Everyone II

The Curse of Nineveh is a seven-part campaign for Call of Cthulhu set in London, in the summer of 1925. The investigators find themselves embroiled in the events that surround the return of an expedition from Nineveh and a terrible curse that they brought back with them.

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Re: Everyone II

Postby Cearlan » Mon Mar 13, 2017 10:34 pm

Spoiler:
As you edge closer you try and squeeze through the door to the pilot house.

Easing through the ruined door to the Pilot House, a chill shivers your skin. Several of the windows have been smashed and the strangely viscous fog seeps over the window ledges to pool like ichor on the wooden floor. You can now see the full extent of the damage to the ship’s instruments and the wheel ripped from its mounting. A single hand dangles like a crab from one of the wheel’s spokes. At the base of the wheel, the body of a uniformed man lies in a pool of blood on his back.

Having seen the previous bodies you can see that the Captain's extremely pale body has the same livid wounds. The hand on the ships wheel has been torn from the Captain's arm.

Spot Hidden rolls please


Melissa calls out "What's happening over there Cynthia?"
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Re: Everyone II

Postby Victoria Silverwolf » Tue Mar 14, 2017 12:29 am

Spoiler:
Spot Hidden = 55%
Victoria Silverwolf rolled 1d100:
46


Tommy is repulsed by the ghastly sight that greets them. He notices something and tries to draw Melissa's attention to it.
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Re: Everyone II

Postby Mr. Handy » Tue Mar 14, 2017 4:49 am

Image

"The captain is dead!" Cynthia calls back. "The controls have all been wrecked!"

Spoiler:
Spot Hidden roll (55% skill) in the pilot house:
Mr. Handy rolled 1d100:
63
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Re: Everyone II

Postby Cearlan » Tue Mar 14, 2017 10:58 pm

Tommy notices that the fob chain in the captains waistcoat appears to have something on it. He also sees something on a shelf on the forward facing bulkhead
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Re: Everyone II

Postby Victoria Silverwolf » Wed Mar 15, 2017 12:03 am

Tommy tries to think about something else other than the gruesome state of the captain's body.

"Take a look at these," he says, indicating the watch fob and the shelf. "I think it's some kind of clue."
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Re: Everyone II

Postby Mr. Handy » Wed Mar 15, 2017 1:46 am

Image

"Let me see," says Cyythia peering closer at the watch and the object on the shelf.
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Re: Everyone II

Postby Cearlan » Wed Mar 15, 2017 5:48 pm

Cynthia and Tommy,Peeking at the watch chain you can determine nothing untill you withdraw the end of the fob from his pocket. A viscous scarlet congealing fluid now stains your hand as you withdraw a pair of keys, one similar to the key that opened your cabin and the other slightly smaller, the sort that would open a display case at the museum or library perhaps.

Moving onto the shelf you find a box containing six flares, a Webley and Scott flare gun (1D10+2), and over in the corner lies two full paraffin lamps and a crowbar. On top of the box of flares lies a rusty pocket-knife (1D4).

Melissa strides over to the pilot house. "Cynthia, I asked you what was ..." her question goes unfinished as her face contorts into a silent scream as she views the scene through a smashed window.

Melissa's San,San 60%
Cearlan rolled 1d100:
50


"Oh my God it's Captain Blunden - and what's that on the wheel thingy?"
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Re: Everyone II

Postby Victoria Silverwolf » Wed Mar 15, 2017 6:03 pm

"I wouldn't come in here if I were you," Tommy says to Melissa, hoping she doesn't get hysterical. "It's not a pretty sight. Could you ask Albert to come here? There's something here he might know about. You can fetch the others as well, but warn them that it's pretty horrible."

Good thing Cynthia got's a cool head on her shoulders. I'm not feeling very brave myself.

"Take a look at this key," he says to her. "Looks like your kind of thing. Ring any bells?"

He grabs the crowbar, certain he can handle it.

"Albert knows about guns. He'd be a good man to make use of the flares. We need somebody to carry the lamps, maybe even that knife, small as it is. We need as much protection as we can get."
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Re: Everyone II

Postby Mr. Handy » Thu Mar 16, 2017 3:36 am

Image

Cynthia hugs Melissa, turning her away from the gruesome sight in the process. "That's a hand on the wheel," she says. "Don't look at it. The key looks like it opens a display case. I've seen some like it at the British Library and the British Museum. The flares are useful not just as a weapon, but also to signal for help."
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Re: Everyone II

Postby Cotton » Fri Mar 17, 2017 4:55 am

Image

Henry will walk into the Pilot House since it seems to be safe.

San: 19
Cotton rolled 1d100:
26


Cotton rolled 1d3:
2
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Re: Everyone II

Postby Overlord87 » Mon Mar 20, 2017 11:15 am

Image

Hearing that there's a body inside, and knowing it might scare the woman they helped earlier, Father Mason decides to wait outside with her, while also keeping watch.

Spoiler:
Listen roll: 96
http://orokos.com/roll/497918

Not a reliable watchman I'm afraid :D
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Re: Everyone II

Postby Cearlan » Wed Mar 22, 2017 9:51 pm

Henry can quickly confirm that there is not enough blood on the pilot's cabin floor to account for the pale and haggard looking man, compared to when he was seen earlier, even including his hand which he notes is gripping the damaged wheel. He also notes the same livid wounds as were seen on the stoker, bruising as from a large hand and bite marks in the middle of the hand.

OOC:   "I assume Cynthia has the keys, but what about the other stuff, flares, gun etc.?"  
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Re: Everyone II

Postby Cotton » Thu Mar 23, 2017 5:34 am

Image

Henry says, "These are the same kinds of marks as before, and once again there is too much blood." He moves carefully to collect the flair gun and flairs. "Should we use one of these? Try to get some help from shore?"
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Re: Everyone II

Postby Victoria Silverwolf » Thu Mar 23, 2017 7:08 pm

"Worth a try," Tommy says. "Just one, though. We might have to use that thing as a weapon." He lifts the crowbar. "I'll stick with this for now. One of you grab that gun."
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Re: Everyone II

Postby Cearlan » Thu Mar 23, 2017 10:38 pm

OOC:   Those at the pilot house give me an idea roll please.  
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Re: Everyone II

Postby Victoria Silverwolf » Thu Mar 23, 2017 11:23 pm

Spoiler:
INT = 55
Victoria Silverwolf rolled 1d100:
63


Tommy's not sure what else to do. Something very bad is going on here, and there doesn't seem to be a good way to get away.
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Re: Everyone II

Postby Mr. Handy » Fri Mar 24, 2017 3:26 am

Image

As Cynthia pockets the keys, something occurs to her.

Spoiler:
Idea roll (70% stat) in the pilot house:
Mr. Handy rolled 1d100:
65
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Re: Everyone II

Postby Cearlan » Fri Mar 24, 2017 3:50 pm

Spoiler:
The two s keys could be a pass key to the cabins and possibly the locked cabinet in the Captains cabin?
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Re: Everyone II

Postby Cotton » Fri Mar 24, 2017 5:57 pm

Image

Idea: 70
Cotton rolled 1d100:
96


Henry leaves the Captain's Cabin and goes to where the others are waiting. "We found a flare gun that I'm going to use to try to get some help for us." And with that he will fire one of the flairs into the air.
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Re: Everyone II

Postby Mr. Handy » Sat Mar 25, 2017 4:26 am

Image

"I think I know what these keys are for," says Cynthia. "The big one probably is a passkey for the cabins, and I'd wager the small one opens the locked cabinet in the Captain's cabin. We should get back there and see what's inside."
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