Contingency 2027: convention framework, slate and eight game synopses

Ten slots (afternoon + evening, Wed 27 - Sun 31 Jan 2027, Searles, Hunstanton),
eight games booked and two Sunday reserves. Each game has a README, synopsis,
design intent, plot truth, act skeleton and open-questions list.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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# Contingency 2027 — Convention Scenarios
Working repository for Tim Evans' games at **Contingency 2027**.
**Convention:** Contingency (Wyrd Sisters Games Club) · **Wed 27 – Sun 31 January 2027**
· Searles Leisure Resort, Hunstanton · five days of gaming
· Members-only event (£10/yr, £5 concession for GMs & volunteers)
· Advance game booking via **Warhorn**, with on-the-day sign-ups at the event
· Self-catering on-site accommodation, check-in from Mon 25 Jan
**GM commitment:** two games a day — one afternoon, one evening — across all five
days. Ten slots; eight scenarios booked, two Sunday slots held as reserve.
---
## The Slate
| # | Day | Session | System | Game | PCs | Status |
|---|---|---|---|---|---|---|
| 1 | Wed 27 | Afternoon | The Walking Dead Universe (modified) | [**BLACK SUMMER — Last Flight Out**](games/slot01-black-summer/) | 5 | Outline |
| 2 | Wed 27 | Evening | Blade Runner RPG | [**AFTERIMAGE**](games/slot02-blade-runner-afterimage/) | 4 | **Port — con-ready (v2.2)** |
| 3 | Thu 28 | Afternoon | Call of Cthulhu 7e | [**DEAD AIR I — Ash & Amber** (1946)](games/slot03-dead-air-1-ash-and-amber/) | 5 | Outline |
| 4 | Thu 28 | Evening | The Dee Sanction | [**THE FAVOUR**](games/slot04-dee-sanction-the-favour/) | 5 | Outline |
| 5 | Fri 29 | Afternoon | Call of Cthulhu 7e | [**DEAD AIR II — The Quiet City** (1962)](games/slot05-dead-air-2-the-quiet-city/) | 5 | Outline |
| 6 | Fri 29 | Evening | VANITY | [**ANOTHER BLOODY TREASURE MAP**](games/slot06-vanity-another-bloody-treasure-map/) | 5 | Outline |
| 7 | Sat 30 | Afternoon | Call of Cthulhu 7e | [**DEAD AIR III — Full Volume** (2027)](games/slot07-dead-air-3-full-volume/) | 5 | Outline |
| 8 | Sat 30 | Evening | Vaesen | [**THE CURIOUS CASE OF MR PARKER'S DIARY**](games/slot08-vaesen-mr-parkers-diary/) | 4 | Outline |
| 9 | Sun 31 | Afternoon | — | *Reserve — re-run of highest-demand game* | — | Held |
| 10 | Sun 31 | Evening | — | *Reserve — pick-up / open table* | — | Held |
The three **DEAD AIR** games are a linked Call of Cthulhu trilogy running in the
same session slot on three consecutive days, so a player can book all three
without a clash. Each also stands alone. See the
[trilogy bible](docs/dead-air-trilogy-bible.md).
---
## Repository Map
| Path | What it is |
|---|---|
| [`docs/schedule.md`](docs/schedule.md) | Slot grid, running times, day-by-day GM load, prep deadlines |
| [`docs/warhorn-blurbs.md`](docs/warhorn-blurbs.md) | Player-facing, spoiler-free pitches for Warhorn submission |
| [`docs/dead-air-trilogy-bible.md`](docs/dead-air-trilogy-bible.md) | The linking truth, arc rules and hand-off state for the CoC trilogy |
| [`docs/production-tracker.md`](docs/production-tracker.md) | Per-game status: scenario, pregens, handouts, art, playtest, print |
| [`docs/house-standards.md`](docs/house-standards.md) | The house one-shot format this repo is written to |
| `games/slotNN-<slug>/` | One folder per game — see the per-game README |
### Per-game folder shape
```
games/slotNN-<slug>/
README.md status line, file index, remaining prep
scenarios/ the scenario document(s)
characters/ pregens + print-ready sheets
handouts/ player-facing props
reference/ GM quick-reference screens
playtest/ desk playtest logs and fix lists
gm-utility/ GM console modules
print/ generated PDFs
```
Directories are created as their content is written; every game starts with a
`README.md` and a scenario outline.
---
## Status
**Framework stage.** The slate is fixed and every game has a synopsis, design
intent, act skeleton and open-questions list. One game (AFTERIMAGE) is already
convention-ready and only needs porting. Full scenario drafts, pregens, handouts
and playtests are the work ahead — see
[`docs/production-tracker.md`](docs/production-tracker.md).
---
*Private convention play materials — not for sale or distribution. All game
systems are the property of their respective publishers.*
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# DEAD AIR — Trilogy Bible
*A Call of Cthulhu trilogy in three eras. Berlin 1946 → the Urals 1962 → Berlin 2027.*
> *Every government that found it thought it was a weapon. It was an advertisement.*
**Contingency 2027 · Slots 3, 5 and 7 — Thursday, Friday and Saturday afternoons.**
Same session slot on three consecutive days so a player can take the whole arc.
Each part is written to stand alone; nothing essential to a single afternoon
depends on having played the one before.
---
## The spine, in one paragraph
In the last winter of the war, a German broadcast-research unit recorded
something that was not a sound and pressed it onto lacquer discs. It is not a
weapon, though three states in a row have spent enormous effort proving to
themselves that it is. It is a **lure**: a pattern that survives by being heard,
that lodges in a listening mind and makes that mind a relay, and that needs only
enough minds holding it *at the same moment* to arrive properly. Every regime
that has possessed it has responded the same way — by building a bigger
transmitter. The trilogy is the story of that pattern getting a larger and larger
audience, from a flooded basement, to a closed city, to the open internet.
## The truth (GM only, all three parts)
- The material was catalogued by its German handlers as **die Folge** — *the
Sequence*. Nobody involved has ever agreed on what it is. It has no body, no
location and no demands. Its only appetite is **simultaneous attention**.
- A mind that has held the Sequence for long enough becomes a **carrier**:
outwardly normal, occasionally producing the pattern unprompted — humming it,
drawing it, tapping it. Carriers are not possessed and are not villains. Most
of them are victims, and the arc's cruelty is that every part asks the players
what to do about a person who has done nothing wrong.
- The Sequence propagates but does not scheme. There is no cult with a plan.
What there is, in every era, is a **committee** — men in a room deciding the
thing in the vault is an asset. The recurring antagonist of the trilogy is
institutional confidence, not a monster.
- **What actually happens if it completes:** not an eruption or a summoning. The
world simply becomes a place where the Sequence is one of the things that is
true, retroactively, and always was. Nobody notices. That is the horror, and it
is why the players' win condition is always *keeping the audience small*
rather than *destroying the thing*.
## Timeline
| When | What |
|---|---|
| 1938–44 | The unit's research runs out of a broadcast annexe in Berlin. Human listeners are used. The records of what was done to them are what the 1946 players find first. |
| Feb 1945 | The unit's director orders the material destroyed, then doesn't. He seals the sub-basement and floods it. |
| **Feb 1946** | **PART ONE.** An Allied technical-intelligence team and a Soviet trophy brigade race to the same address in a shattered city. What the players find is split three ways at the end of the afternoon — and *how* it splits is the players' choice. |
| 1947–61 | The Soviet share becomes a state programme. A closed city is built over the work. |
| **Oct 1962** | **PART TWO.** The programme's own staff, sealed in during a containment failure, in the fortnight the world is closest to ending for entirely unrelated reasons. |
| 1963–89 | The programme is buried, its paperwork scattered into archives. Discs go missing individually rather than all at once. |
| 1991–2010s | Archive dumps and private collectors. Lacquers surface at auction, mislabelled, cheap. |
| **Jan 2027** | **PART THREE.** Berlin. A disc has been digitised, sampled, and is about to be played to an audience of a size no previous era could have assembled. |
## Arc rules
1. **Each part stands alone.** Any part can be a player's only DEAD AIR game and
must land completely on its own. No part ends on "to be continued".
2. **Each part is a different genre of investigation.** Part One is a scramble —
competing teams, a physical dig, a deadline set by rivals. Part Two is a
closed-box procedural — no way out, everyone a suspect, the enemy is the
institution. Part Three is an open-city sprint — too much information, no
authority, a clock set by a scheduled broadcast.
3. **Each part escalates the audience, not the monster.** One room, then one
city, then everyone. The Sequence never gets stronger. The speakers do.
4. **Continuity is a reward, not a requirement.** Returning players should get
three or four specific payoffs per part — a name in a file, an object they
handled, a person they spared. New players lose nothing but the shiver.
5. **State hand-off explicitly.** Each part's Epilogue records what the table
decided in a short "carry-forward" block. The GM notes it and honours it in
the next part where cheap to do so. **Default assumption if a table's choices
don't feed forward:** the Soviets take the material in 1946, the programme is
shut down but not destroyed in 1962, and at least one disc reaches Berlin.
Part Two and Part Three both open with a one-line reconciliation note so a
contrary Part One result is absorbed, not contradicted.
6. **Nobody gets to be right.** Every climax is a decision where each option
costs something real, and all options are written.
## Recurring elements
| Element | Part One | Part Two | Part Three |
|---|---|---|---|
| **The object** | Twelve lacquer discs and a listening ledger | The discs, transcribed to tape and fed to an antenna array | One surviving lacquer, digitised, in a sampler |
| **The carrier** | A survivor of the wartime listening trials | A senior engineer who has been humming it for thirty years | A musician who doesn't know where the hook came from |
| **The committee** | Two intelligence services who both want it | A ministry that wants the array switched on | A label, a festival and a streaming platform |
| **The clock** | The rival team's dig | The scheduled test | The scheduled broadcast |
| **The choice** | Who gets it | Whether to end it or hide it | Whether to stop it publicly or quietly |
## Tone and content
Bleak, procedural, adult. Horror comes from paperwork and from decent people
following instructions. Keep the supernatural sparse: in a 3h30 slot the Sequence
should be directly *experienced* no more than three times, and the third time is
the climax.
**Content warnings (stated at the top of each part):** Nazi human
experimentation and its documentation; the Holocaust as historical context;
Soviet state violence and coerced labour; suicide; institutional cruelty to
people who have done nothing wrong; in Part Three, self-harm and mass-casualty
risk. Safety tools stated in 30 seconds at the top of each table, no ceremony.
## Art direction
Ink and pencil, hand-drawn, never photorealistic — house style. Each era gets its
own register: **1946** ruined-city line drawing, heavy blacks, wet stone.
**1962** technical-drawing precision, isometric plant schematics, Cyrillic
labelling. **2027** cold flat vector and screen-grab textures. The Sequence
itself is only ever drawn as a waveform or an oscilloscope trace — never given a
face, in any era.
Asset IDs: `DA1-ART-##`, `DA2-ART-##`, `DA3-ART-##`; handouts `DA1-H1-A` etc.
## Open questions
1. Is the trilogy pitched on Warhorn as a series with booking priority for
players taking all three, or as three unrelated CoC games with a quiet nod?
2. Pregens: three fresh sets, or one family/institutional lineage carried
through the eras (a name recurring across three generations)? The lineage
option is stronger for returning players and more work.
3. Does Part Three use modern-day CoC 7e straight, or lean on Delta Green-style
handler structure? Straight 7e is the default until decided.
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# House Standards — Contingency 2027
Every scenario in this repository is written to the same format. This page is the
short version; it exists so a stand-in GM, or a future draft, does not have to
guess.
## Structure
- **Introduction → Act One → Act Two → Act Three → Epilogue**
(VANITY games use the four-act variant.)
- **3h30 (210 min) of play** inside the 4-hour slot, plus a 10-minute break —
about 3h40 wall clock. Plan **~3h15 of actual content** against that budget.
- Budgets: Intro 15 · Act One 60 · Act Two 90 · Act Three 30 · Epilogue 15.
These are ceilings, not targets.
- The session clock counts **play time** and pauses for the break.
- **Act Three always happens.** Compress Act Two if the clock has beaten the
table. Hard rule: at 2:45, go to Act Three regardless.
- The break sits at the end of Act One, on a cliffhanger.
- Every act ends with a **Pacing Note**: what must be true before the next act,
and the specific fast-track if running late.
- A one-shot **ends written** — closure or designed ambiguity, never an
unwritten "to be continued".
## Timing table
Every scenario carries a Session Timing Guide with a **GM Checkpoint** column —
a one-line test the GM can apply mid-session ("body examined, report started,
they know the test moved"). The checkpoints are what make the table usable in
play.
## Clues
Every essential clue has **three routes**:
1. **Automatic on the right approach** — the right question in the right scene
finds it without a roll. Rolls buy extra, not entry.
2. **A written fallback** — an NPC volunteers it, or a second location carries it.
3. **The Countdown** — the antagonist's scheduled move delivers or forces it.
Essential clues never sit behind a search roll. Each act has at least one
essential and one optional clue. Clue trails are tables: # | Clue | Source | How
Found | What It Reveals | Type.
## The countdown clock
Antagonists move on schedule whether the players act or not, and each advance is
*felt* — a van glimpsed twice, a witness suddenly unwilling. Keep the opposition
one step behind the players until the climax. Pressure, not punishment.
## Writing for the GM at the table
- Scannable over literary. Bullets, tables, bold keywords.
- **Read-aloud text in blockquotes**, three sentences or fewer (the cold open may
run to six), always labelled "read aloud or paraphrase".
- **Mechanics inline and bracketed:** `[CoC: Library Use — the 1893 entry]`,
`[BR: Observation — the torn hem]`. Never send the GM to another page.
- Every NPC gets a **one-line essence** — who they are and what they want —
before any other detail, and appears again in the end-of-document NPC roster.
- **State the failure case** for every clue, scene and set-piece: what happens if
the players miss it, skip it, or break it.
- A 3–4 line **system crash-course** in the master rules block, so a stand-in GM
could run the game cold.
## Slot logistics
- Pregens always. Player count stated per game, with the scaling line: which
count it runs at, which pregen drops first, how splits adjust. Nothing
essential lives only on one PC.
- **Safety tools stated in 30 seconds, no ceremony.** One line in the
Introduction. Content warnings in the Overview and in the Warhorn blurb.
- **Slot Zero** (the first 15 minutes): seating and safety line → pitch each
pregen in one spoken tagline → players choose in five minutes → open in motion.
- **Party splits are a feature.** Parallel tracks, each holding half a
revelation, alternating in ~12-minute segments, each segment ending on a pull.
- **One set-piece per scenario**, with its own GM quick-reference page. Idle
players get jobs during it.
## Endings
- Aim the climax at a **decision, not a die roll** — every option costs
something, and every option is written.
- Write the chaos contingency ("if someone shoots") — the table that torches the
negotiation still gets a real ending.
- List the **compromise endings** players will invent. When a playtest finds a
new one, write it in.
- Epilogue: per-PC vignettes keyed to the outcome, then table debrief. Land the
last line on the theme.
- **Early finish** at 2:30: expand the vignettes, then run the bonus scene, which
is already written.
## Versioning
v1 draft → playtest → v2 → v2.1… A game is marked **convention-ready** only
after a full-session desk playtest lands inside the time budget with the fix list
applied. Each game's README carries the version, the playtest count and what
remains.
## Art
Ink sketch / pencil illustration, hand-drawn feel, never photorealistic. Each
scenario adds its own direction line on top. Asset IDs `[Slot]-ART-##`, handouts
`[Slot]-H[act]-[letter]`. Generated via `mj-gen "<prompt>"`.
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# Contingency 2027 — Production Tracker
Legend: **—** not started · **◐** in progress · **✔** done · **n/a** not required
| # | Game | Outline | Scenario v1 | Pregens | Handouts | Art | Playtest | Print | Console |
|---|---|---|---|---|---|---|---|---|---|
| 1 | BLACK SUMMER | ✔ | — | — | — | — | — | — | — |
| 2 | AFTERIMAGE | ✔ | ✔ *(port)* | ✔ | ✔ | ✔ | ✔ ×3 | ◐ reprint | ◐ port |
| 3 | DEAD AIR I | ✔ | — | — | — | — | — | — | — |
| 4 | THE FAVOUR | ✔ | — | — | — | — | — | — | — |
| 5 | DEAD AIR II | ✔ | — | — | — | — | — | — | — |
| 6 | ANOTHER BLOODY TREASURE MAP | ✔ | — | — | — | — | — | — | — |
| 7 | DEAD AIR III | ✔ | — | — | — | — | — | — | — |
| 8 | MR PARKER'S DIARY | ✔ | — | — | — | — | — | — | — |
**A game is convention-ready when:** the scenario is at v2 or later, pregens are
audited against the rules, handouts and art are produced, it has survived at
least two desk playtests inside the 3:30 budget with the fix list applied, and
the print pack exists.
## Decisions blocking work
These are the open questions that stop drafting, gathered from the outlines.
Everything else can proceed without them.
| # | Question | Blocks |
|---|---|---|
| 1 | Was Witchfinder Garrett on screen in a previous game? Nothing in the Continuum 2026 or Contingency 2025/26 material mentions him. | THE FAVOUR — Act One shape |
| 2 | Does Ilse Brandt (Part One) return in Part Two, and does the Brandt name carry to Part Three? | DEAD AIR II and III — Act Two shape |
| 3 | Trilogy pregens: three fresh sets, or one lineage across the eras? | All three DEAD AIR pregen sets |
| 4 | Confirmed Warhorn slot times. | All print, all timing tables |
| 5 | Which TWDU book edition is at the table? | BLACK SUMMER Runner stat block |
| 6 | Which Vaesen bestiary entry the ferryman is built on. | MR PARKER'S DIARY v1 |
## Shared production
- **VANITY rules digest** — copy the Continuum 2026 build into
`games/slot06-.../reference/`. No rewrite.
- **GM console** — one Contingency 2027 build with a module per game. The
AFTERIMAGE module already exists and ports; the rest are new.
- **DEAD AIR is one production with three outputs.** Shared bible, shared NPC
lineage, shared art direction, one print run. Treating it as three separate
scenarios is the main way this slate becomes undeliverable.
- **Art** — house style throughout: ink sketch / pencil, hand-drawn feel, never
photorealistic. Generate via `mj-gen "<prompt>"`. Each game states its own
direction line on top of the base style.
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# Contingency 2027 — Schedule & GM Load
**Wed 27 – Sun 31 January 2027 · Searles Leisure Resort, Hunstanton**
## Running times
> **Slot times below are placeholders.** Contingency 2026 ran three slots a day
> (morning / afternoon / evening). Confirm the 2027 published times against
> Warhorn before printing anything, then update this table.
| Session | Assumed time | Play budget |
|---|---|---|
| Afternoon | 14:00 – 18:00 | 3h30 play + 10 min break |
| Evening | 19:30 – 23:30 | 3h30 play + 10 min break |
House rule: **3h30 of play in a 4-hour slot**, planned to ~3h15 of actual
content. Session clock counts play time only and pauses for the break.
## The grid
| # | Day | Session | Game | System | PCs |
|---|---|---|---|---|---|
| 1 | Wed 27 | Afternoon | BLACK SUMMER — Last Flight Out | Walking Dead Universe (modified) | 5 |
| 2 | Wed 27 | Evening | AFTERIMAGE | Blade Runner RPG | 4 |
| 3 | Thu 28 | Afternoon | DEAD AIR I — Ash & Amber | Call of Cthulhu 7e | 5 |
| 4 | Thu 28 | Evening | THE FAVOUR | The Dee Sanction | 5 |
| 5 | Fri 29 | Afternoon | DEAD AIR II — The Quiet City | Call of Cthulhu 7e | 5 |
| 6 | Fri 29 | Evening | ANOTHER BLOODY TREASURE MAP | VANITY | 5 |
| 7 | Sat 30 | Afternoon | DEAD AIR III — Full Volume | Call of Cthulhu 7e | 5 |
| 8 | Sat 30 | Evening | THE CURIOUS CASE OF MR PARKER'S DIARY | Vaesen | 4 |
| 9 | Sun 31 | Afternoon | *Reserve* | — | — |
| 10 | Sun 31 | Evening | *Reserve* | — | — |
## Why the slate sits this way
- **DEAD AIR runs Thu / Fri / Sat afternoons** — same session, three consecutive
days. A player who wants the whole arc books one time of day and never clashes
with themselves. Each part is written to stand alone for drop-ins.
- **Wednesday opens on the two most physical games.** Black Summer and
AFTERIMAGE are the least prep-hungry on the day (AFTERIMAGE is already
finished) and the best "arrival day" energy — a hard survival run and a
noir case.
- **Evenings alternate tone** against the afternoon's Cthulhu: Dee Sanction
(Thu), comic fantasy (Fri), folk horror (Sat). Never two bleak games in a row
on the same day.
- **VANITY sits Friday evening** — the loosest, funniest game on the night the
bar is busiest and the table is most likely to be tired and social.
- **Sunday is deliberately empty.** People leave, energy drops, and two reserve
slots absorb overspill demand or a re-run without new prep. If Sunday evening
never fills, that is a feature.
## GM load check
| Day | Games | Prep-heavy? | Notes |
|---|---|---|---|
| Wed | 2 | One (Black Summer) | AFTERIMAGE is a port — read-through only |
| Thu | 2 | Both | Heaviest day. DEAD AIR I must be fully finished well in advance |
| Fri | 2 | One (DEAD AIR II) | VANITY reuses the existing convention rules digest |
| Sat | 2 | Both | DEAD AIR III is the arc payoff — needs the most playtesting |
| Sun | 0 booked | — | Reserve |
**Consequence:** eight new-or-ported games is a real workload. The three CoC
games share a setting bible, NPC lineage and art direction, which is what makes
the count achievable — treat DEAD AIR as one production with three outputs, not
three productions.
## Prep deadlines (working back from 27 Jan 2027)
| By | What |
|---|---|
| End Sep 2026 | All eight scenario drafts at v1. Trilogy bible locked. |
| End Oct 2026 | Pregens complete for all eight. First desk playtests on DEAD AIR I–III. |
| End Nov 2026 | Playtest fixes applied (v2). Handouts and art briefs written. |
| End Dec 2026 | Art generated, handouts laid out, GM console modules built. |
| 10 Jan 2027 | Print pack produced: sheets, handouts, GM screens. |
| 20 Jan 2027 | Read-throughs done. Everything marked convention-ready. |
## Open logistics questions
1. Confirmed slot times from Warhorn — the table above is assumed, not verified.
2. Table size cap at Searles (does 5-player seating work in the game rooms?).
3. Whether the DEAD AIR trilogy can be flagged on Warhorn as a linked series with
booking priority for players taking all three.
4. Power/table space for the GM console tablet in the evening rooms.
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# Warhorn Blurbs — Contingency 2027
Player-facing copy for game submission. **Spoiler-free.** Each entry: title,
system, player count, tone flags, content warnings, and a pitch of ~80 words.
Copy these into Warhorn as-is once the slot times are confirmed.
---
## Slot 1 · Wed afternoon
### BLACK SUMMER: LAST FLIGHT OUT
**The Walking Dead Universe RPG (modified)** · 5 players · pregens provided
*Survival · downbeat · human antagonists · high lethality*
New York, six weeks after the fall. The army is still flying people out of an old
airfield in Brooklyn, and they stop at dawn. To board you need a stamped transit
chit with your face on it. Between the five of you, you have three. Ten miles of
dead city lie between here and the runway, and the queue at the far end is longer
than anybody wants to think about.
**Content warnings:** graphic violence and gore, a child in danger, summary
execution, crowd crush, PvP possible. Safety tools in use.
---
## Slot 2 · Wed evening
### AFTERIMAGE
**Blade Runner RPG** · 4 players · pregens provided
*Investigation-heavy · noir · one foot chase · ambiguous ending*
Los Angeles, 2037. A memory designer is dead in his studio and Rep-Detect has
been handed the case with a whisper attached: rogue replicant. The whisper comes
from a corporation, and it is a lie of the useful kind. You have until dawn.
Nobody in this story gets to be right — you only get to decide who pays.
**Content warnings:** violence, a death investigation, themes of grief, memory
and consent. Safety tools in use.
*Previously run at Continuum 2026.*
---
## Slot 3 · Thu afternoon
### DEAD AIR I: ASH & AMBER (1946)
**Call of Cthulhu 7e** · 5 players · pregens provided
*Historical · investigation · competitive · part one of three — stands alone*
Berlin, February 1946. You catalogue German science before the other lot get to
it, and it has been six weeks of frozen filing cabinets. Then an address in the
Soviet sector turns out to be a broadcasting annexe that officially never
existed, and under it is a sub-basement somebody deliberately flooded. By tonight
what is down there will be in somebody's hands. You get to decide whose.
**Content warnings:** Nazi human experimentation and its documentation, the
Holocaust as historical context, conditions in occupied Berlin, drowning,
suicide. Safety tools in use.
*Part one of the DEAD AIR trilogy (Thu/Fri/Sat afternoons). Each part stands
completely alone — play one, two or all three.*
---
## Slot 4 · Thu evening
### THE FAVOUR
**The Dee Sanction** · 5 players · pregens provided
*Historical horror · protection job · moral trap · no clean ending*
You are marked. You were going to hang, and instead you belong to Dr Dee. Now
there is a warrant in your hand and it says: go to the border country, and see
that Witchfinder Garrett comes to no harm. The same Garrett who put three of you
in front of a magistrate. He is there to hang a woman on Friday, she did not do
it, and something has been feeding him names for eleven years.
**Content warnings:** witch trials and judicial execution, torture described,
religious persecution, a hanging on screen. Safety tools in use.
---
## Slot 5 · Fri afternoon
### DEAD AIR II: THE QUIET CITY (1962)
**Call of Cthulhu 7e** · 5 players · pregens provided
*Historical · closed-box procedural · paranoia · part two of three — stands alone*
A closed city in the Urals that is not on any map, October 1962. You have worked
here eleven years and long ago stopped being curious about the tapes. On Monday
the gates shut for an "administrative period". On Tuesday a technician takes off
his headphones and walks into the lake. On Friday, at six in the morning, someone
is going to close a switch.
**Content warnings:** Soviet state violence and coerced labour, institutional
cruelty, suicide, medical horror. Safety tools in use.
*Part two of the DEAD AIR trilogy. Stands completely alone — no need to have
played part one.*
---
## Slot 6 · Fri evening
### ANOTHER BLOODY TREASURE MAP
**VANITY** (a house d6 game — no prior knowledge needed) · 5 players · pregens provided
*Comic fantasy · dungeon crawl · light rules · rivals*
You bought a treasure map off a man in a tavern. Yes. You know. So did four other
groups this week. Here is the thing, though: the map is real, the vault is where
it says it is, and there is a great deal of gold in it. The old man who printed
the maps was not running a swindle. He was running a recruitment drive.
**Content warnings:** cartoon violence, greed, one genuinely unpleasant moment at
the vault door. Safety tools in use.
---
## Slot 7 · Sat afternoon
### DEAD AIR III: FULL VOLUME (2027)
**Call of Cthulhu 7e, modern day** · 5 players · pregens provided
*Contemporary · research sprint · escalating scale · part three of three — stands alone*
Berlin, today. A lacquer disc came out of a box of Cold War acetates at auction
and sold for four hundred euros to a producer who liked the label. He sampled
fifteen seconds of it, and the hook has been going round the city for eight
months. You have almost certainly already heard it. At midnight it closes a
festival, live, uncut, streamed to two hundred thousand people.
**Content warnings:** self-harm and suicide, mass-casualty risk, drug use in a
club setting, loud audio and flashing lights described in play (described only —
no audio or lighting effects are used at the table). Safety tools in use.
*Part three of the DEAD AIR trilogy, and its payoff. Stands completely alone.*
---
## Slot 8 · Sat evening
### THE CURIOUS CASE OF MR PARKER'S DIARY
**Vaesen — Nordic Horror Roleplaying** · 4 players · pregens provided
*Folk horror · archival mystery · slow burn · winter*
A parcel reaches the Society in February: the field diary of an English
naturalist who drowned in a northern lake last October. It was posted three weeks
after he died. The first sixty pages are ordinary. The next twenty are in the
same hand and written from somewhere outside his own life. The last page is dated
nine days from now and it describes your arrival.
**Content warnings:** drowning, dead children, an implied suicide, a community's
collective silence. The diary prop addresses players directly. Safety tools in
use.
---
## Submission checklist
- [ ] Slot times confirmed against the published 2027 schedule
- [ ] Decide whether DEAD AIR is listed as a linked series with booking priority
- [ ] Player counts confirmed against room/table sizes at Searles
- [ ] "Pregens provided, no system knowledge needed" stated on every entry
- [ ] Content warnings reviewed once more before submission
+21
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@@ -0,0 +1,21 @@
# Slot 1 · Wed 27 Jan, afternoon — BLACK SUMMER: LAST FLIGHT OUT
*The plane leaves at dawn. You have three chits and five people.*
**System:** The Walking Dead Universe RPG (Free League), house-modified for
*Black Summer* · **5 players** · 4-hour slot (3h30 play) · survival journey with a
hard countdown · one large set-piece (the queue) · downbeat ending by design.
| File | What it is |
|---|---|
| [`scenarios/black-summer-outline.md`](scenarios/black-summer-outline.md) | Synopsis, design intent, plot truth, act skeleton, rules modifications, open questions |
**Status:** outline. Next: full scenario draft to v1, then pregens.
**Remaining prep:** scenario v1 · 5 pregens · chit props (physical handout — the
chits must be real objects passed around the table) · New York route map handout
· Runner stat block and modified threat tables · desk playtest ×2 · print pack.
---
*The Walking Dead Universe RPG © Free League Publishing. Black Summer © its
rights holders. Private convention play materials — not for sale or distribution.*
@@ -0,0 +1,152 @@
# [Contingency 2027 — Slot 1] BLACK SUMMER: LAST FLIGHT OUT
> *The plane leaves at dawn. You have three chits and five people.*
**Status:** outline (pre-v1). This document fixes the concept, the truth, the
shape and the rules modifications. The full scenario is written against it.
---
## Overview
- **Slot:** Wednesday 27 January 2027, afternoon
- **System:** The Walking Dead Universe RPG (Free League) — **modified**, see below
- **Setting:** New York City, six weeks after the fall. Late autumn, rain turning
to sleet. From a Manhattan basement to Floyd Bennett Field, Brooklyn.
- **Players:** 5, pregenerated. Runs at 4 (drop the Soldier). At 6, split the
Journey into two tracks in Act One.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** graphic violence, gore, a child in danger, summary
execution, crowd crush and suffocation, betrayal between player characters as a
supported outcome. Safety tools stated in the first 30 seconds.
## Design intent
1. **The dead are the weather; people are the plot.** Runners are fast, quiet and
almost never survivable — they exist to make every human negotiation urgent,
not to be fought.
2. **Scarcity is the whole game.** There are fewer transit chits than there are
player characters, and there is no clever solution that makes the maths work.
The scenario is a machine for producing that conversation.
3. **No heroism, no cavalry.** Nothing in the scenario rewards self-sacrifice
with a rescue. The show's register is exhaustion, not defiance.
4. **PvP is permitted and pre-written**, but never forced. Every anti-social move
a table might make has a written consequence so the GM never improvises a
punishment.
5. **The ending is small.** Some of them get on a plane. The scenario does not
tell the table whether that was worth it.
## Player experience
Six weeks ago you had a life. Now you are in a flooded basement on the Lower East
Side with four strangers and a rumour: the army is still flying people out of an
old airfield in Brooklyn, and they stop at dawn. To board you need a stamped
transit chit with a face on it. Between the five of you, you have three. Ten
miles of dead city lie between here and there, the rain is turning to sleet, and
every hour you spend deciding is an hour of the night gone. You will reach the
airfield. That was never the hard part. The hard part is the queue.
## Plot summary (GM truth — players never see this page)
The **airlift was cancelled eighteen hours ago.** The order reached the Floyd
Bennett Field detachment at midday and its commanding officer, **Major Ruth
Okonjo**, made a decision she has not shared with anyone below her: she kept the
processing tents open and kept stamping chits. Four thousand people are queued
in the field's grass runways, orderly, hopeful, and quiet, because they believe
they are in a line that leads somewhere. If they learn otherwise before the last
aircraft is loaded, they will overrun the wire in under ten minutes and everyone
— including the crews — dies.
So the queue is not a queue. **The queue is the containment.** Okonjo's soldiers
are still taking chits, still checking faces, still saying *"next"*, and the
aircraft on the apron is loading detachment personnel, their families, and
nobody else. It leaves at first light.
Two things can break it before dawn:
- **Sergeant Danny Vasquez** knows, and has started selling the truth in
exchange for places on the aircraft. He is why the players can find out.
- A **runner incursion** through the field's northern fence line, already
building in the marsh, on a timetable the players cannot stop.
**Timeline before play:**
| When | What |
|---|---|
| T-6 weeks | The fall. New York goes dark in nine days. |
| T-11 days | Floyd Bennett Field airlift begins. Chit system introduced. |
| T-4 days | The chit black market establishes itself in the tent city. |
| T-18 hours | Cancellation order received. Okonjo suppresses it. |
| T-6 hours | Vasquez begins selling the truth. Play begins. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, chits physically distributed, safety line said |
| Act One — The Crossing | 60 min | 1:15 | Party out of Manhattan; at least one PC has lost something they came with |
| *break* | 10 min | — | Ends on the first sight of the field's lights |
| Act Two — The Line | 90 min | 2:45 | The truth known by at least one PC; chit count changed from its starting number |
| Act Three — Dawn | 30 min | 3:15 | The decision made at the wire; the aircraft resolved |
| Epilogue | 15 min | 3:30 | Per-PC vignettes, outcome named |
**Hard rule:** at 2:45 on the clock the northern fence goes, whatever the table
is doing.
- **Act One — The Crossing.** Manhattan to Brooklyn overnight. A Journey played
as three linked Challenges: getting out of the building, the water crossing,
and the approach through Flatbush. Runners here are environmental — the cost of
noise, never a fight to win. Ends on the field's lights across the marsh.
- **Act Two — The Line.** The tent city outside the wire: the chit market, the
families, Vasquez, and the processing tent. This is the long act and it is
almost entirely social. The players can gain chits (buy, steal, forge, be
given) and every route costs something the scenario names. This is where they
learn what the queue is.
- **Act Three — Dawn.** The fence, the crowd, and the aircraft. A decision, not
a die roll: say nothing and board on your chits; tell the crowd and lose the
window but give four thousand people a running start; or force the wire.
- **Set-piece:** the queue itself — a crowd-pressure sequence with its own GM
quick-reference page. Idle players hold the crowd cards.
## Rules modifications (The Walking Dead Universe → Black Summer)
Stated to the table in one minute; a stand-in GM needs only this block.
1. **Runners, not walkers.** The dead are fast, near-silent and arrive in
seconds. Replace the standard walker profile with a **Runner** block: higher
Mobility, no shamble telegraph, and a Threat Level that rises in one step
rather than climbing gradually. There is no safe distance, only a safe
*situation*.
2. **No Haven play.** Drop the Haven rules entirely — nobody is building
anything. The scenario is Journey + Challenge structure end to end.
3. **The chit replaces the anchor.** Each PC's chit (or lack of one) is tracked
as a physical prop. Holding a chit is what the Drive and Issue mechanics
attach to for this game.
4. **Stress does not reset.** No comfort scenes, no recovery — the arc of a
Black Summer night is one-way.
*Everything else is core TWDU. These modifications are deliberate and minimal;
if a fifth one appears in playtest, something is wrong with the scenario, not
the rules.*
## Pregens (design brief)
Five, each wired into the chit maths and to at least one other PC:
1. **The one with the child** — has a chit for the child and none for herself.
2. **The soldier** — deserted the field detachment two days ago and knows the
layout, and one of the reasons the queue is wrong.
3. **The broker** — arrived with three chits and sold two. Knows the market.
4. **The doctor** — the only PC everyone else has a practical reason to keep alive.
5. **The liar** — has a chit that is not theirs and a face that does not match it.
Nothing essential lives only on one PC. Starting chit count: **3 for 5 players.**
## Open questions
1. Confirm which TWDU book edition is at the table (core rulebook stat blocks vs
any later supplement) before the Runner block is written against it.
2. Physical chits: card stock with a stamped serial and a photo window, or a
simpler token? The prop is doing real dramatic work and deserves a decision.
3. How closely to nod at the show's canon — Rose and Anna, the western safe zone.
Current intent: flavour only, nothing required.
4. Is PvP at the wire acceptable at a Contingency table with strangers, or does
the scenario steer harder away from it? Affects Act Three's written options.
@@ -0,0 +1,21 @@
# Slot 2 · Wed 27 Jan, evening — AFTERIMAGE
*Three women remember the same childhood. One of them buried it.*
**System:** Blade Runner RPG (Free League) · **4 players** · 4-hour slot (3h30 play)
· investigation-heavy · foot chase in Act Two · ambiguous ending.
**Status: PORT — convention-ready.** This scenario is finished. It is
[`Continuum2026`](https://github.com/slaguru666/Continuum2026) v2.2, three desk
playtests, three different endings reached, all inside 3:30, art complete.
| File | What it is |
|---|---|
| [`scenarios/afterimage-port-notes.md`](scenarios/afterimage-port-notes.md) | Synopsis, and the complete list of what changes for Contingency |
**Remaining prep:** copy the Continuum 2026 package in · apply the port changes ·
reprint sheets and handouts · one GM read-through. No new writing.
---
*Blade Runner RPG © Free League Publishing & Alcon Entertainment. Private
convention play materials — not for sale or distribution.*
@@ -0,0 +1,69 @@
# [Contingency 2027 — Slot 2] AFTERIMAGE — port notes
> *Three women remember the same childhood. One of them buried it.*
**This scenario is already written and convention-ready.** It ran as Continuum
2026, Friday Slot 2. Source of truth:
`slaguru666/Continuum2026` → `01 Friday/Slot 2 Evening Blade Runner/AFTERIMAGE/`.
Version **v2.2**, three desk playtests (two full sessions from the GM and player
chairs plus an Act Two stress re-run), six art assets complete.
Nothing in this document replaces the scenario. It records the synopsis for the
Contingency slate and lists exactly what changes.
---
## Overview
- **Slot:** Wednesday 27 January 2027, evening
- **System:** Blade Runner RPG (Free League)
- **Setting:** Los Angeles, 2037 — Sector 9, the Kipple fringe, the ruined Santa
Monica pier
- **Players:** 4 (Rick, Jax, Kael, Sloane)
- **Runtime:** 3h30 play in a 4-hour slot
## Synopsis
Memory designer **Elias Kade** is dead in his studio with a neural interface
spike through his temple, and Rep-Detect has been handed the case with a whisper
attached: *rogue replicant*. The whisper comes from Wallace Corporation, and it
is a lie of the useful kind.
Kade's daughter walked out six years ago. Being a memory man, he rebuilt her —
three identical Nexus-8 units given the same curated childhood, installed in
three districts, visited once a month, each believing she was human and an only
child. One was retired in the street by a patrol sweep in 2036 and he never said
a word. Then he was given ten weeks to live, consolidated everything he had ever
stolen and everything he had ever done onto a single drive — and the real
daughter came home, found out what she had been replaced with, and there was a
struggle near the rig that she herself can no longer honestly remember.
The players have until dawn. There is no rogue replicant. There is a woman who
may or may not be a murderer, two innocent women who do not know they are copies,
a corporate fixer who wants all three swept into a van as intellectual property,
and a drive that will either break or free everyone who touches it. Nobody in
this story gets to be right. The players only get to decide who pays.
## What changes for Contingency 2027
| Change | Detail |
|---|---|
| Event header | "Continuum 2026 — Friday 24 July, Slot 2, Cranfield" → "Contingency 2027 — Wednesday 27 January, Slot 2, Searles, Hunstanton" |
| Filenames | `fri-slot2-blade-runner-afterimage.md` → `slot02-blade-runner-afterimage.md`; same for handout and sheet exports |
| Asset IDs | `F2-ART-##` → `C2-ART-##` (or keep and note the legacy prefix — decide once, apply everywhere) |
| GM console | Port the AFTERIMAGE module into the Contingency 2027 console build; verify the session clock, chase runner and prop fullscreen still work offline |
| Print | Reprint character sheets and handout pack — including the monologue card ×2, the one item flagged outstanding at Continuum |
| Playtest | None needed. One GM read-through, since the last run was July 2026 |
**Do not re-cut the scenario.** It is timed, playtested and landed three
different endings inside the slot. Changes beyond the table above need a stated
reason and a new version number.
## Open questions
1. Keep the `F2-ART` asset prefix for provenance, or renumber to `C2-ART` for
consistency with the rest of the 2027 slate? Renumbering touches the handouts,
the sheets and the console module.
2. Evening slot at Searles — is there enough table light for the printed props,
and power for the console tablet? Affects whether the physical prop pack or
the console is primary.
@@ -0,0 +1,24 @@
# Slot 3 · Thu 28 Jan, afternoon — DEAD AIR I: ASH & AMBER
*Berlin, February 1946. Two armies are digging for the same basement.*
**System:** Call of Cthulhu 7e · **5 players** · 4-hour slot (3h30 play) ·
competitive scramble · physical dig set-piece · the players choose who inherits
the thing they found.
Part one of the [DEAD AIR trilogy](../../docs/dead-air-trilogy-bible.md)
(Slots 3, 5, 7 — Thu/Fri/Sat afternoons). Stands alone.
| File | What it is |
|---|---|
| [`scenarios/dead-air-1-outline.md`](scenarios/dead-air-1-outline.md) | Synopsis, design intent, plot truth, act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1.
**Remaining prep:** scenario v1 · 5 pregens · handouts (the listening ledger, a
disc label, a T-Force inventory form) · art (`DA1-ART-##`) · desk playtest ×2 ·
print pack.
---
*Call of Cthulhu © Chaosium Inc. Private convention play materials — not for
sale or distribution.*
@@ -0,0 +1,159 @@
# [Contingency 2027 — Slot 3] DEAD AIR I: ASH & AMBER
> *Berlin, February 1946. Two armies are digging for the same basement.*
**Status:** outline (pre-v1). Part one of three — read the
[trilogy bible](../../../docs/dead-air-trilogy-bible.md) first.
---
## Overview
- **Slot:** Thursday 28 January 2027, afternoon
- **System:** Call of Cthulhu 7e
- **Setting:** Berlin, February 1946. The British sector, the Soviet sector, and
a flooded sub-basement under a bombed broadcasting annexe that sits, awkwardly,
on the line between them.
- **Players:** 5, pregenerated — a mixed Allied technical-intelligence team
(T-Force / CIOS pattern: officers, technical specialists and interpreters sent
to catalogue German science before anyone else does). Runs at 4.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** Nazi human experimentation and its documentation; the
Holocaust as historical context; the condition of civilians in occupied Berlin,
including hunger and coercion; drowning; suicide.
## Design intent
1. **A scramble, not a mystery.** The players know from minute one that someone
else wants what they want. The tension is speed and leverage, not deduction.
2. **The horror is a filing cabinet.** The worst thing in the scenario is a
ledger of names with listening times beside them. Keep the supernatural to
three moments; the paperwork does the rest.
3. **The city is the antagonist's ally.** Ruined Berlin in February — no light,
no heat, no reliable authority, a sector boundary that changes what a piece of
paper is worth depending on which side of a street you are standing on.
4. **The ending is a distribution, not a victory.** The material *will* leave
the basement. The afternoon is about deciding, under pressure, who ends up
holding which part of it — and that choice is the seed of Parts Two and Three.
5. **No competent authority.** Nobody the players can report to will act in time.
## Player experience
You are here to make lists. That is the job: get into German laboratories before
the other lot do, write down what is in them, ship home what matters. It has been
six weeks of frozen filing cabinets and it has been fine.
Then a name on a captured requisition doesn't match anything, and an address in
the Soviet sector turns out to be a broadcasting annexe that officially never
existed, and a Russian major you have shared cigarettes with all winter suddenly
has no time for you at all. Under the rubble is a sub-basement somebody
deliberately flooded in the last weeks of the war. In it are twelve lacquer
discs and a ledger of people who were made to listen to them. By this evening the
discs will be in somebody's hands. Before the light goes, you have to decide
whose — and whether you tell anyone what they actually are.
## Plot summary (GM truth — players never see this page)
**Reichssender research group "Folge"** operated out of an annexe of a Berlin
broadcasting facility from 1938. Its stated brief was psychological broadcasting.
Its actual work, from 1941, was the capture and reproduction of a signal its
director, **Dr Anselm Vehr**, believed was already being transmitted and merely
needed to be heard properly. To find out what hearing it did, the group used
people: first volunteers, then patients, then prisoners. The ledger records
initials, duration and outcome. The outcomes column has four symbols and only
one of them is good.
In February 1945 Vehr ordered the material destroyed. Then he did not destroy it.
He sealed the sub-basement, opened the water main, wrote a two-page account of
what he thought the Sequence was, and shot himself in the stairwell — where his
body still is, above the waterline, holding the account.
**Twelve discs survive.** So does one listener: **Ilse Brandt**, nineteen,
subject in the 1944 trials, now living four streets away, working as a
*Trümmerfrau* clearing rubble. She has not spoken since 1944. She hums, and what
she hums is the Sequence, and she has been humming it in a city of ruins for two
years to an audience of nobody in particular. She is not dangerous. She is the
scenario's conscience: everyone in the story wants her as evidence, and the
players are the only people who might treat her as a person.
**The competition:** Soviet trophy brigade officer **Major Yeva Kravchenko** has
the same requisition the players have and three days' head start on the digging
equipment. She is not a villain — she is competent, tired, and under orders she
cannot refuse. She will trade. She would rather trade than dig, because the water
is a real problem and she is short of pumps, which the players' side has.
**What the Sequence does, on the page:** heard once, it is a fifteen-second
pattern that is not quite a tone. It stays. Days later you find you are tapping
it. The scenario's Sanity costs come from the ledger, from Vehr's account, and
from the third and last direct exposure at the climax.
### Timeline
| When | What |
|---|---|
| 1938 | Group Folge established at the annexe. |
| 1941–44 | Listening trials. 60 subjects. The ledger. |
| Oct 1944 | Ilse Brandt, subject 51. |
| Feb 1945 | Vehr seals and floods the sub-basement; suicide in the stairwell. |
| Jan 1946 | A captured requisition reaches Allied hands and is filed wrongly for three weeks. |
| T-3 days | Kravchenko's brigade begins clearing the site. |
| **Play begins** | The players get the file. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, safety line, the file in their hands |
| Act One — The Paper Trail | 60 min | 1:15 | The address identified; Kravchenko met; Ilse found or heard of |
| *break* | 10 min | — | Ends on the first descent into the water |
| Act Two — The Annexe | 90 min | 2:45 | Ledger recovered; Vehr's account read; the Soviets are inside too |
| Act Three — The Division | 30 min | 3:15 | The material distributed; Ilse's fate decided |
| Epilogue | 15 min | 3:30 | Per-PC vignettes; carry-forward block recorded |
- **Act One — The Paper Trail.** Requisitions, a bombed records office, a former
technician now working as a translator for the Americans, and an approach to
Kravchenko across the sector line. The act's real work is establishing that
everyone wants this and nobody knows what it is.
- **Act Two — The Annexe.** The dig and the flooded sub-basement. Cold water,
bad air, a body on the stairs holding a confession, twelve discs in a rack, the
ledger, and — once — the Sequence itself, played by accident. The Soviet team
arrives partway through, which turns the act from an exploration into a
negotiation conducted while standing in freezing water.
- **Act Three — The Division.** Above ground, at dusk. A decision, not a die
roll. The discs, the ledger, Vehr's account and Ilse are four things, and there
are at least three parties who want them. Every split is playable and each one
is written. **Default carry-forward for Part Two: the Soviets get the discs.**
Any other outcome is absorbed by Part Two's opening reconciliation note.
- **Set-piece:** the flooded descent — cold-water exposure, failing lamps, a
rising level and a rival team on the stairs. Own GM quick-reference page.
## Cast
- **Major Yeva Kravchenko** — Soviet trophy brigade. *Wants the discs delivered
and to go home.* Will trade pumps for access. Honest, and out of options.
- **Dr Anselm Vehr** — dead on the stairs. *Wanted to be believed.* His account
is the scenario's central handout.
- **Ilse Brandt** — subject 51. *Wants to be left alone.* Hums the Sequence.
- **Capt. Hugh Ferrers** — the players' own liaison. *Wants a clean report.*
The voice of the committee: whatever the players find, he will describe it as
an asset.
## Handouts (brief)
`DA1-H2-A` the listening ledger page (initials, duration, outcome symbols) ·
`DA1-H2-B` Vehr's two-page account · `DA1-H2-C` a disc label · `DA1-H1-A` the
T-Force requisition that starts it · `DA1-H3-A` the inventory form the players
must fill in at the end, which is the scenario's last quiet joke.
## Open questions
1. Are the pregens all one nationality (British T-Force) or a mixed Allied team?
Mixed is richer and complicates the sector-line politics usefully.
2. Does Ilse Brandt survive as a written NPC into Part Two (aged 35 in 1962,
somewhere in the Soviet programme)? That is a strong arc payoff and needs
deciding before Part Two is drafted.
3. Historical register: how much real 1946 Berlin detail — sector boundaries,
rations, the Trümmerfrauen — before it becomes homework? Current intent:
heavy on texture, light on dates.
4. Sanity budget for the afternoon: the ledger and the account are both hits, and
the climax is a third. Confirm that is not one too many for a 3h30 slot.
@@ -0,0 +1,25 @@
# Slot 4 · Thu 28 Jan, evening — THE FAVOUR
*Keep alive the man who condemned you. That is the favour.*
**System:** The Dee Sanction · **5 players** · 4-hour slot (3h30 play) ·
protection job turned inside out · a hanging assize on a deadline · no clean
choice at the end.
| File | What it is |
|---|---|
| [`scenarios/the-favour-outline.md`](scenarios/the-favour-outline.md) | Synopsis, design intent, plot truth, act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1.
**Remaining prep:** scenario v1 · 5 Agent pregens · handouts (Garrett's
commission book page, the indictment, Dee's written order) · art · desk
playtest ×2 · print pack.
**Continuity check needed:** Witchfinder Garrett is described as *returning*.
No prior scenario in the Continuum 2026 or Contingency 2025/2026 material
mentions him — see the outline's open questions.
---
*The Dee Sanction © Paul Baldowski / All Rolled Up. Private convention play
materials — not for sale or distribution.*
@@ -0,0 +1,155 @@
# [Contingency 2027 — Slot 4] THE FAVOUR
> *Keep alive the man who condemned you. That is the favour.*
**Status:** outline (pre-v1).
---
## Overview
- **Slot:** Thursday 28 January 2027, evening
- **System:** The Dee Sanction
- **Setting:** England, autumn 1596. A market town on the Welsh border, three
days before the assize.
- **Players:** 5 Agents of Dr John Dee — condemned men and women working off a
sentence that will never actually end. Runs at 4.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** witch trials and judicial execution; torture described,
not depicted; religious persecution; the accusation of a child; a hanging on
screen unless the players prevent it.
## Design intent
1. **The protection job, inverted.** The Agents are ordered to keep alive the
witchfinder who put half of them in irons. Everything else in the scenario
follows from how badly that sits.
2. **The Agents cannot walk away**, and the scenario never pretends otherwise.
Dee's Sanction is a leash. The one thing the players fully control is *how*
they obey.
3. **Garrett is not a monster.** He is frightened, devout, and about to find out
that everything he has believed about his own righteousness was a transaction.
He must be playable as a man the table could almost pity.
4. **The innocent woman is not saveable and the guilty thing is not killable** —
at least not both, not in one night. The climax is a trade.
5. **Period texture over period accuracy.** Mud, cold, bad law, and the specific
Elizabethan terror of being *noticed by the state*.
## Player experience
You are marked. Every one of you was going to hang, or burn, or rot, and instead
you belong to Dr Dee — and the man who put three of you in front of a magistrate
in the first place was Witchfinder **Ezekiel Garrett**.
Now there is a warrant in your hand, in Dee's own script, and it says: *go to
Ludlow, and see that Master Garrett comes to no harm before Michaelmas.* Dee owes
a favour to someone at court, that someone needs Garrett alive to testify at
Westminster, and so the debt comes down the chain until it lands on you.
Garrett is in Ludlow to hang a woman on Friday. She did not do it. And something
in that town has been feeding Garrett names for eleven years, has decided the
arrangement is finished, and intends to collect him before the court ever hears
a word.
## Plot summary (GM truth — players never see this page)
Ezekiel Garrett, 51, has been a witchfinder for eleven years and has a
conviction rate that has made him famous. He believes it is God. It is not.
In 1585, half-starved and failing, Garrett was given a **commission book** by a
grateful magistrate — a bound blank ledger for recording accusations. Something
came with it. Since then, names have appeared in that book in a hand that is not
his: usually overnight, usually while he sleeps, always people who can be made to
confess. He has never spoken of this to a living soul. He has told himself,
successfully, for eleven years, that he writes them himself and forgets.
**The thing in the book — call it the Clerk —** has been trading. It writes the
names; he burns and hangs them; each execution is payment. The arrangement was
never open-ended. The book has eleven pages left and the Clerk has written
Garrett's own name on the last one.
**Alys Corbett**, 34, herbwoman, was named on Tuesday. She is completely
innocent — she is not even a witch of the ordinary harmless kind. She was named
because she is the only person in Ludlow who noticed that Garrett's accusations
arrive in a rhythm, and said so in the wrong alehouse.
**The favour:** Dee owes **Lord Bramfield** a debt from 1591. Bramfield is
building a case at Westminster against a rival, and Garrett's testimony about
that rival's household is the hinge of it. Bramfield does not care what Garrett
is. He cares that Garrett arrives in London breathing.
**The trap for the players:** the simplest way to save Alys is to discredit
Garrett, and a discredited Garrett is a useless witness, and a useless witness
means the favour is unpaid, and an unpaid favour means Dee withdraws his
protection from five marked people. The scenario is built so that the players
find that out in Act Two, not Act Three.
### Timeline
| When | What |
|---|---|
| 1585 | Garrett receives the commission book. |
| 1585–96 | Forty-one executions. Garrett's reputation made. |
| 1591 | Dee incurs the debt to Bramfield. |
| 1595 | Three of the Agents are condemned on Garrett's evidence. |
| Tue | Alys Corbett named. |
| **Play begins** | Wednesday, the Agents arrive in Ludlow. |
| Friday, dawn | The assize. The hanging. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, safety line, Dee's warrant read aloud |
| Act One — Ludlow | 60 min | 1:15 | Garrett met face to face; Alys seen; at least two townsfolk turned |
| *break* | 10 min | — | Ends on a new name appearing in the book overnight |
| Act Two — The Book | 90 min | 2:45 | The Clerk understood; the last page found; the favour's price known |
| Act Three — The Assize | 30 min | 3:15 | Friday dawn; the trade made |
| Epilogue | 15 min | 3:30 | Per-PC vignettes; what the marks cost |
- **Act One — Ludlow.** Arrival, the town, the gaol, and the excruciating first
conversation with a man who does not remember any of the Agents' faces. The act
must earn the players' hatred honestly and then complicate it.
- **Act Two — The Book.** Investigation proper: eleven years of records, a
bereaved family, a priest who has suspected for a decade, and eventually the
commission book itself. Ends when the players know what Garrett is and what
saving him costs them.
- **Act Three — The Assize.** Dawn, the market square, the scaffold. A decision,
not a die roll. Written options: let the Clerk take Garrett and lose Dee's
protection; give the Clerk a substitute (there are two candidates and both are
appalling); break the book, which frees Garrett to go on hanging people for
another twenty years; or hand Garrett to Bramfield whole and let Alys die on
schedule.
- **Set-piece:** the assize itself — a public hearing run as a scene with a clock,
where the Agents must act without being seen to act. Own GM quick-reference
page.
## Cast
- **Witchfinder Ezekiel Garrett** — *wants to be a righteous man and has almost
managed not to notice that he is not.* Frightened, devout, courteous, doomed.
- **Alys Corbett** — herbwoman, condemned. *Wants to be believed.* Innocent, and
aware that this makes no difference.
- **The Clerk** — the thing in the commission book. *Wants the last page filled.*
Never seen. Writes.
- **Lord Bramfield's man, Hollis** — *wants Garrett on a horse to London by
Saturday.* Polite, armed, and entirely uninterested in the players' consciences.
- **Father Wells** — parish priest. *Wants to have said something ten years ago.*
## Open questions
1. **Continuity: Garrett is described as returning, but no prior scenario in the
Continuum 2026 or Contingency 2025/2026 material mentions a Witchfinder
Garrett.** Is he from an unwritten backstory, a different repo, or the
Agents' *shared character history* rather than a played scenario? If he was
on screen before, his prior appearance changes Act One entirely — the Agents
would already know his face and he theirs. **Needs an answer before v1.**
2. Are three of the five pregens specifically condemned on Garrett's evidence, or
is that one PC's hook? Three is stronger and riskier — it invites the table to
unite on revenge in Act One before the complication lands.
3. Ludlow, or a fictional border town? Real Ludlow has a real assize history and
a real castle; a fictional town avoids the homework. Current lean: fictional
town, real county.
4. Does the previous Dee Sanction game (*The Princes Bride*, Continuum 2026)
share Agents with this one? If so, veteran players get a payoff and the
pregens should be built as the same five.
@@ -0,0 +1,23 @@
# Slot 5 · Fri 29 Jan, afternoon — DEAD AIR II: THE QUIET CITY
*October 1962. The gates are shut, the phones are dead, and the test is on Friday.*
**System:** Call of Cthulhu 7e · **5 players** · 4-hour slot (3h30 play) ·
closed-box procedural · no way out · the institution is the antagonist.
Part two of the [DEAD AIR trilogy](../../docs/dead-air-trilogy-bible.md)
(Slots 3, 5, 7 — Thu/Fri/Sat afternoons). Stands alone.
| File | What it is |
|---|---|
| [`scenarios/dead-air-2-outline.md`](scenarios/dead-air-2-outline.md) | Synopsis, design intent, plot truth, act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1.
**Remaining prep:** scenario v1 · 5 pregens · handouts (programme file, the
array schematic, a censored letter home) · art (`DA2-ART-##`) · desk playtest ×2 ·
print pack.
---
*Call of Cthulhu © Chaosium Inc. Private convention play materials — not for
sale or distribution.*
@@ -0,0 +1,161 @@
# [Contingency 2027 — Slot 5] DEAD AIR II: THE QUIET CITY
> *October 1962. The gates are shut, the phones are dead, and the test is on Friday.*
**Status:** outline (pre-v1). Part two of three — read the
[trilogy bible](../../../docs/dead-air-trilogy-bible.md) first.
**Reconciliation note (if the table played Part One):** this scenario assumes the
Soviets took the discs from Berlin in 1946. If the Part One table sent them west
instead, open with one line — the material was recovered from an American
facility by a KGB operation in 1951 — and change nothing else.
---
## Overview
- **Slot:** Friday 29 January 2027, afternoon
- **System:** Call of Cthulhu 7e
- **Setting:** **Sosnovy-9**, a closed city in the Urals — a place that is not on
maps, whose residents have no address, and which exists to house Programme
SIRENA. 22–27 October 1962.
- **Players:** 5, pregenerated — the programme's own staff: engineers, a
physician, a political officer, an archivist. They are not investigators sent
in. They already work here, and that is the point.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** Soviet state violence, coerced labour and the camp
system as background; institutional cruelty to people who have done nothing
wrong; suicide; radiation-sickness-adjacent medical horror; the Cuban Missile
Crisis as a real, lived fear.
## Design intent
1. **A closed box.** Nobody leaves. The gates shut in the Introduction and stay
shut. Every problem must be solved with the people and materials already
inside the wire.
2. **The antagonist is a committee.** There is no cultist. There is a ministry
that has decided the array is a strategic asset, a deputy director who agrees
with them, and a schedule. Horror by memorandum.
3. **The players are complicit.** They built this. Some of them have been
humming it for years. The scenario never lets them stand outside the thing
they are investigating.
4. **1962 pressure is real and irrelevant.** The world is genuinely five days
from a nuclear exchange, and that is exactly why the ministry wants SIRENA
switched on. The crisis is not the plot; it is the reason nobody sensible is
available to stop this.
5. **Ending it costs the city.** There is no option where the array goes quiet
and everyone goes home.
## Player experience
You have worked here eleven years. The city has a cinema, a good bakery, a lake
with a fence around it, and no name — mail goes to a box number in Sverdlovsk.
What you do here is classified from your own families, and you have long ago
stopped being curious about the tapes.
On Monday the gates close for an "administrative period". The telephones go to a
single line. Two men from the ministry arrive and announce that the SIRENA
array's full-power test, scheduled for next spring, will now happen on Friday,
because of Cuba. On Tuesday a technician in Building Four takes off his
headphones, walks into the lake, and does not come up, and you are the ones who
have to write the report. By Wednesday you will have read the 1946 file. By
Thursday you will understand that the array does not project anything at the
Americans at all — it simply makes the city loud enough to be heard properly. And
on Friday, at 06:00, someone is going to close a switch.
## Plot summary (GM truth — players never see this page)
The twelve Berlin lacquers reached Moscow in 1946 and became **Programme
SIRENA**: an attempt to weaponise the Sequence as a broadcast psychological
agent. Sixteen years of work has produced no evidence it can be aimed and
abundant evidence it does *something*, which in this system is enough to keep a
budget.
**The array** — a phased transmitter across the ridge above the city — was built
to project the Sequence at range. It cannot. What it does is expose everyone
within about nine kilometres, simultaneously, at volume. Every test has raised
the number of carriers inside the fence. The programme's own personnel are the
sample and nobody has ever written that down in one place, because no single
department holds all three of the files that would show it.
**Chief engineer Arkady Sorin**, 55, has been on the programme since 1949 and has
been humming the Sequence, unconsciously, for thirty years. He is the most senior
carrier and the kindest man in the city, and he has known for a decade that the
full-power test will finish something. His plan is not sabotage. He intends to be
in the transmitter hall when it fires, because he believes — correctly — that a
carrier at the focus becomes the instrument, and he would rather it were him than
the eleven thousand people who live here. The players can help him, stop him,
replace him, or turn him in.
**Deputy Director Lev Bogdanov** brought the schedule forward. He is not
malicious and not stupid: he has read summaries, not files, and the summaries say
promising. He is the trilogy's committee in one man and he can be *persuaded* —
which is the scenario's central and hardest route, because it requires the
players to assemble, from three departments, a document that proves their own
work has been poisoning their own city.
**The containment failure** in Building Four on Tuesday is what starts play:
one dead technician, one surviving colleague who will not stop tapping her
fingers, and a report that the players must write and that everyone above them
wants to say "industrial accident".
### Timeline
| When | What |
|---|---|
| 1946 | The discs reach Moscow. |
| 1949 | Programme SIRENA established; Sosnovy-9 built over the next four years. |
| 1953–61 | Six partial-power tests. Carrier count rises after each. |
| Mon 22 Oct | Gates closed. Ministry party arrives. Test moved to Friday. |
| **Tue 23 Oct** | Building Four incident. **Play begins.** |
| Fri 26 Oct, 06:00 | Full-power test. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, safety line, the gates shut on screen |
| Act One — The Incident | 60 min | 1:15 | The body examined; the report started; the players know the test moved |
| *break* | 10 min | — | Ends on the 1946 file being signed out |
| Act Two — The Files | 90 min | 2:45 | Three departments' records cross-referenced; Sorin's condition known; Bogdanov approached at least once |
| Act Three — Friday, 06:00 | 30 min | 3:15 | The transmitter hall; the decision made |
| Epilogue | 15 min | 3:30 | Per-PC vignettes; carry-forward block recorded |
- **Act One — The Incident.** A drowning, an autopsy, a colleague who taps, and a
report form with a box on it labelled *cause*. Establishes the city, the wire,
and that the players' own signatures are on things.
- **Act Two — The Files.** The long act: three departments, three partial truths,
one archivist who has been quietly indexing this for years. Splits well —
archive track and medical track, each holding half a revelation. The 1946
Berlin file is in here, and returning players will recognise the ledger.
- **Act Three — Friday, 06:00.** The transmitter hall. Sorin is already there.
The options are all written: let him do it, take his place, cut the feed and
face what the ministry does to a city that fails a test, or expose the
programme and accept that eleven thousand people will not be allowed to leave
either way.
- **Set-piece:** the array test itself — countdown, hall, and the one direct
exposure of the afternoon. Own GM quick-reference page.
## Cast
- **Arkady Sorin** — chief engineer, carrier, thirty years. *Wants to be the
price.* Warm, funny, and completely resolved.
- **Deputy Director Lev Bogdanov** — the ministry's man. *Wants a result to
take back to Moscow this week.* Persuadable with evidence, and only evidence.
- **Nadia Vlasenko** — archivist. *Wants someone senior to read what she has
filed.* The players' best ally and the scenario's clue engine.
- **Dr Irina Kus** — physician. *Wants to stop signing death certificates she
does not believe.* Holds the medical half of the truth.
- **Yuri Petrov** — the tapping survivor from Building Four. *Wants to sleep.*
## Open questions
1. **Does Ilse Brandt from Part One appear here?** Aged 35, brought east in 1946
as "material". This is the single strongest continuity payoff available in the
trilogy and needs deciding before v1 — it changes Act Two's shape.
2. Are the pregens all Soviet nationals, or does the party include a German
specialist taken east in 1946 (a route for a Part One character to return)?
3. How much Cuban Missile Crisis to put on screen? Current intent: radio
bulletins only, never a scene — it is pressure, not plot.
4. Naming: **Sosnovy-9** is invented, to avoid attaching this to a real closed
city with real residents. Confirm that choice stands.
@@ -0,0 +1,24 @@
# Slot 6 · Fri 29 Jan, evening — ANOTHER BLOODY TREASURE MAP
*The map is genuine. That is the problem.*
**System:** VANITY (Tim's own d6 pool game) · **5 players, one per class** ·
4-hour slot (3h30 play) · simple D&D-shaped dungeon crawl · comic on the way in,
straight-faced at the vault door.
| File | What it is |
|---|---|
| [`scenarios/another-bloody-treasure-map-outline.md`](scenarios/another-bloody-treasure-map-outline.md) | Synopsis, design intent, plot truth, four-act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1.
**Remaining prep:** scenario v1 · 5 pregens (one per class) · the map itself as a
physical handout · rival-party cards · art (woodcut/scratchboard, matching the
VANITY rulebook) · desk playtest ×2 · print pack.
**Reuses:** the VANITY convention rules digest built for Continuum 2026 — copy
it in as `reference/vanity-convention-rules.html`, no rewrite needed.
---
*VANITY © Tim Evans. Private convention play materials — not for sale or
distribution.*
@@ -0,0 +1,141 @@
# [Contingency 2027 — Slot 6] ANOTHER BLOODY TREASURE MAP — a VANITY one-shot
> *The map is genuine. That is the problem.*
**Status:** outline (pre-v1). Built to the same four-act shape as *The Vain
Crown* (Continuum 2026), which is the proven VANITY convention structure.
---
## Overview
- **Slot:** Friday 29 January 2027, evening
- **System:** VANITY (Draft 13) — the house d6 pool game. Table copy of the rules
digest carried over from Continuum 2026.
- **Setting:** generic high-fantasy, played broad. A market town, a bad road, and
a hole in a hill.
- **Players:** 5, pregenerated, one per class
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** cartoon violence, greed, one genuinely unpleasant moment
at the vault door. Nothing that needs a warning beyond the usual line.
**System crash-course** *(for a stand-in GM)*: roll a pool of d6 = Attribute +
Knack + situation; **5–6 = Success**; one Success succeeds, extras buy damage or
manoeuvres. Fail with two or more 1s = **Stumble** (bank 1 Bane). **Push**
rerolls non-Successes once, always +1 Bane. Players spend **Vanity** (start 3)
for +1 die / go first / Refuse to Fall; playing a **Vice** earns 1 Vanity and
hands the GM a Bane. At **6 Banes → THE RECKONING** (2d6 table). No HP —
**Grit**; at 0 you are Taken Out (attacker may always Subdue).
## Design intent
1. **Simple, D&D-shaped, on purpose.** Tavern, road, dungeon, treasure. No
mystery structure, no clue trail. This is the loose Friday-night game and it
should feel like one.
2. **Funny on the way in, straight at the vault.** VANITY's register — the jokes
buy you the right to play the last twenty minutes completely seriously.
3. **The joke of the title is the premise.** Everyone at the table has done this
before. The scenario knows that, says so, and then makes the map real.
4. **Rivals, not monsters, are the pressure.** Three other parties have the same
map. They are competent, comic, and genuinely dangerous.
5. **The ending is a division of spoils**, and the division is the actual
scenario. Everything before it is set-up for one conversation about who
carries what.
## Player experience
You bought a treasure map off a man in a tavern. Yes. You know. So did four other
groups this week, because he printed a great many of them and he is not a subtle
man, and by Tuesday there were three parties of adventurers on the same road
being extremely rude to each other.
Here is the thing though. The map is real. The vault is where it says it is. The
treasure is in it and there is a *lot* of it. The old man who printed the maps was
not running a swindle — he was running a recruitment drive, because the hoard has
a condition attached and he has been trying to give it away for sixty years.
Whoever carries the gold out of that hill inherits everything else that came with
it: the name, the debts, and the people still owed.
## Plot summary (GM truth — players never see this page)
**Ordric Vane** was a very successful thief who, in 1547 of the local reckoning,
robbed the wrong shrine and acquired a hoard bound by a **weighing curse**: the
treasure may only leave the vault carried by someone who wants it, and whoever
carries it out assumes the carrier's obligations in full — every enemy, every
debt, and the name Ordric Vane, which a surprising number of people are still
actively looking for.
Ordric has spent sixty years failing to die and printing maps. He is not
malicious; he is exhausted, and he has been scrupulously honest in a way nobody
has ever noticed, because the maps say exactly what the terms are in a marginal
note everybody assumes is decorative flourish. (**It is `H1-A`, the map handout.
Put the terms on it in plain sight from minute one.** When the table works it out
in Act Four, the joke is on them and it is a fair joke.)
**The weighing room** at the vault's threshold does the arithmetic: it measures
what each person is carrying against what they want, and the door only opens
outward for someone whose greed balances the load. A party can split the hoard so
that no one person qualifies — and then nothing leaves at all.
**The rivals:**
- **The Company of the Bright Hand** — professional, insured, and led by a woman
who has done proper research and knows about the curse. She wants the players to
carry it out. She will be extremely helpful.
- **Three Lads Called Ned** — enthusiastic idiots. Comic relief that becomes
tragic if the players let them reach the door first.
- **Brother Anselm** — one man, no party, here to seal the vault permanently. Not
wrong.
### Timeline
| When | What |
|---|---|
| ~60 years ago | Ordric robs the shrine; the curse takes. |
| Since | Roughly 400 maps printed. Eleven parties have reached the vault. Nine turned back. Two are still in there. |
| Last week | The players buy their map. |
| **Play begins** | The tavern. |
## Structure (four acts, VANITY house shape)
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, one practice roll each, map handed over |
| Act One — The Tavern | 45 min | 1:00 | Map read, at least one rival party met, the road taken |
| Act Two — The Road | 40 min | 1:40 | One fight won, one rival party outmanoeuvred or joined |
| Act Three — The Hill | 35 min | 2:15 | Vault entrance found; the two who are still in there met |
| Act Four — The Weighing Room | 60 min | 3:15 | Hoard reached; the terms understood; the division made |
| Epilogue | 15 min | 3:30 | Who carried what, and what came looking |
**Hard rules:** the party reaches the hill by 2:15. The weighing room starts by
2:40. The division happens no later than 3:15 — it is the entire point of the
evening.
**Pre-written cuts if running late** *(take them early, in this order)*:
(1) the Neds are met on the road rather than getting their own scene at the hill;
(2) one road encounter instead of two; (3) Brother Anselm is already at the vault
door when the party arrives rather than trailing them.
## Cast
- **Ordric Vane** — *wants to put it down.* Sells the map in Act One as a
disappointing old man in a good coat. Returns in Act Four.
- **Captain Ilsabet Crane**, Company of the Bright Hand — *wants the players to
be the ones who carry it.* Charming, generous, entirely straight with them if
asked a direct question, which nobody ever does.
- **The Neds** — *want to be adventurers.* Three of them. All called Ned.
- **Brother Anselm** — *wants the hill sealed.* The only honest broker, and
therefore the least popular person in the scenario.
## Open questions
1. Does this share a world with *The Vain Crown*? A one-line nod (the same
peacock motif, a mention of Nettlebrook) is free and rewards returning
players.
2. Five classes — confirm the VANITY Draft 13 class list is unchanged since the
Continuum build before the pregens are written.
3. The map handout is doing heavy lifting: it must be attractive enough that
players read it in Act One and dense enough that they miss the terms. Prop
design needs a dedicated pass.
4. How mean is Act Four allowed to be? A table that splits the hoard perfectly
gets nothing out — is that a valid ending, or does the scenario always give
them a way to leave with *something*? Current lean: valid ending, and funny.
@@ -0,0 +1,25 @@
# Slot 7 · Sat 30 Jan, afternoon — DEAD AIR III: FULL VOLUME
*Berlin, now. Eighty years of secrecy, and it goes out live at midnight.*
**System:** Call of Cthulhu 7e (modern day) · **5 players** · 4-hour slot (3h30
play) · open-city sprint · too much information, no authority, a broadcast clock.
Part three — the payoff — of the
[DEAD AIR trilogy](../../docs/dead-air-trilogy-bible.md)
(Slots 3, 5, 7 — Thu/Fri/Sat afternoons). Stands alone.
| File | What it is |
|---|---|
| [`scenarios/dead-air-3-outline.md`](scenarios/dead-air-3-outline.md) | Synopsis, design intent, plot truth, act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1. **This is the arc payoff —
budget the most playtesting here.**
**Remaining prep:** scenario v1 · 5 pregens · handouts (auction lot listing, a
waveform print, the platform's takedown policy, a set list) · art
(`DA3-ART-##`) · desk playtest ×3 · print pack.
---
*Call of Cthulhu © Chaosium Inc. Private convention play materials — not for
sale or distribution.*
@@ -0,0 +1,169 @@
# [Contingency 2027 — Slot 7] DEAD AIR III: FULL VOLUME
> *Berlin, now. Eighty years of secrecy, and it goes out live at midnight.*
**Status:** outline (pre-v1). Part three of three — read the
[trilogy bible](../../../docs/dead-air-trilogy-bible.md) first.
**Reconciliation note:** this scenario needs exactly one thing to be true — that
at least one lacquer disc survived and reached the West. Every Part One and Part
Two outcome allows that, including the ones where the players thought they had
destroyed everything. If a previous table burned the lot, the surviving disc is
the one Vehr kept in his desk rather than the vault, and that is a *better*
opening line, not a retcon.
---
## Overview
- **Slot:** Saturday 30 January 2027, afternoon
- **System:** Call of Cthulhu 7e, modern day
- **Setting:** Berlin, January 2027. A Kreuzberg record archive, a Charlottenburg
auction house, a Neukölln studio, and **Teufelsberg** — the abandoned Cold War
listening station on the rubble mountain, where the closing set of a broadcast
festival goes out live at midnight.
- **Players:** 5, pregenerated — no agency, no badges: an archivist, a mastering
engineer, a music journalist, a historian of the East German security
apparatus, and one person who has been hearing it since childhood.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** self-harm and suicide; mass-casualty risk; drug use in a
club setting; flashing-light and loud-audio content described in play (state
this one plainly — it is the only warning that might affect a real person at
the table); the trilogy's historical warnings carried forward.
## Design intent
1. **Too much information, not too little.** Part One was a dig and Part Two was
an archive; Part Three is a flood. Everything is online, most of it is wrong,
and the players' problem is triage against a clock.
2. **No authority to call.** No Delta Green, no Society, no ministry. Five
private citizens with laptops and about eleven hours.
3. **The scale finally lands.** One room, then one city, then everyone. The
climax is the first time in the trilogy that the audience is genuinely
uncountable.
4. **The quiet win is the hard one.** Stopping a broadcast publicly is easy and
catastrophic — it makes the Sequence a story, and a story is an audience.
Stopping it quietly costs the players everything they would need to prove they
were right.
5. **End the trilogy, but honestly.** The arc closes. It does not end with the
Sequence destroyed, because it cannot be — it ends with it made small again,
by five people nobody will ever thank.
## Player experience
A lacquer disc came out of a box of Stasi-era acetates at a Charlottenburg
auction and sold for four hundred euros to a producer who liked the label. He
sampled fifteen seconds of it. The hook has been going round Berlin for eight
months — it is on a playlist with nine million plays, and you have almost
certainly already heard it.
You have until midnight. At midnight the producer's set closes a festival at
Teufelsberg, live, streamed, and the whole thing is built around the sample at
full length for the first time. Between now and then you have an archive that
holds a 1946 ledger nobody has looked at since 1991, a woman who has been drawing
the same waveform since she was six, a platform whose takedown process takes four
working days, and a producer who is not a villain, has done nothing illegal, and
will not stop for anything less than a reason.
## Plot summary (GM truth — players never see this page)
The disc is **one of the twelve**. It travelled west in a document dump after
1991, mislabelled, and sat in a private collection until the owner died and the
estate went to auction in May 2026.
**Kasimir Adler**, 34, producer, bought lot 118 because the label was pretty.
He sampled fifteen seconds into a track called *Amber*. It did well. It did well
in the way things do when they will not leave your head. Adler has been sleeping
badly, has been extending the sample in each remix without deciding to, and has
built his festival closing set around the full uncut lacquer. He is not
possessed and there is no cult. He is a man with a good ear who found a hook that
works better than anything he has ever made, and the reason it works is the
reason everyone should stop.
**The arithmetic:** every previous era's exposure was bounded — a basement, a
city. The festival stream is expected to hold somewhere north of two hundred
thousand simultaneous viewers, at the exact moment the uncut Sequence plays for
four minutes. That is the number. Nothing else in the trilogy has ever been the
number.
**What happens if it completes** is not an eruption. The Sequence simply becomes
one of the things that has always been true, quietly and retroactively, and
nobody — including the players, including the survivors — will be able to
remember that it was ever otherwise. The Epilogue for that outcome is the
scariest page in the trilogy and it is entirely mundane.
**The carrier** is **Mila Brandt**, 29, a mastering engineer and one of the
pregens' natural allies — a great-granddaughter of the Berlin trials (surname
deliberate; see Part One's Ilse). She has drawn the same fifteen-second waveform
in the margins of her notebooks since she was six years old and has never known
why. She is the only person alive who can tell, by ear, which parts of Adler's
set are the Sequence and which are just music. Using her means asking her to
listen to it deliberately.
### Timeline
| When | What |
|---|---|
| 1991 | Archive dump; the disc goes west, mislabelled. |
| May 2026 | Estate auction, lot 118. Adler buys it. |
| Jun 2026 | *Amber* released. |
| Sep 2026 | Playlist placement. Nine million plays by January. |
| Nov 2026 | Adler books the Teufelsberg closing set. |
| **Play begins** | ~13:00 on the day of the festival. |
| 00:00 | The set. Four uncut minutes, streamed. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, safety line (including the audio/light warning), the clock on the table |
| Act One — The Hook | 60 min | 1:15 | The sample traced to lot 118; the auction record found; Mila identified |
| *break* | 10 min | — | Ends on the 1946 ledger surfacing in the archive |
| Act Two — Provenance | 90 min | 2:45 | The chain 1946 → 1962 → now assembled; Adler approached at least once; the platform route tried and failed |
| Act Three — Teufelsberg | 30 min | 3:15 | On the mountain before midnight; the decision made |
| Epilogue | 15 min | 3:30 | Per-PC vignettes; the trilogy's last line |
- **Act One — The Hook.** Modern research: streaming metadata, an auction
catalogue, a dead collector's estate, and the growing realisation that the
players have all heard this already. Fast, sharp, lots of screens.
- **Act Two — Provenance.** The long act. The archive holds the 1946 material
(returning players meet the ledger again) and a Soviet file from Sosnovy-9 that
arrived via a 1990s dump. Meanwhile: the platform's takedown process, the
festival's promoter, and Adler himself, who is reachable, reasonable, and
cannot be convinced by anything except the thing the players cannot prove.
Splits well — archive track and Adler track.
- **Act Three — Teufelsberg.** Night, the rubble mountain, the radomes, four
thousand people and a stream. A decision, not a die roll: cut the power and
cause a story; get Mila to the desk and have her surgically strip the Sequence
out of the master live; convince Adler in ninety seconds; or take the stage.
Every option is written, including the one where they fail and the Epilogue is
a perfectly ordinary morning.
- **Set-piece:** the last twenty minutes before midnight — a split-track sprint
between the stage and the sound desk, with its own GM quick-reference page.
## Cast
- **Kasimir Adler** — producer. *Wants the best set of his life.* Not a villain.
Tired, courteous, and completely certain the players are cranks.
- **Mila Brandt** — mastering engineer, carrier. *Wants to know why she has been
drawing it since she was six.* The cost of using her is asking her to listen.
- **Dr Ute Halbach** — archivist at the institute holding the 1991 dump. *Wants
someone to care about a collection nobody has requested in thirty years.*
- **Jonas Reike** — festival promoter. *Wants the stream to go out.* The
committee, 2027 edition: he has a contract, an insurer and no imagination.
## Open questions
1. **The Brandt surname link is currently the trilogy's whole payoff.** Confirm
it, or find a subtler thread — a returning object rather than a returning
bloodline. Decide before v1.
2. Straight CoC 7e, or Delta Green-style handler framing? Straight 7e is the
default, and the "no authority to call" design intent argues for keeping it.
3. Teufelsberg is real, currently a guided-tour site, and hosting a fictional
festival there is a licence worth taking knowingly. Confirm.
4. Does the failure ending get played out, or narrated? Playing it — an ordinary
morning where nobody remembers — is far stronger and needs careful writing so
it does not read as an anticlimax at a convention table.
5. The uncut Sequence is described, never performed. Confirm there is no
intention to use actual audio at the table — the content warning assumes
description only.
@@ -0,0 +1,20 @@
# Slot 8 · Sat 30 Jan, evening — THE CURIOUS CASE OF MR PARKER'S DIARY
*The last twenty pages are in his hand. He has been dead a month.*
**System:** Vaesen — Nordic Horror Roleplaying · **4 players** · 4-hour slot
(3h30 play) · archival mystery · folk horror · a frozen lake at night.
| File | What it is |
|---|---|
| [`scenarios/mr-parkers-diary-outline.md`](scenarios/mr-parkers-diary-outline.md) | Synopsis, design intent, plot truth, act skeleton, open questions |
**Status:** outline. Next: full scenario draft to v1.
**Remaining prep:** scenario v1 · 4 Society pregens · handouts (three diary
spreads — Parker's hand early, Parker's hand wrong, and the page that describes
the players) · the burnt parish register · art · desk playtest ×2 · print pack.
---
*Vaesen © Free League Publishing, based on the work of Johan Egerkrans. Private
convention play materials — not for sale or distribution.*
@@ -0,0 +1,164 @@
# [Contingency 2027 — Slot 8] THE CURIOUS CASE OF MR PARKER'S DIARY
> *The last twenty pages are in his hand. He has been dead a month.*
**Status:** outline (pre-v1).
---
## Overview
- **Slot:** Saturday 30 January 2027, evening
- **System:** Vaesen — Nordic Horror Roleplaying (Free League)
- **Setting:** the Mythic North, February 1901. The Society's castle in Upsala,
then **Hällvattnet**, a sawmill parish in northern Sweden, in the fortnight of
the year when the lake is thickest.
- **Players:** 4, pregenerated members of the Society. Runs at 5.
- **Runtime:** 3h30 play in a 4-hour slot
- **Content warnings:** drowning; dead children (myling); a suicide implied in a
journal; a community's collective decision to let someone die. The diary
handout addresses the players directly, which lands harder than expected —
flag it in the safety line.
## Design intent
1. **The document is the monster's vehicle.** The diary is not a clue about the
haunting; it is *how the haunting travels*. Everyone who reads it becomes
eligible, and the players read it in the Introduction.
2. **Archival investigation.** Vaesen is at its best in registers, parish
records and ledgers. The solution is a name, written down, in a book somebody
burned.
3. **The grievance is a public works project.** The vaesen is not evil. It is
owed something, and the parish took it away in 1894 for good economic reasons.
4. **One vaesen, seen twice.** Once in glimpse, once at the climax. Vaesen's
monsters shrink when overexposed.
5. **The ending is a choice about a stranger.** Two routes out. One of them is
easy and passes the problem to somebody the players will never meet.
## Player experience
A parcel reaches Castle Gyllencreutz in February. Inside is the field diary of
**Edmund Parker**, an English naturalist who spent last autumn cataloguing the
fauna of a lake in the far north, and who drowned there in October. The parcel
was posted from Hällvattnet three weeks *after* the drowning.
The first sixty pages are ordinary — weather, water temperature, a very great
number of birds, a man being slowly charmed by a place. The next twenty are in
the same hand, plainly, unmistakably his, and they are written from somewhere
outside his own life. They describe the parish as if from the water. They
describe the sawmill's owner in terms no living guest would use. And on the last
written page, dated nine days from now, they describe four people from the
Society arriving at Hällvattnet by sledge, and they get two of you right.
## Plot summary (GM truth — players never see this page)
Hällvattnet's lake had a **ferryman** — a vaesen of the drowned, whose office was
to carry the dead across and whose right was a name spoken over the water at the
inlet each Michaelmas. The parish did this for two hundred years without much
thinking about it.
In **1894** the sawmill company dammed and rerouted the inlet. The rite stopped,
because the place where it was performed no longer existed. Since then the
drowned of Hällvattnet — including four children under the ice in 1897 — have
been stranded: not carried, not gone, in the water. The ferryman is not malicious
and it is not free. It cannot leave its office and it cannot perform it, and it
has spent seven years looking for a replacement.
**Edmund Parker**, 41, naturalist, spent September and October on that lake with
nets and notebooks, and was the first person in seven years to look at the water
with genuine attention. He was not tricked. He was *asked*, in the way these
things ask, and — lonely, unmarried, in love with the place and privately
finished with the life he had — he agreed to a bargain he understood only in
outline. He gave himself to be *kept*.
What is now writing in Parker's diary is Parker, in the sense that matters least.
It is him as the office has made him: an inventory-taker who now inventories the
living. **The diary is the recruitment.** It circulates; it is read; each reader
is looked at. Parker is trying — in the only way left to him — to find someone to
take the post so that he can finally go under properly, and he is being decent
about it in a way that makes the whole thing worse.
**The weakness (Vaesen requirement):** the ferryman must be given back the name
it was called by before the mill, spoken over open water at the old inlet. That
name is in the **parish register for 1893**, which the mill's owner,
**Gustaf Lind**, burned in 1895 when a company lawyer told him the old rights
recorded in it might constitute an easement. A copy exists: the dean's visitation
transcript, filed in Härnösand, which the players can reach by telegram — or the
name can be had from the one person in the parish old enough to remember hearing
it, who will not say it aloud for any money.
### Timeline
| When | What |
|---|---|
| ~1690 | The rite established. |
| 1894 | The inlet dammed and rerouted. Rite lapses. |
| 1895 | Lind burns the 1893 register. |
| 1897 | Four children under the ice. |
| Sep–Oct 1900 | Parker's season on the lake. |
| 12 Oct 1900 | Parker drowns. Bargain struck. |
| Nov 1900 | The diary posted to the Society. |
| **Play begins** | February 1901, Upsala. |
## Structure
| Section | Budget | Cumulative | GM checkpoint |
|---|---|---|---|
| Introduction | 15 min | 0:15 | Pregens dealt, safety line, the diary read at the castle |
| Act One — Hällvattnet | 60 min | 1:15 | Parish reached; Lind met; the 1894 works identified |
| *break* | 10 min | — | Ends on the first glimpse from the ice |
| Act Two — The Register | 90 min | 2:45 | The burning known; the name's two routes open; Parker spoken to |
| Act Three — The Old Inlet | 30 min | 3:15 | Night on the ice; the name spoken, or not |
| Epilogue | 15 min | 3:30 | Per-PC vignettes; what happened to the diary |
- **Act One — Hällvattnet.** Sledge, cold, a company parish where everyone works
for one man. The Society's usual difficulty: the people who know are the people
with the most to lose by saying so.
- **Act Two — The Register.** The archival heart. The presbytery, the mill's
legal file, an old woman who will not speak the name, and a telegram to
Härnösand that takes hours to answer. Meanwhile Parker can be *talked to*,
through the diary, which is the scene the whole scenario is built to earn.
- **Act Three — The Old Inlet.** Night, the frozen lake, the choked channel where
the rite was performed. A decision, not a die roll: speak the name and release
the ferryman (which releases Parker, and the four children, and ends the
office) — or hand the diary on, which saves nothing and dooms a stranger, and
which at least two NPCs will suggest helpfully.
- **Set-piece:** the crossing to the old inlet over rotten ice, at night, with
something keeping pace underneath. Own GM quick-reference page.
## Cast
- **Edmund Parker** — the kept man. *Wants to be relieved of the post.* Courteous,
articulate, apologetic. Never threatens.
- **Gustaf Lind** — mill owner. *Wants the easement question to stay closed.*
Burned the register for a reason he still thinks was sound.
- **Kerstin Aho**, 79 — *wants not to be the one who says it.* Heard the name as
a girl. Will not repeat it, and her refusal is not stubbornness; it is the last
correct instinct in the parish.
- **Pastor Elias Ström** — *wants the four children to have been carried.* Keeps
the presbytery. Has been praying about this for four years without telling
anyone what about.
## Handouts
Three diary spreads are the core props: `H0-A` Parker's hand, early and ordinary
· `H2-A` Parker's hand, from the water · `H2-B` the page dated nine days ahead
that describes the players. Plus the burnt register fragment and the Härnösand
telegram.
## Open questions
1. `H2-B` — how specific can the page describing the player characters be, given
the players choose pregens in the Introduction? Options: leave two blanks for
the GM to fill in after selection, or describe them obliquely enough that any
two fit. The first is far stronger and needs a physical prop that supports it.
2. Which vaesen, exactly? The office described here is closest to a **Näcken**
given a psychopomp function, but Vaesen's own bestiary may have a better fit —
check the core book and *Mythic Britain & Ireland* before v1 rather than
inventing one.
3. Is Parker English by design (a foreign naturalist, an outsider's eye on the
Mythic North) or should he be Swedish for tighter fit? Current lean: keep him
English — the outsider is the point, and the Society is used to English
correspondents.
4. Four players or five? Vaesen's Society archetypes reward five, but the
Saturday evening slot is late and four moves faster.