OK here are some options:- An episodic campaign of shorter scenarios around Arkham or Tatters of the King IT IS OCTOBER 1928. London is the capital of an empire covering a quarter of the globe and governing one quarter of the human race. The people busy themselves with concerns of politics and government, finance and production, work and recreation. How fragile things are. What ignorance there is. There are those who engage in different pursuits — who would see an inhuman power come to Earth such that it would make mundane activity seem like a last twitch before dying. Over this winter its taint emerges: the sensitive and the weak feel it first. Few know the source, but some welcome it unconsciously — finding in it an enexamined thrill. Artists’ work is strangely influenced, and they mine this vein of creativity. Many exhibitions this season feature similar images: a social gathering gripped by repressed panic; a lake or marsh cloaked in mist; a presence just off-canvas. New fiction and theatrical releases offer scenes of upheaval and confusion that never reach a climax. Seances and mediumistic exhibitions bring untoward results and end in disruption. Others feel new lines of communication opening; some claim God is talking to them. All feel the lure of the stars. or Day of the Beast The year is 1927. For America it is a time of growth and prosperity. Lon Chaney, Babe Ruth, and Charlie Chan are celebrities, while the average young American enjoys speakeasies, jazz, and the new 'talkies'. All that is about to change. A young psychic by the name of Paul LeMond has seen the future, and it is a sight which has driven him insane. Day of the Beast is an episodic campaign taking investigators from the height of 1927 to the edge of the Great Depression in 1929. A global conspiracy has surfaced, and only the investigators can stop it. Travel to the four continents and the planet of Celaeno is required. Can the plans of the Brotherhood of the Beast be stopped before The Stars Are Right? or Walker in the Wastes In 1848 the Franklin Expedition vanished in the ice searching for the Northwest Passage. Eighty years later, you and your associates travel to Northern Canada to research the disaster - and find yourselves launched in a globe-spanning race to defeat the terrible god of the icy wastes.