BEYOND THE MOUNTAINS OF MADNESS
In September of 1930, researchers from Arkhams Miskatonic University, led by Professors Dyer and Lake, set sail for the Antarctic continent on a bold venture of exploration and discovery.
Two months later they landed in Antarctica near Ross Island; twenty men, fifty-five dogs, and five large Dornier aeroplanes were set upon the ice. Their mission was to survey a geologic history of the Earths last frontier, to chart from the air where no human foot had stepped, and to determine at last, once and for all, whether Antarctica was indeed one land mass or several.
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In much of this they were successful. From November of 1930 until mid-January of 1931, the expedition achieved goal after goal, milestone after milestone. Aerial explorations flew over and mapped thousands of square miles of previously unexplored territory. Sled teams took core samples from scattered spots over nearly a quarter of the continent.
However, history does not remember the Miskatonic Expedition for its successes, but for its final tragic failure
The end of the expedition came just as the team seemed on the brink of their most spectacular triumph. On January 23rd, a large party led by Professor Lake, broke through into an unbelievable treasure-trove of ancient bones and fossils in a series of caverns at the foot of a hitherto-unknown mountain range. For 2 days, they explored the caves, bringing up specimen after specimen, some utterly unlike any living things that have ever been studied by science.
They were never heard from again.
On the afternoon of January 24th, a tremendous Antarctic gale swept through the campsite, killing every man in Lakes party and scattering his samples, notes, and equipment beyond recovery. A rescue mission the following day found only silence, useless scraps of machinery, and a few pathetic remains of the tragedy. None of the men at Lakes camp ever returned home. The rest of the expedition retreated north a few days later.
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Now, in March 1933, a new expedition is forming, intent upon a return to that forbidding Antarctic plateau and Lakes campsite.
British world explorer James Starkweather and American geologist William Moore have joined forces to attack the Antarctic. The two men have experience with harsh environments, both having travelled in the Himalayas, and Starkweather on the Arctic ice cap as well. Their stated goal is to return to the high, cold interior of the Antarctic continent and to finish the work that Lake and the other began three years ago. The two are gathering a team of scientists and technical experts whom they believe will allow them to succeed despite the dangers.
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Number of Players: 10.
Recruitment is now closed - I have 10-12 players already , but any additional submissions will go into a "reserve list."
Character Submission Deadline: Midnight 22nd June (British Summer Time (GMT+1))
Particularly Relevent Character Types:
The expedition leaders are especially interested in recruiting the following:
- Polar Explorers, Guides, and Mountaineers
- Scientists and Researchers (especially Glaciologists, Geologists & Paleontologists)
- Pilots (the expedition will make extensive use of aircraft)
- Mechanical & Electrical Engineers
Other careers & skills useful to the expedition are:
Photographers, Journalists, Doctors, Cartographers, Dog Handlers, Sled Drivers, Mining Engineers, Outfitters, and Radio Engineers.
Alternatively a "donation" to Starkweather of at least $1000 will buy a place on the expedition, regardless of lack of skills (this donation will need to be at least $2000 for female investigators).
Special Character Generation Rules:
Rather than rolling your attributes, please spend 110 points between attributes distributed as you see fit. Then modify for age and occupation as normal.
Please submit your character in the format shown below.
Please Reading Before Submitting!
This is obviously going to need to be a very long running game. I am hoping to get through approx one chapter per month, but there are 17 chapters, plus a prologue and an epilogue. So even if I stay on schedule the campaign will last at least 18 months.
I will normally be posting daily weekdays (mon-fri), and intermittently at weekends (I will always try to respond to player posts at weekend though).
I am only looking for players who feel they can handle both the posting rate and the length of this campaign.
My only other requirement is that players have not read, or played in, the campaign before.
I don't mind whether you have read At the Mountains of Madness though.
If you are interested please either post here, or email me, my email is raiko(at)cthulhu1933(dot)co(dot)uk.
Character Name wrote: Name:
Age: (Well start the game Sepember 1933)
Sex:
Occupation:
College, Degrees:
Birthplace:
Yearly Income & Propriety
Appearance & Personality
A picture could be added, off course. There are plenty of pretty good ones, CoC oriented, here.
Background
If there are any, a detailed inventory of the countries already visited.
Characteristics
STR
CON
SIZ
DEX
APP
INT , Idea
POW , Luck/SAN
EDU , Know
Sanity:
current Sanity:
phobias/mental disorders:
Hit Points:
current Hit Points:
Magic Points:
current Magic Points:
Damage Bonus:
Skills: (professional one in italics, .private preceded by a dot; non-base scores bolded)
Accounting (10%):
Aircraft Maintenance (05%):
Anthropology (01%):
Archaeology (01%):
Art (05%):
Astronomy (01%):
Bargain (05%):
Biology (01%):
Block (DEX x2):
Chemistry (01%):
Climb (40%):
Conceal (15%):
Craft (05%):
Credit Rating (15%):
Cthulhu Mythos (00%):
Disguise (01%):
Dodge (DEX×2):
Drive Auto (20%):
Drive Dog Sled (20%):
Electr. Repair (10%):
Explosives (01%):
Fast Talk (05%):
First Aid (30%):
Geology (01%):
Hide (10%):
History (20%):
Jump (25%):
Law (05%):
Library Use (25%):
Listen (25%):
Locksmith 01%):
Martial Arts (01%):
Mech. Repair (20%):
Medicine (05%):
Meterology (05%):
Natural History (10%):
Navigate (10%):
Occult (05%):
Opr. Hvy. Mch. (01%):
Other Language (01%):
Own Language (EDU×5%):
Persuade (15%):
Pharmacy (01%):
Photography (10%):
Physics (01%):
Pilot (01%):
Polar Survival (01%):
Psychoanalysis (01%):
Psychology (05%):
Radio Operator (01%):
Ride (05%):
Sneak (10%):
Spot Hidden (25%):
Swim (25%):
Throw (25%):
Track (10%):
Hand-to-Hand:
Fist/Punch (50%):
Head Butt (10%):
Kick (25%):
Grapple (25%):
Firearms:
Handgun (20%):
Machine Gun (15%):
Rifle (25%):
Shotgun (30%):
SMG (15%):
I've modified the above slightly to match the Character Sheet from BtMoM.
New skills are in green. These skills can be substituted for professional skills where relevent (I'll let you decide), or can be taken as interests.
Here are brief descriptions of the new skills:
Aircraft Maintenance - Preparing aircraft & aircraft engines for flight, and securing the machines correctly after the flight.
Block - Use of improvised objects to defend against physical attack.
Drive Dog sled - Driving the sleds, caring for and training the dog teams
Explosives - Storage, transport and use of common commersial explosives.
Meteorology - Forcast the weather, knowledge of wind chill, etc.
Polar Survival - Survival in polar regions, and at high altitude. Also knowledge of the behavior of materials at sub-zero temperatures
Radio Operator - Short-wave band transmission & reception, construction & repair of radio equipment.