Delta Green: Artifact Zero part 1

This is a one-shot audio actual play of Pagan Publishing’s Artifact Zero scenario in the Delta Green setting for Call of Cthulhu. An investigation into multiple missing persons from an archeological dig site in Montana lead to some disturbing discoveries. Ancient skeletons, cover-ups, echoes from the future and a suicide or two.

Some of my players were newish to the DGverse and I wanted to introduce them to it in-game. With this in mind only one of the PCs was a DG agent, all the others were FBI agents who DG was interested in recruiting. The DG agent, Ira, was a criminal profiler for the bureau and was to use his skills to assess, evaluate and manipulate the others to see how flexible they could be in terms of covering up strangeness with a view to recruitment to the cause. The other agents were an archeology/art crimes investigator, and a forensics expert were unaware of DG. There were some minor changes made to the scenario that will become apparent during play.

Badass Presidents – MegaRobotCthulhu

In the future the world has gone to crap. Only the presidents of the great United States of America are powerful enough to fight the cosmic horrors and evil past dictators. In this adventure the intrepid group of Commander-in-Chiefs travels from Mt. Rushmore to deep below the ocean, fighting all sorts in between.

Thieve’s House – Tunnels & Trolls

New Harbor is a teeming city that has been protected for a thousand years by the Old Ones. Once a century, the Old Ones rise to accept an offering from the City Keeper and the High Priest of Mitra as proof that the city is still in the same chain of succession. But this time, something has gone wrong. The sacred chalice that the offering is presented in has been stolen, and only the powerful Thieve’s Guild could have done it. Will this band of independent rogues be able to do the impossible? Can they steal the chalice back from the Thieve’s Guild before the midnight deadline?

Tunnels and Trolls was the first RPG published after Dungeons and Dragons. It is still in print today (v. 7.5) though the basic mechanics have remained consistent through all editions. Combats are fast and deadly, and most character actions are resolved with a simple skill check mechanic.

This scenario was inspired by the Thieve’s Guild of Lankhmar in the Fafhrd and the Grey Mouser books by Fritz Lieber.

This game was run at the Gamer’s Reunion in Rochester, MN on April 29, 2011. We had the room to ourselves, so the sound quality is great – very little background noise. Many thanks to Ron and Tom H. who each managed to play two characters with an unfamiliar system.

Falcnor the Guru: A hippie dwarf wizard – Tom
Delmar Dogberry: A skilled halfling rogue – Tom
Ulaan Athor: An elf rogue – Ron
Jubal: A human warrior – Ron

Masks of Nyarlathotep Game 27: Two Minutes to Midnight

The investigators tie up loose ends before the assault on Gray Dragon Island. Mr. Pit and Rear Admiral Enema meet with Lin Tang-yu and bargain for aid, and Jack Barton tries really hard to get himself killed. In the shadow of Armageddon find out what last second preparations are made in futility. Also, Jack Barton throws a rock!

On the Wings of Dragons – Session 1: “We Didn’t Start the Fire”

In a land densely populated by dragons, the lucky are able to hide away and live their lives in peace. Those less fortunate are crushed and passed off as collateral damage by the warring creatures. Only the most unlucky are drawn fully into the workings of the wyrms. But perhaps through incredible strength, cunning, and a heavy dose of luck or divine aid, things will work out after all…