The Costume Party
Author(s): Tim Moriarity
Appears in: Dead Leaves Fall and Other Halloween Horrors
A Call of Cthulhu adventure set on All Hallow’s Eve. This story begins with one of the players in the group receiving an invitation from the eccentric millionaire Andrew Cromley to a costume party on Halloween in the mansion on Crossroads Island found several miles off the coast of Maine. Cromley has requested that you bring a small fragment of an amulet that you possess to help with the "festivities."
- review by Skyman and NeferSutekh at Yog-Sothoth.com
- Reviews by Skyman and NeferSutekh, with Feedback from Scenario Authors
Spoilers - Keepers Eyes Only
Players should not read any further.
Spoiler Section (Highlight to Read)
Cromley has been spending years researching the secrets of Crossroads Island and has found information about the ability to transform himself into a powerful servant of Yog Sothoth. The fragments of the amulet are needed to recreate the amulet that allows the ritual to enable the transformation. Cromley has finally identified the location of all of the fragments of the amulet and one remaining document that he needs to perform the ritual. The costume party is a good excuse to get all of the pieces of the relic as well as the remaining document. Additionally, the guests will serve as an excellent meal for the newly transformed Cromley.
Player Handouts: (none)
- Cromley's Mansion on Crossroads Island, Maine
Tomes and Artifacts:
- Amulet Fragments
- Unnamed Document containing Binding Spell
- Unnamed Document containing Summoning Spell
- Unnamed Document containing Banishing Spell
- Elliott and Caleb's Summoning Ritual
- Stone Gate
- Book of Eibon, partial copy
Campaigns / Scenarios: (none)
List dedication, trivia, images, anything else of note.
Comments to Keepers about this scenario; Possibly how to run it successfully. Keep general DISCUSSION on the talk page.
Setting: 1920s Maine, but could easily be relocated to any isolated location in the 19th or 20th centuries.
- According to the Scenario's author, "This adventure is set in the 1920s and intended for a group of 1-5 investigators. The adventure is rather short and can be completed in 1-2 hours. The difficulty can be increased or decreased depending upon the experience of the players and/or the strength of the characters. Additionally, some of the NPCs in this scenario could join the group if needed."
- The scenario's "hook", a Halloween party invitation from an eccentric stranger, seems a bit flimsy, the investigators not being allowed to bring weapons and the invitation telling the guests to bring the amulet pieces and documents both seem problematic, and the guards' attempt to get the amulet pieces and documents from the guests seems heavy-handed and difficult to work with, and the sea-sickness roll seems a bit troubling. Keepers may want to do some re-writing, and might consider using pre-gens being gathered at the mansion for reasons directly related to the artifacts and documents (for example, an auction to buy and/or sell the missing pieces might be a stronger reason for the guests to want to show up at the mansion unarmed and bringing these items; alternatively, the host invites his guests to a party, has the guests search the grounds for missing/hidden documents/fragments he couldn't find under the pretense of a "scavenger hunt" activity, and then sacrifice the guests once the items are gathered, or accidentally unleash something awful after the items are assembled.)
Dependence on Halloween: None, really. The Halloween party is an excuse to get the investigators to the mansion, but the scenario could be rewritten with a little work to have the investigators and other guests invited to an auction for the rest of the amulet and/or documents, only to find that the auction is a setup by the cultist to get his enemies and competitors together in one isolated location with the artifacts he needs to complete his ritual, and the scenario might work a little better.