Showing posts with label Monthly Madness. Show all posts
Showing posts with label Monthly Madness. Show all posts

Tuesday, September 6, 2016

Monthly Madness: The Devil is in the Details, Part 1

Saturday night I ran a one-shot at Just Games, a scenario penned by Oscar Rios for Chaosium's now-defunct monograph line.  We actually didn't quite finish the scenario, so we'll be reconvening sometime soon to finish the adventure.  Two players were not only new to my table, but new to Call of Cthulhu entirely, and I'm pleased to report they had a great time.

Dramatis Personae:

  • Professor Hossam Ramsey, Egyptologist (played by Sean)
  • Sherman Rosenbaum, Accountant (played by Katie)
  • Lois Newberry, Secretary (played by Jessica)
  • Malcolm Rhodes, Rare Book Dealer (played by Travis)
Accompanying them, as NPCs:
  • Paul Doucet, Antiquarian
  • Mahira Najii, student intern to Professor Ramsey

Employees of Wallace's Antiques & Collectibles (with the Professor and Mahira being newly-hired consultants), they've been sent on a week-long "working vacation" to Birch Springs, a little summer getaway town in the Catskills.  Here, they're staying at the Davidson estate, a Victorian-style summer home that's been sitting empty for five years until Fred Wallace bought the place cheap, fully furnished, hoping to turn a profit on the contents - the Davidson's were known as collectors of exotic goods from around the world, especially the Near East.  Wallace would be supervising their efforts to catalog and appraise the contents of the house, and their meals would be provided by a hired cook.  If it wasn't February, it'd be a wonderful week.  

Upon arriving, they discovered that Wallace had brought a "niece" with him, the sort that's young, fashionable, and only comes to visit when Mrs. Wallace is away.  After lunch, they get to work; Dr. Ramsey soon discovers evidence of a secret door in the library, while Malcolm notices a concrete obelisk 300 yards from the house, half-hidden in the trees at the edge of the property.  Examination of the obelisk reveals it to be of recent construction, covered in a mixture of Arabic writing and Egyptian hieroglyphics.  Dr. Ramsey and Mahira confirm that the carvings on this obelisk make up about one-fifth of a binding or protective spell; they suspect four more such pillars must exist around the property to comprise the rest of the spell.  They don't manage to open the secret door, and the rest of the day passes uneventfully.  

During the night, Malcolm is awoken by the sound of tiny bells and the smell of honey and sandalwood.  Opening his eyes, he sees a beautiful Arabic woman, dressed in veils and not much else, standing near the foot of his bed.  She beckons to him, and then disappears when he declines.  The smell of honey and sandalwood lingers for about ten minutes after she vanishes.  

The next day begins with "Kitten," Wallace's girlfriend, skipping breakfast to sleep in.  A few hour later, Irma, the cook's daughter, goes missing, and Wallace finds a note from "Kitten" explaining she'd left for New York, having had Irma drive her to Birch Springs.  Irma, it turns out, does not have a license and even if she did, the mountain roads and drifting snow would make for a dangerous drive.  

Lois eventually finds the key to the secret door, in a lock box under a loose floorboard in the master bedroom.  Alongside it are a .32 revolver, a box of bullets, a stack of nude photos, a roll of $20 bills and a battered notebook.  

Reading the notebook, they learn that Reggie Davidson, the last resident of the house, tried to summon something, using a spell found in Arabic scrolls, to avenge himself on the lawyers and creditors that hounded him.  Something went wrong, however, and whatever he summoned attacked him, ultimately being responsible for his death in 1923.  Whatever it is is still in the house...as they come to this realization, the power goes out.

Investigating the generator, they discover the handyman half-decapitated and the gasoline cans emptied down a drain.  Racing upstairs to check with Wallace, they barely have time to tell him what they saw before a purplish cloud wells up behind him, manifesting a series of barbed tentacles.  Wallace is dead before he hits the ground, and the investigators take off running for the secret room.  Terrified beyond the capacity for rational thought at the sight of this thing, Malcolm took off running outside, into the deepening snow.  

[GM's Note: I goofed here.  Wallace was supposed to die before the power went out.]

Locking themselves into the secret room, they surveyed the interior; shelves of jars and vials contained various liquids and powders, bookcases overflowing with occult texts, some sort of chemistry set, a case of scrolls and a workbench.  Dr. Ramsey and Mahira began investigating the scrolls, finding them to be a remarkably intact Arabic copy of the Al Azif, a book better known by its Greek translation - the Necronomicon! Sherman and Lois began poring over a notebook on the workbench, finding it to be Reggie's translation of certain scrolls within the Al Azif.  Cross-referencing them, Dr. Ramsey quickly confirms Reggie's translations to be seriously flawed, and that instead of the harmless "mist spirit" he'd tried to summon as a test of his skills, he called up instead a very dangerous entity known as a Jinniyah.

Malcolm, returning to his senses, reentered the house, realizing the snow was falling too fast and piling up too deep to safely make it back to town.  Joining the other investigators, he began examining some of the occult texts with Paul, discovering some more information on the Jinniyah - including how it could be bound within an enchanted glass bottle.  Using this information, Dr. Ramsey was able to find the spells to create such a bottle, and summon a Jinniyah into it, within the Al Azif.  

As they began discussing the possibility of casting these spells, a purple smoke began to seep into the room, forming itself into a beautiful Arabic woman.  She bowed slightly, and said in Arabic, "I have been listening to you for the past several hours as you've researched.  We can do this the simple way, or the difficult way."

Dr. Ramsey urged Lois, Mahira and Sherman to begin gathering the ingredients to make the ink, and began trying to question the Jinniyah to buy them time.  She simply shook her head and repeated her question.

And then Malcolm, .32 revolver in hand, fired three shots at her in quick succession.  

This is where we had to leave off for the night, as the store was closing and we had to clear out.  We're working on figuring out another time to reconvene and finish off the scenario.  

Sunday, July 3, 2016

Monthly Madness: "The Derelict"

There is a ton of demand for Call of Cthulhu at my FLGS.  So much so that, since my biweekly game is a campaign, I decided to add a monthly one-shot to my schedule, set for the first Saturday of every month.  Last night was the first of these events, and I decided I wanted to run the adventure put out by Chaosium for Free RPG Day, "The Derelict." I had been fortunate enough to score one at my store before they ran out, plus I got the PDF version for being a member of the Cult of Chaos - which had appended six pregenerated characters that were, frankly, better integrated with each other and with the adventure than the ones I'd come up with, so thanks to Ron McClung for providing those to Chaosium.

Despite a few people being forced to change their plans at the last minute (life happens, I get it), I still had four players at the table for this session, which worked out very well for me - I'd been afraid that I'd get two people showing up and be forced to try and adapt the adventure on the fly.  Two of the players last night, if I recall correctly, had never played Call of Cthulhu before, and one hadn't played in 20 years, so I got the honor of being the introduction and re-introduction to the game for three-quarters of the table last night; the fourth player had played once before, in the Parsonsville Horror one-shot I ran in February.

Our Dramatis Personae for this adventure:


  • Charles "Mac" McQuinlan (played by Chris), a Navy sailor-turned-author fallen on hard times, driven to sell his beloved yacht the Delilah.  Information passed to him by his mother, an agent of a shadowy Naval Intelligence group, has him on the lookout for a missing cargo ship and specifically, the safe in the captain's quarters.  
  • Daniel van Hollisander (played by Matt), an ex-cop-turned-lawyer who handles many of Mac's business interests.  Along to facilitate the sale of the Delilah.  
  • Matthew "Dodge" Grantham (played by Brandon), an athlete, diver, party animal and friend of Mac's, along on this voyage to meet a contact in Liverpool to learn some secrets from his past.  
  • Dennis McCrane (played by Nick), a former bodyguard and general "fixer" for Mac, he is escorting Liz Hill home to her parents in the UK.
NPCs:

  • Ashley May Bethell, an actress and ex-girlfriend of Mac's, he's trying to rekindle the romance without success.
  • Elizabeth "Liz" Hill, a dancer and model living on borrowed funds, being escorted home to her family by Dennis.
  • Captain Carson Brentwood, captain of the Delilah.
  • First Mate Ray Folke, first mate on the Delilah.  
Around mid-afternoon, several days into their voyage from Boston, Massachusetts to Liverpool, UK to sell the yacht Delilah, Mac spotted something red and white on the horizon - the red-painted refrigerated cargo ship the Groenland Tropisch, beached on an iceberg.  Informing Captain Brentwood, they changed course to investigate, in keeping with Maritime Law.  

Asking the ladies to stay aboard the Delilah, the men went aboard to investigate, finding the ship silent, without power, and covered in a thin layer of ice.  "Dodge" swiftly found a severed hand frozen to the deck, which appeared to have been chewed off the arm it had once been attached to.  

Mac wanted to focus on finding the captain's quarters and the safe therein, while Van Hollisander and Dodge also wanted to try to restore power to the ship.  They soon found that the wiring had been torn apart and the paneling beaten to pieces.  They also found a six foot long "harpoon" of some sort of glass or crystal, radiating an unearthly cold, embedded in a steel bulkhead.  "Dodge" pulled it loose and, after suffering some minor frostbite from handling it, zip-tied a towel around the haft to give himself a safer grip, carrying it with him.  

The captain's quarters contained no safe, but they did find the captain's log (the adventure lists the log as being in both the captain's quarters and the captain's office; I chose to have it here), and managed to translate a bit of the Norwegian text with the help of their iPhones, learning that the radio operator had gone insane, destroyed the radio room with an axe, and been confined to his cabin.  Investigating revealed the radio operator dead by his own hand, a silver-handled straightrazor having been used to slash his throat.  The radio room and wheelhouse had both been destroyed, though "Dodge" and Van Hollisander soon noticed that while there was blood in the radio room, there was none in the wheelhouse.  

Hearing a scream of horror and a loud splash coming from the Delilah, they raced back to discover the captain and first mate in pieces, scattered across the cabin in a morass of blood.  Ashley May was pinned to one of the beds by another crystalline harpoon, driven completely through her, the mattress and into the floor below, her limbs having been badly mangled by what appeared to be large teeth.  And only Liz's severed legs were found, floating in the bloody hot tub.  

Pulling on his SCUBA gear, "Dodge" went over the side to investigate the loud splashing, and after being missed by two crystalline harpoons that seemed to come from nowhere, he took his own and made a swimming charge in the direction he thought they came from.  He felt two enormous, unseen webbed hands close over his upper body and was then torn in half.  

Discovering the controls and radio on the Delilah destroyed, Mac, McCrane and Van Hollisander decided they had to make a final stand against whatever was picking off humans in the North Atlantic.  Using bedsheets for wicks, they drew fuel from the yacht's tanks, smearing it across the floors and staircases, and rolling out the propane tanks to serve as makeshift bombs (Brandon actually works for a company that provides equipment for restaurant use, so he was able to offer some insight on what the galley on the Delilah would have), they huddled together atop the sun deck, ready to release the dinghy and ignite the fuel with a flaregun should whatever was out there show its face.  

Hearing a splash and feeling the ship lurch hard - as if something large and heavy was pulling itself up out of the water onto the deck - and hearing the sound of something heavy dragging itself across the deck, Mac and McCrane released the dinghy into the water and jumped in, and Van Hollisander shot the fuel-trail with a flare gun before diving over the side, landing safely in the dinghy.  

As they sped away from the burning ship, Mac lamented his lost opportunity to regain financial solvency.  Van Hollisander, glancing back, saw something large and on fire hurl itself off the deck into the sea.  

***

had the use of the store's back room, and its eight-foot table,
for a change yesterday.  Here's my set-up.  
All in all, it was a great session - I would rank this as one of the top five sessions of Call of Cthulhu I have ever run, and I have to give a lot of credit to Sandy Petersen and Mike Mason for their top-notch adventure for that.  Other than the issue of the captain's log being in two places and it not being real clear how the Investigators are supposed to get from the Delilah to the Groenland Tropisch, (we ended up having the gangway of the Tropisch being almost level with the top of the sun deck of the Delilah) I think this is a near-flawless adventure.  

Noteworthy is that, except for Dodge, the Investigators never actually encountered the monster, just its traces - drag-marks where it had pulled itself through the ice on the cargo ship, smeared blood (they missed a bloody, three-fingered, webbed handprint on the wall in the Delilah's cabin), scattered human remains and the crystalline harpoons.  From these, the players built up a mental image of what they were facing that was perhaps far scarier than the actual monster would have been.  The invisibility of the creature definitely amped up the fear factor - and interestingly, from my perspective, seemed to do so better than the invisibility of the Star Vampire.  

I think what I'm proudest of was the way the ship lurched when the creature pulled itself on deck; no physical dimensions are given for the creature, but I gauged from the illustration that it was probably close to ten feet tall, and I pegged it's weight at three quarters of a ton.  So having the boat shift as it pulled itself on board...I think that, more than anything else, was what triggered the players to say "screw it, let's set the boat on fire.  No, I don't need to see what we're up against."

It was kind of a short session - we got a little bit of a late start, and then around the time Dodge got torn apart I got the head's up from Matt, the store owner, that the store would be closing in 15 minutes.  Not having time to run a full-fledged last stand, and deeming it cheap to have the creature swim under their dinghy and sink it, I decided the best ending would be a THE THING-style pyrrhic victory; they have escaped with their lives, but are stranded in the freezing North Atlantic - and the thing may still be out there.

The best part of this session was hearing Brandon voice an interest in running Cthulhu - he's been a Shadowrun GM for years, and is one of the big wargaming voices at the store, but Call of Cthulhu has really captured him.  I gave him my physical copy of the 7e Quick Start Rules, and he'll be buying the actual rulebooks when they arrive in store, hopefully in time for "Gen-Can't," an event being put on in-store for people who can't make it to GenCon.  So far 14 people have RSVP'd that they would like to play Cthulhu at Gen-Can't, so I'm going to need all the help I can get.