Files
contingency2027/docs/dead-air-trilogy-bible.md
slaguru666andClaude Opus 5 563ccf6921 Reschedule slate; rebuild DEAD AIR around the Fuehrerbunker and Ahnenerbe
Slate: Another Bloody Treasure Map moves to Wed afternoon at 6 players; DEAD AIR
moves to Thu/Fri/Sat evenings at 6 players. Black Summer, The Favour and Mr
Parker's Diary shift to the freed afternoons. Game folders renumbered to match.

DEAD AIR reframed: an SS-Ahnenerbe unit built an acoustic chamber below the
Fuehrerbunker to make one broadcast on the last night. The occult programme was
not a regime finding power, it was something cultivating a regime that could
build transmitters. Part One retitled Ash & Concrete. Bible gains a Handling the
Nazi material section as a binding design constraint (no wonder-weapon glamour,
victims named, bunker kept banal, no regalia in the art) and a six-player design
section (Act Twos split 3+3).

Flyer, Warhorn blurbs, schedule and production tracker rebuilt; flyer re-verified
as a single A4 page.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-31 22:18:20 +01:00

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# DEAD AIR — Trilogy Bible
*A Call of Cthulhu trilogy in three eras. The bunker, 1946 → the Urals, 1962 → Berlin, now.*
> *They thought they were calling something. They were the call.*
**Contingency 2027 · Slots 4, 6 and 8 — Thursday, Friday and Saturday evenings.**
**6 players.** Same session slot on three consecutive nights so a player can take
the whole arc without a clash. Each part stands alone; nothing essential to a
single evening depends on having played the one before.
---
## The spine, in one paragraph
Under the Reich Chancellery garden, below the shelter levels that appear on every
captured plan, the SS-Ahnenerbe built a room. It is not a bunker. Its geometry is
acoustic, its walls are wrong, and it was constructed to make one broadcast at
the moment the Reich died — not a message to the German people but a **summons**,
carried live over the Grossdeutscher Rundfunk network to every loudspeaker still
standing in Europe. The broadcast went out on the last night. The network was
already in pieces, so only fragments landed. But the pattern got its first
audience, the lacquers survive, and every state that has found them since has
responded exactly the way the Reich did: by building a bigger transmitter.
## The truth (GM only, all three parts)
- The Ahnenerbe unit catalogued its work as **die Folge** — *the Sequence*.
Nobody involved has ever agreed what it is. It has no body, no location and no
demands. Its only appetite is **simultaneous attention**.
- **The inversion, and the point of the whole trilogy:** the occult programme was
not a regime reaching for power and stumbling onto something. It was something
cultivating a regime — because a regime is a thing that builds broadcast
networks. The Ahnenerbe's researchers were not practitioners. They were an
audience being taught to build a bigger room. Everything they believed they
discovered was handed to them.
- A mind that has held the Sequence 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 are victims,
and each 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 surviving 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 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 win condition is always *keep the audience small* rather than *destroy
the thing*.
## Handling the Nazi material
This is the part to get right, and it is a design constraint, not a disclaimer.
1. **No wonder-weapon glamour.** The occult programme is depicted as a delusion
that was itself being farmed. The Ahnenerbe men are credulous, careerist and
frightened — never impressive, never cool, never competent-but-evil. The
scenario gives them no victories and no good lines.
2. **The victims are named.** The listening trials used people. The ledger of
initials, durations and outcomes is the single most disturbing object in the
trilogy, and Part One's first act is built so that the players read it before
they see anything supernatural. The camps are historical context, present and
never used as set dressing for spectacle.
3. **No uniforms on screen as spectacle.** By February 1946 the men who did this
are dead, missing, or in a queue being processed. What is left is paperwork,
concrete and water.
4. **The bunker is banal.** Damp, low, smelling of diesel and drains. Every
description resists the mythic. The room *below* it is the only place the
scenario allows to be strange.
5. **Hitler is not a character.** He does not appear, is not the villain, and is
not secretly anything. He was, in this scenario's terms, an audience member.
Say that once, in Part One's Act Three, and never labour it.
## Timeline
| When | What |
|---|---|
| 1937–44 | Ahnenerbe unit "Folge" runs listening trials on prisoners and patients. The ledger. |
| Jan 1943 | Construction of the lower chamber begins under cover of the Führerbunker works. It appears on no plan. |
| 29–30 Apr 1945 | **The broadcast.** Made from the lower chamber over a network already in pieces. Fragments reach an unknowable number of listeners. |
| 2 May 1945 | The Soviets take the Chancellery. The lower levels flood. |
| 1945–46 | Soviet investigators work the bunker complex for months, looking for a body. They are not looking for a room. |
| **Feb 1946** | **PART ONE.** A room that is on no plan, under two metres of water, and two intelligence services above it who both want what is in it. |
| 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, in the fortnight the world is closest to ending for entirely unrelated reasons. |
| 1963–89 | The programme 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 reach an audience no previous era could assemble. |
## Arc rules
1. **Each part stands alone.** Any part may 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.** One is a descent — a
physical dig against a rival team on a deadline. Two is a closed-box
procedural — no way out, the enemy is the institution. Three is an open-city
sprint — too much information, no authority, 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 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 Epilogue records what the table decided in
a short carry-forward block. **Default if 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. Parts Two and Three
each open with a one-line reconciliation note so a contrary 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.
## Six players
The trilogy runs at **6** — the largest table on the slate, and deliberately so:
these are document-heavy investigations and more hands means more of the archive
gets read. Design consequences, applied in all three parts:
- **Built to split 3+3.** Every Act Two runs as two parallel tracks — paper and
place — each holding half of a revelation, alternating in ~12-minute segments.
- **Six pregens, no passengers.** Each has one lane nobody else covers and one
seam into another PC. Drop order at 5 and 4 is stated in each part.
- **The set-piece gives idle players jobs** — holding the countdown cards,
voicing the rival team, reading the ledger aloud.
- **More PCs, not more scenes.** Content stays at ~3h15; the extra players
absorb into existing scenes as more voices, never as extra locations.
## Recurring elements
| Element | Part One | Part Two | Part Three |
|---|---|---|---|
| **The object** | Twelve lacquers and the listening ledger, in a flooded chamber | The lacquers, 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 pumps | 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 is the
climax.
**Content warnings (stated at the top of each part):** Nazism and the Holocaust
as historical fact and present context; human experimentation and its
documentation; 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 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 concrete, a
sectional diagram of a shelter with one room too many. **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. **No swastikas, no eagles, no regalia** — the 1946 register is bureaucratic
forms and engineering sections, which is both more disturbing and the right call
for a public table.
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 of six, or one 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.
4. How much of the real bunker's floor plan to reproduce as a handout? A genuine
sectional drawing with one room added is a superb prop and needs a decision
about how obviously the extra room reads.