Session 4 | New York | Operation F.U.B.A.R

wallpaper-hd-the-walking-dead-zombies-scary

Game system: Call of Cthulhu 6th ed

Dramatis personae
Justin Case | NYPD Detective | 32 yrs | Djuro
Carl Blackwater | Foreign correspondant | 31 yrs | Martin
Edward Foxworthy | Big game hunter | 34 yrs | Flan

Absent this session
H.P Rennfarth | NYPD Forensics specialist | 27 yrs | Mats
Ulla Bengtsson | Professor (Chemistry) Columbia Uni | 48 yrs | Berndt

Link to background stories and portraits


Operation FUBAR

New York, Saturday January 17th, 1925 | about 7.00 p.m.

They dig deep, my lord…

As the police investigators plan to leave the den of vice, Det. Case changes his mind and decides to investigate the strange tunnel to prevent any bad guys from getting away. Remembering seeing a knotted rope on a shelf, he uses the rope to climb the steep tunnel. Inside, the smell of burnt machine grease and metal on metal gets stronger. Studying the walls, the policeman realize that the marks in the stone resembles teeth marks. Human teeth marks… For a moment, fear almost wins, but then he continues his downward climb. The tunnel exits into a narrow (4 ft high) service culvert, perpendicular to the length of the sloping tunnel. The culvert is full of electrical wiring, fuseboxes and other electrical gear servicing the subway system. Case cannot recall any subway stations in this area…

The short culvert ends in a steel hatch that shows signs of having been forced and then closed to hide the break-in. The hatch exits into a subway tunnel, where the rumble of the steel beasts is never far away. The detective knows that the trains go with approximately 5 minute intervals and since one train just went by, he should have some time to check out the tunnel, cautiosly avoiding the current-bearing center track.

Opposite the culvert hatch he spots some plywood boards, covered by dark grey woolen blankets that has been propped up against the wall. Case sneak over the tracks and cautiously look behind the plywood and finds another “chewed” circular tunnel running straight into the rock. This tunnel is wider than the sloping one. This is where Case decides to withdraw to come back later in force.

Back in Fat Maybelle’s basement the remaining men board up the place and place police investigation signs on all the entrances. The patrons as well as suspects along with illegal contraband has already been transported to the precinct.

Laundry life…

Meanwhile, in the abandoned laundry shop, now rented by the investigators, a steady stream of people of all walks of life has been starting to arrive at the closed for the day Ju Ju House. And no one comes out. After some more time, four men arrive carrying a heavy mat which they bring into the shop. The investigators wait, but no one comes out…

Panic at the precinct

images-3

Det. Case and the boss

When Case, Rennfarth and the kid report back at the police HQ in order to start interrogating the people detained from Fat Maybelle’s, they find the place in a state of dissolution. Someone sends Case to the boss immediately.

Case finds the police chief sitting behind his desk, his regularly kept uniform unbottoned and the tie loose around his neck, an opened bottle of whiskey on the table.

Apparently, Lt. Poole has been reported kidnapped and a small box was left for Det. Case. Case opens the box, which contains a chopped off ringfinger with Poole’s marriage ring on it… The box also contain a small paper note that says, in neat handwriting:

“Hart Island. Tonight. And no cops”.

After some persuasion, Capt. Malone agrees to letting Case use his civilian “troubleshooter friends” to go to Hart Island. The police chief even agrees to let Case take out some more Thompsons and a few shotguns to be able to properly arm his team of civilian vigilantes… They will also be able to use one of the police boats on Manhattan.

Before leaving, Case orders the bar patrons released with a fine and the suspected criminals are placed in custody until he can come back and interrogate them. Then he and Rennfarth hastily drive to the Ju Ju House stakeout to get the others.

Tastes like chicken, smells like napalm

The civilians at the laundry tell the police investigators that about 20 people have entered the shop during the last 3 hours, and about the guys with the rolled up rug. The PCs discuss that maybe Lt. Poole was in the rug and that the island note might be a red herring. It is decided that Ju Ju House will get a visit before going to the island…

lapd-det-lt-oscar-bayer-posing-while-holding-a-tommy-gun-1726-full

“The Kid” checking out his Tommy gun…

Weapons are loaded up and checked for function. Straps and buckles are tightened. Extra ammo is tucked in pockets. Groovy…

Case, Foxworthy, Blackwater and “the kid” (Case’s NPC police constable protégé) are to conduct the raid, while Bengtsson and Rennfarth will stay in the laundry as backup (as those players weren’t present).

The team sneak into the alley and up to the shop door. Case tries to open the door using his lockpick tools, but it’s not locked. These guys are obviously not afraid of break-ins…

The investigators sneak into the shop, finding it empty. Faint grunts are heard from behind a drape behind the counter. Elephant gun in front of him, Edward peeks behind the drapes to fins a small kitchenette and a toilet, where Silas N’Kwane is taking care of nature’s needs. Looking up from his 3-day old newspaper, Silas looks into the barrel of a two-barrel elephant gun… Edward presses the barrels against the old man’s forehead, asking him to tell where all the people went. Silas solemnly denies that there is anyone else in the shop and asks if he can wipe himself, reaching for some low-quality toilet paper on a shelf. Edward tells him to sit still, but Silas disregards that and goes for the paper anyway, only to receive a rifle-butt to the face. The man slides off the toilet, barely conscious. Behind the TP, Edward sees the glint of a straight razor… “Trying to kill me, eh?” Furiously, he grabs the razor and slits old Silas’ throat. Searching the body, he finds an old key on a leather thong.

The premises are searched, revealing a trap door under the rug behind the counter. Beneath, a wooden stair leads down to a straight stone corridor leading to a stout iron-band reinforced oak door, where weird chanting and drumbeat can be heard as well as screams of terror. A lonely kerosene lamp is hanging from a hook in the roof and strange occult symbols are scribbled on the walls as well as on the door. The investigators have seen nothing like it, not even Carl, who is a student of all things dark and occult.

A quick strategy is drawn up. After opening the door, the PCs will enter the room and place themselves just inside the door and blast away at anyone or anything inside. The door is open and the exstatic people inside doesn’t notice it swinging up…

As the door opens up, they see some twenty naked people dancing, wearing only red tentacle headdresses. Six drummers along the walls keep a droning beat going. To the right is a kind of wooden contraption designed to lift a large stone slab off the floor and opposite the stone slab two naked and terrified women are tied to wooden poles jutting out of the wall. One of the women is fighting to get free, the other seems to have resigned in the face of her own fate. Both have parallel claw marks across their skin.

And in the center of the large rectangular room, a shaman dressed in a feathered robe is dancing and chanting, his hands adorned in claw-like metal gauntlets.

Suddenly, the shaman burst into flames, screaming. He has been hit with a booze molotov from “the kid”. Everything stops, everyone looking at the man aflame, then the gazes turn towards the door. Twenty furious pairs of eyes against the investigators, hands clenching in animal anger at such blasphemy…

Then the silence is broken by the sound of gunfire. Case and the kid sweeps the room with full auto-fire with their Tommy guns, while Carl fires away with a Mauser rifle. Edward shoots the burning but still standing shaman with his elephant gun, killing him instantly. After killing a man and wounding another, Case’s Tommy gun jams and he drops it and drawn a shotgun instead, loosing valuable time against the approaching cultists. Just after, the kid’s Tommy gun jams as well, forcing him to resort to his backup shotgun as well. Thompson machine guns…unreliable modern shit…

The hailstorm of lead send many of the cultists falling, blood spilling on the stone but they keep coming at the PCs, and is getting into melee range, grappling for the weapons. Two cultists are running towards the contraption and starts cranking a big wheel, setting the stone slab in motion. Sensing that the stone slab should not be allowed to open, the kid and Edward concentrate their fire on the cultists operating the crank, killing them.

Despite being in firepower superiority, the sheer number and the fanaticism of the cultists forces the PCs to retreat outside the room to create a choke point. Suddenly, the cultists fall back a little. A drape in the back of the room opens and four shambling, rotting shapes starts moving towards the PCs. Once human, now something else, the creatures attack the investigators, the cultists following in their tracks.

images-2

Brain!

The investigators become hard pressed, both physically and mentally as the creatures are truly unnatural and frightening, but the manage to keep their heads cool. Despite many solid hits and even molotov hits, the creatures keep coming and eventually the investigators must make a fighting retreat up the stair into the shop, setting it on fire behind them. Without hesitation, they throw down old Silas body, watching the snarling creatures devour his flesh… While the creatures feed, the PCs fire away into their dead but strangely alive bodies, eventually killing them all.

“And now what? Some ten cultists are still down there, some of them people of note. People that could kill a career just like that. Not to talk of the two female victims who are still down there as well. Not to mention the two police issue Thompson SMGs lying on the floor… And no sign of Lt. Poole… And is that police sirens in the distance…?”

Damn! This is so FUBAR…


To be continued…

Advertisements

Session 4 – The Crucible of Freya (Lost Lands)

Crypt of the mad wizard

Game System | Blood & Treasure Complete

Setting/World | The Lost Lands by Frog God & Necromancer Games

Dramatis Personae

Hoder | Ogre Fighter 2 [Brute variant] | Flan

Blitz Dunkelsturm | Mountain Dwarf Cleric of Jamboor 2 [Death domain] | Berndt

Brah At Hamed | Human Barbarian 1 | Djuro

Hrunkah | Half Orc Thief 1 | Berndt

Angelina d’Monica III | Human Assassin 1 [Acrobat variant] | Djuro

Fenrir the Vain | Human Barbarian 1 [Thane variant] | Flan

Absent this session

The Old Sleaze | Human Sorcerer 1 | Martin

Session Four – Alone in the dark

This session, three new secondary PCs were introduced:

Hrunkah the half orc thief, an outcast from both orc and human society – orcs consider her human, humans consider her an orc. She hates orcs (as she was concieved as a result of an orc forcing himself on her mother) and wants to eradicate them from the face of the Lost Lands, and have turned into an avenger of sorts.

Angelina d’Monica III the human assassin travels the lands as a hit-woman, taking jobs for whoever pays best. Her specialty is acrobatic moves and daring stunts. And killing people.

Fenrir the Vain the human barbarian is the youngest son of a barbarian Thane. However, being youngest also means that he will inherit absolutely nothing so he travels the world, trying to make a name and a fortune for himself. Fenrir is a bit vain after such a noble upbringing and very proud of his long blond hair, which he grooms all the time.

Hoder and Blitz also leveled up to level 2.


After the party in Fairhill our daring heroes decide to return to the Keep to search the rumoured tomb of the vampire. The PCs have kept Corian’s stolen amulet, which they recovered after slaying Vortigern last session. However, they haven’t told Corian and now he sits in some Fairhill tavern, drinking cheap sour wine and sulk over his lost amulet and dead friend Galdar.

Equipped with stakes and mallet, rope and a ladder, they enter first level of the structure under the Southwest tower.

First they remove the silver coins and spikes, but nothing happens. Then they try to break open the door to no avail. Finally, they use the amulet and the magically locked door open up with a hiss of dry stale air rushing out.

There’s a smell of charnel house, below is a dark room with six statues in armor and full helms. The PCs go down by ladder and investigate. It is an old wizard’s laboratory, about 50 feet in diameter, doors to the east. Very dark and hard to see.

Suddenly, the statues come alive and attack. Angelina is not surprised and manages to attack and chop off the head of one, spraying the room in corpse dust and disgusting maggots.

Blitz tries to turn the things, but nothing happens.

Then the battle is upon them. The things attack with swords and shields. Angelina does some acrobatic moves, jumping behind a foe. Hoder chops hard. Hrunkah manages to get behind and backstab one. Fenrir checks his hair 😉

Brah At Hamed fights well but is hit and falls unconscious to the ground (0 hp). Blitz jumps in, trying to fend off the enemy that is moving in for the kill, but fumbles bad and hits the unconscious barbarian in the side of the head with his warhammer, dealing 16 hp of damage, instantly killing Brah by smashing in his skull.

Finally, the enemy is defeated. Everyone is covered in corpse dust and crawling maggots. The PCs search the room, but find only old lab stuff.

Next they check the trap door in the center of the floor. They find no traps so they open it. Below they see a very dark circular chamber with six sarcophages lining the perimeter of the room. In the center there’s a large sarcophagus with a finely dressed figure lying on top. The figure has been dead a long time, with dry skin like a mummy, dressed in once fine robes and wearing a red fez. In it’s skeletal hands it grasps a finely wrought wooden staff. On the floor beside the sarcophagus, there’s shattered glass and some old papers.

The PCs lowers down a lantern on a rope to see better. Blitz casts Invisibility to undead on himself and Hoder (who holds the ropes). Then Hoder lowers down Blitz (Mission Impossible horizontal style with rope around waist and legs). Blitz manages to grab the staff and tells Hoder to raise him up again. The dry corpse won’t let go of the staff and is lifted up as well. However, the weight gets too high and the corpse’s fingerbones snap. The corpse falls down and shatters against the stone sarcophagus. Meanwhile, Hrunkah the thief sits at the edge of the hole in the ground, watching. She feels a cold draft and suddenly feels very tired. After recovering the staff, Blitz goes down again, picking up some glass shards and the papers on the floor. Hrunkah feels even more tired and weary, almost on the point of fainting.

There is an ice cold draft and suddenly a weak whisper: “Feriblan? It’s been so long since someone visited me“.

Fenrir shakes his blond hair mane and answers that he is indeed Feriblan and asks how he can help. There is another weak whisper from beyond the grave: “Chapel“.

Hanging, down in the lower tomb, Blitz notices a shadow that is moving against the other shadows from the lantern, and yells at Hoder to pull him up fast. Blitz cast a Continual Light and indeed, there is an extra shadow in the room!

The party suddenly realize that something is very wrong and notices that Hrunkah is barely awake. The whispering voice sounds angrier now: “Thieves! My precious!

The party scramble up the ladder and manage to slam the hatch shut before anything else happens… It seems that whatever was down there, stays down there. For now at least. Fenrir checks his hair.

Next, they check the eastern door for traps, and enters the room. It is an old bedroom, very finely decorated with all in exact order. On the bedside table, they find a wizard’s spellbook. Meticulous searching reveals nothing else in the room. To Fenrir’s great disappoinment not even a comb or a mirror.

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

Recap of Session 4 – “Age of the Raven”

At the cemetery…

Dramatis Personae

 

Iznogoud | Caliban Dashing Rogue | Djuro

Slingbill | Human Monster Hunter | Mats


These guys were absent this session:

 

Sigurd Slapptask | Human Bounty Hunter | Flan

Quatsing | Caliban Avenger | Martin

Ernie ”MacWyvern” Lint | Elf Survivalist | Berndt

 

Session Four – The Candyman Killer

The session started with everyone back at the Full Moon Inn. Food was had. Drinks was consumed. Discussion on what to do next was held. Except for Duncan D’Lute, the business man from Port d’Elhour the PCs was alone in the inn. Shortly before dusk Mr D’Lute went to his room for an early evening. Shortly after that, a sickly stench spread in the cosy inn, making the PCs feel sick and worried (especially Ernie and Quatsing). Sigurd went outside to check what was going on. At the same time a commotion was heard from the 2nd floor, with loud crashes and bangs as someone was trashing the room. Together with the landlord, Master Bascolm, Iznogoud and Slingbill went up the stairs. The sounds emanated from Mr D’Lutes room along with loud animal grunts. The landlord opened the door, just to see an inhuman version of Mr D’Lute come at the door with a snarl at it’s face. Our heroes managed to close the door and then kicked it in, throwing the foul creature off its feet. A short but fierce battle ensued, but the creature had no chance against the heroes’ sharp blades. Staring at the bloody headless corpse, it was concluded that this indeed was Mr D’Lute, although in a changed form…

Meanwhile outside, Sigurd followed the vile stench around the building and found a trail of footsteps, lined with black ichor and bits of putrid flesh.

When things had calmed down, it was decided that Ernie, Quatsing and Sigurd should stay at the inn, taking care of the innkeeper and his family, while Iznogoud and Slingbill should follow the disgusting track to wherever it would lead them.

The tracks seemed to originate outside the village, in the swamp maybe, and seemed to lead towards the cemetery. While following the tracks, a loud female shriek of terror was heard. The PCs ran in the direction they thought was right. Then, a second scream echoed through the night – in the opposite direction! Iznogoud and Slingbill ran towards the new sound and made a grisly find: the daughter of the innkeeper – Lillin Bascombe – lying face down in a pool of her own blood, and around her, a ring of five pieces of red liquorice! The girl was dead, having suffered multiple terrible knife wounds. Soon, constable Gremin and his two deputies arrived, and together the PCs and the lawmen ran into the narrow streets to find the killer. These efforts turned out to be fruitless, as the killer was long gone. The constable told Iznogoud that this was the 6th murder in the same style, complete with red liquorice, and that they had started to occur before the PCs arrived, so they were not suspects. He also told them that the red liquorice was sold at the Bakery. Our heroes decided to go back home and regroup.

The next morning they went to the Bakery and talked to Louise D’Cann who told them that her biggest customers were: Mordu (the village weirdo), Jean Tarascon (the missing brother of Luc and Marcel) and the Bordell children (kids of the local carpenter). Iznogoud and Slingbill went to talk to them all.

Mordu was indeed a weirdo, a hobby conspirationist with his own theories on what has befallen the village: basically all the problems are due to an evil cult intent on awakening the Old Swamp God. Mordu also volunteered to help with the investigations.

Jean Tarascon was of course nowhere to be found.

The Bordell children (there’s eight or nine of them) were quite innocuous, but their father, Marcus, could tell that old Hogarth was the first to die out on the plantation fields, and that he immediately rose up as an undead abomination. This happened about three weeks ago. Marcus suggest that they speak to old Pierrot the cemetery caretaker, or the village priest Brucian.

The caretaker’s cottage was closest, so they went there first. The grumpy old geezer told them that he was tired of all this kerfuffle and that he planned to quit his job and move to Port D’Elhour as soon as the stormy season blew over. He also related that it all had started about a month ago when Luc and Jean had returned one night with their dead big brother Marcel. He also said that he never buried Marcel, since Jean took the body with him and disappeared. This was also when Luc went mad and was sent to the house in the swamp by Jean. Our heroes then asked to see the burial records for a month back, but were informed that Pierrot kept them in his office at the cemetery…

Later that night, the PCs brought some gear and went to the cemetery to get the papers. They used rope and grapple to negotiate the 10-foot wall and snuck into the new cemetery near the wall to the old parts. From the wall they could see that the old cemetery was totally overgrown with thick and twisted vines, hiding the mausolea and tombs in a massive growth. As they approached the caretaker’s office they heard some sounds coming from another part of the cemetery and went sneaking to inspect. A smaller mausoleum was open and sounds was heard from within.

Non-human sounds…