I
was going to be concluding my series of module handouts from the CoC
version 6 rulebook by doing the resources for “Dead Man’s Stomp”; however,
they have proven to be fairly tricky and time-consuming, so I thought I would
jump into the “Spawn of Azathoth” campaign in the interim. “Stomp”
has handouts which are vastly more interpretive than the usual scenario – the information
is left largely in the hands of the Keeper - whereas “Spawn” has information
which is more-or-less cut and dried… although the sheer quantity is terrifying! This
is a beast of an undertaking, but it has the virtue of being able to be broken
down into bite-sized chunks, making my workload a little less Sisyphean. The clear
parallels between these two projects is that they are both incredibly
well-written – the first by Mark Morrison and the second by Keith Herber – and I
don’t want to get them wrong.
*****
The
introduction to “Spawn” is called “A Ghostly Presence” and
embroils the party with questions surrounding the death of a former teacher and
mentor, Dr. Philip A. Baxter. One party member receives a horrible visitation in
the night prompting them to try and contact their old teacher: they are
informed by the housekeeper that the Professor died just the day before. A
death notice in the morning newspaper supports her statement, and provides
details about the resulting funeral:
Azathoth
Papers #1
Players
attend the funeral and meet all of the NPCs pertinent to the ensuing saga. They
respond with varying degrees of friendliness: Emmett Baxter, one of the
professor’s two sons, is quite abrupt and offers the players only his marked business
card and a request to “make an appointment”:
Azathoth
Papers #3
After
the funeral is over and everyone has gone their separate ways, the players
arrive back at their base to find that a telegram has been delivered, inviting
them to the reading of the Professor’s will, at the offices of Baxter’s lawyer,
Judge Braddock:
Azathoth
Papers #2
The
will reading is a fraught session of grief, anger and recrimination – as is
usual for these kinds of things – and many interesting nuggets of information
can be found. During the proceedings, the party is given a manila envelope,
prepared for them by Baxter. It is noteworthy that a second envelope is also
present, for an un-named individual not able to be there.
Azathoth
Papers #4A
Azathoth
Papers #4B
In
the original text, this dream journal is presented all as one document; however, for the
purposes of adding colour and legibility, I have broken it up into several
images. There is also a map:
Azathoth
Papers #4C
*****
That’s all for the set-up – from here the players need to get to Providence in Rhode Island and start poking about in the dead Professor’s affairs. What they’ll discover might unnerve them completely…
(All material presented here is copyright Chaosium Inc., Hayward CA., 1986, 2005.)
Very nice. They look great. I think good handouts / artwork give the investigation a sense of reality.
ReplyDeleteI do have one question for you that I've struggled with in making my own handouts. Using your Western Union telegraph handout as an example, since our games are set in the 1920s and the documents are from the 1920s shouldn't they be new looking and not old? In general, I tend not to worry about too much as my players probably won't notice, but me as a professional Designer, it bothers me...
It's a fair point. When I'm creating an image, I try to to find actual examples from the period and clean them up so that they look new - or at least "current". That telegram, for example, I took from an actual Western Union blank I found from the period and I spent a bunch of time freshening it up. I also try to find new notebooks and writing blanks that are the same style as those used at the time.
DeleteThe new vs. old thing is problematic: the players want to feel as though they're in another time - an older time - but the props need to look new, or at least contemporary. I try to split the difference: if they look too new, the magic gets lost; if they look too old, then the mood fades just as much. A little goes a long way!