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>
1.1 KiB
1.1 KiB
Slot 8 · Sat 30 Jan, evening — DEAD AIR III: FULL VOLUME
Eighty years under a car park, and it goes out live at midnight.
System: Call of Cthulhu 7e (modern day) · 6 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 (Slots 4, 6, 8 — Thu/Fri/Sat evenings). Stands alone.
| File | What it is |
|---|---|
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 · 6 pregens · handouts (auction lot listing with
the unit's catalogue mark, 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.