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aar | 14 k of g in a f p d
  • Delta Green – The Heat of the Moment

    A Delta Green team is sent in to clean up after a hurricane damages a Greenbox on a now-isolated island off the coast of the Carolina’s. Then the killings begin.

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  • After Action Report – Eclipse Phase: A Tale of the Fall

    A group of Eclipse Phase players find themselves in the city of Atlanta as the Fall occurs around them. Will they be one of the few who escape, or will they find themselves one of those who were lost?

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  • After Action Report – Cthulhu: Now – Light of Darkness (Part 2)

    The players move around a bit and see that the light is now moving away from them along the fence line. They take the opportunity to go back inside the building. The hallway is now empty and they continue on down it. They find another lab and quickly search it, finding nothing. The next door is locked. Surprsingly, no one has Locksmith and they can’t open it. They discuss breaking it down but someone thinks to check the receptionist’s desk in the lobby and find a set of keys in a drawer, one of which opens the door. Inside they find another body, another student identified by her id as Alicia Fowler. She has a box of candles and matches and a spiral notebook lies beside her. Most of the notebook contains lecture and lab notes but the last page shows the following. Dawson wants to “investigate the scene” and makes a Spot Hidden. He finds a waxy, scorched spot near the body which could have come from a candle burning down. The Keeper also points out that the storage room was locked from the inside. After asking about timing the players realize that the candle shouldn’t have burned completely down in the time since their cars stopped and figure things started going wrong at the facility much earlier. They decide to go see if they can find out what happened to Gabe. The southern part of the area is a relatively recently plowed field. Dawson and Neyland are able

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  • After Action Report – Cthulhu: Now – Light of Darkness (Part 1)

    This was a group of players who (with one exception) had never played Call of Cthulhu before and in fact had only started role-playing in the past few months (Pathfinder, which had been run by the one experienced player). They had played Arkham Horror and so had at least a grasp of the general concept but that was it. With the one exception I don’t think any of them had even read Lovecraft. I had planned to run Crack’d and Crook’d Manse from Mansions of Madness but the group suddenly decided they wanted to run a modern-day campaign. Literally the only modern thing I had with me that the experienced player hadn’t played was a tournament scenario I had run a couple of years previously. I didn’t consider it to be a good introduction to the game but, despite being warned of that, they decided they wanted to go for it. And so, a playthru of… Light of Darkness A Scenario for Cthulhu: Now Introduction: It is late at night. A group of travellers are proceeding north on I-95 from Jacksonville to Savannah and passing through southern Georgia when they encounter a detour. Road construction. They need to detour along a back road for about 25 miles before it intersects the Interstate again. They quickly leave the Interstate behind and find themselves driving through dark, empty countryside; alternating pine forests and stretches of swamp (the Okefenokee swamp occupies this part of Georgia) with an occasional abandoned and overgrown farmhouse. The

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  • Echo Bazaar – Wandering the Paths of Wilmot’s End

    So I’m wandering the paths of Wimot’s End. I know them well by now. I stop by the man with the bowler and tell him why I am here. I then spy on the faithful functionary to see what is in his paperwork. I then go back to the man with the bowler to promise not to kill anyone then swap a duffel bag for a different duffel bag five times before checking in with the woman feeding the fish. After I complete this sequence three times, she gives me a set of Collated Research. Yes, I am still playing Echo Bazaar. Sadly, I have reached the current limit on the story, my stats are all currently maxed out at 120 and I am just grinding out the storylets necessary to get the next item out of the Bazaar Side Streets. Right now I am working on collecting Collated Research in order to join God’s Editors. I need 12. It takes 11 actions in Wilmot’s End to raise my “Dramatic Tension” by 1 point. I need to raise it to 2 (three points) to get one set of research. So 33 actions plus one more to collect the research means I can get (almost) 3 per day if I do nothing else. That’s 4 days to get the 12 I need. Sadly, that’s all I really have to do right now. Before this I ground out War of Assassins missions in the Forgotten Quarter in order to get enough “Use

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