The Great Trap (BRP)
t is 1927¸ and a letter invites Investigators to the home of Professor Adhemar Osterman. The letter is dated almost thirty years in the past¸ and bears each of the Investigators' signatures. They do not remember signing the letter¸ but they do remember the strange dreams that follow its receipt. Dreams of signing a letter in the company of a man once a friend¸ now a stranger; of running from the shrill whistling of an invisible assailant; and of walking towards the trumpet sounds of a dying alien race. Visions of what was¸ what is¸ and what may yet come to pass.
The Great Trap is the third in a short series of stand-alone modules for Call of Cthulhu 7th Edition¸ examining human concepts and experiences through the unknowable and alien Cthulhu Mythos. The Investigation features the Outer God¸ Yog-Sothoth¸ and explores themes of regret¸ obsession¸ and revenge. The scenario challenges Investigators to question who they are¸ what they might do¸ and how the answers to those questions change if only history plays out a little differently. This scenario is also an homage to Dungeons & Dragons scenarios of yesteryear¸ and The Shadow out of Time by H.P. Lovecraft.
The Great Trap contains 66 pages in total¸ including: a 35-page scenario¸ 18 pages of handouts¸ 4 pages of NPCs and creatures¸ and 9 pages of pre-generated characters and background.
You can also watch a playthrough of this scenario on the Heinrich Moore Presents YouTube channel.