rather than protagonists. They tiptoe around things rather than get stuck into dealing with stuff. The effect of this is that nothing is getting properly resolved, and if I follow through with ‘realistic’ reactions to their actions, the evil guys would be becoming so prepared for them, the difficulty in them achieving their goals would be so high as to become extremely unlikely.

It is worth noting the near the beginning of the campaign there was an issue where, despite the characters having drives that gave reasons to want to continue to get involved in the story, the players were talking about letting them just go back to work and effectively ignoring what had already started to happen. It was almost as if they’d created their characters in such a way as to not want to get involved in Cthulhuesque adventures at all. After raising this with them and reminding them that the point of us playing was for them to have proactive characters who would want to get involved, things settled a little.

The players are aware there is an issue here. We all know each other very well and openly discuss things as they come up at the table.

How have other GMs avoided or addressed these problems? I am mainly interested in those who have run Trail of Cthulhu or other Gumshoe games.

Which Cthulhu Confidential scenarios can be played as one-shots, without spoiling the campaigns?

With the exception of The Red Mist, all published Cthulhu Confidential scenarios use one of the three protagonists from the original campaigns. Does that mean that these scenarios work best when inserted into those campaigns? After playing and loving The Red Mist, we’d like to play another one, without the commitment of a full campaign — but also leaving the door open, i.e. without the one-shot spoiling anything from any of the three campaigns.

Which Time Travel Paradigm Does Fate of Cthulhu Use?

I’m trying to evaluate the degree to which Fate of Cthulhu is worth my time, money, and either waiting time or hassle related to buying specifically the PDF (I have no need for the dead tree version which is currently bundled with it). This evaluation hinges on two main factors: the Condensed rulebook (which seems worth it), and the handling of time travel (about which I’d like to find out more).

I have seen short reviews indicate that the book offers good ways to handle the usual concerns of time travel such as paradoxes. However, what that actually means and how useful that is to me depends on an unstated assumption/context, which I’d like to know about:

Which model of time travel has been chosen when writing the setting and ruleset, and which of the common switches and toggles related to that model are in what states?

If the heart of the question looks ambiguous, here’s a bit of a clarification: when I talk of the models of time travel, I mean those such as in this simplified list. Note that the list is just a starting point; it doesn’t go deep into exploring switches and toggles, e.g. how the Sensitive History model can be made more consistent and playable by use of Achron-style meta-time and change-propagation principles, or how adjusting the ‘speed’ of time waves can produce different scenarios and overall feel of a story/campaign/game.

How to prepare Cthulhu Confidential (Gumshoe One-2-One)?

I’m looking for some practical advice on how to prepare for a session of Cthulhu Confidential. I’m a novice GM with some dozens of sessions of other games under my belt, but this will be my first one-2-one session.

A CC scenario (specifically I’m running Fatal Frequencies) is very structured and detailed, with dozens and dozens of facts to keep in your head.

Normally when running with a party of > 2, the GM can use the space where the players are bantering/planning to reference their notes. With CC, consulting notes will result in what is essentially dead-air.

I’d appreciate some practical advice for preparing for a session, or failing that, just “this is how I do it” responses.

  • What sorts of notes on NPCs and Scenes do you write? In what format?
  • How do you remember quick details of Scenes and NPC

False Hydra in Call of Cthulhu

I would like to run False Hydra but in Call of Cthulhu. The climate fits perfectly and the story can be adjusted to the system without a problem, but I have one concern – Is there a Lovecraftian creature which is anyhow similar or at least some spells in the rulebook that can cause False Hydra effects, or should I just homebrew this creature? From what I know the False Hydra is not canon in D&D as well, but I would like to know if there is anything similar in CoC.

Call of Cthulhu – Eberron Crossover Advice

I am running an Eberron Campaign in the 3.5 ruleset. However, I am trying to bring in aspects of the Cthulhu mythos. I want to give my players a doctored copy of the Necronomicon, altered to be Eberron-specific. Here are some of the alterations:

  1. Instead of being written by the Mad Arab, it is written by the Mad Sahuagin.
  2. All of the locations are changing from land-based to sea-based locales.
  3. Instead of seven Zonei, I was thinking of using the twelve dragon deities, each attuned to a different moon and a different plane. Some of them are easy to figure. Others, less so.

It is part (3) that is giving me troubles. Here is what I have so far:

Plane: Daanvi, The Perfect Order
Moon: Rhaan, the Book (Small Pale Blue)
Deity: Lendys (dragon god of justice)? Hlal (symbol is an open book)?

Plane: Dal Quor, The Region of Dreams
Moon: Crya, the destroyed moon
Deity: Sardior (gem dragon god)?

Plane: Dolurrh, The Realm of the Dead
Moon: Vult, the Warding Moon (Large Grey and full of craters)
Deity: Chronepsis (god of afterlife)? Tamara (god of healing, life, and death)?

Plane: Fernia, The Sea of Fire
Moon: Aryth, the Gateway (Medium Orange-Red)
Deity: Garyx (god of fire)?

Plane: Irian, The Eternal Day
Moon: Nymm, the King (Small Pale Yellow)
Deity: Bahamut?

Plane: Kythri, The Churning Chaos
Moon: Lharvion, the Eye (Large White with Black Crevasse)
Deity: Chronepsis because his symbol is an eye, or Tiamat?

Plane: Lamannia, The Twilight Forest
Moon: Barrakas, the Lantern (Small Pale Grey)
Deity: Aasterinian or Astilabor?

Plane: Mabar, The Endless Night
Moon: Sypheros, the Shadow (Large Smoky Grey)
Deity: Faluzure

Plane: Risia, The Plain of Ice
Moon: Dravago, the Herder’s Moon (Medium Pale Lavender)
Deity: Io?

Plane: Shavarath, The Battleground
Moon: Olarune, the Sentinel (Medium Pale Orange)
Deity: Tiamat? Lendys?

Plane: Syrania, The Azure Sky
Moon: Zarantyr, the Storm Moon (Large Pearly White)
Deity: Bahamut? Aasterinian?

Plane: Thelanis, The Faerie Court
Moon: Therendor, the Healer’s Moon (Medium Pale Gray)
Deity: Hlal (storytelling) or Tamara (Healing)?

Plane: Xoriat, The Realm of Madness
Moon: Eyre, the Anvil (Small Silver-Gray)
Deity: Cthulhu (god of madness)? Io (god of creation)? Garyx (the insane dragon god)?

Questions: Is this a good idea? Do the dragon deities make for good astral deities? Should they be associated with the moons? Or should they instead be associated with constellations? And if they are associated with constellations, should they be associated with planes?

Any suggestions for the matches I came up with?

In Call of Cthulhu 7e, how does one increase their HP Max?

I’m recently starting to play Call of Cthulhu 7e, and really enjoying it. My Investigator is also enjoying it so yay, this Keeper is happy. However, we just finished our first Scenario and she asked me a question I cannot seem to answer:

How do you increase HP Max to survive more fights? Is it simply increasing your CON or SIZ? I am pretty sure the rules say you can only increase skills, not characteristics, right?

How can I simulate paranoia in a Call of Cthulhu One-Shot?

I’m a new GM to Call of Cthulhu. I want to play a One-Shot where paranoia and hallucinations play a big role (English isn’t my first language, so sorry if some phrases are weird).

My idea is basically to play a mix of “The Thing”, “The Colour Out of Space” and “The Swarm”.

A strange “thing from out of space” lands on an isolated island where the players are trapped (because their boat crashed in a storm). The Thing sends out some kind of pollen or gas which makes animals and humans hallucinate. Pets and wild animals will attack, sea mammals will strand and overall, he environment will change for the worst. The number one goal for the characters is to get away from this evil island. But I want them to believe that they and/or another character is corrupted by the “evil thing”.

My idea is to give them secret notes that will tell them things they saw on other characters or themselves to make them question who they can trust. I thought about maybe also “hinting” to them that they are in a “The Thing”-like setting to set them up for mistrust and simulate the paranoia. Or would the secret notes be enough?
How do I simulate hallucinations and paranoia?