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(This is the rough draft boiled down, but it’s the basics. I’d love to intertwine the puppet masters with the events in Chicago.)
Campaign Overview: In the dark and brooding city of (Chicago?), a series of gruesome murders has cast a sinister pall over the streets, . Players are drawn into the investigation, becoming entangled in a web of mysteries, horrors, unlikely allies and ancient conspiracies too terrible to speak of. The culprits are more than the ordinary criminals in the festering bowels of the city; they are upstarts of a fractured eldritch cult. These splinters wage civil war that spills over into then streets, threatening Kindred and Kine as they are drawn into the fray, but greater evil looms and the consequences dire.
Plot: The players start as detectives or are drawn into the investigation, tasked with solving the gruesome murders plaguing a city descending into chaos. As they delve deeper into the case, they uncover eerie clues that point to a more malevolent agenda. An order of Eldritch cultists is fractured and warring, each shard coveting the divided knowledge and abyssal relics of their order and the mysterious new artifacts appearing across the city which sparked this conflict. These artifacts all have one thing in common, the hand of an ancient and powerful Tzimisce moving them like pawns from below their streets, seeking the means to reach the unspeakable, augment themselves with flesh from the other side, transcend all conceivable earthly horror for unknowable terror without luster, name, or end.
To stop this madness, the players must navigate the twisted underworld, where the entire city clashes over the fate of all and dangers lurk around every corner. The Tzimisce, true architects of the chaos, weave intricate, insidious, and sadistic plans. Always one step ahead, theres only one certainty: this game was designed to hurt.
Gameplay: 1. Investigation: Players explore crime scenes and gather clues that hint at the deeper, otherworldly conspiracy.
Confrontation: As they journey through the city's dark streets, players face mind-bending eldritch nightmares, each with their own role in the grand design of upheaval and unrest ripping the city apart as Kindred, cultists and all manner of the children of night circle and clash with bloody consequences for all.
Lore and Artifacts: Encounters yield puzzling eldritch artifacts, which players must piece together to understand the true nature of without succumbing to their corruption or worse.
Sanity: The game features a sanity mechanic, forcing players to grapple with the horrors they uncover, lest they descend into madness.
Endgame: The players must unveil the ultimate plot, navigate the children of the night at war across the city, and prevent the cataclysmic ascension of the Tzimisce. In doing so, they not only save (The City) but also protect the world from descending into eldritch chaos.
"Shadows of Dracul" is a Lovecraftian horror campaign that will challenge your cunning, prowess, and sanity, as you navigate unspeakable horrors lurking in the shadows of a city consumed by darkness.
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