Death and Discovery in the Vermont Hills Following the ill-fated Miskatonic University research expedition to Vermont in late 1929, when one student died in a climbing accident and two vanished without trace, it was almost inconceivable that Professors Roger Harrold and Ashley Learmonth would countenance sending yet another team of students back to Cobb’s Corners. And yet, a year later, that’s exactly what has been planned. Many questions remain unanswered. What happened a year ago? Where are the missing students? What did the geology students find among the distant Vermont hills? What secrets are buried in the town of Cobb’s Corners? Are the legends of monsters in the hills true? Perhaps the new expedition can shed light on these questions and dredge up some answers? A Time to Harvest is a six-part campaign, beginning in August 1930 and centered on the apparently sleepy and bountiful valley surrounding the town of Cobb’s Corners, Vermont. The investigators will come face to face with ancient legends, deluded cultists, and alien entities beyond their wildest imaginings. Suitable for both classic Call of Cthulhu and Pulp Cthulhu, players take on the roles of Miskatonic University students and academic staff, chosen by Professors Harrold and Learmonth to continue the work begun twelve months earlier. From Vermont to Arkham, and to Detroit and beyond, the investigators delve into forgotten lore, strange science, and the horrors of the cosmos. • Campaign overview, detailing the setting of Cobb’s Corners, along with the various threats the investigators can face. • Advice for creating student investigators and how to incorporate existing characters. • Investigator handouts and maps covering all of the campaign’s key locations. • Ten classic pre-generated investigators, ready to pick up and play. • Guidance on pulp-style and classic-style play. • Optional sixth adventure for Pulp Cthulhu. Mature Content This book deals with mature themes and is intended for mature players. This supplement is best used with the Call of Cthulhu roleplaying game and, optionally, with the Pulp Cthulhu supplement, both available separately.
Una buena minicampaña de este mítico juego, apta tanto para jugadores experimentados como novatos. Se juega necesariamente con estudiantes de Miskatonic, por lo que nada de gánsteres, mercenarios de Sudán o paridas semejantes: solo cerebrines (aunque, claro, con los puntos de aficiones se pueden hacer muchas cosas; en la primera partida, un jugador que llevaba a un pacífico estudiante de antropología me sorprendió con su Fighting 70%, mientras que un aprendiz de tespiano comenzó nada menos que con un 80% en Esquivar. Le arrojaban demasiados tomates por actuación, supongo...).
Pero bueno, dado que el escenario es bastante brutal, tampoco pasa nada por permitir esas cosas (o incluso jugarlo en la variante «pulp» del RPG). Porque los mi-go no se andan con chiquitas; y es que, que yo sepa, este es el primer módulo en el que los podemos ver en todo su esplendor, con toda su gloriosa y maléfica tecnología sci-fi desplegada para acabar con las pestes terráqueas, así como utilizando al máximo su capacidad para trasplantar cerebros y así crear espías y agentes dispuestos a todo por recuperar sus cuerpos, o simplemente por servir a sus amos y señores alienígenas, abandonada ya la cordura en su tarro, junto con su humanidad.
Y hay más, mucho más: un culto de niños psicópatas que asesinan alegremente en nombre de la Cabra Negra con sus Mil Retoños; un asesino terrible dotado de poderes psiónicos al servicio de los mi-go; una organización de fanáticos dedicados en cuerpo y alma a la caza de los hongos de Yuggoth dirigida por un señor parapléjico que recuerda poderosamente a Niles Caulder, de la Doom Patrol; y hasta un portal a una ciudad de los Antiguos situada en... ¡la Luna!
En fin, mucha diversión y muchas tortas en un libro que además nos revela muchísimos de los secretos, armas y tecnología de una de las razas más carismáticas y potencialmente letales de los mitos. Creedme, a su lado, los Antiguos, los Profundos y hasta la Gran Raza de Yith os van a parecer colegiales...
This is the fourteenth book I've read from the lot my friend sent me.
This is another module book for CoC, but in this case it's a lengthy, single campaign instead of several one-shots like many of the books I've read on this journey. The players take on the role of students or other people with a link to Miskatonic University who will be part of a university-sanctioned expedition to a village in Vermont called Cobb's Corners. A year or two before a geological expedition from the university met with disaster, culminating in a few students disappearing altogether. The players will have to find a way to cope with being in the eye of a dark storm that only becomes more dangerous the longer they're involved.
This is a really solid campaign. It makes great use of Lovecraft's "The Whisperer in Darkness" short story as basis for the module's events (including two characters from the story making appearances), the encounters are well designed and the progression flows really nicely. No complaints here, just a great book.
Very good campaign with good supplementary material useful outside of the context of the immediate adventure (including adversaries, details on Arkham and Miskatonic University, and a new patron organisation). Full review: https://refereeingandreflection.wordp...
Lovely quality hardcover. Art is very good. Maps and handouts are superb. All the Chaosium books are brilliantly done. I will actually run this as a campaign. It is well written and not too long. Perfect sweet spot.
An excellent short campaign, presented to Chaosium’s customary high standards and with plenty of content that can be reused in other adventures. One word of warning if you’re thinking of running it - a lot of NPCs to keep track of.