Session 29 | Kenya | Picking up the trail

Mombasa port

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

NPC

Mohammed Al Harbi | Criminal | 23 yrs | NPC

Link to background stories and portraits


Mombasa, Wednesday, March 18th, 1925 | noon

Arriving in Kenya

After disembarking the Karabodjan in the Old Harbour, and ferried by dhow to the Customs House, the investigators are duly questioned, mainly on the grounds of their possession of an unmotivated amount of rifles and handguns. They are however saved by the Kenyan big game hunter, Mr. Foxworthy, who says that the other investigators are his guests on the way to a safari. The customs officer still looks a bit suspicious – after all, what game animals do you hunt with a Mauser Broomhandle? But lacking further proof of malintent, he lets the investigators into the country.

The investigators decide to stay in Mombasa for a few days to investigate some Mombasan clues and check into the rather modern Manor Hotel. As they pause for a cold beverage in the hotel gardens, they notice a man in Indian garb, that they also saw earlier in the harbor. When the man realizes that he has been spotted, he disappears into the busy streets.

Next, the investigators decide to visit the Government House to see if they can pick up any clues there. They are met by Under-Secretary Mr. Royston Whittingdon, who accordingly to a New York news article (Handout #9) entertained the Carlyle Expedition in Collingswood House upon arrival in Mombasa. Unfortunately, Mr. Whittingdon cannot remember anything noteworthy about the occasion, other than what was published, but promises to see if he can find anything out.

Mombasa, Thursday, March 19th, 1925 | morning

Investigating the Singh warehouse

Kilindini Harbour

Earlier investigations have implicated that a certain Mr. Ahja Singh of Mombasa was the chief exporter of African goods and artifacts to Ju-Ju House in Harlem, New York. Hence, the investigators decide to pay his Kilindini Harbour warehouse a visit. Armed with bad experiences from all previous warehouse visits, the investigators approach the place with caution. As they enter the warehouse, they are first met by a group of openly hostile warehouse workers of mixed nationalities (Indian, African, Irish, and Arabic) but the foreman is friendly enough and explains that Mr. Singh is away on a business trip to India. The encounter turns ugly when the PCs insist on searching Mr. Singh’s office and the warehouse thugs attack. Too bad for them, the investigators are better armed and more used to brawls and the ensuing punch-up ends with a group of thugs with broken arms and legs and non-lethal wounds. The PCs then force the foreman to open the safe in the office. Inside, they find about 300 USD worth of money (British Pounds, Indian Rupees, and Egyptian Pounds), various invoices along with a ledger written mostly in Hindustani.

Even if none of the investigators read Hindustani, there are enough addresses and names in Roman letters to conclude that Ahja Sing ships to Ho Fong Imports in Shanghai, the Penhew Foundation in London, Omar Shakti in Egypt, Silas N’Kwane (c/o Emerson Imports) in New York, and Randolph Shipping Co in Australia (both Darwin and Port Hedland). There are also multiple entries for a Tandoor Singh in Nairobi. Most of the international shipments are listed as objects of art, but the ones sent to Tandoor Singh are casks or bricks of tea. On the wall behind a large and expensive desk is a portrait of a well-dressed Indian man in his sixties. A brass plate identifies the man as Ahja Singh.

The investigators keep the money and the ledger as they leave…

Back to Government House

Before leaving for the train, the investigators visit Government House and Under-Secretary Royston Whittingdon again, but the man has not come up with any new information.

Train in vain

The train for Nairobi leaves in the evening. Being at the train station in good time for departure, the investigators are booked for 1st class, while Mohammed is seated in 3rd class due to the fact that seating is segregated by class and color.

Kenya & Uganda Railways train

The train order is: Locomotive->Wood tender->flatcar (open to the elements)->freight car->3rd class car->dining car->1st class car.

The entire journey takes 15 to 18 hours and runs through various types of terrain, but mostly on the wide plains of Africa. From the windows, they see the occasional farm but mostly just wilderness and Africa’s fantastical animal life. The only one who is bored is Kenyan national Edward Foxworthy. Excellent meals are served in several sittings in the dining car. As the train is approaching Nairobi in the night (about 1 hour of travel left), screams of terror and anguish suddenly can be heard from the 3rd class car. Mohammed comes rushing into the 1st class car saying that the car is on fire! But it’s a strange fire – as balls of red and blue fire and the fires are moving towards the 1st class car!

Fire thing

Barbie time!

Looking out the windows, it is evident that these are two strangely colored balls of fire moving towards the investigators. One through the dining car, the other outside the train. The fiery entities seemingly aim to attack only them as they ignore the other passengers. Edward climbs onto the train roof in order to shoot at the things but to no avail. Preben gets severely burned by one of the things. The other PCs try to escape by rushing forward in the train, which is hard in the generally ensuing panic. Reaching the 3rd class car, which is seriously on fire and mostly empty of occupants, the investigators try to put out the fires by throwing water from the dining car at the fires, with varying degrees of success. Slim and Herrman try to reach the cargo car to see if there’s anything of use in there when Slim hears strange chanting from the locked bathroom. Listening extra closely, it’s clear that someone is chanting in there! Without further ado, both men empty their guns through the thin bathroom door, shooting the door to splinters along with the person behind the door (it was point-blank range and both rolled impales and dealt in total 60 hp of damage!).

As soon as the man stopped chanting, the balls of fire veered away and flew into the sky, so the fires must have been his doing. Checking the body, the investigators find no clues about his identity other than that he seems to be of Indian origin, but he wears a pentagonal stone attached to a silver chain around his neck, which Slim takes before they slip back to the dining car, acting all innocent.

The train has now stopped to put all fires out and make necessary repairs. Together with local police, the train conductor sternly chastises the investigators for their carelessness with their cigars and pipes, as the damage is clearly greatest where they were seated. Their names are also noted by the authorities. The dead man in the lavatory is noted down as a robbery gone wrong as all his belongings are gone, but the PCs are not implicated in relation to this.

Despite all the commotion, the train finally rolls into Nairobi train station after some 20 hours of travel.


And here we had to end this rather intense session!

Session 28 | Egypt | Hair of the cat

Traveling to Kenya

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

NPC

Mohammed Al Harbi | Criminal | 23 yrs | NPC

Link to background stories and portraits


Note: This session was played almost exactly 2 years after the previous one, mainly as a result of the Covid-19 pandemic.

Cairo, Tuesday, March 10th 1925 | evening

Kicking butts and taking names – part 2

Cultists w/ Queen Nitocris

The session began with the PCs still in the great chamber of Nyarlathotep, just after they dumped the indestructible mummy of Queen Nitocris into the pool of black goo, a measure to prevent the cultists resurrecting the evil queen. The PCs decide to do a closer search of the room and adjoining corridors, as well as document the place with Slim’s camera. Special attention is paid to the stele, which is documented thoroughly for later study. After the search, the investigators retreat the same way that they came and go back to their lodgings at Shepheard’s Hotel.

Cairo, Wednesday, March 11th 1925 | morning

Getting the hell out of Dodge

The investigators have by now realized that they have pissed off a lot of dangerous people in Egypt and also that they seem to have run out of clues. Over the hotel breakfast, they decide to leave Egypt for Kenya, since that is where the leads point to.

Slim and Carl head over to The Cairo Bulletin to develop the photos of the stele, and while there they are make sure to tell everybody about their coming trip to Russia. Everywhere they go, there seem to be a lot of cats, almost as if the felines are following them… Annoyed by the cats, Slim tries to kick one to chase them away but this only results in him being attacked and scratched by the cat instead (he rolled a 00).

The photos of the stele are then taken to Dr. Kafour for safekeeping and further analysis at the Egyptian Museum.

Meanwhile, Mohammad is sent to procure passage to Kenya for the group. He later returns with tickets for one of Baffrey’s Shipping Company’s ships, M/S Karabodjan. The ship leaves for Mombasa tomorrow and the trip will take some 6 days, including a stop In Aden.

The investigators also set up a meeting with Neris, to return the borrowed scrolls, but not after having documented them as well with the camera. After this, the annoying cats just disappear.

And here we took a break for the evening.

Session 27 | Egypt | Against the Brotherhood

Ghizeh

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

NPC

Mohammed Al Harbi | Criminal | 23 yrs | NPC

Link to background stories and portraits


Cairo, Monday, March 9th 1925 | early morning

Back to El Wasta

The PCs decide to go back to Nyiti in El Wasta to ask about the location of the other half of the capstone. Sadly, this is a complete waste of time since neither the old woman or her son has any useful information on the subject.

Cairo, Tuesday, March 10th, 1925 | morning

Meeting Dr. Kafour again

The PCs go back to Dr. Kafour at the Egyptian Museum in Cairo, to consult him regarding the pink stone fragment. The scientist has no information on the stone or it’s origins but agrees that the stone indeed looks like it was a part of the covering stones of the Red Pyramid and that the symbols might suggest that the stone was a part of some sort of magic ward and that breaking and removing the stone has resulted in that the ward now is broken.

Cairo, Tuesday, March 10th, 1925 | mid-day

Talking to the man

The PCs pay Faraz Najir a little visit to ask about exactly where he stole the items that he sold to Besart. The man is visibly annoyed, but after a healthy mixture of threats and baksheesh, he admits that he stole the objects from Omar Shakti’s country estate, where they were displayed in a glass cabinet in Shakti’s private library.

Cairo, Tueday, March 10th 1925 | evening

Kicking butts and taking names

In the afternoon, our intrepid investigators return to Giza and the Sphinx, intending to create havoc for The Brotherhood by foiling their plans for the resurrection of Queen Nitocris. Using the maps from Dr. Kafour and kitted out with full gear for underground spelunking, the PCs find an alternative entrance near the Menkaura Pyramid. The PCs manage to find their way to the Great Temple despite various hazards in the tunnels.

The temple is devoid of cultists this time but guarded by animal people. As it turns out, these are not cultists in elaborate costumes but strange entities of otherworldly origin. The investigators fight and kill 9 of the creatures before they are alone in the temple.

The mummy of Queen Nitocris lies upon a large white stone altar near the center of the chamber. Resting beside her are 3 items: a Crown, a Girdle (stolen from the Mosque of Ibn Tulun), and a Necklace.

Realizing that they can’t destroy or damage the mummy with worldly implements, the PCs decide to dump the mummy in the black pool, to hopefully be devoured by whatever horrors are present below the black water surface…


And here we had to end the session. As it turned out, the break from the campaign would be about 2 years, in part due to GM fatigue but mostly due to COVID-19 and that we couldn’t meet and play live for a long time. However, we are now back in business 🙂

Session 26 | Egypt | Feles Hominibus

bast-statue-black-gold-8857PT-2-800x800

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

Absent this session

Kent Bengtsson | Aviator | 38 yrs | Berndt (in New York)

H.P Rennfarth | NYPD Forensics Specialist | 27 yrs | Mats (in Egypt)

Link to background stories and portraits


Cairo, Thursday, March 5th to Thursday, March 12th 1925

R & R

The valiant investigators realize that half their number are wounded pretty badly, and decide it’s time for some well deserved rest and recreation. Walter and Edward are already receiving hospital care and now Carl joins them in the Anglo-American Hospital on the Nile island of Gezira, in hope of speeding up their recovery. While resting, the men use their free time to consolidate notes and further study the occult tomes acquired during their investigations.

Not dangerous at all. No Sir. Not at all…

Being slightly less wounded than the others, Preben stays at the hotel, also resting to regain his strength.

Cairo, Friday, March 6th 1925 | Morning

Deeper investigations

The two remaining healthy investigators, Herrmann and Slim, along with their trusty sidekick Muhammed, decide to make some investigations of their own during the R&R week.

Herrmann is going to visit his new friend Johannes Sprech at the Clive Expedition dig site in Memphis, while Slim and Muhammed will keep tabs on Janwillem Vanheuvelen, as they think that he is hiding something important from them.

The Clive Expedition

Herrmann travels the 20 km to Memphis via a horse-drawn carriage (“kalesh”) that he books via the hotel. After some 2 hours in the blazing sun, he arrives at the dig site, where he is greeted by a security arrangement which reminds him of the trenches of the Great War, except for the machine gun nests and barbed wire.

Entrance to the site is via a level crossing gate, guarded by two surly men in a small wooden gate house. Upon asking, the guard informs him in broken English that there is no entry for the public. Herrmann claims that he has an invitation and demands to see Herr Doktor Sprech, whereupon one of the men leaves.

Soon, he returns, accompanied by a tall blonde fellow in a white shirt, shoulder strap, riding trousers and impeccably polished riding boots, also carrying a horse whip in his hand. The man briskly introduces himself as Martin Winfield, head archaeologist.

Herrmann immediately develops a strong dislike, bordering to a hate, to the man. There’s something about Winfield’s cold fish-stare or the way he sneers when talking to those he perceives as of lower stature.

Herrmann explains his errand and talks about the invitation from Sprech.

“-Sorry old boy, but no civilians are allowed on the dig site. Have a nice ride back to wherever you came from.”

Without further comment, Winfield leaves Herrmann at the gate. Luckily, he sees Johannes Sprech coming out from a large tent and yells and soon the Germans are walking towards the dig headquarters, situated in a group of large rectangular tents, complete with wooden flooring, desks, beds and all modern amenities.

As they enter the tent, or office as Johannes calls it, Herrmann witness how Winfield whips up a worker besides a turned-over wheelbarrow.

After som pleasantries, Sprech introduces Herrmann to the rest of the Clive Expedition main members:

  • James Gardner – an English archaeologist in his 40s. The man is a staunch follower of Carl Jung and is especially interested in the “collective unconscious”, whatever that means. He has an air of distant nervousness and Herrmann notices that he is armed with a .38 revolver in a shoulder holster.
  • Agatha Broadmoor – an English woman in her 60s who present herself as a “medium”. Broadmoor is confined to a antique-looking wheelchair and dressed in layers of woolen apparel despite the heat. She offers to read Herrmann’s hands.
  • Martin Winfield – tall and athletic English archaeologist in his mid-20s with dead eyes and a thousand mile stare. Correct and polite but something feels off about him. He also thinks that he is in charge of the operation.
  • Johannes Sprech – athletic German archaeologist in his late 30s and expert in hieroglyphics and ciphers. Friendly and likable chap despite the fact that he doesn’t drink alcohol.
  • Dr. Henry Clive – an English archaeologist in his late 50s and of excellent repute. The man emits an air of old aristocracy coupled with even older and expensive liquor. Clearly the leader of the expedition and armed with a Webley service revolver in a leather holster at his hip. An always half full glass of gin seem to be permanently joined with his hand:

“-Excellent for the malaria you know, old sport…”

At first, Herrmann is introduced to Gardner and Broadmoor. Clive joins in after a while and last, Winfield joins as well, still very skeptical towards the investigator’s presence. Upon asked about the security measures, Clive says that they have had problems with theft and tells the story of the missing mummy.

Apparently, the expedition found a secret chamber in the Menhaura pyramid, which contained the unprepared but rather well preserved remains of an unknown Egyptian queen. There were no hieroglyphs that identified the mummy, but the exquisite funerary trappings seemed to indicate the grave of a person of great importance. Preparations were made with the Egyptian authorities about the removal of the casket and the mummy but three nights later, terrible screams were heard from inside the pyramid. When the archaeologists arrived, the casket along with the mummy and all the artifacts was gone without a trace, as were the two Egyptian policemen stationed in the tomb to guard the finding. In fact, the only thing removed from the grave was an ornate gold coffer containing papyrus scrolls.  Alas, the scrolls were sorely destroyed and illegible, probably due to improper sealing according to Dr. Clive.

Everyone concur that the theft is a great tragedy and moreover a complete mystery in itself, as no plausible explanation as to how the theft was made have been presented. The alabaster sarcophagus weighed several tons and there was no way that it could have been moved without heavy machinery. The dust was also undisturbed within the tomb, which is most peculiar. And the two policemen are still missing, and are now presumed dead.

Upon leaving, Sprech accompanies Herrman to the gates. As they walk, Herr Sprech talks about the next big ceremony and how magnificent and world-changing it will be. Herrmann tries to establish when this event is going to take place, but his inquiries are only met with intriguing smiles and vague insinuations.

As Herrman return to the hotel later that evening, he cannot fail to notice that a large number of cats have gathered in front of the hotel…

Cairo, Saturday, March 7th 1925 | Morning

The Mystery Woman

The next day Slim and Mohammed goes to see Vanheuvelen again. The plan is that Slim will lure out Vanheuvelen, giving Mohammed a chance to search the man’s room for the missing scrolls.

Seizing the opportunity to get drunk for free, Herr Vanheuvelen gladly accepts Slim’s offer of some food and drink and the men departs for a more upscale restaurant than the ones in Vanheuvelens neighborhood. As they walk, they are followed by a large number of cats of all kinds, some even following the men into the restaurant.

After a few glasses of wine, the Dutchman confides in Slim, telling that he upon several occasions have been approached by a beautiful young Arabic woman calling herself Neris, who have urged him to return what he has stolen.

“-Stolen!? I’m a world renowned explorer and archaeologist! We do not steal things. We explore in the name of science!

Mohammed manages to break into Vanheuvelen’s dingy place and after some initial fruitless searching, he discovers a cavity in the floor under the Dutchman’s bed. There, under some old newspapers, he finds the scrolls “The Black Rites of Luveh-Keraph“, tucked in modern leather map tubes. As Mohammed takes his leave, he is beset by many cats. He also notices a serene Arabic woman standing in an alley, seemingly watching him and the cats before disappearing deeper into the alley. When he walks over to investigate, the woman is nowhere to be found.

A few hours later, Slim and Vanheuvelen return with an entourage of cats in their wake. From his place in a side alley, Mohammed sees a large black panther approach, seemingly in lead of the cats. The panther looks at them menacingly and growls before jumping onto a roof, disappearing in the dark.

Cairo, Sunday, March 8th 1925 | Morning

Consulting Dr. Kafour again

Going over the case again, feeling that they may have missed something, the PCs decide to go back to the Egyptian Museum, to consult Dr. Ali Kafour again. The man is working in his offices, but seems happy to be of assistance.

The focus of the investigation is to explore if there exist other entrances into the tunnel complex under the Sphinx. Dr. Kafour can provide the works of early Sphinx explorers like Giovanni and Mariette, whose maps seem to indicate that there indeed might exist alternative ways to enter the underground maze beneath the Sphinx. The PCs are even allowed to trace the maps in order to have their own copies, to facititate the search around the Sphinx.

After meeting Dr. Kafour, the PCs decide to talk to the old woman that the dope fiend Besart mentioned. All they know is that she is named Nyiti and that she used to live in El Wasta, a small town about an hour up the Nile.

El Wasta

It takes some time to locate Nyiti in El Wasta. No one is used to foreigners and the only language spoken is Arabic. Fortunately, Mohammed is there to assist, and after a number of hours, the PCs find the woman and her son Unba. Both are horribly disfigured, the son missing his right arm, shoulder and right side of the face. Nyiti’s lower jaw and both hands are missing, looking to have been burnt away. For some reason, the quite mad woman seems to recognize the PCs as friends and gurgling points them to a corner of the hovel, where they find a basket under some dirty blankets. Inside, wrapped in red cloth is a 7×9 inch pinkish stone slab, several inches thick, adorned with what looks like one half of an eye and an inverted ankh. The pinkish color suggests that this stone could originate from the Red Pyramid at Dhashur.

Back to Dhashur

The PCs decide to return to Dhashur to search the Red Pyramid for the other half of the stone, which according to their information should be some kind of cap stone. After having spent most of the day on a rented felouk, they arrive in Dhashur in the evening, and proceed by a crappy rented car.

At the top of the pyramid, they find the place where the stone fragment probably was set, but not the other half…

Here we had to stop for the day. To be continued.

Session 1 | Lovecraft Country | The missing son

Art by Silberius

Game system: Call of Cthulhu 7th ed

Dramatis personae

Tintin Hergé | Journalist | 37 yrs | Djuro

Mike Hammer | Private Investigator | 41 yrs | Flan

Charles Manson | Cult Leader | 33 yrs | Martin

Link to background stories and portraits


Arkham, Wednesday, January 15th, 1929 | Morning

Introduction

Things had been a bit on the quiet side for a while at Hammer & Hergé Investigations Inc., other than the occasional mundane case, but it usually is in wintertime. The newly affiliated guy, Charles, had also proven very useful in sniffing out new jobs and in investigating the strange and occult.

The dame

The story began with the arrival of a posh “dame”, slantering into the office after parking her black Mercedes in the driveway. Presenting herself as Miss Charlotte Fagin, she requested that the PCs would follow her to her employer, a certain Mr. Frazer, a well known Arkham banker.

Ms. Fagin

The bankman

Following Ms. Fagin’s Mercedes in Tintin’s old (but trimmed) Model T Ford, the journey ends up in the finer Northside on Jenkin Street. The PCs are invited into a classical mansion and immediately shunted into a large study, dominated by a huge jacaranda desk. Ms. Fagin serves some refreshments and leave.

Frazer cuts directly to the chase: he wants the investigators to locate and return his missing son, James, who disappeared from Arkham some 9 days ago. After a row with the father, he drove to see his sweetheart Emily Livingstone in Kingsport. However, the young man never arrived and no one has seen him since. The last Mr. Frazer heard from James was an upset phone call where he informed his father that he was dead tired and was going to spend the night in a motel before continuing to Kingsport.

The investigators are offered 200 $ each upon returning the young man to his upset father. Despite their disagreement on James dating a girl from the wrong social stratum, Mr. Frazer explains that the young man is all the family he has, being a widower. The investigators naturally accept this most generous offer.

Armed with a photograph of James and the information: James Frazer, 6’2′, blonde hair, brown eyes. Drives a black Chrysler Coupe, Number Plate AB 1652, they set about their mission, but first they have a look at James’ room in his father’s house. The search is overseen by the sneering butler Jeeves, but nothing out of the ordinary is found.

Mr. Gerald Frazer

Investigations in Arkham

Being experienced investigators, the investigation begin in Arkham. The PCs decide to split up to look for clues and other pertinent information.

The Arkham Gazette: The natural first stop for the journalist, but sadly not much information can be found.

The Post Office: Tintin waits in line for a long time for nothing.

The Town Hall: The private eye finds old and more recent maps of Essex County, and what roads that James could have used. Cross referencing with the telephone directory, the investigators soon find that the only possible motel (in fact, the only motel within miles) is The Squatters Lake Motel, situated in the middle of nowhere between Arkham and Kingsport. Old records for Squatters Lake reveal that it once was the home of the Native Abenaki Tribe, but that they were driven away by settlers in 1722. However, the area was quite inhospitable and prone to flooding so the settlers eventually moved away, and over the following years, the decripit shacks became the homes to vagrants, escaped slaves and army deserters. Finally, in 1805, the whole place was flooded and no one has lived there since (Handout #1).

The Speakeasy: Natural habitat for Mr. Manson, but sadly, no clues can be found there. Drinks were nice, though.

Miskatonic University: As James Frazer was a philosophy student at M.U., the investigators decide to visit his room mate, Travis Bryce, who’s a genuine book worm and astute student. From him they learn that James was a good student, but also that he often kept to himself and spent more and more time on the corridor phone with his girl Emily and that lately, James had started to slep in and miss the morning classes. He also tells them that he is very disappointed because just before he disappeared., James had moved out of the dormitory without ever saying goodbye. Travis can also supply them with a phone number and street address to Emily in Kingsport.

Knowing their next target, the investigators return to Villa Moulinsart to get some rest and pack their gear for travel.

Arkham, Thursday, January 16th, 1929 | Morning

The Motel

Squatters Lake, view from the pier

The investigators drive south west from Arkham in Tintin’s Model T Ford. It’s not very far as the crow flies, but the roads are getting progressively worse to negotiate, so it takes time.

Eventually, the Squatters Lake Motel comes into wiew. It is situated on the west shore of a small lake and surrounded by copses of hemlock trees. The T-shaped wooden house was once white, but is now overgrown with algae, giving it a greenish taint. Beside the road, a sad sign reads “Squatters Lake Motel – Vacancies“. Two cars are parked outside the place – a battered black Ford Model T Runabout and a yellow Buick Marquette.

Charles and Tintin enters the reception, while Mike scouts the outside.

Outside the motel

Behind the hotel there’s a short pier and 3 rowing boats on the shore line. Mike walks further north and spots some tire tracks leading down to the waterfront. Suspicious, the PI finds a long branch and starts probing the water, but realizes that the bottom slopes down sharply. He undresses and dives into the dark and murky water, following the muddy lake bottom. Some 3 m down he suddenly feels smooth metal. As he tries to determine if it might be a car, a strange howling sound is heard through the water. Not wanting to find out what might have caused the sound, Mike quickly gets out of the cold water and realizes that a large surly man with a fishing rod is watching him in silence.

Mike tries to engage the man in a conversation, but the man just grunts a greeting and walks toward the motel. Later, the PCs deduce that this must be Mr. Bill Dunston, living in room 6. Mike puts back his clothes, shruggging off the cold, and heads back to his friends.

The reception

As the PCs enter the reception, a small bell announces their arrival. There’s a large old reception desk with two oil lamps. On the wall behind two stuffed boar heads adorn the wall, with an old 20-gauge shotgun between them. The right wall is decorated with old number plates, dating back some 20 years. A male voice with a distinctive British accent is heard from the area behind the desk: “-Just a minute”

An old man wheeling an even older man in a wheelchair enters from a door behind the desk. Presenting himself as William and the older man in the wheelchair as his brother Robert, William welcomes the new guests. The investigators learn that they can rent rooms for 50 cents per day and that they will have to provide food themselves. Also, there’s no electricity here, so light is provided by oil lamps. When asked about James Frazer, William says that no one by that name has passed through here.

The investigators pay for 3 rooms and pretends to leave. As soon as the owners have retreated back from the reception, Mike and Tintin sneaks behind the counter where they find some tucked away number plates, among them one that matches James Frazer’s car. They also check the red guest book that they just signed, and sees that a page is missing. Using the old paper and pencil trace trick, Tintin obtains a fairly readable copy of the missing page (Handout #3), and it is obvious that James indeed checked in here about a week ago!

The rooms

The PCs have rented rooms 1 (Mike), 3 (Charles) and 4 (Tintin), facing the road. From the copied guest book, they conclude that there’s a Jacob Trent in room 8, a Bill Dunston in room 6 and a Sarah Bonner in room 7 (all facing the lake).

Charles and Tintin decides to go the the grocery store they passed a few kilometers south on the road, while Mike moves into his room.

As he unpacks, he hears a loud commotion outside. A yound pimply man with red hair is accusing William of lying about the arrival of another (unknown man), which William calmly denies. After some shouting, the young man storms off. The PCs suspect that this might be Jacob Trent.

Mike decides to talk to the angry young man and walks over to room 8. The room is in total disarray, with open food cans and clothes everywhere. The private detective learns that Mr. Trent was to meet his friend Abraham Hickey here some 2 weeks ago but that Abraham never turned up. Mr. Trent is sure that Abraham came here, despite what the owners say, and has remained at the motel, determined to learn the truth about his friend. When asked about the reason for their meeting here at the strange motel, Mr. Trent gets very vague, leading Mike to suspect that they were having a secret romantic affair. He also learns that the Brophy’s spend most of the time in their quarters or in their workshop, situated towards the lake. Furthermore, Mr. Trent is sure that he saw James Frazer on the evening of the 8th of January, but the next day his car was gone, so he figured that the man had went on his way.

As the others return with food, the sun is settting. Searching their rooms, Mike finds a spiral bound note book belonging to James Frazer (Handout #2). Tintin finds faint scrapes near the door and on the doorframe, and examining closer discover what appear to be a broken off human fingernail, as is someone has been dragged out of the room against their will.

Meanwhile, Tintin’s dog is scraping and barking at the Navajo rug in his room. Lifting the rug, the jounalist finds a trap door in the floor! Tintin warns Charles and Mike and they decide to investigate. And yes – there are trap similar doors in all the investigator rooms…

Into the dark

The trap door opens very quietly on recently oiled hinges, to reveal a ca 1.3 m high crawlspace that seems to stretch under all the buildning. It is also very dark down there, so Tintin jumps down with a flashlight, while Mike stays at the trap door with another flashlight and his trusty .38 ready. Tintin sees that the part of the building that houses the reception, owner’s quarters and the workshop are hidden behind a wooden wall. There’s a small opening in the wall though. It also becomes evident that there are trap doors leading to all the guest rooms. The ground consist of moist mud and the air smells of swamp and there’s a lot of old junk just tossed down here. Moving around a bit, Tintin spots an area where the earth seems to have been recently disturbed. Crouching, he moves there and starts digging with his free hand, revealing a rectangular wooden crate of rather recent build.

He slowly opens the lid and shines light into the crate and finds James Frazer, derssed in a fine but very dirty and dishevelled suit. The man rests on his back, seemingly dead. Tintin leans closer to see better, when suddenly, the man open his eyes, turning to catch Tintins gaze!

And here we had to end the session. Cliffhanger, to be continued next thursday…

Session 25| Egypt |Chtonian echoes

 

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Can you say Cuh-tho-nian?

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

Absent this session

Kent Bengtsson | Aviator | 38 yrs | Berndt (in New York)

H.P Rennfarth | NYPD Forensics Specialist | 27 yrs | Mats (in Egypt)

Link to background stories and portraits

Written under the influence of Elliott Smith


Cairo, Wednesday, March 4th, 1925 | midnight (i.e. very early morning)

Das ist ein groovy party, ja?

Still, shell shocked from the orgiastic ritual beneath the sands, Germain and Walter find themselves back in the desert night near the great sphinx of Giza, among the throng of cultists going back to Cairo or wherever they came from. Walter catch a glimpse of the German he met earlier and decides to strike up a conversation. The fellow countrymen decide to discuss culty things over a bier or two. Walter gets to tag along as well, I mean we are all cultists here, right?

Sprech offers Herrman and Walter a ride back in his Mercedes. Arriving in Cairo Walter suggests that they go for a drink at the Gentlemen Club. I mean, who can sleep after such a glorious orgy? Dressed in djellabas, the men set out for a night in town…

Sprech turns out to be a friendly and likable fellow and it’s hard to imagine him as a die-hard cultist. Despite trying to get him drunk and spill some vital information, the man only reveals that he’s an archaeologist and that he works for the Clive Expedition at their dig site since 5 months, over at Memphis. It also becomes evident that Sprech is a health and physical culture enthusiast. The man is ripped and doesn’t drink nearly as much as the PCs had in mind.

After an hour or so of conversation, Sprech excuses himself as he has to get to bed:

“-Early morning desert run tomorrow you know!”

A little disappointing on the info, but the PCs manage to secure an invitation to visit the Clive Expedition’s dig site, should they be in the vicinity of Memphis.

Picking up the pieces

After what feels like an endless drive through the desert night the rest of the PCs finally manage to hobble back to the hotel, where they crash into bed. Since they suspect that Omar Shakti’s Duesenberg might be a tad conspicuous in the streets of Cairo, they decide to hide the car in an old garage on the outskirts of Cairo. After covering the glorious car under a dirty tarp they all make the last leg of the ride in the old truck.

Cairo, Wednesday, March 24th, 1925 | morning

Damage control

After a late breakfast the next morning, Mohammed is tasked with returning the old truck to Hassan’s Garage for repairs and then search for clues about the missing Dutch archaeologist Janwillem Vanheuvelen, who they have learned was fired from the Clive Expedition on the grounds of excessive drinking and related incompetence. Rumor has it that the man is still in Cairo due to monetary issues (i.e. he couldn’t afford a ticket home). Maybe the man knows something?

The wounded men (Preben and Slim) then calls for a physician to patch them up as good as is possible.

Walter walks to the British Soldier Pub, where he hopes to find some semi-drunk grunt to talk into selling him more ammunition for the Maxim MG. Walter manages to hook up with a not-too-fussy Scotsman who will investigate the “possibilities for a mutually beneficial business agreement”. They agree to meet in the pub the next day – maybe to make a deal.

Chthonian echoes

The PCs suspect that the tunnel under the Mosque of Ibn-Tulun might connect with the cultist temple under the Sphinx. Only one way to find out, right?

Without much ado, Walter, Carl, and Slim decide to return to the mosque to investigate the tunnel. No one is guarding the police barriers, so it’s easy to get into the tunnel.

They follow the circular tunnel for about a kilometer before it turns. Maybe in the direction of the desert and Giza. It’s hard to determine the underground.

Suddenly the men become aware of a weak buzzing sound. It’s almost as if something is in their heads. Then the ground starts to vibrate. First almost un-perceptible, then definitely perceptible. The men decide to haul ass, but about halfway back to the exit, they are hit by a gush of hot air as if a subway train is moving towards them in the tunnel.

Then they see the monstrous thing that comes steaming through the tunnel at a high speed. As there’s no time to get away, the men turn around and fire away at the giant slug-like thing. Luckily, Slim brought the Maxim MG with him. And this time he actually hits! Shooting from the hip, emptying a band of rounds into the thing’s jelly-like flesh, shooting away large chunks of stinky slug tissue.

But this doesn’t stop the assault. Both Carl and Walter is hit by the creature’s tentacles, taking serious damage in the process. Despite this, all three continue the barrage of lead and eventually the thing stops moving, completely obstructing the tunnel. The pressure in their heads vanishes the moment the creature stops moving.

The men exit the tunnel, where curious locals have gathered. As the dirty and bloody foreigners exit the rubble, people make signs to keep away djinni. The fear is however short-lasting when they realize that the men offer them money to dig out the creature in the tunnel. The men also pay a boy from the street to run and get Nigel Wassif from The Cairo Bulletin. There’s a scoop to be made here.

However, before Wassif arrives, police, fire department and medical personnel arrive at the scene and put an end to the digging. In order to escape capture, the PC:s discretely disappear from the scene…

  • Herrman and Slim take up a position in the rented hovel of a house, across the street from the mosque of Ibn-Tulun.
  • Walter is taken to the hospital for medical care, where Edward is also recuperating.
  • Preben and Carl go back to the hotel after having left Walter at the hospital.

Later that evening, Mohammed returns to the hotel with the news that he has found Janwillem Vanheuvelen’s address: Street of the Moths.

Cairo, Thursday, March 5th, 1925 | morning

Seek me here, seek me there…

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The Old City

Rising early, the PCs leave the hotel for a meeting with Janwillem Vanheuvelen. The Street of the Moths turns out to be located in one of the poorest sections of the Old City, and the PCs are quite the attraction, as no tourists ever find their way here.

The address turns out to be a tailor’s shop. As the PCs arrive, they see a proper old gentleman shooing out cats from a well-kept but low-budget tailor’s shop. When the man sees the foreigners, he lights up in a broad smile and invites them into the shop, offering exquisite (but old-fashioned) suits for the effendi‘s.

When the tailor realizes that the PCs are there to meet Vanheuvelen, he becomes surly and points to a red door in the back of the shop. The door is opened by an unkempt and nervous man who introduces himself as Herr Vanheuvelen with a breath that smells of old booze.

 

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The Dutchman

The room is minimal and the air is stale. There’s a small cot, a crude table with books on archaeology and a likewise crude chair. Light is provided by candles stuck in old wine bottles. Suspicious at first, the man lights up when offered food and a drink and not before long, they are in a cheap restaurant, interviewing the Dutch archaeologist.

In pace with Slim filling up Vanehuvelen’s wine glass, the man spills his story:

  • He started working with the Clive Expedition when they arrived in Cairo.
  • He was working with them in Giza when the tomb with the unidentified female mummy was discovered.
  • He thinks that the mummy was a once great ruler named “Nitocris”.
  • He tells the story about how the mummy mysteriously disappeared one night, along with the guards and says that they also found a gold chest containing some very interesting scrolls in good shape.
  • He claims that he was fired based on cut expenses.
  • Vanheuvelen has nothing but praise for the members of the Clive Expedition, especially one Martin Winfield and Johannes Sprech. The other two, Agatha Broadmoor and James Gardner are also both nice and competent, but the Dutchman adds that he feels that their theories about ancient Egypt and the occult are a bit far-fetched.
  • As disappointed as he is with not working with the expedition anymore, the Dutchman also says that he has made another find that will make him rich and famous. In a tiny temple, he has found a set of scrolls containing an unknown tract setting forth ancient Egyptian rituals. The scrolls must be at least 13th century, if not earlier. He’s translating them now and in a few days, maybe a week he will have it finished.
  • The man shows them a hand-written notebook (complete with wine stains), written in Dutch. Herrmann doesn’t understand too much but can deduce that the title is Black Rites of Luveh-Keraph.

As Vanheuvelen tells his story, the PCs notices that on several occasions, cats enter the restaurant and strolls over to him. The man seems scared of the cats and scares them away by tossing things at them. As they exit the restaurant, they observe that a large group of cats (maybe 10-15) has converged outside the place, and they seem to watch and follow the Dutchman as he walks home…

And this is where we had to break for the evening. Don’t miss the next session of our Masks of Nyarlahotep game!

Summary of PC:s physical and mental health

  • Edward – wounded and hospitalized
  • Walter – wounded and hospitalized
  • Carl – wounded, but still active
  • Herrmann – reasonably healthy and still active
  • Slim – wounded, but healing at an uncanny rate and still active
  • Preben – wounded, but still active

Action! Suspense! Bizarre humor! Mystery!

Be sure to follow A Fistful of d20’s continued struggle against the God of a Thousand Faces! 

 

 

 

 

 

 

Session 24 | Egypt | What happens in Giza stays in Giza

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Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

Absent this session

Kent Bengtsson | Aviator | 38 yrs | Berndt (in New York)

H.P Rennfarth | NYPD Forensics Specialist | 27 yrs | Mats (in Egypt)

Link to background stories and portraits

Written under the influence of Dorothy


 

Cairo, Wednesday, March 4th, 1925 | very early morning (night between Tuesday and Wednesday)

Killer eyes

Last session we left off in the middle of the night assault on Omar Shakti’s river Nile mansion. Present are Carl and Slim and the new guys: Preben, Herrmann, and Walter. Edward is in the hospital due to the grave wounds he received when fighting the underground tentacled horror under the Mosque of Ibn Tulun.

Walter and Carl are inside the house, looking for clues and evidence for Shakti’s involvement in the theft of the Girdle of Nitocris, while the rest are fighting hordes of cultists (or farmers?) outside.

MoN tactical map

Tactical map. Red triangles are PC kill zones.

Inside the mansion I

Inside the house, Carl and Walter are advancing cautiously from room to room. When they enter the main hallway a servant starts shooting from the stairway up. Carl and Walter return fire and sends the man sprawling against the wall. A sound is heard from the salon. Inside, a housemaid is hiding behind a sofa, hiding something behind her back. When she won’t put her hands in the air, Walter shoots her dead.

“-Better safe than sorry, right?” he nods to Carl, who turns away in disgust.

“-Maybe she just didn’t understand English?”

Turning the body over, they see that she was hiding a large kitchen knife behind her back…

“-See, Carl. You can’t trust anyone these days.”

As the search of the 1st floor turns yields no interesting results, the trigger-happy investigators advance up the stairs, carefully stepping over the dead servant in the stairs…

Outside I

After some fruitless frontal attacks, the enemies outside have resorted to more advanced tactics. Instead of charging straight at the house over open ground en masse, smaller groups of cultists try to flank the defending PCs. One group is advancing along the east wall of the living quarters while another has dug in at the northwest corner of the cotton warehouse and the battle now has changed to a situation more akin to trench fighting. The attackers outnumber the PCs greatly but they are lousy shots and both Herrmann and Preben manage to pick off several sneaky bastards while only receiving minor scratches. Slim fires away with the Maxim machine gun but manages to hit almost nothing to his great dismay.

Inside the mansion II

Carl and Walter sweep the silent upper floor of the mansion. The rooms are ordinary – several neat and clean bedrooms and a bathroom. The most interesting area is the study, complete with a huge jacaranda writing desk and what looks like expensive art adorning the walls. As the PCs enter, Walter hears a sound from the direction of the desk. Looking closer, it is evident that someone is hiding under the desk. Walter walks up to the desk, crouches, and fires both shotgun barrels through the front of the desk… There is a silent thud and blood starts seeping out. Dragging the body out reveals a well-groomed and good-looking young man in an expensive off-white suit. Walter mutters that this must be a secretary or something akin. Behind one of the paintings, the PCs find an old French safe built into the wall. Carl remembers that the German chap found a key on what was left of Shakti’s body and runs down to get it.

The key works. Inside the safe, they find business records, 250 Egyptian Pounds and a handwritten log book which lists 5 years of international shipments of Egyptian artifacts sent to Ho Fong Imports, 15 Kaoyang Street, Shanghai or to Randolph Shipping Company, Port Darwin, Australia. Inside the book are also a hand-written note from someone named “A.P.” to Omar Shakti (Clue #30).

Searching the last bedrooms, they also come upon a servant, hiding in a pillow fort. It doesn’t help against Walter’s shotgun though…

As the men search the pillow fort room, Carls spots something going on outside. It seems that the cultists have reinforced a 2-wheel wagon by adding metal plates to the front and sides, effectively creating a huge shield on wheels, which they use to advance across the open space in front of the house, while simultaneously launching new attacks on the east and west flanks.

Outside II

After some time of much more intermittent shooting, suddenly the cultist attacks become more ferocious again. Black-clad fanatics shoot from the western flank and on the eastern flank, they attack again. And in the courtyard area, a new attack is launched, where many cultists advance over the open ground protected by a steel-reinforced cart that they push ahead of them!

On the east flank, Preben has valiantly held off many attackers but now his luck runs out as he is hit pretty bad by two bullets, sending him reeling to the ground, unconscious (0 hp).

Meanwhile, Slim and Herrmann shoots away at the cart, but to no avail as they can’t see any targets.

Suddenly, there’s the sound of broken glass as Carl and Walter join the fight from their elevated position in the house. Luckily, they can shoot over the cart and hit the men hiding behind it, thus breaking up the assault. Slim sees that Preben is lying on the ground and moves the MG to Preben’s spot, pushing back the attackers with a spray of bullets before trying to patch up Preben’s wounds.

The increased resistance seems to break the morale of the attacking fellahin, who retreat and dig in, creating a Mexican standoff situation of sorts.

 Inside the mansion III

Having searched the upper floor, Carl and Walter ventures down again, where they find an entrance to a hidden basement. Down there, they find a dungeon complete with BDSM-style paraphernalia. In a cage, they find a dead man in a gimp outfit. By the looks of it, the man has been starved to death…

Burn motherfucker, burn

Disgusted by the whole affair, the PC:s decide to burn the place to the ground and get the hell out of Dodge. The mansion is doused with whatever burnable stuff they can find and as the flames claim the vile mansion along with any evidence of them being there, the PCs sneak out the back, stealing Shakti’s Duesenberg and disappear into the night, like desert djinni, with the old truck following behind.

Duesenburg (1)

Duesenberg Model J

What happens in Giza, stay in Giza…

Preben and Slim are badly wounded, but manage to get back to the hidden truck with the help of their comrades. As they prepare to leave for Cairo, Germain spots lights moving in the distance. Looking closer, it looks like a long line of lights, moving through the desert towards the Sphinx. Something is afoot, and despite having two wounded men in the group, the PC:s decide to investigate.

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The Sphinx at night

They drive as close as they can without risking to be spotted. Parking behind a sand dune, Carl stays behind guarding the car and taking care of the wounded men, while Germain and Walter trudge on. Moving closer, they soon realize that the line of lights is a large group of people walking towards the Sphinx, carrying torches and lanterns. The people seem to be both men and women, in varying ages but most are wearing simple kaftans or robes. The group is led by several men in black robes, carrying large golden inverted ankh necklaces.

As the long trail of people comes nearer the Sphinx, the leaders stop in front of the dream stele and start chanting. Towards the end of the line, the PC:s employ a most cunning plan, luring away two persons to a secluded area where they knock them out and take their kaftans. Strangely, both of them are naked under the robes.

“-Hmm. These chaps must be rather sweaty, I suppose” Walter says as he dons one of the stolen kaftans

Dressed in their new, err… airy garments, Germain and Walter rejoin the marching row of people. It’s hard to see what’s going up further up the line, but it seems as if people are entering the stele and disappear!

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The Dream Stele in front of the Sphinx

When they enter the stele, which is now translucent and completely aetheric, the PC:s instantly find themselves in a round stone chamber which exits into a tunnel, into which the cultists continue. The only light is produced by the lanterns of the walkers.

There is a feeling of immense weight and semi-claustrophobia in the tunnels, which are obviously man-made. Sometimes side tunnels open up into the darkness, but the crowd marches straight on, following the leaders. Along the tunnel, loathsome images adorn the walls, depicting men with the heads of animals, animals with human limbs and alien entities performing cruel, disgusting and obscene activities. Despite the oppressive and creepy feeling, the cultists seem joyous and almost ecstatic as they walk on.

After what feels like a very long time they arrive at an intersection guarded by people dressed up as the animal-things they saw earlier on the walls.

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Children of the Sphinx – obviously very clever costumes

“-Blimey, those costumes are most realistic!” Walter proclaims as he nods to a huge rhinoceros-clad gentleman as they descend the wide steps leading down to an immense hall (it’s so large so they can’t see the walls or the ceiling).

In the hall, thousands of robe-clad figures have gathered on the jet black smooth marble floor. The hall is only lit by a few wall-mounted torches along with the light sources that the cultists have brought. Somewhere up front, something emits a sickly red light that reflects from the smooth walls, but the PC:s can’t see the source.

In the opposite end of the great hall, a huge altar and a raised throne with sculpted tentacles, both made in some green stone, can be seen. Both are lit by several torches burning with a very strong vile yellow light.

Walter and Germain opt to remain near the exit as the crowd slowly moves nearer the altar. Everything goes quiet as a procession emerges along a bridgeway high in the air, leading to the throne. Four white-robed figures lead the procession, followed by two naked men and women and two animal-masked figures.

The figures in white all wear black inverted ankh necklaces. When they reach the center of the bridgeway they stop and address the crowd in a mix of Arabic, English, French and an unknown language. As the crowd cheers, they cast back their hoods, revealing two men and two women and point at the naked figures.

-“Let the Black Pharaoh have his prize!”

At this point, the animal-clad figures step forward and beat the naked ones, who do not resist at all. One by one, they are bludgeoned to death and thrown down to the floor, while the crowd screams in joy and ecstasy, dancing frantically and tearing off their robes, making obscene moves.

The experience is most disturbing, but even more disturbing is the fact that one of the white-clad priests is none other than Omar Shakti!

However, our friends have other things to bother about as the crowd around them explodes into an orgy of the flesh of unprecedented size, and while they try to sneak out in a most discreet manner, that is discouraged by the animal-men guarding the exit, meaning that Walter and Germain is forced to participate in the orgy (or so they say at least) in order not to be revealed as infidels, meaning sure death or worse.

Afterward, both men solemnly conclude that “what happens in Giza stay in Giza”…

Shame, shame, shame

After the orgy, the participants don their robes and head back the same way that they came. In contrast to before, the atmosphere is happy and almost giddy and people are discussing mundane things. The PC:s notice that the cultists seem to come from all walks of life and station. Poor or rich doesn’t matter in the eyes of the Pharaoh. The majority are naturally Egyptian, but quite a few turn out to be Europeans and even American accents can be heard.

As the exit the stele, entering the cold Sahara night, Germain lay his eyes on a blond Germanic-looking figure that he and starts a conversation. It turns out that the man is indeed German, a fellow named Johannes Sprech. Johannes is glad to meet a fellow countryman and tells Germain that he is an archaeologist currently working with the Clive Expedition. After some chit chat and discussion about the current affairs in Germany, the men decide to meet the following day for a bier and to discuss further.

The session ends with the PC:s driving through the desert night towards the lights of Cairo. And yes, they kept the Duesenberg…

And this is where we have to break for the evening. Don’t miss the next session of our Masks of Nyarlahotep game!


Action! Suspense! Bizarre humor! Mystery!

Be sure to follow A Fistful of d20’s continued struggle against the God of a Thousand Faces! 

 

 

 

 

 

 

 

 

 

 

 

 

Symbaroum | Tomb of Dead Dreams | Session 1

 

symbaroum-2

Just a little trip up river Malgomor. What could possibly go wrong…?

Short comment: We play the Swedish edition of Symbaroum. I’ve translated names, places and game terms on my own since I don’t have access to the English version, so they probably differ some from the official nomenclature.

Game system: Symbaroum (Swedish edition)

Dramatis personae

Erolius |Changeling | Witch Hunter | Djuro

Slobodan “Slobbo” Bertasmacker* | Goblin | Treasure Hunter and aspiring Magician of the Order | Djuro

Tegel Knekk | Ambrian | Knight | Berndt

Grams “Florp” Svartbörd* | Ambrian | Dark Magician?| Berndt

Gallardo* | Ambrian | Sellsword | Martin

Sani Taire | Ambrian | Theurgist | Martin

*=These PCs have survived The Promised Land (albeit a heavily modified version) as well  as Mark of the Beast, so they are a bit more experienced.

Prologue

The waves were clucking gently against the river sailer, The Wind Arrow, as the little boat trudged steadily across Volgoma Lake, towards the Malgomor river that would take them straight into the depths of Davokar. Spring had come early this year. Slobbo the Gobbo sat atop some bundles of supplies in the stern of the boat, looking at his travel companions, his thoughts lost in dirty dreams about Vania, the sassy goblin blacksmith assistant back in Thistle Hold. Their last encounter had been a bit awkward, their status uncertain, but with the riches, he’ll return with from this expedition she would surely be more positively inclined…

There was the grumpy old skipper, Weron. And his only sailor Frenned, who seemed to handle about 9 tenths of the actual sailing, while the old man mostly sat muttering in the bow, handling the rudder and sipping on some strongdrink from a ceramic jug, occasionally shouting something abusive at his sole employee or loudly declaring how this journey into that damned forest will be the end of them all. 

There were his old traveling companions and fellow adventurers – the huge Ambrian sellsword Gallardo, whom he had come to trust, especially when it came to fights. And the sneaky Ambrian Grams Svartbörd, who Slobbo suspected dabbled in dark magic. And by the Sacred Balls of Prios – who call themselves Florp? Seriously? Only that is suspicious… Maybe he should notify the Blackrobes about that dude… On the other hand, he did quite well against that perfidious Flayer Killer a few months back…

And then there were the three newcomers – the Ambrian self-appointed do-gooder Father Taire, his equally pesky buddy the Ambrian Knight Tegel Knekk and the conniving changeling Erolius the witch hunter. Slobbo didn’t trust that one. No sir, you cannot trust a changeling. Prios knows what things those elven bastards did to him before releasing him into the world of men… And a witch hunter at that! No sir, a good changeling is a dead changeling if you ask me, Slobbo thought, before emitting a loud burp which again reminded him of fair Vania and how impressed she would be when he returned home with Davokar riches…

A few days earlier

After their pivotal role in solving the case of the murder of Master Vernham by the Flayer Killer, the PCs had been enjoying near-hero status in Thistle Hold. It had been a time of heavy carousing and making new friends, but eventually, even the partying had started to feel like a routine.

Then, some ten days ago, a messenger arrived at the inn, requesting their urgent presence at Mayor Lasifor Nightpitch’s estate Nattbacka.

Lasifor_Nightpitch

Lasifor Nightpitch

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Yagaba the witch

The Mayor was of course accompanied by his barbarian witch, Yagaba. A strange and solemn woman with all-seeing eyes and all that red hair, but with a fierce savage beauty as well. No great wonder that Nightpitch kept her at his side at all times. Slanderous rumors also went around that the real ruler of Thistle Hold was Yagaba, using Nightpitch as a willing puppet, no doubt by some unholy combination of dark magic and her bodily assets…

Also in the room, was three unknown adventurers – a priest, a knight, and a changeling.

Not beating around the bush, the former adventurer gone mayor went directly to business, laying out the situation:

Some two months ago, around the time of the Flayer Killer investigations, Ordo Magica managed to track down the ancient tomb from which the King’s Skull fused with the Copper Crown was stolen by Gorak, Alahara, and their crew of miserable grave robbers – now called the Tomb of Dreams. Ordo Magica also determined that the Skull was deeply corrupted and probably the very reason why all the members of Gorak’s expedition had met such grisly fates. Even more important, the skull was an indication that someone of station was buried in the tomb, and that there was probably more artifacts to be found at the site.

Thus, in spite of the severe risk of corruption and based of filthy lucre, Ordo Magica decided to send an expedition to the tomb in order to secure the magical assets for her Majesty Korinthia, the Queen. About a month ago, under the leadership of Master Senia, Ordo Magica established an outpost in the area known as the Dead Forest near the tomb and started surveying the area. Daily reports on the progress were sent back to the Order by means of a Magic Circle.

However, two weeks ago, the reports from the expedition stopped arriving at the Ordo Magica headquarters in Thistle Hold. Something had happened at the site.

At the same time, intelligence arrived from the Brothers of Dusk that Baumelo (the Blackcoat that hastily took off with the King’s Skull and Copper Crown at the end of Mark of the Beast) had been an impostor. The chopped up and badly mangled body of the real Baumelo had been discovered hidden in the basement of an inn about an hour’s travel from the village Glimmervann, and there were indications that the real identity of the false Baumelo was a man called Odako, a known cultist and heretic that is wanted by the Brothers of Dusk for manifold crimes against the church and Her Majesty.

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Odako the cultist

The whereabouts of Odako and his gang of miscreants are currently unknown, but it cannot be ruled out that they have traveled back to the Tomb of Dreams to steal the rest of the remains of the ancient king and other invaluable artifacts.

To summarize, Mayor Nightpitch wants to hire the adventurers to:

  • Travel to Ordo Magica’s outpost, assess the situation and help the expedition
  • Stop Odako and his crew if they should arrive at the Tomb
  • Retrieve the King’s Skull and Copper Crown if possible
  • Retrieve the remains of the ancient King

The mission is a joint venture between Lasifor Nightpitch, Ordo Magica and the Brothers of Dusk and should, if successful, vastly improve the PCs standing with the three organizations.

Payment for the mission is:

  • 300 Thaler, held by Nightpitch for the duration of the mission (to be shared by the members of the party)
  • Travel expenses (boat) is covered by Nightpitch
  • Expenses of 25 Thaler per member to be paid immediately, in order to facilitate the acquisition of travel gear et cetera.

The PCs agree to the terms and start to prepare for the journey into darkness…

Preparations and red tape

Next, the PCs acquire gear and travel rations for the mission and get to know the new members a bit.

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Thistle Hold

Among other things they visit The Treasury and meet with the proprietor Sefira, to sell off some things they have acquired during earlier adventures. Tough haggling indeed.

They also visit both Ordo Magica and the Temple of the Brothers of Dusk to collect as much information as possible before leaving Thistle Hold.

Then, they go to the Queen’s Legislation to get a Treasure Hunter’s License (which in itself turned out to be a little adventure, due to the red tape and in-party squabble about monetary matters among other things). When they finally emerge from the legislation with the license, they are also deeply indebted to Suria of House Aragona – a debt that she will most surely collect in the future…

Finally, the travel route is planned. The first leg of the journey is to travel on foot to the small city of Kurun, situated on the river Eblis. There, Nightpitch has arranged for passage on a small river sailer – The Wind Arrow – to take them down the Eblis, onto Lake Volgoma and then onto the river Malgomor, which will take them right into the heart of darkness. Total travel time is estimated to circa 5 days, given that Prios is merciful.

Heart of Darkness

 

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The mouth of river Malgomor

After leaving gentle Lake Volgoma behind, The Wind Arrow turns its stern into Malgomor’s green and murky waters. The river entrance is wide and open but soon the small boat is engulfed in dense greenery on both sides.

When dusk arrives, skipper Weron decides to camp on the river bank, finding a place with a little sandy beach. The PCs set up camp and have just started eating when sounds are heard from the dense forest behind them.

Sounds that are coming closer.

Weapons drawn, ready for battle – suddenly a scruffy looking man emerges from the dense forest:

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Scruffy looking fortune-hunters

“-Please, please dear sirs! Don’t hurt us! I’m Aro of Jakaar. Would you please help us – we have a wounded man here…”

Slowly, two more men, carrying a third wounded man on an improvised stretcher come onto the beach. Soon, the PCs are helping the poor sods by giving them food and taking care of the wounded man’s cuts and bruises.

It turns out that these fellows (Aro, Brogo, Dengo and Kurgan) are fortune hunters from Jakaar, who’d been hunting for treasure at the west earth tower of Black Leech Cleft (Svartigelklyftan) when a trap activated and messed up poor Brogo’s leg. They retreated and have since then been traveling back to Jakaar, when they suddenly heard human voices comung from the river’s edge.

The newcomers are welcomed to set up camp on the other end of the beach (as the PCs are still a bit suspicious).

Vile spirits

In the middle of the night the PCs are awakened by the sound of battle over at the Jakaarians end of the beach. Aro, Dengo and Kurgan seem to be fighting an unseen enemy. Drawing their weapons and rushing to the scene, the PCs see a semi-transparent skeletal figure clawing away at the fortune hunters, hovering half a meter over the ground, seemingly very aggressive towards them but ignoring the PCs.

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The Hovering Spirit-Thing

Slobbo shoots an arrow at the apparition, but it just passes through the thing. Gallardo has the same result with his Crow’s Beak Axe and now the thing seems to notice the PCs, emitting a loud terrifying shriek, sending several of the PCs running for the boat in panic. The creature then starts moving toward the PCs, brandishing great spectral claws, eternal hate in its empty eye sockets.

Realizing that their weapons can’t hurt the spectre, the PCs retreat towards the water. Grams, who have been rummaging around in his backpack for a while suddenly produces a small vial containing a white-grey powder that he throws at the thing, missing. At the same time Slobbo manages to snap out of the terror and takes out his own Ghast Dust, throwing it at the apparition. Suddenly the thing takes physical form, resembling a dead-looking elderly man, dressed in decrepit magician’s robes. The old man keeps repeating a series of words in a dry, hollow voice, but in an unknown language.

It turns out that the thing is now vulnerable to worldly weapons and beset by a barrage of arrows and weapon blows, the dead man walking is soon felled to the ground. Once fallen, his body just seems to dissipate, leaving a dusty old magician’s robe in the sand.

The Jakaarian fortune-hunters staunchly deny that they have stolen anything from the tomb, but facing the stern looks of the PCs they soon produce an ancient-looking bronze sickle adorned with Symbaritic cuneiform on both the handle and blade.


And there we have to break for the evening.

More Symbaroum adventures from the Swedish table rpg group With a Fistful of d20’s coming up shortly!

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Session 23 | Egypt | Tremors

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Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

New player characters

Walter Wannabi | Explorer| 44 yrs | Flan

Preben van Task | Treasure hunter| 40 yrs | Djuro

Herrman Germain | Spy| 42 yrs | Martin

Absent this session

Kent Bengtsson | Aviator | 38 yrs | Berndt (in New York)

H.P Rennfarth | NYPD Forensics Specialist | 27 yrs | Mats (in Egypt)

Link to background stories and portraits

Written under the influence of The Prodigy


Cairo, Monday, March 2nd, 1925 | mid-day

Secrets

The investigators are in the office of Achmed Zehavi, the nazir of Ibn Tulun. The worldly offices are situated in a building adjacent to the mosque but situated outside the walls of the mosque compound.

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Achmed Zehavi

At first, the nazir is more than a bit skeptic to meeting with these foreigners (Christian foreigners at that) but after having explained their genuine archaeological interest and intent in making a sizeable donation to the restoration fund of Ibn Tulun, Zehavi gets friendlier and even sends an initiate to fetch some sweet tea for the esteemed guests.

Edward and Slim mention that they have heard about a great treasure being kept hidden in the mosque and the attempt of its theft a while back. At first, Zehavi denies all knowledge of such a thing but Slim manages to persuade the old man to admit that they are indeed safekeeping an item of great importance (Slim is an attorney, after all…). However, Zehavi assures them with a wave of the hand, said item is well guarded:

-The Evil ones shall not have it. Inshallah.

The investigators do not settle with that and after some serious logorrhea, specifically mentioning the Black Pharao and the Black Brotherhood, the nazir is talked into showing them exactly how well guarded it is. Behind a colorful drape in the back of the office is a locked steel door with a stairway leading down into the darkness…

The Girdle of Nitocris

The stairs lead down some 25 feet, to another equally stout steel door. Behind the door is a chamber cut from the sandstone cliff. Inside, six old men are posted. The Guardians of the Girdle, Zehavi explains. The men are led by a seemingly ancient man, Nessim Efti, and are all brandishing sharp scimitars in their sashes.

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Nessim Efti

The Girdle is kept in a simple little chest placed in the center of the otherwise empty room. Zehavi opens the chest to reveal the artifact, a narrow band of intricately linked gold chain, with what appears to be a large uncut ruby marking the clasp. After the security demonstration, Efti accompanies Zehavi and the PC:s back to the office. Apparently, the only one holding keys to the steel doors is Zehavi himself.

The investigators ask about the significance of the girdle. Zehavi and Efti say that they know of the Black Pharao and that he was destroyed by the power of Allah. Prophecies agree that Nitocris, another being of legendary evil, rises again by the power of the Girdle and they guard the item to prevent her resurrection. They also say that their forebears have tried to destroy the girdle, but to no avail. Zehavi freely admits that the Black Brotherhood recently tried to steal the girdle, a clumsy attempt that was easily foiled by the guardians. Moreover, the nazir talks of the Carlyle Expedition, saying that they believe that the archaeologists have stirred an ancient evil which now threatens the spirits of many men.

All talk of moving the girdle to a safer place is met with resistance, as the Guardians are convinced that only they can keep the girdle safe. After all, they have been doing just that for centuries.

Suddenly, draws his pistol and gets behind the nazir, pointing the gun to the old man’s head. Efti, fast as any young man, draws his magnificent scimitar, pointing at Edward. Edward explains that he did what he did to show them that maybe the girdle isn’t that safe after all. What if evil men came here and stole the keys from Zehavi?

Somewhat shaken, the nazir thanks Edward for the illuminating demonstration, but insists that the girdle stays where it is. And with this, the PCs are cordially but resolutely escorted off the premises…

Quis custodiet ipsos custodes?

The PCs think that the girdle isn’t safe in the mosque and decided to rent a house overlooking the mosque and more specifically the office building. Finally, they manage to rent a hovel from an old lady across the street, at the exorbitant price of 20 British Pounds sterling. All PCs except Rennfarth (who stays at the hotel) move into the meager lodgings, setting up a watch post and taking turns of keeping watch. They even chop a hole in the mud wall, to be able to cover the street with the Maxim (of course covered by some old laundry not to attract undue attention).

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The view from the Maxim’s sights…

The PCs take turns in watching the street. Their dragoman Mohammed is sent to try to unearth the Dutchman from the Clive Expedition (Janwillem Vanheuvelen) and also procure a Mauser C96 “Broomhandle” pistol for Edward, who has realized that he needs a gun with greater magazine capacity.

Tremors

Nothing happens for many hours and the stakeout holds promise to become a most tedious affair when the ground suddenly starts trembling. At first, just a barely discernable vibration sending ripples across their tea, but quickly rising to a full-blown earthquake. People are running in all directions, crying warnings in Arabic and the PCs witness how the mosque annex building along with Zehavi’s offices that they recently visited implode as a result of the trembling ground.

Carl and Edward pick up their gear and run towards the ruins, while Slim stays in the dingy flat with the Maxim (which he has now secretly named Maxine…) in case bad guys should arrive at the scene.

The mayhem that meets the investigators is total. The building has collapsed totally, only leaving the remains of two of the walls still standing. It is evident that no one should have been able to survive such a quake. The PCs quickly find the entrance to the underground vault. The stout iron door is open and bent out of shape. As they descend the old stone stairs into the darkness, a queer smell of oriental spices mixed with petroleum hits them like a wall. Flashlights barely penetrating the whirling dust, the subterranean vault room where they saw the Girdle of Nitocris is a total mess. In the center of the stone floor, a 5-6 meter almost perfectly circular hole opens up to darkness. The guards are all lying around the hole, torn to shreds by something savage. Among them, a few large chunks of sickly looking flesh covered in slime is spread. Zehavi lies slumped against the wall, not far from the stairway. A quick scan shows that he has no external wounds and that he’s still breathing faintly. The master of the guards, old Nessim Efti and his magnificent sword are missing though, as is the box with the Girdle.

Edward and Carl decide to slide down into the hole to investigate. As they descend, they notice that the surfaces of the circular tunnel are covered by a thin layer of mucous residue…

After some 3-4 meters of about 45 ° downward slope, the tunnel level out, running in fairly straight line, probably in the direction of the desert.

Light sources and guns in front of them, Carl and Edward start walking into the unknown. About 100 meters into the tunnel, they sense a vague draft and a low humming sound, which seems to emanate from somewhere in front of them. After a shortstop, trying to decide what to do next they trudge on, only to realize that the draft has increased.

“-Funny. This feels like being in those subway tunnels in New York when a train comes at you...”

Carl stops in the middle of the sentence, realizing that something is moving toward them. Something huge and fast, judging by the draft it is creating in the tunnel…

Run Eddie-boyo, run!

Carl starts running towards the exit at full speed. The big game hunter stands to look grimly into the darkness for a few seconds more but decides that the journalist is probably right and starts hustling back at full running speed. As they run for safety, it is clear that the thing in the darkness behind them is closing the distance at an alarming speed!

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We’re not alone!

Carl reaches the upward slope and manages to climb the slippery surface, breaking a few nails in the process. Upon reaching the slope, Edward decides to turn around and fires a few shots at whatever comes after them, before starting to climb up. However, he slips in the slime and slides down again. Attempting to climb up again, suddenly a tentacle whips out from the dark, catching Edward by the leg, pulling him down. Edward tries to fight back, but the pain is overwhelming and he suddenly feels very weak as is his life is drained out of him and passes out… Carl shoots at the tentacle, but it’s hard to get a clear shot without risking to hit his friend instead.

Meanwhile, police and ambulances have arrived at the scene.

Slim has tired of sitting idle watching the street and comes rushing down the stairs with the Maxim and a band of ammunition. Together, they manage to wound the tentacle to release Edward, disappearing into the dark again.

Using a length of rope, Carl and Slim manage to pull up their wounded friend, just as the Egyptian rescue team arrives at the scene. An Egyptian physician tends to Edward, stabilizing him and saving the man from an almost certain death.

Keeper’s note: Edward was at 0 hp and the doctor rolled a critical success on the Medicine roll.

It turns out that Zehavi has had a heart attack. He probably unlocked the iron door and rushed down the stairs to help his friends to protect the Girdle, but the horrors in the chamber must have provoked a heart attack. After Zehavi is driven to a hospital, the PCs join Edward in another ambulance, going to the Anglo-American Hospital situated at the small river Nile island of Gezira. The hospital is small and pricey but staffed entirely by Englishmen and Americans.

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The Anglo-American Hospital, Cairo

Back in the relative safety at Shepherds Hotel, Carl and Slim decide that they need to have a closer look at Mr. Omar Shakti and his shady operation as they suspect that the wealthy Egyptian businessman is the brain behind all this turmoil and the theft of the Girdle of Nitocris as well. But to do that they will need more men, now that Edward is incapacitated for a time. Slim says that he has earlier observed some fairly able-looking adventurer types in the hotel and decides to see if he can recruit the men to help them out first thing in the morning.

 

Cairo, Tuesday, March 3rd, 1925 | morning

Who needs another hero?

After a not so peaceful night of rest, Slim looks up the men from the hotel and invites them for a brunch in the lobby bar. It turns out that the before mentioned gentlemen are in between jobs and after some discussion, the three men agree to help out. They are:

  • Walter Wannabi, British (desktop) explorer
  • Preben van Task, Danish treasure hunter
  • Herrmann Germain, German spy (which he, of course, doesn’t reveal)

Mohammed is tasked with procuring a suitable vehicle for the drive to the small village of Gezira Mohammed, where Shakti’s country estate is situated. Mohammed has also found a Mauser C96 for Edward, at the gunsmith bazaar hidden away in the deepest recesses at the Bazaar of Khan-el-Khalili, near the great wall of Saladin. At the mention of a vehicle, Mohammed says that he has a cousin who can surely loan them a car, for a minute fee of course and sets out.

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Mr. Omar Shakti

The plan is to muster the troops and pay Mr. Shakti a visit the very same evening…

 

Full metal jacket

After tightening straps, checking magazines, syncing wrist watches, adjusting scrotums and other necessary preparations for a commando raid, the PCs exit the hotel along with their newfound comrades, to find Mohammed proudly waiting beside the crappiest truck they have ever seen!

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Mohammed cousin’s truck when it was new

It is evident that the truck has seen extensive use as an animal transport. It is equally evident that no service has ever been done on the truck and judging by the smell, no one has ever washed the car either…

After some problems getting the motor running, the PCs soon find themselves traveling south along the Nile, the moonlight glittering on its tranquil surface. The ride to Gezira Mohammed is about 35-40 minutes of rattling, as the shock absorbers have absolutely seen better days. Reaching the village, the road splits in two, with one going straight ahead and a side road leading away from the river. Asking an old man with a goat for directions, they turn onto the side road, where a large compound surrounded by huge cotton fields can be seen on the left side of the road after about 10 minutes. Two large barn-like buildings have their short sides towards the dirt road while a large, French architecture style mansion stands further back with its long side towards the road.

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Omar Shakti’s mansion

As the PCs pass, many fellahin (workers) can be seen going about their business. The PCs drive by and decide to park the truck about a km up the road, where it cannot be seen from the mansion. Trekking back towards the mansion, the investigators meet an old man with some goats. The man looks funny at them but Slim manages to communicate (in bad Arabic) that they are tourists on their way back to Cairo. He also manages to ascertain that the estate they saw indeed belongs to Mr. Shakti’s. Assaulting the wrong place would be very uncool. Very.

As the PCs approach the place, they see many fellahin leaving the fields and walking towards the small village nearby. However many remain at the estate. After some reconnaissance, the PCs think that the left barn-like building is some kind of warehouse or barn while the right one seems to function as quarters for the workers, at least some of it.

The plan is to approach the house from the desert side and sneak into the compound undetected. As the adventurers come nearer, they realize that a guard is placed to the right of the house, next to an enclosure with what seems to be many goats. This probably means that there are other sentries spread over the estate. The new plan is to have Walter sneak over to the left barn and set the place ablaze to create a diversion.

Walter manages to reach the barn undetected and slips in. Inside, he realizes that this is the cotton warehouse and also where the cotton is washed and processed further. He manages to find some kerosene (by the smell of it) and after several attempts where he almost sets fire to himself (he’s more of an office explorer really), the dry cotton starts burning, producing thick black smoke. Walter sneaks out again.

Meanwhile, the others have snuck up to the mansion without getting noticed. When the fire in the cotton warehouse is noticed by a fellahin, the alarm is sounded and suddenly the entire workforce is out trying to assess the situation.

The PCs are skulking around the mansion, trying to find a way in when the front door open and an imposing man carrying a white cat emerges to assess the commotion. Slim, Hermann and Preben are posted at the right corner of the house (Slim has set up the Maxim and is ready to roll) while Carl and Walter are to the left of the entrance, on their way to the kitchen back door.

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Mr. Shakti and Hetep the cat

Shakti has only come down the stairs when the PCs open up fire on him, shooting the man to shreds, as the cat jumps to the ground, transforming to some strange cat-demon creature, mostly resembling a fur-less, wrinkled lion walking on its hind legs! As it lunges for Slim & Co, it lashes out with a six-foot tongue in defense of it’s fallen master! The PCs manages to slay the creature with another volley of hot lead before it kills anyone. As it falls to the ground, it shrinks back to cat size and desiccates, leaving something resembling a cat mummy…

The shooting has alerted the fellahin and while some continue with trying to put out the fire, some produce firearms and starts shooting at the PCs! This includes the goat guard who attacks Slim from behind, but Preben takes him out with some well-placed shots.

As the shoot-out continues outside, Walter and Carl sneak into the house via the kitchen door, instantly killing a knife-wielding cook and then another guard as they advance through the mansion. However, they don’t find anything out of the ordinary.

Outside, more workers join the gunfight. The PCs outside are basically pinned down. Germain risks sneaking over to Shakti’s body, only to realize that the only thing left is Shakti’s bloodstained white linen suit and his fez. And next to him, the creepy cat mummy. The German sees something glinting in the suit and finds an old key on a silver chain which he greedily grabs…

And this is where we have to break for the evening. Don’t miss the next session of our Masks of Nyarlahotep game!


Action! Suspense! Bizarre humor! Mystery!

Be sure to follow A Fistful of d20’s continued struggle against the God of a Thousand Faces! 

 

Session 22 | Egypt | The Black Pharao cometh

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The Black Pharao

Game system: Call of Cthulhu 6th ed

Dramatis personae

Carl Blackwater | Foreign correspondent | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Slim Shady | Attorney | 46 yrs | Djuro

Absent this session

Kent Bengtsson | Aviator | 38 yrs | Berndt (in New York)

H.P Rennfarth | NYPD Forensics Specialist | 27 yrs | Mats (in Egypt)

Link to background stories and portraits

Written under the influence of Huntress


Dahshur, Sunday, March 1st, 1925 | mid-day

The Black Pharao

Having had their arses handed to them by the pyramid dwellers, the investigators find themselves in a tight spot. Edward has managed to staunch the bleeding on both Slim and Carl. Carl is rather ok and can move by himself, but Slim is in bad shape and barely manages to drag himself along with the support of his friends. Mohammed has heard the kerfuffle and comes rushing up from the grave chamber where they found the secret door, panting from exertion, and the group immediately starts down the ramps to get out of the pyramid.

However, on the second ramp, there’s a portcullis blocking the way. Mohammed looks confused, stating that it wasn’t there a few minutes ago… With their combined efforts, using Edward’s rifle as a temporary scaffold, they manage to get past the portcullis, which slams back down with a loud metallic clang as Edward removes the gun.

As they make it down the circular stairway inside the pillar in the grave chamber the PCs since their salvation, but upon exiting the secret door they somehow find themselves back in front of the throne room of the Black Pharao!

An offer you can’t refuse…

The formerly stony wall that blocked the asymmetrical doorway is absent and the six strange blue flames are lit, bathing the chamber in a cold fluctuating light. It is also very obvious that someone, or rather something is sitting on the obsidian throne…

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The Black Pharao

The air beside the imposing figure seems somehow distorted, almost as air above tarmac on a hot day. Atonal flute music can be heard from afar – or is it just in the investigator’s heads? But the worst is the stench of death and decay that surrounds the throne.

The Pharao then speaks. His lips cannot be seen to move, but he greets all the investigators by name, asking what their hearts desire most in the world, his voice seductive and dripping with honey and promise. All he asks in return is an insignificant token of respect from them – that they cease with this foolish quest of theirs and instead join him in servitude. If they do this little itsy-bitsy thing to prove their loyalty, they will be rewarded with anything that their hearts may desire – be it wealth, power, love or anything else…

I am sure that some of the PCs are severely tempted by the deity’s offer, but they all decide to courteously decline the offer.

No deal.

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Le Pharaon Noir

The Black Pharao’s expression palpably changes to immense irritation and his tone grows cruel and mocking:

“-You are fools if you continue with these feeble efforts of yours. The gods that you defy are too powerful to be disturbed by the efforts of mere mortals such as yourselves. Unless you can be in three places at once, you have no hope of stopping the glory that is to come. We are legion. Like the hydra of legend, unless all of its heads are removed at once, the beast still lives.

Go you back to your puny lives and enjoy the short time that is left before the inevitable fate that is coming instead of continuing this doomed and pathetic struggle of yours.”

The Black Pharao waves his hand and images of the Carlyle Expedition in Africa appear as a hologram in the air. Kenyan bearers and expedition members can be seen going about their business in an African camp.

“-Look you, at the fate of those that came before you, and see how they prospered.”

Suddenly, winged creatures appear out of the sky, almost blotting out the sun. Screams of panic can be heard as the creatures attack. As people try to run, the earth opens up and wiry fanged creatures crawl up and attack! Even the trees seem to draw up their roots and join the carnage. All the expedition members along with their Kenyan staff are ripped to shreds in the most inimaginable ways.

The god laughs, a pitiless sound echoing through the confines of the store chamber.

“-Even the brave know their lot. All doors are closed to you; all your dreams are doomed; all your struggles are futile. You should have accepted my most generous offer.”

Even as he finishes the sentence, the god slowly fades away, leaving the investigators in the dark chamber.

“-Balls!” Carl curses as he realizes that the stone wall is back across the exit from the room.

Luckily, the PCs have their digging equipment with them. The bad thing is, that it will take days of uninterrupted work to work through that stone…

Sighing, Slim sits down on the obsidian throne, his face in his hands, while the others start hacking away at the stone in the light of electric torches and lanterns. Carl decides to take a few more photographs of the bas-reliefs, map and astronomy walls.

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The hemispheric map

“-Might as well do something useful.” He mutters.

Suddenly the death stench is back and Slim is talking with a strange voice:

“-Are you still defiling my temple, fools? Since you are bound to my service, even if presently unwilling, I will extend my great benevolence and let you out”.

Slim gestures and the stone wall barring the way out disappears. Then the attorney slumps over and falls to the floor, unconscious. Everyone’s hand tattoo burns and tingles…

The investigators make a hasty retreat and don’t stop until they reach the exit from the pyramid. Outside, Abdul the pyramid guide wait, smoking a strong cigarette and keeping an eye out if the guards should return.

“-Fantastic eh? Abdul told you would get to see things that other tourists can’t see! But don’t you want to stay more? You’ve only been inside for ten minutes… And have you had an accident? Did you slip and fall? Very treacherous, those steps…”

The PCs realize that a very short time has elapsed outside the pyramid, while they have been in there for what seems to be hours.

Shaken to their very cores and wounded, our heroes demand to immediately go back to Dahshur to lick their wounds.

It’s early evening when they arrive at the hotel. After a quick meal and a refreshing shower, the PCs fall into bed, soon snoring away…

While showering, Slim realizes that most of his wounds are already healing well, but not with flesh and skin. Instead, the new tissue is comprised of snake scales, which now covers a fair bit of his body. Slim decides to write a letter to Father Shanuda, asking if the old priest knows anything of his unnatural condition and if there are any known cures.

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Slim’s new style

Dahshur, Monday, March 2nd, 1925 | morning

The Brotherhood strikes back

Early the next morning Edward is awakened by something tapping on his window. In his underwear, he sleepily scoots over to the windows towards the street. It’s a bright sunny morning outside. Peering out, he sees a young boy throwing stones at his window. When the boy sees the big game hunter, he gestures that Edward should open the window. Edward draws the curtain aside and opens the window to lean out when he catches a glimpse of something in the dark window in the building across the street. Edward barely manages to throw himself to the floor as a hailstorm of bullets shatters the windows, shredding the wooden Venetian blinds and curtains, showering him with bits of brick and plaster! The staccato rhythm of machine gun fire keeps hammering his room to shishkebab as Edward tries to melt into the floor.

Suddenly the hail of lead cease but the shooting continues. Edward realizes that the shooters are rifling the next rooms, where Slim and Carl are!

Meanwhile, Slim is brutally awakened by machine gun fire, sitting up in bed in his pajamas and nightcap. As the first bullets smash his window, Slim manages to roll off the bed as the hail of lead demolishes his hotel room, sending feathers from the bedding into the air.

Carl is sitting on the toilet, half sleeping, as he hears bullets tear up his room, punching through the inner walls, showering him in broken tile and plaster. The journalist quickly crawls into the bathtub and assumes a fetal position, memories from the Great War coming back…

As Edward realizes that the attackers are shooting at his friends’ rooms, he crawls over to the wardrobe to retrieve his trusty rifle. Moving over to the window he risks peaking out, spotting the machine gunner behind what seems to be a Maxim gun! When there’s a short break in the firing he takes careful aim and fires two rapid shots. The shooting stops momentarily, only to start again as the second gunner takes place behind the machine gun. Before the gunner has the chance to realign his arc of fire, Edward fires again and hits the second gunner as well. This time the Maxim stays silent.

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The Maxim machine gun

As the Maxim stops firing, the investigators gather in Slim’s room (they have three interconnecting rooms in a row) and quickly decide that they should take the fight to the bad guys and immediately run down the stairs. Early hotel patrons are shocked by the sight of three half-naked, dirty, armed and above all scruffy and unshaved men, dressed in pajamas and bathrobes, one with a towel wrapped around his head, running through the lobby, shouting and toting firearms…

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The three Duderinos…

The building across the street is an old colonial building in a French style, once fancy, but now in a sorry state and under renovation. The PCs encounter no one as they ascend the stairs and enter the 4th floor, which should correspond to their rooms across the street. Advancing with caution, they soon find the shooters’ room. Inside, two black-clad men lie in pools of blood on the floor, hit by Edward’s high caliber rounds. An old English war era Maxim stands on a tripod with an ammo box beside.

As the PCs enter the room, they hear the commotion on the street outside and police sirens in the distance. A quick search of the men reveals nothing more than that they have inverted ankh tattoos on their left forearms and that they are of Egyptian or Middle Eastern origin. Probably members of the Black Brotherhood.

The PCs decide that they could use a Maxim gun and grab the gun, tripod and ammo box before leaving the place. Down on the street level, it is chaos, and they try to look inconspicuous while hiding the hardware under their bathrobes (as much as possible at least), while skulking into a side street where they hide the Maxim and the ammo box in a smelly dumpster close to the back door of hotel restaurant “Kazaz”.

The police arrive just as the three dudes step back into the hotel, putting on their most innocent “victim-of-a-crime” looks.

While the police officers are investigating the crime scene in the PC:s rooms, they are interviewed by Sergeant George Thorgood of the Dahshur Police. The interview is very cursory and it’s evident that Thorgood has no suspicions about the investigators. He rather suspects that one of the many anti-British insurgent groups that have formed after Egypt was returned to Egyptian rule in 1922 is behind the terror attack. Illegal organizations like “The Egyptian Peoples Front (EPF)” or “The Front of the Egyptian People (FEP)” has been known to attack English subjects or foreigners before, but maybe not on this scale.

The hotel manager is most apologetic and arranges for new, suite-like lodgings for the poor tourists so that they can rest and freshen up.

Realizing that his skin condition now has become very hard to conceal, Slim calls for Mohammed and asks the guide if he can get him a Bedouin desert outfit so that he can hide his face.

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Slim’s new outfit

 

Back to Cairo

Not wishing to remain in Dahshur after the vicious attacks, the investigators immediately pack their things, including retrieving the hastily hidden Maxim machine gun, and return to Cairo by felouk, arriving in the early evening.

Back in Shepherd’s in Cairo, they meet up with H.P Rennfarth, who has researched the last known address of Warren Besart, reputed to be Roger Carlyle’s man in Cairo. The PC:s decide to pay the man a visit the same evening.

The French Connection

Mohammed informs them that Monseigneur Besart’s address is located in Darb el-Ahmar (The Red Alley) area in the Old City, near a bazaar along the Sharia Muezzeddin Allah. The address that Rennfarth got from the police is The Red Door, Street of Scorpions.

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In the Bazaar…

With the aid of Mohammed, the PC:s quickly manages to locate the Street of Scorpions, a dingy side street near the Bazaar. There is only one red door on the street, which opens up to a second-rate clothing store, run by a Mr. Abou Udhreh, who swears on his life that only he lives at this address and that he has never heard of Mr. Besart.

Slim notices that the man seems nervous, and that he constantly glances at a bead curtain at the back of the shop. When pressed, the man gives up the charade, showing the way to Besart’s lodgings. Behind the curtain, there’s a short corridor, ending in a green door.

Inside, a man is snoring loudly on a dirty mattress on the floor. The room reeks of neglect, alcohol and hashish smoke. As the investigators enter, the man wakes up, asking if they have some hashish or opium for him.

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Warren Besart

It is clear that the man is European. He is tall with blonde hair and beard, but his hard life has taken a serious toll on him and he looks much older than he actually is.

After promising the man some money, Besart tells them his story in a French accent, sometimes reverting to French or gutter Arabic (see Handout #31).

In short:

  • He was hired by Roger Carlyle to purchase some illegal antiques from a local dealer, Faraz Najir and then ship the items to Sir Aubrey Penhew in London.
  • When the Carlyle Expedition arrived in Egypt, it was Besart that arranged with digging permits and equipment.
  • The Expedition’s main dig site was Dahshur, in the area of the Bent Pyramid.
  • After a while at Dahshur, Carlyle, Masters, Sir Aubrey, and Dr. Huston disappeared while exploring the Bent Pyramid. The diggers left as they said that a curse was upon them. When the expedition members returned, they had changed, and not to the better.
  • The same evening an old Egyptian woman, mother of one of the diggers, came to Besart and said that Carlyle and the others had consorted with a great evil known as the Messenger of the Black Wind and that all were doomed except myself and Jack Brady. If he wanted proof, she said, he should go to the Collapsed Pyramid at Meidum at the time when the moon is slimmest, the night before the dark of the moon.
  • Besart took one of the trucks and went to Meidum, hiding in the sand dunes, where he witnessed a mass ritual led by Carlyle and the others. The desert itself came alive and strange creatures emerged from the sands, devouring all but the Europeans and one more robed cultist. Then arrived yet another five-headed creature and devoured all the hundred dead, leaving only the cultist leaders in the blood-soaked sands.
  • After this, Besart fainted. When he woke up he was alone and started walking in the desert, only to stumble upon a field of sphinxes, ready to devour the world. At the sight, Besart fainted again.
  •   A man and his mother then had found the mindless Besart in the desert. They took him home and nursed him back to some semblance of health over the next two years. However, every night he has nightmares and now the only thing that keeps him sane is the drugs.

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Warren Besart tries to get away from the images in his head

The PC:s realize that the man has utterly lost his mind and that he now only lives for his next fix. Unable to do much more for the poor man, they give him a wad of Egyptian Piastres and leave him to his fate.

Back at the hotel, the PCs read up on the local news and find that The Cairo Bulletin might be a good place to look for further clues regarding the Carlyle Expedition’s whereabouts during their stay in Egypt.

Cairo, Monday, March 2nd, 1925 | morning

Cairo Bulletin

After breakfast, the investigators visit the most serious English language newspaper – The Cairo Bulletin, where they are received by a Mr. Nigel Wassif, head journalist and chief editor.

 

 

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Mr. Nigel Wassif

Over a small cup of sweet and strong coffee, the PC:s explain what information they are searching for. The journalist turns out to be quite helpful, the main points being (full info see Clue #31c):

  • The Expedition arrives in Cairo in May 1919.
  • Digging is begun in Giza, they moved to Saqqara and finally Dahshur, looking for sites from the 3rd dynasty.
  • In July 1919 the expedition suddenly embarked for Mombasa, Kenya.
  • The expedition leaders met with Omar Shakti, a powerful Cairene businessman on several occasions. Wassif can’t hide how much he dislikes Shakti.
  • Another Penhew funded expedition, the Clyde Expedition, is in Egypt right now and are excavating in Giza, where they recently discovered a new mummy, thought to be Queen Nitocris, a mysterious figure from the 6th dynasty. However, both the sarcophagus and mummy was stolen from a very well guarded site and police investigations have come up with no leads.
  • Regarding info on the Clive Expedition, a Dutchman named Janwillem Vanheuvelen might know more. He was fired by Dr. Clive in relation to the theft of the mummy, allegedly based on accusations of alcoholism and incompetence. The man is still rumored to be in Cairo since he did not have the funds to go back to Europe.

The Mosque of Ibn-Tulun

After visiting the newspaper, the PC:s go to the Mosque of Ibn Tulun, to find out what secret they are hiding that the Black Brotherhood wants to steal, according to Faraz Najir. The mosque is located a half mile west of the Citadel of Saladin, and almost next to the City of the Dead, and is the oldest complete mosque in Cairo.

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Aerial view of the Mosque of Ibn Tulun

Knocking on the main entrance door, it is answered by a young mosque attendant, who informs the visitors that none of the ulama (learned scholars of Islam) is available for a meeting, and then shuts the door without further ado.

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Mosque of Ibn Tulun

Knocking again, Edward has come up with a plan to get access. Starting anew, he quickly informs the attendant that they are here to make a monetary contribution in the form of a donation to help with repair of the old mosque. This gets the attention of the attendant, and they are invited to meet with the nazir (the person who manages civil matters as well as religious duties) of the mosque – a certain Achmed Zehavi. The PC:s are led inside the mosque proper, and into a house that is actually situated outside the mosque, but must be entered from the inside of the mosque, where the civil offices are situated.

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Achmed Zehavi – Nazir of Ibn Tulun

And this is where we leave the investigators when they have just entered the office of the nazir of Ibn Tulun.


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