Session 6 | New York | Hart Island


The Bathtub of Evil

Game system: Call of Cthulhu 6th ed

Dramatis personae

Justin Case | NYPD Detective | 32 yrs | Djuro

H.P Rennfarth | NYPD Forensics specialist | 27 yrs | Mats

Ulla Bengtsson | Professor (Chemistry) Columbia Uni | 48 yrs | Berndt

Absent this session

Carl Blackwater | Foreign correspondant | 31 yrs | Martin

Edward Foxworthy | Big game hunter | 34 yrs | Flan

Link to background stories and portraits

Hart Island

New York, Monday January 19th, 1925 | about 4 a.m

I could sleep for a thousand years…

After having raided the cult’s base below Ju Ju House, the PCs decide to retreat to the laundry to tend to their wounds and get some well deserved rest. The place includes a large basement area where they have put mattresses and basic survival gear. It’s not nice, cosy or warm, but it will keep them off the cult’s radar as well as the police’s…


Around midday, they have some egg sandwiches and whiskey reinforced coffee to steady their nerves and then H.P, Ulla and Case takes Case’s car and drive through the snow-laden streets all the way out to the Bronx and City Island where they plan to visit a marina and charter a boat to get them to the restricted Hart Island. The ride takes about 2 hrs in the crappy weather.


Winter in the Bronx

Getting someone willing to get them to the island is harder than anticipated. Several burly fishermen stop talking to them when they mention their destination, but eventually old Sam Hopkins, captain of the small fishing boat “Hopkins” agrees to take them there and back for a…shall we say…inappropriate amount of cash.


Captain Sam Hopkins

“Garr… There are plenty o’risks with that. What about the ol’ missus if I should end up in jail, eh?” Capt. S. Hopkins


The Hopkins in a happier time


Aerial view of City Island (left) and Hart Island (right)

What they know about Hart Island is that it is a restricted area, run by the Department of Correction and that the small island (1.6 km long, 0.4 km wide) has been used as a massive potter’s field for many years. As of now, there is a Reformatory Prison for criminals deemed mentally unfit, drug addicts, aged, homeless and any combination thereof. The inmates work the burying detail, overseen by prison guards. However, the prison is under liquidation, moving over to the larger facility at Riker’s Island, and there are only about 50 prisoners left along with a skeleton crew of staff. The island also hold an abandoned mental asylum and on the south tip the eerie overgrown ruins of a never finished amusement park stretch skeletal against the grey sky.

After a short but salty sea voyage freezing outside the small boat’s cabin, the Hopkins arrives at the port facility of Hart Island. During the cruise, the PCs try to negotiate a deal with pipe-smoking Hopkins to pick them up and it is settled on three hours (approximately 3 p.m).


Modern pic of the port. The guard shed was situated to the right of the road, about where the tree is in the pic.

Hopkins approaches the landing just near enough so that the passengers can jump ashore, then the boat leaves in a hurry.

Just after the landing is a grey wooden shed with an open door. A fat prison guard steps out. “Whoa there! This is restricted area for civilians!


Officer White

Justin Case whips out Inspector Macceroni’s police badge, stolen from the corpse and bluffs the guard that they are on official police business, searching for a missing police officer, believed to be on the island, and asks if the guard has seen anything unusual in the past days. Officer White tells them that he heard strange sounds in the south part of the island a few nights ago, and that there are rumours among the prisoners of a huge winged bird that has flown over the island, but that is of course only superstitious rubbish. He did hear sounds however, which he thinks was smugglers or whatever. As he speaks, he glances back to his cosy shed with his newspaper, baloney sandwich and cuppa coffee, and waves the clearly demented PCs through.


Player map of the island

The abandoned asylum

The players follow the gravel road along the west coastline, passing the prison proper. In the north they see people working in the “fields”, but the center and south part of the island is dead silent. After some 500 m they reach the old asylum, now overgrown with 60 years of foliage and covered in decades of dirt.


Asylum exterior I


Asylum exterior II

 The only sounds are of the leaves rustling in the wind. No animals are seen. After a scouting detour around the house, the PCs decide to enter via the main entrance. Weapons drawn, they open the half rotten doors and enter the decrepit building. Inside, all is chaos, as if someone suddenly decided to move out. The valuable items and equipment are gone but old rusty bedframes, battered desks and broken chairs are scattered everywhere.



The structure consist of an L-shaped building with central corridors, lined with many doors, some open, some closed. The first floor turns out to be mostly remains of offices, staff areas and various treatment rooms. Suddenly, a sound is heard from a room down the corridor. Ulla and Case enters the room, while H.P stands guard in the corridor, watching the rear.



It turns out to be some kind of tiled water treatment room, complete with water hoses and a dirty bathtub with a tarp cover leaving space for the head (on the floor). Nothing can be heard in the room, except the flapping of the shredded curtains in the destroyed windows.


Water treatment room

Ulla and Case does a grisly finding in the bathtub. A severed hand, covered in grime. It looks old, as if it has been broken off from a body in a grave or something. Both PCs go to fetch H.P but upon returning they notice that the hand is gone! Only a slimy trail going over the edge of the bathtub and towards the window can be seen.

Ulla runs over to the window and sticks her head out only to see the hand coming at her, running on the wall like some hideous spider! It jumps at her, grabbing her throat, jamming a finger up her nose.


The Hand!

The investigator stumbles back, clawing at the thing and biting a finger off it, but it doesn’t release it’s grip. Case tries to help by trying to pry off the hand and punching it but to no avail. Ulla’s strength is ebbing out and her struggle gets feebler and weaker until she passes out on the tiles. Case finally manages to pry off the hand from her unmoving body, throwing it into a corner and shooting it to pieces with his gun.


H.P looks down the corridor…

While the struggle is at hand (heh!), H.P hears a strange wailing noise from the corridor and runs down to the corridor main doors to investigate. Peaking outside, he sees a bone chilling sight! A complete spinal column with a one-eyed brain attached is crawling towards him through the debris on the floor! The pure horror has his brain short circuiting and screaming in panic he fires a long burst of shots with his Tommy gun, obliterating the thing along with half the corridor, sending splinters of glass, plaster and wood flying…


The Brain Thing

[Keeper note: H.P failed his SAN check, losing 5 SAN but then he manged his Idea roll so his mind failed to realize the mind-shattering horror of what he just witnessed].

When the dust settles, he runs to the others, seeing Case kneeling on the floor, trying to resciciutate Ulla, but to no avail. H.P tries to shake life into her as well, but Ulla is dead, a look of dread and disbelief in her eyes…

Shocked, sitting on the floor beside Ulla’s body, the investigator’s suddenly hear a wailing sound from above and decide to investigate. After sneaking up the stone stairs they discover that most of the second floor is inaccessible due to locked steel doors sealing the corridors. However, the stairs lead further up to a third floor.


Third floor power

The third floor is an attic of sorts. One large empty room. In the far end they spot a human figure strapped to a chair. The head is hanging, drool slowly dripping down on the floor. Moving closer they see that it’s Lt. Poole! The man has been beaten and is now clearly out of his mind, mumbling about “the wings, the wings”.

The investigators untie him and bring him down the stairs to the first floor, where they spotted a semi-busted wheelchair before. Poole is parked in the chair and the men go looking for a second wheelchair for Ulla’s body. That is when they find it – the stair to the basement…

After some discussion they decide to make a quick check in the basement and see if they can find a wheelchair. Downstairs, they find a rickety wheelchair in a room full of broken furniture and hospital gear. Two rusty, locked steel doors lead out of the room. Faint scuttling sounds can be heard from behind the west door…




Boiler room

Case decides to try the door and manages to pick the lock. The door swings open on rusty creaking hinges. It’s the boiler room and is dominated by a huge coal fulelled iron furnace from the last century. In a corner there’s a huge pile of coal. Suddenly, the boiler fires up, bathing the room in red-orange firelight! H.P and Case quickly decides to withdraw, locking the door and fleeing upstairs. They place Ulla’s stiffening body in the wheelchair and hastily exit the building, heading the short walk back to the harbour.

The prison guard looks at them suspiciously but decides against arguing with such distinguished law enforcement professionals and return to his shed with a sigh. Shortly after, the Hopkins arrives to take the now decimated band of investigators back to the civilisation.

They load up the insane police detective and dead Ulla in the back seat and drive back to the laundry to brief the others. The Kid is there, warning them that Macceroni apparently has disappeared and that the disappearance, along with that of Lt. Poole and the “Cult Killings case” now has been given to a Lt. Dingle.


Case and H.P then drives to the Bellevue Hospital Center with insane Lt. Poole and dead Ulla. They then call Capt. Malone who arrives shortly. The suspended policemen tell Malone about the island and how they found Poole, leaving out all things supernatural. Malone is glad to have Poole back, but the suspension is still in place as far as the police PCs are concerned. Malone teels them to drop the case and stay low until further notice.

The Medical Affairs Board

In early evening (about 7 p.m), Case and H.P decide to follow up on the lead regarding Dr. Robert Huston’s psychiatric patient files on Roger Carlyle. As Dr. Huston was a member of the Carlyle expedition and is presumed dead, his patient files are stored at the Medical Affairs Board on Park Avenue at 61st Street. This is a posh address and after showing Macceroni’s badge to the guard in the lobby, the PCs are admitted into Suite 1002 where the Board Offices reside. The place is officially closed as it’s Sunday evening, but since the secretary is there working with some overdue tasks he agrees to see the PCs briefly. They are met by a most snobbish and annoying Mr. Adrian Ferris, Secretary to the board. Despite their best attempt at talking Ferris into letting them read the records, Ferris declines their proposition stating in a most condescending way that if they’re not (a) relatives, (b) fellow psychiatrists or (c) have a warrant from a judge, he will not let them access the records. Period.


Adrian Ferris. Snobbish a**hole…

Case considers letting Ferris make himself aquanted with his police baton, but decides against it and the investigators are forced to leave the Medical Board none the wiser. As they exit they see Ferris wiping his hands as if he had touched something very dirty…

The City Morgue

Driven by the failure at the Medical Affairs Board, the policemen decide to follow up on another lead as they read in the papers that bodies have been disappearing from the City Morgue (which is at Bellevue Hospital, East 26th Street). Meeting up with the first assistant to the chief medical examiner (Dr. Drüber-Halle), they get the names of the disappeared bodies:

  • Michael Conley – longshoreman
  • Adolf Thurmond – stock broker at Wall Street
  • Damir Kharzov – burnt-to-crisp low life criminal

It appears that the bodies just vanished into thin air. No signs of forced entry. No suspicious people seen in the morgue. No nothing…

And here we had to conclude for the evening. To be continued…

The in-game time stamp is about 9 p.m (21.00) Sunday 18th of January 1925

Since we had our first killed investigator, I’ve started a new page called “The Gallery of Honor“, where those unnamed heroes that lose their lives or minds battling the great evil will be remembered…


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