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zingbobco000
2019-08-29, 09:57 AM
For reference this is taken from Alone Against the Flames written by Mike Mason, Paul Fricker, and Gavin Inglis, thank you!

Do You Hear the Call of Cthulhu?
“The most merciful thing in the world, I think, is the inability of the human mind to correlate all its contents. We live on a placid island of ignorance in the midst of black seas of infinity, and it was not meant that we should voyage far.”
—H. P. Lovecraft, The Call of Cthulhu

Welcome to Call of Cthulhu, a Horror/Investigative roleplaying game of mystery wherein you, an ordinary person, shall encounter and confront the terrifying alien forces of the Cthulhu mythos. Now, to begin is quite simple, and this first introduction shall operate similar to a Choose-Your-Own-Adventure story (this is done in order to help with an easy transition between the investigation-heavy Call of Cthulhu, and most other RPGs). Nevertheless, it is time to begin... welcome, to Alone Against the Flames.

----
Unknown New England Town, 2:44 PM, September 1st, 1921.

The sun is high in the sky, a merciless ball of heat. You feel scorched by the time you reach the bus halt in front of Osborn’s Drug Store. It’s a relief to put down your heavy cases and take off your hat for a moment. You fan your face. It has been a long summer here, in your hometown, and yet a curiously empty one.
You look across the street at the grubby butcher’s shop, the grocers with its faded awning, and the shabby tobacconist. Mistrustful faces glare at you as they pass, eyeing your clothes and luggage. It was your parents’ choice to live here, not yours. You were happy down south as a child, among Providence’s white-walled houses and leafy churchyards. Perhaps this new job in Arkham will supply the change you need.
Yet everybody you know in the world lives here. You know nobody in Arkham, not one soul. You ask yourself one last
time if you are doing the right thing.
The answer is here. None of your supposed friends have come to see you off. You are alone. Whatever challenges lie in Arkham, it will be a new life, and a brave one.
A small gray motor coach approaches and rattles to a stop. You put your hat back on and pick up your cases.

Two young men with sullen expressions alight from the coach. One looks you up and down before heading away. The driver also steps down, glancing at you before crossing the road to visit the tobacconist. When he returns, he is rolling a cigarette between his yellowed fingers. He gives it a final twist and examines you as he reaches for his matchbox. He is a thin man in his fifties, dressed in a stained shirt with the bus company emblem. Yet his eyes are sharp in their dark sockets.
“Where to?”
https://s3.amazonaws.com/files.d20.io/images/89720009/-l_RF8TtW8k7pd41U8F_Tg/max.png?1566314863
You show him your ticket for Ossipee. From there you will connect to Rochester and Portsmouth, before the coastal line to Newburyport and, finally, Arkham. You should be able to afford a rail ticket for at least some of the way; otherwise this will be the first of many long bus trips.
“Mmm-hm.” The driver scratches the match and lights his cigarette. The end flares as he takes a draw. Then he exhales and gestures to the back of the coach. “Luggage rack’s up there.”

----
In Call of Cthulhu (somewhat like most other RPGs) there are eight characteristics Strength, Dexterity, Constitution, Appearance, Size, Power, Education, and Intelligence

Strength: This is a measure of the physical prowess of your investigator
Dexterity: This is a measure of the agility and speed of your investigator
Constitution: This is a measure of the physical toughness and stamina of your investigator
Appearance: This is a measure of the physical appeal of your investigator
Size: This is a combined measure of your investigator's height and weight, also used in determining their force behind their attacks and health
Power: This is a measure of your investigator's mental stability, force of will, or spirit
Intelligence: This is a measure of the logic and cunning of your investigator
Education: This is a measure of your investigator's tutelage, be it from formal education or the "school of hard knocks"

For the early image you have of your character, you have two options depending on where you feel you're at in terms of skill level. (1) You could simply rank these characteristics in whatever order you choose, or (2) you could actually take out a character sheet and apply an 80, 70, 60, 60, 50, 50, 50, and a 40 to them. No need for anything else than this right now. Also, yes, I understand that this is not really your standard introduction to an In-Character Thread, but let's roll with it!

DominoMasque
2019-08-29, 11:11 AM
Intelligence (80)
Power (70)
Appearance (60)
Education (60)
Dexterity (50)
Constitution (50)
Size (50)
Strength (40)

Jacqueline's smart and determined, but her arms aren't used to lifting anything heavier than a pile of books. She mumbles a thanks to the driver and tries her best to get the luggage onto the rack.

zingbobco000
2019-08-29, 12:19 PM
The driver smokes and watches as you drag your cases to the back of the motor coach. The rack is set inconveniently high on the vehicle. You get a grip on the heavier case.

The driver continues to enjoy his cigarette, watching with keen interest as you struggle with the cases. You grit your teeth and heave the second one into place. Perhaps the residents of Arkham will have better manners.

The driver flicks his cigarette into the gutter and steps into the motor coach. Its engine coughs into life. You board, grateful that you will be the only passenger for the initial part of your trip at least. With mixed emotions, you watch from the window as the tired avenues of your old home slip behind you, receding into the distance. For a few minutes, you can still see the church spire over the brow of a low hill. Then the road dips and it, too, is gone.
Arkham is your new home. You will travel there, and make a new start.
----

Note that you have a sanity score that is based on your power, throughout the game this sanity score will most likely fluctuate wildly. In addition, you have a number of Magic Points also based on said power. This will deplete and over time eventually return back to its original score. However, in all likelihood, magic points shall rarely be used by an investigator early on in their career, but it is important to note that they do exist.
----

The coach putters through the countryside. At first, the interior is stifling and your stomach lurches with every bend in the road. However, the driver opens his window, and by switching seats you find a spot where the breeze hits your face. You soon relax into the journey, observing the quaint little hamlets that the coach serves. A heavy-set woman boards at one settlement and gives you a polite nod. She gets off at the next one.
----

You have a certain amount of hit points based on both your Constitution and Size. Your current may drop, but it is unlikely to ever exceed its maximum.
You also have something called a "Luck score." This is used to represent when circumstances external to your investigator are in question, and also when determining the fickle hand of fate. Please give me 3d6 to assist in generating your beginning luck.

DominoMasque
2019-08-29, 05:19 PM
[roll0]

Jacqueline continues to watch out the window, making a game out of trying remember details from the places they pass through.

zingbobco000
2019-08-29, 06:41 PM
The road rises a little, passing cornfields and orchards. The leaves are turning and the trees are alive with glorious reds and golds. You have just begun to doze when the driver takes a tight bend at speed.

----
Please now give me a Dexterity roll. Which means that you'll be rolling a d100 and comparing it to your Dexterity (50) (I know you have the PDF, but I'm not sure how much of it you've read).

DominoMasque
2019-08-29, 07:08 PM
[roll0]

Jacqueline reaches for the rail...

zingbobco000
2019-08-29, 07:11 PM
You rolled below your dexterity, which, as I'm sure you know means that you have succeeded on your role.
----

You feel yourself slide from the seat as the driver spins the wheel and the motor-coach plunges off the road. You grab hold of the seat in front, just in time to prevent a painful fall. The coach stops with a thump.
Now you see what has happened. A Fordson tractor has stopped in the road and your driver has had to swerve to avoid this steel obstacle. He leaps from his seat into the road, unleashing a string of curses at the farmer.
You take a moment to catch your breath. Perhaps you should offer assistance? But the driver has already returned. He backs the coach up a little and threads it around the tractor, glaring at the farmer.

You resume your journey. The driver takes the curves with more caution than before. He glances over his shoulder at you a couple of times.
“Sorry about before,” he says. “That fella was dumber than a hog. I’m Silas. What’s your name?”

https://s3.amazonaws.com/files.d20.io/images/89720335/8XsBuZsHXsIItvnU1QLyaw/med.png?1566315175

The accident was at least as much Silas’s fault as the farmer’s. But it doesn’t seem shrewd to antagonize the man while he is driving you through the middle of nowhere.
----
I know that you've mentioned your name to be Jacqueline, but for the purposes of my bookkeeping, what is her (presumably) last name? You may also note your age; for the purposes of this adventure your character should probably be aged between 23 and 36.

DominoMasque
2019-08-30, 03:01 AM
She looks at the driver appraisingly before shrugging, he'd be no more or less dangerous for knowing her name, "Carter... Jacqueline"

Jacqueline is 26 - I've started putting stuff down on a google doc - here (https://docs.google.com/document/d/1_ZnZtQf-bg0KGF9rHuDCEvcFzgnfinGqRmJKgvHMJ08/edit?usp=sharing)

zingbobco000
2019-08-30, 03:04 AM
Silas looks back for a moment towards Jacqueline and says succinctly: "Normally, it's just me out on these roads."
The coach eventually turns onto a narrower road, which weaves uphill through woodland. Silas soon becomes chatty.
“Going to Arkham, eh Jacqueline? Can’t say I ever heard of the place. Went to Boston once. Didn’t like it. Too much hustle and bustle. You got family there? A special someone waiting?”
The afternoon is wearing on. You see no harm in confiding in Silas about your new life.
“A job, eh? What’s your line?”

----
Now it's time for your character to choose an occupation. Since you've played CoC before, I don't think I need to describe occupations for you, but here are some of the examples I have:

Antiquarian
Author
Dilettante
Doctor of Medicine
Journalist
Police Detective
Private Investigator
Professor
Something Else... (we can discuss)?


Also you might want to use this (https://www.chaosium.com/content/FreePDFs/CoC/Character%20Sheets/Character%20Sheet%20-%201920s%20-%20basic%20autocalc%20-%20Call%20of%20Cthulhu%207th%20Ed.pdf) instead of the google doc.

DominoMasque
2019-08-30, 04:02 AM
"I'm a journalist," she tries to sound cheerful about it, but in truth the last place she worked they gave her stories no one else wanted to cover and had her making coffee. Three years and still no-one treated her seriously.
Still, that's why she's here, a fresh start, new people.

Will transfer over next time I update, I don't know if I'm missing something but I can't see a way to have it hosted online and easily editable

zingbobco000
2019-08-30, 10:50 AM
Ah, all good then!
----

As you mention the reporter’s job, you recall how you managed to secure it at the Arkham Gazette on the strength of a few freelance pieces in your local newspaper. It will be a relief to get away from vapid society columns, whimsical stories, and God, that coffee! You understand the Gazette covers everything from the breakthroughs of researchers at Miskatonic University to the most sordid exploits of local ne’er-do-wells. It should be something to get your teeth into, at any rate.
“A writer? For a newspaper?” Silas seems confused, as if he thought the stories somehow wrote themselves.
----

You begin with a credit rating of 20%. Your occupational skills are: Art/Craft (Photography), History, Library Use, Own Language, Psychology, one Interpersonal Skill that you would use as a journalist (Charm, Fast Talk, Intimidate, Persuade), and two more skills (except Cthulhu Mythos) that represent personal specialties of yours. Since you have the book, I don't think I have to list out all of the skills.

DominoMasque
2019-08-30, 02:50 PM
Jacqueline is bemused at Silas' expression "That's right, thought I'd use my habit of getting my nose in people's business for a career." she shoots him her best charming smile.

Charm for interpersonal skill, and for the personal speciality I'll have Spot Hidden and either Locksmith or Handgun - will a combat skill be essential?

zingbobco000
2019-08-30, 03:41 PM
will a combat skill be essential?

It depends on your actions, in some cases, having a combat skill might not be too bad, but alternatively depending on how you go about things, it might be entirely useless as well. It should be off of how you envision Jacqueline, not just what is important to this particular scenario.

DominoMasque
2019-08-30, 03:57 PM
Go for locksmith then.

zingbobco000
2019-08-30, 06:28 PM
You soon realize Silas hasn’t made a stop since the incident with the tractor. The motor coach winds its way uphill. However, your thoughts are interrupted as the road crests a ridge and you are treated to a magnificent view of the vista below.
A creek snakes through the valley, breaking the rich autumn palette of the tree line. In the distance the White Mountains rise into hazy cloud. There is no settlement, not even a cabin, as far as the eye can see. Birds drift through the treetops, and you can just make out what might be two white-tailed deer lingering by the water.
Perhaps you are making a mistake by moving to the city. Could you maybe survive on your own in this lush wilderness?
----

I'm just going to note that just because a skill is not from your occupation or personal interest, you can always attempt it. That's not to say that you'll have a large chance of success but there is almost always a chance. Now, speaking of personal interest skills, please choose four more skills that you are not from your occupation that are your personal interests (this could be where Firearms [Handguns] go).

DominoMasque
2019-08-31, 05:53 PM
Personal skills: Firearms (Handgun); Language, Other (Latin); Listen; Persuade

zingbobco000
2019-09-02, 03:11 PM
Now that you've chosen your occupation and your personal interest skills, please place a 70, 70, 60, 60, 50, 50, and 50. For reference, your occupational skills are: Art/Craft (Photography), History, Library Use, Psychology, Charm, Spot Hidden, and Locksmith. Own Language will automatically begin at a 70

DominoMasque
2019-09-03, 05:12 AM
Lets try this Jacqueline Carter (https://1drv.ms/b/s!AjjcDfBE6n9MgaM0eU9Hd_HkI1zCHQ?e=EygSbC) - (opens for me in a private window, so I'm guessing that's alright) skills added to character sheet.

zingbobco000
2019-09-03, 09:46 AM
Splendid! Now you may add 20% to the base rating (the one in parentheses) for your chosen personal skills (Firearms [Handguns]; Language, Other [Latin]; Listen; Persuade).
----

The motor coach rattles on through the hills and Silas lapses into silence. The sky darkens behind you, pinks tinting the clouds as the sun descends. Finally a welcome sight comes into view: a settlement on the crest of a hill. This doesn’t look like the pictures you’ve seen of Ossipee. But perhaps you can persuade Silas to stop while you stretch your legs.
Minutes later, a harsh stuttering from the engine interrupts your reverie. Silas frowns and rattles the gear stick. The motor coach falters in its ascent. Silas utters a curse you don’t recognize and grinds his teeth, struggling at the wheel. You seem to inch up the hill until you reach the first buildings, low dwellings constructed from a rough red stone. Silas wrestles the coach into a small bay off the road. He scrambles from his seat and makes for the engine compartment.
----

Please give me either a Drive Auto or a Hard Psychology roll (if you recall, a Hard roll uses half of your rating).

DominoMasque
2019-09-03, 10:39 AM
Jacqeline tentatively looks at what Silas is doing, but it may as well be magic for all she knows, "What's wrong?"

Psychology (Hard TN 35) [roll0]

zingbobco000
2019-09-03, 10:48 AM
Silas opens the engine compartment open and sticks his head inside. The hot metal pops and sizzles. He pokes at various components, then withdraws and wipes his brow, smearing it with dark grease.
“I ain’t sure what’s wrong. Might be the oil pressure. Might be something knocked off kilter when we took that spill. Can’t do much until the engine cools neither. And with the light failing… I reckon we’ll be here through the night.” He wipes his hands on a rag.
The shadows from your surroundings are already long, and the air is chilly. You feel stiff from the journey and a night in the rickety coach sounds unappealing. Silas sees your dismay.
“This here’s Emberhead. Miles from anyplace. I only come through twice a week. But the folks here are good people. May Ledbetter keeps a spare room. She’ll look after you. Up that alley, turn right, first house on the left.”
He scratches his cheek, looks again into the engine compartment, and spits on the ground.
“Meet me back here at eight in the morning and we’ll see how’s we stand.”
----

Now we're entering the more freeform part of the adventure. Nevertheless, given that this is still an introductory scenario. I'll be providing little prompts at the bottom of example things your character could attempt so that you can formulate a post in-line with general Call of Cthulhu ideas. In this instance, I have three possibilities.
1. Head out and look for this May Ledbetter's house
2. Ask Silas where he's going to stay the night
3. Challenge Silas about the breakdown

DominoMasque
2019-09-03, 02:03 PM
Jacqueline frowns, wondering what Silas will be doing - but it's probably not the first time he's slept on a bus. She shrugs, "Guess I'll go find Mrs Leadbetter." she climbs back onto the bus and retrieves a few things to freshen up with and after a moment's consideration pulls her father's old service revolver from it's case. She didn't like to carry it, but she was in a strange place and night was falling... she takes a deep breath to steady her nerves and calls to Silas "Tomorrow at eight then."

zingbobco000
2019-09-03, 07:15 PM
You drag a couple of your cases between the sullen buildings. You feel surprisingly weary, considering you have spent all day sitting down. Silas’ directions lead you to a modest dwelling with a slate roof. A nameplate reads LEDBETTER, and underneath, a sign in neat copperplate reads, LODGING ROOM. The lane around you is gloomy, but a lamp flickers in the window.
A breeze chills your face. You’re not about to begin your new life by sleeping in the street. You rap on the weatherbeaten door.

After a moment, you hear footsteps inside the house. A bolt is drawn back and the wooden door swings open. A figure with loose curls and a rough-looking housedress peers at you. Her gaze takes in your traveling suit and your cases. Her voice has a slight Irish lilt.
“Hello. Should I take it as you’re looking for a room for the night?”
You enquire as to her rates, suppressing a grimace. As far as you’ve seen, the village does not offer you many alternatives.
“Oh, you’ll find them very reasonable,” she says. “You look tired. I’m May. Come inside and we’ll talk over a cup of tea.”
The Ledbetter house feels cramped, with a low ceiling and simple fittings. But it is well kept and a cheerful fire crackles in the grate. The aroma of the tea is soothing and the cup warms your fingers.
“Have you come to Emberhead for the festival?” asks May.

----
Again, just simple prompting, you do not have to follow these ideas at all.
1. Do you want to explain what happened with Silas and his coach?
2. Would you rather ask about what this festival is?

DominoMasque
2019-09-03, 07:57 PM
"Hmmm, I needed this." Jacqueline smiles as she takes in the tea.
"No, I'm on the way out to Arkham, the coach broke down. I didn't even know this town existed, never mind a festival." I shouldn't ask, I need to be back on the coach at eight.
"What's the festival for anyway, do many come over for it?"

zingbobco000
2019-09-03, 08:51 PM
“Well now, I suppose the Festival is about the only reason folks come to Emberhead. I thought you had maybe come to study it or take photographs. Well, it’s not tomorrow night but the night after. I suppose it looks very strange to a passerby.”
May tops up your tea. The spout chinks against your cup.
“We’ve got the Beacon, you see. One night every year there’s a torch-lit procession and we light the Beacon on the cliffs. You’ve never seen the like of it. They say it keeps the spirit of the village alive for another year. It’s a celebration. A celebration...”
She tails off for a moment, and blinks.
“But you didn’t come here to listen to me blather, and you must be hungry. I can rustle you up a bit of stew. How would that be?”
You ask again about her rates, and May names a price so low you accept it without hesitation. The room is small but comfortable, and the stew dark and hearty. After dinner, you have a couple of hours before your usual bedtime.

DominoMasque
2019-09-04, 05:20 PM
Jacqueline's curiosity is piqued, after all being a journalist wasn't just a job for her, it was a lifestyle. As she finished her stew she started with the questions "So what does the festival celebrate, you were going to say something before?" she slips a notebook out of her handbag, maybe she could come back for next years? "Why do you have a beacon? Is it just like an old-fashioned lighthouse? Or was it built for the festivals?"

zingbobco000
2019-09-04, 05:28 PM
May looks utterly bewildered by all of the questions, but you begin to spend some time discussing with her as the night grows darker. To be honest with you, she's not the most knowledgable subject concerning the festival. She mentions that it's simply a celebration of the ending of summer, before the seasons change into fall, you presume some sort of pagan influence, which is not necessarily uncommon in rural towns such as this in New England.
As for the beacon, "Lighthouse? Erm, it's not really a house, but it sure does look mighty fine when it's all lit up and such. What marvelous colors the flames are." You press further, but the topic soon diverges, with May not really hearing your further inquiries. Perhaps you came on to quickly.
Nevertheless, she begins to speak of life as a whole in Emberhead. “In her letters my sister always asks if I’m not bored, living in such a small place. She lives in New York. Then she writes about how frightened she is to walk home at night! I ask you.”
You mention your hopes for a new life in Arkham. May doesn’t seem to hear you here either, perhaps she's a bit self-absorbed, you've had interviews like this before.
“It’s a small place here, yes, but that means we have real community. Everybody’s face is known. Everybody works together. Nobody is excluded. Except those who choose to exclude themselves, of course. I couldn’t live anywhere else now.”
----

Please give me a Charm roll (you consider yourself a professional in this field) to see if maybe you can counter your intial bombardment of questions with some old-fashioned warmth of personality.

DominoMasque
2019-09-04, 05:30 PM
Charm (60) [roll0]

zingbobco000
2019-09-04, 05:31 PM
As the hour wears on, you find that your questions regarding this beacon are going unanswered, but nevertheless find yourself amused to hear May transform into a sort of tired tourist guide.
“Of course the views from here are spectacular on a good day. A clear view all the way round. If you’re a painter you’ll be right at home. If your tastes run more to the artisan, there are workshops on Silbury Street. Just at the end here and turn right. They’re not set up for visitors, you understand? But you’ll see the real craftsmen at work. The genuine article. Now, if you’re looking for freshly baked bread...”
It seems a shame to point out that you intend to be on the road again shortly. You let May continue until she begins to yawn.
“Would you listen to me yapping? Time to turn in. When would you like your breakfast?”

DominoMasque
2019-09-04, 05:35 PM
"Driver said to be back at the coach for eight... so is around six fine? Then I'll have a little chance to stretch my legs before sitting on that coach for a the rest of the journey." Assuming the driver manages to get the thing working...

zingbobco000
2019-09-04, 05:43 PM
As May stands, you hear a clunk behind you. You look over your shoulder, but all you can see is a wooden door, securely closed.
May tuts. “The young lady of the house. She’ll have been listening to us. Ruth! Come and greet our guest.”
There is a short pause, then the door creaks open. Two wide eyes peer at you from the gap, between tousled hair and a rough nightgown.
“What do you say?”
The eyes blink. “Pleased to meet you.”
“Now get back to bed.”
The door closes again.
“My daughter Ruth. Ten years this summer. She’s a delight and a torment all in one. Don’t worry, she sleeps in with me. She’ll not disturb you. Good night now.”
You retire to your room. It is a little chilly, but you are too tired to worry about lighting the fire. The sheets are clean and the bed soon warms up. The silence outside is strange after living in a town for so long, but you soon drop off.

You dream of fire in the grate; coruscating colors shimmering through the dancing tongues of flame. At first they are tiny, almost microscopic, but they grow, and grow, until a kaleidoscopic inferno spills from the fireplace, spreading across the floor, up the sheets…
You wake with a start. Daylight glints through the curtains. You get up and examine the grate, blinking the sleep from your eyes. It is quite cold.
----

If you have taken any damage, you may heal 1 hit point back for your night’s sleep.
----

May seems to have no running water, but has supplied some in a ceramic jug. You freshen up at the washstand and go in. She cooks a hearty breakfast and leaves you in peace to eat. At about seven, you are paid up, packed, and ready to go. You bid May goodbye and she wishes you the best for your new career in Arkham.

You wander the streets of Emberhead without any particular destination in mind. The village is built on a relatively flat upland with splendid views. To the north, the hazy tips of the White Mountains reach for the heavens; to the south, the sparkling waters of Lake Winnipesaukee touch the horizon.
The village itself takes less than a couple minutes to cross from edge to edge. However, it is literally edge to edge, as with the exception of the two roads out of town, all that's there is a massive drop-off. You arrived on the winding road to the west. The only other road leaves to the south, following a lower ridge of land as it turns east. In the northernmost part of town, you see the courtyard mentioned by May home to several artisans. Next to that is the town's largest building (which isn't saying too much) - presumably the village hall. Meanwhile, in the southwest of the village, an open grassy space borders a ruined church, its graveyard cresting the cliffs. To the northeast, the three main thoroughfares, with a general store being one of the only real businesses open, meet at a raised black metal structure. It looms, stark against the blue sky.

https://s3.amazonaws.com/files.d20.io/images/89719975/HaOSBF1K2QsfOompXQJAJw/med.png?1566314827

You are already tired of your heavy bags. Hopefully, Silas has repaired the motor coach and you can resume your long journey. A sourpuss he might be, but the old driver seemed to understand his vehicle well enough. You pause to check your watch—still twenty minutes early—and round the final corner.
The motor coach is gone.
You put your bags down and search the area, trekking up and down slopes and around corners. At the edge of the village, you trace the long road back as it winds across the hills. Eight o’clock comes and goes. There is no coach to be seen.
A passing villager notices your bags.
“Looking for the bus? I heard him take off at first light. He’s due back in three or four days. If you need a place to stay, May Ledbetter rents a room.” The man raises his hat to you and strolls on into the village.
You curse Silas under your breath. Perhaps he went for parts. But you wonder if the old goat has stranded you here on purpose.

May is doing laundry, and looks surprised to see you again. “Forgot something?” When you explain the situation, she offers to store your bags while you try to arrange alternative transport. You are grateful to relinquish the load.
“Nobody here has anything like a car.” She strokes her chin and narrows her eyes. “Maybe you could find somebody with a horse and a cart for your bags. I could ask around later. Try Mr. Winters at the village hall, he’ll know if anyone will. Or ask among the artisans. Their workshops are first left on Silbury Street.” She reaches over and squeezes your wrist. “Don’t worry, I won’t see you sleeping in the street, money or no money.”
You thank May, and turn to face the village.

----

Oh boy, that was long, I hope you got all of that.

DominoMasque
2019-09-05, 03:47 AM
Okay Jacqueline, first things first - let's check with Mr Winters at the Town Hall, see if I can get out of here..
Jacqueline heads to the Village Hall and heads inside, looking for Mr Winters.

zingbobco000
2019-09-05, 09:52 AM
Emberhead, 8:47 AM, September 2nd, 1921

The village hall backs against a cliff at the east end of Silbury Street. It’s the largest building you’ve seen so far in Emberhead. It is, however, locked and shuttered. You walk around it, peering through gaps in the shutters. There seems to be one large room, presumably for community meetings, and a smaller annex that serves as an office and archive. One of the windows is bricked up. Back at the main door, you can see no posted opening hours.
“Mr. Winters doesn’t open up mornings, this time of year,” says a gray-garbed woman passing by. “Best come back this afternoon.”
You ask whether the office has a telegraph. “Don’t know.” She shrugs. “Who would we call?”
You will have to try again later.
----

Would you like to continue to explore? To repeat some places of interest that I listed were: The lower ridge of land that heads eastward, the artisan's courtyard, the church, the general store, and the raised black metal structure.

DominoMasque
2019-09-05, 04:40 PM
This town just doesn't like me does it. Fine
Curiosity getting the better of her, she heads towards the Black Metal structure is this the Beacon?

zingbobco000
2019-09-05, 04:54 PM
You walk up The Approach, the most central of the village’s major streets. It points directly at the odd metal structure. As you emerge from the shade of the nearby buildings, you are greeted by a magnificent panorama spread from the north to the southeast. The last colors of fall tint the hills in a sleepy gold.
The structure, by contrast, is made from uncompromising iron, singed black. It supports an immense curved platform at the level of your head. Further struts snake up to a central point. It looks like they may have been some kind of sculpture at one time, but are now twisted and melted beyond recognition.
An older gentleman passes, looking up at you with rheumy eyes. “Are you here for the Festival?” he asks. “That’s the Beacon. When they light it, night after next, you’ll be able to see it ten miles away.” He gives a little nod of satisfaction, then moves on, leaning on his walking stick.
Now you notice bundles of wood, tied and stacked against the buildings nearby. Perhaps this Festival would be an interesting diversion. But you really must head to Arkham as soon as possible.
----

As you begin to look this structure over, please give me a Spot Hidden roll (you consider yourself a professional in this field).

DominoMasque
2019-09-05, 05:07 PM
Spot Hidden (60) [roll0]

"Well at this rate I may be" Jacqueline replies to the older gentleman.

zingbobco000
2019-09-05, 07:16 PM
As you walk away from the iron structure, you notice something strange about the construction of the village. All the wooden dwellings are concentrated in the west and southwest. To the east and northeast, closest to the Beacon, the buildings are formed from dark brick and clay. Does this mean the settlement began at the Beacon, and spread west?
----

You have succeeded in a Spot Hidden skill and may check mark it.
----

Emberhead, 10:12 AM, September 2nd, 1921

You are beginning to get your bearings in Emberhead. Would you like to explore some more?
----

To repeat some places of interest that I listed were: The lower ridge of land that heads eastward, the artisan's courtyard, the church, and the general store.

DominoMasque
2019-09-06, 08:07 AM
Guess I shouldn't go too far Jacqueline wanders over to the Artisan's quarter, keeping an eye out for possible transportation on the way.

Will update the sheet when I get home

zingbobco000
2019-09-06, 09:32 AM
Not far from the Ledbetter house, on the north side of Silbury Street, there is an open courtyard. The rhythmic tattoo of a hammer seems to announce your approach.
The courtyard is the busiest location you have yet seen in Emberhead. It is bordered by a ring of workshops. Some are brick buildings, some only rough huts. A blacksmith ceases to hammer, thrusting something red and glowing into a bucket of cold water. A weaver looks up from his loom, blinking at you for a moment before returning to his shuttle. A potter, engraver, and carpenter each work in their own space, exchanging friendly banter.
You move among the artisans, chatting about their work. Eventually you bring up the question of export. Some of them send occasional packages with Silas. Some restrict their custom entirely to villagers. You receive no suggestions about alternative transport.
----

Please give me a Psychology roll

DominoMasque
2019-09-06, 10:06 AM
Psychology (70) [roll0]

zingbobco000
2019-09-06, 10:17 AM
One of the workshops is shut up. When you stray close to it, the repartee between the craftspeople becomes awkward—almost forced. Interesting.
----

You may also check-mark the small box next to Psychology.
----

Emberhead, 11:03 AM, September 2nd, 1921

As you return to the center of the village, you're beginning to become accustomed to the cramped narrow streets.
----

To repeat some places of interest that I listed were: The lower ridge of land that heads eastward, the church, and the general store.

DominoMasque
2019-09-06, 02:06 PM
Jacqueline tries to justify it, it's not too suspicious after all, maybe they're storing something for the festival in there?
She heads over to the church, it may be a ruin, but it still feels like it may provide a comfort.

zingbobco000
2019-09-06, 02:25 PM
You cross the street towards the church. As you glance to your left, your gaze alights on the large metal structure. Something bothers you about its positioning. You back up and look again. Yes! Emberhead’s central thoroughfare points directly at the structure. This seems too precise to be a coincidence.
You press on and draw into the shadow of the church. The building is in a sorry state. The top of the steeple is missing, a ragged gash of splintered boards marking its absence, and the floors beneath it have collapsed. It appears to have torn through the roof of the main building as it fell. Only the back half is still intact. The white paint, which once covered the church, has yellowed and peeled.
It seems safe enough to explore the rear section. Old pews are stacked against the wall, choked with mildew. Most of the windows are broken. You guess this church has been disused for about twenty years. There is little more to interest you.
----

Please give me a Ride (you consider yourself a novice in this field) roll as you look around, as something about this place may remind you of something. You may also have a bonus die (which I'm unsure if I need to explain, but basically you roll an additional d10 and can use that instead of the ten's place you rolled on the 100)

DominoMasque
2019-09-07, 03:17 PM
Ride? Okay (5) [roll0] Bonus: [roll1]

Jacqueline dips into a slight curtsy and crosses her chest as she enters the church, it may be a ruin, but it should still be respected for what it stood for.

zingbobco000
2019-09-07, 04:06 PM
Emberhead, 12:15 PM, September 2nd, 1921

Your morning exertions have left you hungry. You roam the streets of Emberhead looking for sustenance. There is nothing resembling the busy cafés of your hometown, or anything that might be called a restaurant.
It is beginning to look like you will have to get supplies from the general store when May Ledbetter comes down the street with a girl trailing in her wake. This must be Ruth. As she notices you, she races past her mother and approaches you with a smile. This is a different Ruth from the shy creature of last night.
As she reaches you, she stops and stretches her arms up in celebration. She looks up into your eyes. Abruptly the smile drops from her face and she looks several years older.
“Get out before the festival,” she hisses. “Get out!” She
blinks hard, then scuttles back towards her mother.
May approaches, wrapping an arm around her daughter’s shoulders. She smiles. “How are you getting on? Have you found transport?”
Startled, you explain the frustrations of the situation.
“I’d try Mr. Winters in the village hall. He’s always in of an afternoon. You’ll be hungry by now? Help yourself to any food in the house. The door’s not locked.”
You glance at Ruth where she has squirreled herself behind her mother’s leg. Her eyes implore you to silence.

DominoMasque
2019-09-07, 09:39 PM
Jacqeline does her best to act like nothing happened, though the girls words sent a chill down her spine. Something had felt a little off since arriving here.
"Thanks, i'll have little food then see if I can find Mr Winters."

zingbobco000
2019-09-08, 05:51 PM
Emberhead, 1:27 PM, September 2nd, 1921

You take your leave of the Ledbetters and head towards their house. The door opens easily. In the low kitchen you make a meal from stodgy bread and leftover stew. A little window offers a view to the mountains.
If you learned one thing this morning, it was that Emberhead’s streets hold little to occupy the visitor from out of town. But there are still about five hours of daylight remaining.

The village hall overlooks the lower north ridge of the village. You walk along Silbury Street to find it, conscious of the oppressive black metal structure framed at the end of the road. The shutters of the hall are open and some windows left ajar. There is no knocker, but a little bell over the entrance tinkles as you push the front door.
Inside, a sturdy door to your right is marked PRIVATE. To your left, an opening leads through to a bright room. You take a few steps inside. Benches line the walls and there are two noticeboards mounted between the windows.

DominoMasque
2019-09-08, 07:51 PM
Jacqeline peruses the noticeboards for anything interesting. If nothing grabs her attention she'll head to the 'Private' door and raise her hand to knock, but before doing so will have a listen.

preemptive listen (40) roll, feel free to ignore if not relevant [roll0]

zingbobco000
2019-09-08, 09:04 PM
The floorboards creak beneath you as you cross the room. You feel a slight spring in your step. Perhaps this room is used as a gymnasium for the village children.
One noticeboard appears to be for the adults of the community, and one for the children. The former looks neglected, featuring handwritten advertisements for household items and a yellowed note about telegraph pricing. There is nothing about the festival.
The children’s noticeboard has a schedule for weekly crèche services, and a number of paintings obviously done by the children themselves. Most are incoherent, though colorful. As best you can tell, they depict fireworks, or perhaps the tale of Joseph from the Book of Genesis. One has lost a pin and hangs upside down. It shows a giant bird attacking Emberhead. Or it might simply be that the artist has not yet mastered the subtleties of scale.
----

There is no Listen roll, but there is a Spot Hidden roll. I'll use the dice you rolled, which means that you've succeeded.
----

As the afternoon sun hits the floor you notice something curious. The boards under the windows are newer than the boards in the center of the floor. The frames also show signs of having been replaced in the recent past. Perhaps rain leaked in and rotted the wood.
----

You may mark the box next to Spot Hidden
----

The door scrapes behind you. A middle-aged, bespectacled gentleman appears in the doorway. “May I help you?”
You explain that you're visiting on May Ledbetter's recommendation.
“Ah. Well, I’m Clyde Winters. I’m not sure I can help you, but… would you care for some coffee? I’m partial to a cup in the afternoon.”
He gestures to the open door behind him. This seems like a worthwhile opportunity, and you are a little thirsty.

You step through the door marked PRIVATE. The other side of the village hall is in marked contrast to the public space. The room is compact, lined with shelves of books and file alcoves (surprisingly some of the first books you've seen). One corner is reserved for a tiny pantry and what is presumably a water closet.
You study Mr. Winters as he fills the percolator. Although thin on top, his hair is oiled and neatly swept back. His suit is a sober affair, and well-tailored even if the cut is a little old-fashioned. A lesser man working alone might have loosened his bow tie for comfort.
On the desk against the opposite wall, you notice what looks like a telegraph set.

DominoMasque
2019-09-09, 04:06 AM
"Hmmm, coffee would be lovely." and I may as well get something out of this trip "I'm just after some transportation really, even if I can get on to the next town I can ask around there." her eyes flick to the telegraph "Or if you can get someone to come down from nearby and pick me up. I have a job to start and would really rather not give the impression I can't even arrive on time" she adopts her best vulnerable, pleading expression.

zingbobco000
2019-09-09, 10:23 AM
“I do appreciate how frustrating this must be. The coach is due, in what, three days? But I think he’s going west. Perhaps you might engage a wagon? One of the farmers might...”
You explain that you have asked a few of the residents already, but to no avail.
"The telegraph? Mmm. Much as we value our isolation, we do need the link sometimes… you were hoping to send a message? I must apologize. The line has been down for two weeks. I reported the fault, but of course, they’re not so speedy when the problem lies in a rural area. I’m expecting a repair the day after next."
“I tell you what.” Winters pours you a steaming cup of coffee. The dark liquid smells rich and strong. “When the repair crew arrive I’ll ask them to take you back with them. How would that be? They might want a dollar or two to grease the wheels...”
The day after tomorrow? It’s less than ideal. But it’s the first real opportunity you’ve had.
----

Shall you stay and make small talk with him, or is that it and you're ready to leave?

DominoMasque
2019-09-09, 11:42 AM
Jacqueline favours Winters with an exasperated but understanding smile. "I'm staying with May Ledbetter, if you hear of anything else please do let me know.", the day after tomorrow, tomorrow was the festival. Ruth's warning echoed in her mind - surely it's just the child's imagination or a trick, but she seemed so... earnest? "Just how far is it onto the next town?" , she wasn't much for walking, but if she left her luggage in care of Ms. Ledbetter and traveled light she could walk a few hours?

zingbobco000
2019-09-09, 11:50 AM
Mr. Winters looks warily out towards the window towards the sun, "I'm afraid that Ossipee is almost four to five hours by walking. You would have better luck waiting for the repair truck in my opinion."

DominoMasque
2019-09-09, 12:05 PM
Jacqueline deflates a little, she wasn't expecting it to be in walking distance anyway but it still took a bit out of her. I suspect those are times for someone used to labour as well, I bet it would take me half again as much time.
"Yes, I believe you're right," she takes a final sip of coffee and puts it down. "Thank you for your time, and again - you know where to find me if you think of any alternatives."

Jacqueline bids goodbye to Mr Winters and heads over the general store. They must get post delivered, maybe she could take a lift with the postal service - though a nagging voice in her head tells her it won't be expected until the day after tomorrow.

zingbobco000
2019-09-09, 12:07 PM
Emberhead, 3:02 PM, September 2nd

Jacqueline heads over and finds that the General Store has closed. In fact, practically every other building has closed as well. The town has basically retreated back into their homes.

DominoMasque
2019-09-09, 03:15 PM
Jacqueline sighs angrily. Not much to do about this now. She heads back to the house in a roundabout fashion, looking for any signs of people around. Maybe she could get Ruth alone and see if she can tell her anything else?

zingbobco000
2019-09-09, 04:21 PM
Emberhead, 7:28 PM, September 2nd, 1921

As the light fades, you return to the Ledbetter house and eat a light supper. May is unusually taciturn. Ruth’s eyes flick to yours several times during the meal. There is an urgency there you cannot quite interpret. Afterwards, May ushers the girl into their room.
You have been in Emberhead for barely one whole day and you already feel confined by it, both geographically and socially. The evening seems to offer little.
----

So your goal for tonight is to get Ruth alone and talk with her?

DominoMasque
2019-09-09, 06:31 PM
So your goal for tonight is to get Ruth alone and talk with her?

If I can see a way to do it without arousing suspicion. Jacqueline does't want to get the girl or herself in trouble with her generous host...

zingbobco000
2019-09-09, 07:49 PM
In time, May returns to the kitchen and busies herself clearing up. To speak to Ruth, you will need to get May to leave for a short while. You help with the dishes and try to think of some ruse. In time, an idea comes and you ask about Silas and his friends in the village.
May narrows her eyes. “He knows Troy on the other side of town,” she says. “Not sure I’d call them friends. More like an old feuding couple. But he probably spent last night at Troy’s place.”
You ask May if she could visit Troy and ask if Silas mentioned any plans to return. May looks dubious. “Right now?” she asks.

DominoMasque
2019-09-10, 11:10 AM
"If it's no bother. I'd go myself, but it's not like its a business that will be signposted." Jacqueline gives a pleading look to Ms Ledbetter.
"I can mind Ruth, if you'd rather not take her out. She's about the same age as my sister."

zingbobco000
2019-09-10, 11:14 AM
Hmmm... based on how you're approaching this you're using Pathos and a bit of Logos, so I guess I'd call this a Charm roll, please?

DominoMasque
2019-09-10, 04:37 PM
Charm (60) [roll0]

zingbobco000
2019-09-10, 09:04 PM
“Well… I suppose it will only take a few minutes.” May fetches a coat and heads out into the night. You give her time to get clear, then rap on the bedroom door. Nothing comes but silence. Then feet pad across the floor and the door opens a few inches. Ruth’s eyes stare through the gap, glancing from left to right. You explain her mother has left the house and ask what has been bothering her. Those eyes flick up to stare at you.
“It’s tomorrow,” she whispers. “Same as every year. They took my da. They’ll take you, if you let them.”
The conviction in her eyes is chilling. You press her. Who is she talking about?
“All of them. Every one. They’ve been watching since you got here. You’re marked.” Her voice is hollow. “One year, when I’m older… they’ll take me.”
You hear footsteps approaching from outside. Ruth’s eyes flash and the bedroom door slams. You turn back to drying the dishes. May enters and removes her coat.
“That man is a waste of time,” she hisses, and heads through to the bedroom.
----

You may check-mark the box next to Charm as you have succeeded in a check related to it.
----

The familiar surroundings of your guest room are becoming constrictive. The neat bed, small wardrobe, and dressing mirror have the feel of a prison cell about them. What are you still doing here in Emberhead? Your new life is elsewhere.
You lie on the bed and stare at a small crack in the ceiling. You turn over the day’s events, thinking through the little details you spotted. You are certainly weary from the elevation and the fresh air. But do you still feel safe here?
----

Shall you let yourself fall asleep, or are you going to stay awake?

DominoMasque
2019-09-11, 05:00 AM
Jacqueline laid in bed thinking. She didn't want to be here. It felt like there was a conspiracy to keep her here, and Ruth seemed to be confirming it, but it was all so... circumstantial. Feelings of unease and unfortunate coincidence were no reason to make a fool of herself.

She couldn't help it, she wouldn't be sleeping tonight anyway. She got up, checked through her meagre possessions, packing some essentials into her handbag and wrapped up warmly - hopefully she could come back for the rest later. After the festival. Well after.

She tentatively tested the door, half expecting it to be locked and moved quietly through the house.

I don't know if anyone's listening, but it seems a Stealth (20) roll may be in order? [roll0]

zingbobco000
2019-09-11, 09:34 AM
Outside Emberhead, 8:49 PM, September 2nd, 1921

You do your best to quietly head out. You're quite sure that May and Ruth are asleep, and you don't think you've awoken them. Soon you descend on the southern road and follow it around to the east. The black metal structure looms on the promontory above. You shiver as you pass the lower huts and head out of Emberhead.
----

Please give me a Spot Hidden roll.

DominoMasque
2019-09-11, 10:10 AM
Spot hidden (60) [roll0]

zingbobco000
2019-09-11, 10:23 AM
Spot hidden (60) [roll0]

You're some distance out when you happen to notice little flickers of light from the village... strange. Nevertheless, you persist.

After the miserable, enclosed streets of Emberhead, you are refreshed by the open air and sense of progress. An hour later, however, the empty road ceases to be a novelty. You have just entered the first patch of woodland when you hear an eerie, lilting howl from the north.
----

Please give me a Natural World roll.

DominoMasque
2019-09-11, 04:33 PM
Natural World (10) [roll0]

What am I doing out here, am I being an idiot - maybe I should go back and see what those lights are - I can probably find somewhere to hide until after the festival right?

zingbobco000
2019-09-11, 04:36 PM
Thinking such thoughts, you hesitate. You have grown up in the familiar landscape of the town. Wild animals are a little outside your experience. Is it unwise to head on into the unknown by yourself?
----

Shall you press on?

DominoMasque
2019-09-11, 04:43 PM
Jacqueline muses for some time, back with the possibly conspiratorial folk of the town, or out here with the possibly hungry wild things.
With a sigh she turns back.

did it look like there would be anywhere suitable to hide for a day in the town, empty houses, barns in outlying area, is there enough cover in the ruined church she could stay out of sight?

zingbobco000
2019-09-11, 04:46 PM
did it look like there would be anywhere suitable to hide for a day in the town, empty houses, barns in outlying area, is there enough cover in the ruined church she could stay out of sight?

The church does look like you might be able to hide there.

DominoMasque
2019-09-11, 04:51 PM
Okay, with some trepidation Jacqueline makes her way back to the church, hopefully no-one will have reason to search there.

zingbobco000
2019-09-11, 04:57 PM
Night settles slowly around you. The woods outside the village with small noises: scratching nearby, distant bird calls, and the gentle rustle of leaves. Although resigned to a long, tedious night of wakefulness, after a few hours you find yourself yawning. You lie upon a rotting surface as the stench of mildew fills your nostrils. Then you close your eyes.

In your dreams, the buildings turn to trees and change position, lifting their roots from the ground, and shuffling to another spot before planting themselves again. This seems perfectly normal, companionable even. They start to glow, a greenish-yellow as the flames lick—
Flames?
The trees begin to scream.
Tongues of flickering fire snake all around the ruined church towards you. Smoke begins to churn about the small confines of the church doing whatever it can to escape. You cough as the vapors fill your throat, choking—
----

Please give me a sanity roll.

DominoMasque
2019-09-11, 05:29 PM
Sanity (70) [roll0]

zingbobco000
2019-09-11, 05:46 PM
Something is not right here. Even as your fingers find push yourself to your feet, some rational part of your mind recognizes that this fire does not look natural. And buildings don’t move by themselves.
You stand up but as you do you seem to drop through air. Can you see figures there? Coming out of the dark—
----

You have lost 2 hit points.
----

The skin of your face feels warm. There is a mattress beneath you. You blink against the sunlight. A blurred figure swims in your vision.
“You’re awake. It’s May. May Ledbetter.”
You shift and pain wracks your body. You feel bruised, and your head throbs. May comes into focus.
“You’re lucky to be alive. A farmer found you in the small hours. Patched you up and brought you back on his cart. Said you were in the church? It could've fallen on you! Best take it easy today. I’ll look in on you later.”
The farmer and his cart are long gone, of course. You snooze for a little longer, as your body aches.
----

The Ledbetter kitchen is empty, although bread and eggs have been laid out for your breakfast. There is a note from May explaining that she has taken Ruth out for a few hours.

Emberhead, 9:27 AM, September 3rd, 1921

You make a quiet circuit of the village, pausing in unobtrusive places to watch the villagers. It is rather busy for this time in the morning. Yawning locals stream back and forward along the roads, carrying bundles of split logs to the site of what you’ve heard referred to as the Beacon. You see two figures already up in its superstructure, arranging the wood. The Festival bonfire will be most impressive. But do you intend to stay to see it? You suspect by now that something is amiss here.
While the villagers are distracted, you may do some illicit investigation. Or you may simply leave town without looking back.
----

So some examples of illicit things: You could investigate May's bedroom, check out the strange shut-up workshop, spy on activity at the beacon, go alone to the village hall, or just get the heck out of here.

DominoMasque
2019-09-11, 06:29 PM
Jacqueline is confused, it felt like something happened last night. a lot more than just bad dreams and a night in the cold.

The workshop, that looked suspicious - maybe if she could get a look in there?

zingbobco000
2019-09-11, 06:31 PM
You approach around the back of the buildings in Emberhead’s northwestern corner. By this time in the morning, you would expect activity in the artisans’ courtyard, but the benches and anvils sit deserted. Your footsteps echo off the surrounding walls.
The workshop from before is shut up and padlocked. You peek through the joints, but you can see nothing inside.
----

Before you roll anything, please tell me how (or even if) you are planning on getting inside.

DominoMasque
2019-09-11, 06:41 PM
Jacqueline will have a check around and see if anyone's watching, then (if clear) attempt to pick the padlock.

zingbobco000
2019-09-11, 06:42 PM
You look around, most of the citizens seem to be concerned with lighting the beacon, so you examine the padlock. It is old and not particularly secure. There are plenty of metal shavings around that could work as improvised picks.
----

Please give me a Locksmith roll. You may, however, double your skill for this roll only (I realize now that would give you an 100, you still must roll as a 96-100 is considered a fail).

DominoMasque
2019-09-11, 06:44 PM
Locksmith [roll0]

zingbobco000
2019-09-11, 06:45 PM
You may check mark the small box next to Locksmith.
----

You push aside the door and step inside the workshop. The air is cool against your face, and you see light glinting through the eaves. The center of the room features a raised slab with a slight slope. An indentation beneath it suggests something sits there. A basin perhaps? Prone shapes are racked against the far wall, covered with red cloth. They look… human…
----

Shall you investigate further? Or are some things be better left unseen?

DominoMasque
2019-09-11, 07:33 PM
Regretting it already Jacqueline moves towards the prone shapes and takes a closer look.

zingbobco000
2019-09-11, 07:47 PM
You approach the red-shrouded figures, expecting them at any moment to leap up and grab at you. There are three. Each has a label hanging from its toes:

Benjamin Cramer, 1/19/1921
Abraham Hollingsworth, 4/22/1921
Marian Phipps, 8/6/1921

You lift one corner of the shroud. Underneath, wrapped in tight bandages, is a thin but unmistakably human form. You are looking at three dead bodies. Embalmed dead bodies.
----

Please give me a Sanity roll.

DominoMasque
2019-09-12, 03:45 AM
Sanity (70) [roll0]

Just to check, the dates on the bodies say 1927, but the 'current' date is 1921?

zingbobco000
2019-09-12, 03:47 AM
Whoops! That was a typo... IDK why I thought 1927...
----

“So! I thought you looked like a snoop. Like what you found, did you?”
A burly villager fills the doorway, blocking out much of the daylight. You can make out a dark apron, and a thick beard. He steps forward, fist raised, ready for a fight unless you surrender.

DominoMasque
2019-09-12, 04:30 AM
Jacqueline backs away, slowly reaching her hand into her bag to find her gun, did she even load it? Even with everything going on she wasn't really expecting violence.
"I'm with the Arkham Gazette, people know I'm here. If anything happens to me people will come and investigate.", she hopes she sounds more confident than she felt.

zingbobco000
2019-09-12, 09:47 AM
Jacqueline backs away, slowly reaching her hand into her bag to find her gun, did she even load it? Even with everything going on she wasn't really expecting violence.
"I'm with the Arkham Gazette, people know I'm here. If anything happens to me people will come and investigate.", she hopes she sounds more confident than she felt.

Give me a Luck roll please.

DominoMasque
2019-09-12, 09:52 AM
Luck (55) [roll0]

zingbobco000
2019-09-12, 10:32 AM
You reach into your handbag, and it's at this moment when fear strikes you... your handgun, it's gone. You search around further while the burly man steps down the stairs. It's then when everything clicks, you had your handbag on you when you left... you came back... whoever brought you back... "Sure they will, just like everyone's friends and family..." He then cracks his knuckles, ready for a fight. "So are we going to have to do this the easy way...? Or the hard way?"

DominoMasque
2019-09-12, 05:04 PM
Jacqueline appraises her options, her 90lb frame wasn't going to threaten him - she'd be lucky if she could make him flinch, she didn't think she could rush past him either. Better to keep her health and try and escape later...
She has a last glance around the room for any other routes of escape before raising her hands and looking down meekly, defeated.

unless of course any other route out does look feasible

zingbobco000
2019-09-12, 05:05 PM
Jacqueline appraises her options, her 90lb frame wasn't going to threaten him - she'd be lucky if she could make him flinch, she didn't think she could rush past him either. Better to keep her health and try and escape later...
She has a last glance around the room for any other routes of escape before raising her hands and looking down meekly, defeated.

unless of course any other route out does look feasible

Give me an Idea (Intelligence) roll please.

DominoMasque
2019-09-12, 06:11 PM
Idea/intelligence (80) [roll0]

zingbobco000
2019-09-12, 06:13 PM
Jacqueline looks at the bulky man slowly tromping down the stairs, and suddenly an idea comes to her. It's unlikely, but it could be possible that she could dodge and move the man away from the stairs and try to then rush up them to her escape.

DominoMasque
2019-09-12, 06:35 PM
It's a slim chance, but I might not get another...
Jacqeline shrinks back as the man approaches, looking timid and fearful. Trying to draw him as far away from the stairs as she can without letting him touch her. Before hurtling herself up the stairs let's hope he doesn't have a friend at the top, or I've definitely just scored myself a beating.

zingbobco000
2019-09-12, 06:36 PM
Hmmm... let's see... give me an Art/Craft (Acting) please.

DominoMasque
2019-09-13, 03:34 AM
oh dear, Acting (5) [roll0]

Oh, okay then

zingbobco000
2019-09-13, 08:41 AM
Basically a nat 20, I like it!
----

The man looks confused, but then chuckles to himself, thinking that this would be easier than he thought. As he presses in closer to you, you take this moment to try and flee!

You sidestep and slip out of the workshop. As the artisan follows, you swing the door into his face. He staggers back, a hand to his nose. You take the opportunity to flee from the workshop... you've seen enough.
----

You may create an Arts/Crafts (Acting) and check-mark it.
----

Emberhead, 10:16 AM, September 3rd, 1921

You manage to hide out far away from the Artisan's Courtyard, eventually you see the Blacksmith come out of the workshop, clutching his clearly broken nose. He looks around a couple times before storming off towards the beacon. You feel a deepening unease about Emberhead and this day in particular.
----

So some examples of illicit things: You could investigate May's bedroom, spy on activity at the beacon, go alone to the village hall, or just get the heck out of here.

DominoMasque
2019-09-13, 01:38 PM
I need to do something... May's house? If she's the one they direct visitors towards, she must know something?

zingbobco000
2019-09-13, 01:39 PM
Despite her hospitality, you do not trust May Ledbetter. You return to her house quite openly. Where else would you go?
Inside, the dwelling is still empty. You rap on the bedroom door and wait. Silence. You ease it open.
The Ledbetter bedroom is in marked contrast to your own, neat space. Dirty clothes are piled about the floor. On a rough quilt lie schoolbooks and cheap novels. You notice a raggedy old doll discarded down the side of the bed.
----

Please give me a Spot Hidden roll.

DominoMasque
2019-09-13, 01:59 PM
Spot Hidden (60) [roll0]

zingbobco000
2019-09-13, 02:00 PM
You notice scrapes on the floorboards corresponding to the legs of the bed. With effort, you slide the bed away. There is a rug spread beneath it, and beneath the rug, a trapdoor. You ease it open. The dark space beneath is some kind of cellar.

DominoMasque
2019-09-14, 01:14 PM
I'm going to regret this aren't I. Well, no sense finding things, if I don't follow up on them Jacqueline climbs down, cautiously.

zingbobco000
2019-09-14, 04:02 PM
The daylight barely offers enough illumination to see, but a hot lantern during daytime would be very suspicious. You squeeze beneath the floor and glance around.
Your first impression is that May keeps her junk here, for there are many boxes of different sizes piled in untidy heaps. It takes a few seconds before you realize they are all traveling trunks, or suitcases. There are about twenty of them.
The implication hits you hard. Yet you maintain enough control to check the luggage tags. You count eight or nine different names before you stop. Scrambling back up to the bedroom, you close the trapdoor with trembling fingers, returning the bed to its place.

Emberhead, 11:03 AM, September 3rd, 1921

Shaking, you make it back to the center of town. Things are most certainly not right in this village, but shall you investigate further?

So some examples of illicit things: You could spy on activity at the beacon, go alone to the village hall, or just get the heck out of here.

DominoMasque
2019-09-14, 06:49 PM
No... no, this is wrong. I don't care if it's a ten hour walk I need to get out here.
Jacqueline doesn't know what's going on, but she's had enough evidence that these people have been killing folk off. She's cutting her losses and heading to the next town.

zingbobco000
2019-09-14, 06:52 PM
As you approach the southern road that descends to the lower ridge, you see four villagers blocking the route, with farm tools and clubs. You veer off and head towards the west road. Your heart sinks as you see exactly the same scene at the other exit from the village. You look out for any other way out, but all that greets you is a massive drop-off of the cliff... You are trapped.

DominoMasque
2019-09-15, 03:11 PM
Jacqueline couldn't even take one of those large men with weapons, never mind four. should have just kept walking last night. Even if there were wild animals, I had my gun then, it would have scared them off wouldn't it?

She heads back towards the beacon, keeping an eye out for somewhere to hide - if all the people were busy maybe some of the houses would be empty - but if she picks the wrong one, it could be a disaster.

zingbobco000
2019-09-15, 03:21 PM
You are contemplating where to hide when you see one villager, a bald man with a damaged ear, watching you intently. Some instinct makes you walk in the other direction. Then you see the others, ahead, and to your sides: a wary teenager, an evil-eyed matron, and a man hefting a club. They are not staring as obviously as the first, but they keep you under watch.
And they are closing in. You cannot hope to overcome four of them at once.

DominoMasque
2019-09-16, 03:50 AM
Is there anywhere to run to?

zingbobco000
2019-09-16, 11:23 AM
You could probably try to move in-between the houses, aiming to lose them, or you think you might be able to just make a mad dash out of here.

DominoMasque
2019-09-17, 07:22 AM
Okay, let's duck in between the houses.

zingbobco000
2019-09-17, 10:33 AM
You dart down an alley, then turn and head in a completely different direction. Running feet sound behind you. For the first time you feel Emberhead’s cramped, chaotic streets work in your favor. You try to circle round towards the southern road.
----

Please give me a Stealth roll.

DominoMasque
2019-09-17, 01:35 PM
Stealth (20) [roll0]

zingbobco000
2019-09-17, 01:40 PM
You turn a corner and walk straight into the formidable woman with the malevolent stare. She grabs your shoulders and bears down on you. As you struggle, the man with the club runs up with the teenager. You are quickly overcome.

The fading light from a narrow window tells you afternoon is giving way to evening. Your hands are shackled behind your back so you cannot even lie down on the rough bed. A woman you have not seen before comes in. Her face is wrinkled and her eyes dull. They do not meet yours, but she puts a cup to your lips.

DominoMasque
2019-09-18, 07:46 AM
Jacqueline drinks a little before speaking, "Please, I don't know what's going on, can you tell me anything?"

zingbobco000
2019-09-18, 10:24 AM
You drink from the cup. It holds cool, refreshing water, which you gulp down. When it is empty, she turns to leave. You statement floats to her, but she steps outside and closes the door.
Later, you try yelling. Your voice must be audible outside, but it has no effect. It seems the entire village is involved.

As the light fades outside, your little prison becomes dark. You can hear much activity around the building. Occasionally an orange glow passes the window. The only comfortable position in the shackles seems to be to sit against the end of the bed with your arms hanging behind you.
You need to concentrate and come up with a plan. There is clearly no escape from your bonds. You do not know exactly what your captors want from you, but you cannot ignore the fact that they have spent the entire day constructing a massive bonfire.

The door scrapes, wrenching you back into the moment. Orange light spills into the house from blazing torches held at the threshold. Two large villagers step in and grab you. At least, you assume they are villagers. They wear heavy black cloaks, and their faces and hands are painted entirely black, save only for a red triangle centered on their left eye.
You try to drag your legs, but they reach under your arms and lift you bodily from the bed. Outside, it seems that the whole village has congregated to see you. Every single one has a blackened face with the red triangle motif. Torches sputter and spill fire.
You struggle, but you can see physical resistance is hopeless. You are marched to the central street and turned to face the Beacon.

https://s3.amazonaws.com/files.d20.io/images/89720049/L3DvTjcxLrld25ihsdRf4Q/max.png?1566314911

The procession down The Approach is slow and formal, save when you sense weakness and yank at your captors. A chill touches you when you see three human shapes carried ahead of you, draped in red cloth (you're reminded of what you witnessed in the shed). The Beacon looms larger and larger, its dreadful silhouette a black triangle pointing to the stars. A low drone begins among the cloaked figures—unbidden, the word mourners comes to mind. Smoke from their torches makes you cough. You feel heat on your face.
As you reach the cleared area around the Beacon, three dancers break from the pack: young girls swinging balls of fire in spectacular arcs, drawing circles in the night air. One by one, they draw close to you and touch your forehead with sooty fingers. Each kisses you three times: on the left cheek, right cheek, then forehead. Then they whisper in your ear. The smell of kerosene fills your nostrils.
----

Please give me an Appearance roll!

DominoMasque
2019-09-18, 05:59 PM
Appearance (60) [roll0]

zingbobco000
2019-09-18, 06:02 PM
“Through your sacrifice the village will be reborn,” says the first dancer.
“You pass from earth to air for all our sakes,” says the second.
“I’ve weakened the chains,” says the third. “Don’t try to escape until the flames are high enough to hide you.”
You stare at the third dancer. In that inky visage you clearly discern the frightened features of Ruth Ledbetter.
Their dance weaves off and disappears behind the buildings.

As you arrive beneath the beacon, ten villagers close in on you. Working with surprising coordination, they immobilize you and lift you up the blackened iron stairs to the raised platform. You cannot help but shiver at the sight of the central framework, twisted from past blazes, and what you can now clearly see to be fastening points for chain. None of the eyes meet yours as they lash you to the metal.
The village sings now, something rhythmic and ancient, carved from odd syllables. A second group ascends to the Beacon, carrying the three red-draped bodies. With reverence, they arrange their burdens in a triangle around your feet. Then they withdraw, leaving you alone with the dead, shin-deep in a sea of kindling.

It seems the entire village is gathered around the Beacon to watch you burn. Behind the face paint, you recognize May Ledbetter, and—yes, that is Silas the coach driver standing at her side. The audacity and scale of the deception staggers you. A man steps up on a dais and raises his hands with quiet authority. The frame of his spectacles obscures the red triangle on his face.
“So we draw here together again on this night, as we do each year, and we give thanks to the one who will preserve the village against the fire of the void. You will be taken by the Ones From Above in our stead. Your death will bring life to our streets and bounty to our fields. It will safeguard our children and our elders alike for another year. We salute you.” He bows his head.
All around the Beacon, bearers step forward and lift their torches to the edge of the raised platform. A ring of tiny flames flicker up around the perimeter. As they wink, the singing of the villagers drops into an unearthly rhythm. They stare at you, and you stare back, watching as you are held clearly in their vision.
----

Would you like to throw all of your remaining strength against the bonds right now or wait for a moment and see what happens?

DominoMasque
2019-09-18, 06:56 PM
This is all some crazy cult, thinking they get rewarded for killing people... Ruth's been the closest to someone I trust, I'll have to take her word and let the flames build as high as I can bear...

Jacqueline tries to stay on the bonfire until the smoke builds.

zingbobco000
2019-09-18, 10:03 PM
The flames snake across the kindling, catching and rising. Smoke rises and it becomes difficult to see the villagers. The three bodies surrounding you catch fire, blazing with sooty red flames. You begin to cough as the smoke enters your lungs, and fight down the urge to panic.

Flames lick at your legs. Your eyes water. You are shrouded in smoke. It might be your imagination, but you think you can feel a slight give in the chains. You throw yourself against them, giving no thought to how they bite into your wrists.
----

You take 3 damage from the flames, and please give me a Strength roll with a bonus dice because you held your strength back.

DominoMasque
2019-09-19, 02:44 AM
Eyes stinging from the smoke and legs burning from the flame Jacqueline throws all her strength against the chains.
Strength (40) [roll0] [roll1]

zingbobco000
2019-09-19, 10:41 AM
Desperation lends you strength and you yank at what you guess to be the weak point in the chain. It breaks! You throw the chain off, stumbling across one of the red-shrouded corpses, heading away from the watching villagers. You cough. Your hair and eyebrows smolder.
----

You take 4 more points of damage as you're literally running through fire, (you're at 1 HP)
----

You leap from the conflagration on the far side of the Beacon. Your heart lurches momentarily at the sight of the sheer drop beneath you, but you land a few inches short of the edge. You roll to extinguish your burning clothes. Your lungs feel singed. Everything hurts. The chant of the villagers gathers in intensity. You peer around the Beacon. They don’t seem to have noticed your absence amidst the billowing smoke. Most of them are staring into the sky.
You crawl as rapidly as you can for the cover of the nearest building.

With the villagers assembled at the Beacon, the streets are empty and you are able to pad away from the blaze. You must get out of town before they finish.
The chanting seems to accelerate as you round the corner of the southern road. Here, parked against the side of the general store, you have your first piece of luck since reaching Emberhead. A bicycle! You learned to ride one of these in Providence.
You settle into the saddle. Your burned flesh protests at the contact.
----

Now one final query, shall you wait and observe the going ons at the beacon, just for... investigative purposes? Or are you absolutely positively done with this place?

DominoMasque
2019-09-19, 02:31 PM
Jacqueline burns with a desire to watch and see what happens, but with a sigh of regret the physical burns upon her flesh drive her to leave this place rather than run the risk of discovery.

zingbobco000
2019-09-19, 02:57 PM
It takes a moment to recapture the skill of riding the bicycle, but after the first turn to the east, there is a long downhill out of Emberhead. You hear screams and crackles above you, but concentrate on balancing and working the pedals in your weakened state. You’ve had too many hopes dashed in this abomination of a village. You keep your head down and ride away. Every now and then you rest and glance back, seeing nothing but flames.
Twenty minutes later, with no signs of pursuit, you stop for a breather having walked your bike to the top of a hill. You can see Emberhead rise in the distance. The entire village appears to be ablaze. The dark column of smoke above it will be visible for many miles—but if the village is as isolated as it seems, help is unlikely to arrive in time.
You watch the place burn for five minutes. Then you mount the bicycle again and ride towards civilization, and dawn.
----

Congratulations! You have survived this adventure. You may keep your investigator sheet and use it in another Call of Cthulhu scenario. You will have a chance to improve some skills through experience as I'll describe in the OOC.
The End.