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>
Slot 6 · Fri 29 Jan, evening — 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 · 6 players · 4-hour slot (3h30 play) · closed-box procedural · no way out · the institution is the antagonist.
Part two of the DEAD AIR trilogy (Slots 4, 6, 8 — Thu/Fri/Sat evenings). Stands alone.
| File | What it is |
|---|---|
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 · 6 pregens · handouts (programme file, the array
schematic, the untranslated 1946 Berlin file, 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.