The investigators stepped out into the teeming streets of Constantinople, their nerves on edge after the harrowing journey on the Orient Express. Professor Demir’s home provided a brief respite, but an air of urgency hung over the group as they discussed their next steps. The Blood Red Fez cult had attacked Demir, demanding the return of the Whispering Fez. When he failed to produce it, they kidnapped his youngest son Barlas, leaving an ominous ransom note: the boy in exchange for the Fez, midnight at the Kasim Pasha docks.

Clinton Lake leaned forward, his smuggler’s mind working through possibilities. “Ambushing them at the docks may be our best option. We’re outmatched in a straight fight.”

Madame Zorba nodded, the cursed Fez weighing heavily on her thoughts. “I can try to control this Menkaph through the Fez’s power. But it’s unpredictable magic.” Her eyes glinted with ambition and trepidation.

Per Oskarson interjected, ever the voice of reason. “I could focus on crafting a convincing forgery of the book. A distraction, or a bargaining chip if needed.”

Viola Sutcliffe patted her satchel. “I’ve persuaded a local merchant to part with some dynamite. Should make quite the diversion, if it comes to it.”

As dusk fell, the investigators put their plan into motion. Zorba and Sutcliffe disguised themselves, procuring a carriage to serve as their getaway vehicle. Lake positioned himself among the shadowed eaves of the docks, shotgun at the ready. Oskarson and Professor Demir worked feverishly on the counterfeit Fez tome, ancient Persian script flowing beneath their pens.

At the stroke of midnight, Professor Demir stepped into the hazy lamplight, the fake Whispering Fez clutched to his chest. Silence descended, broken only by the lap of dark water against the quay. The minutes ticked by with agonizing slowness. Something was wrong.

A muffled shout rang out from the direction of Demir’s home. The investigators exchanged alarmed glances. Had the cultists seen through their ruse? With mounting dread, they raced back through the twisting streets.

In the flickering candlelight, Demir’s son thrust a crumpled paper into his father’s trembling hands. It was a message from Menkaph himself, taunting them, a demand for the Fez at a new rendezvous. He knew the group from London was here.

Madame Zorba closed her eyes, reaching out with arcane senses, seeking her quarry. There! Menkaph’s presence burned like a dark star on the horizon, somewhere out in the Wine-Dark Sea. Other Fez-wearers glimmered in her mind’s eye, trapped in the mad prince’s web of power.

The waters were treacherous and the hour late, but the investigators would not be deterred. Demir’s friend Abdullah agreed to ferry them in his fishing boat to the island lair of the cultists. As they drew closer, Madame Zorba gathered eldritch energies, pulling the stolen power of the Fez into herself. Her mind pulsed with unnatural vitality, even as dread clawed at her sanity.

Menkaph sensed her psychic intrusion and rebuffed it with a sneer. Zorba gritted her teeth against the backlash, five occult talons raking across her consciousness. She had the mad prince’s attention now, for good or ill.

Dawn tinged the eastern horizon as the island’s menacing silhouette cut across the sky - a jagged fragment of rock thrusting up from the waves, a single stone tower rising from its peak. A premonition of doom settled over the party. They were sailing into the lair of an evil older than history, a power that could shatter minds and consume souls.

In the shadow of that ancient citadel, they would face a reckoning, for young Barlas’s life, for the fate of the Fez, perhaps for their own sanity. The investigators checked their weapons, pocketing sticks of dynamite with grim determination. There could be no turning back now. Unimaginable horrors awaited them on the cultists’ isle, but they were ready to confront the darkness, together.


Session Notes
  • Luke (GM): Briefly recaps the previous session, noting that the investigators have arrived in Constantinople but face ongoing troubles.

  • Luke (GM): Details the attack on Professor Demir by cultists demanding the Whispering Fez, leading to the kidnapping of his youngest son, Barlas. The cultists demand an exchange at the Kasim Pasha docks at midnight.

  • Joe (Madame Zorba): Sarcastically remarks that everything will be fine.

  • Luke (GM): Mentions that Professor Demir is struggling to translate a book and that Madame Zorba is still wearing a fez, draining Scott Myers while Ellie Myers maintains his condition.

  • Luke (GM): The investigators visited a French occultist in Constantinople, who reveals that Nisra, the cult leader, was his pupil. He provides details about a hidden island, the Tenth Prince’s Isle, where the cultists are based.

  • Ben (Per Oskarson): Asks clarifying questions about the prince, Ramazan, associated with the cult.

  • Luke (GM): Confirms that the investigators do not know the exact relationship between Nisra and Ramazan.

  • Luke (GM): The group returns to Demir’s home, noting it is now around 3 PM, with some time left before the midnight exchange.

  • Ben (Per Oskarson): Mentions a note about a fisherman friend named Nine-Fingered Abdullah, trusted by Demir.

  • Joe (Madame Zorba): Discusses the lack of progress in destroying the Fez.

  • Luke (GM): Notes that Demir is making progress but the runes are intricate and require more time.

  • Mark (Clinton Lake): Reminds the group of their decision against seeking an audience with the Sultan due to time constraints.

  • Luke (GM): Confirms the decision and mentions the British Consulate as a potential resource.

  • Mark (Clinton Lake): Recalls a vague sense of the number of cultists, around 20.

  • Joe (Madame Zorba): Jokes about the group’s composition and their effectiveness in combat.

  • Merideth (Viola Sutcliffe): Responds to the joke, emphasizing the capabilities of the elderly members.

  • Ben (Per Oskarson): Jokes about using tiger tranquilizer on the cultists.

  • Merideth (Viola Sutcliffe): Suggests using shadow monsters from the Fez against the cultists.

  • Joe (Madame Zorba): Lists her current Fez powers, noting the absence of shadow monster manipulation.

  • Luke (GM): Asks the group about their plan for the exchange at the docks.

  • Ben (Per Oskarson): Points out the logistical issues of going to the island and making it back in time for the exchange.

  • Joe (Madame Zorba): Suggests a sneak attack on the island, taking advantage of the element of surprise.

  • Merideth (Viola Sutcliffe): Remarks on the effectiveness of a sneak attack despite it being un-British.

  • Mark (Clinton Lake): Mentions the idea of lighting the island on fire to create a distraction.

  • Brian (assistant GM): Highlights the risks of splitting the party and the potential consequences.

  • Ben (Per Oskarson): Raises concerns about the kidnappers executing the hostage if trouble starts.

  • Merideth (Viola Sutcliffe): Struggles with thinking like the cultists.

  • Joe (Madame Zorba): Emphasizes the primary goal of rescuing Demir’s son.

  • Luke (GM): Points out that the cultists demanded Demir come alone and leave his British friends behind for the exchange.

  • Ben (Per Oskarson): Considers the idea of crafting a forgery of the Whispering Fez book.

  • Luke (GM): Explains the challenges and potential of creating a convincing forgery using the book’s cover.

  • Mark (Clinton Lake): Leans towards giving the cultists what they want to ensure the hostage’s safety.

  • Joe (Madame Zorba): Questions the cultists’ trustworthiness and suggests an ambush as the best option.

  • Merideth (Viola Sutcliffe): Inquires about the cultists’ knowledge of the investigators’ appearances.

  • Luke (GM): Assumes Menkaph could have sent descriptions of the investigators, but disguising themselves might still be effective.

  • Brian (assistant GM): Warns of the dangers of gunfights in the game, emphasizing realism and lethality.

  • Luke (GM): Notes that Clinton is the only investigator proficient with a gun.

  • Merideth (Viola Sutcliffe): Considers the potential of using disguises and distractions.

  • Luke (GM): Suggests that descriptions alone might not be enough for immediate recognition.

  • Brian (assistant GM): Mentions the possibility of acquiring dynamite, though it may pose risks to the hostage.

  • Mark (Clinton Lake): Expresses concerns about dynamite’s unpredictability and the need for a clear plan.

  • Discussion on Detonators and Explosives:

    • Luke and Brian discuss the type of detonators available, considering both cordite fuses and electrical charges.
    • Mark points out the difficulty for the party in constructing an electric detonator due to their lack of technical skills.
    • Luke suggests finding a Turkish bomb maker or someone in the mining industry to help with the explosives.
  • Delegating Roles and Expertise:

    • Joe mentions Madame Zorba deferring to Clinton Lake for experience in handling such situations.
    • Mark highlights Clinton’s lack of backup and suggests using trickery instead of an all-out assault.
    • Various ideas for distractions are considered, including pretending to be drunk.
  • Strategizing for Barlas’s Rescue:

    • The group reviews their objective: rescuing Professor Demir’s son, Barlas.
    • Luke outlines potential approaches: exchanging the real Whispering Fez, using a fake Fez, or a direct rescue.
    • Joe recalls information from a French occultist about the cultists’ limited knowledge and possession of the Fez.
    • Mark considers the feasibility of using disguises and creating chaos to facilitate the rescue.
  • Developing the Ambulance Plan:

    • Joe suggests using an ambulance as a disguise, with Meredith (Viola Sutcliffe) pretending to have a medical emergency.
    • Meredith and Joe discuss their roles as ambulance drivers and medical technicians.
    • Ben is briefed on the plan to create a distraction with dynamite, causing chaos to rescue Barlas.
  • Potential Challenges and Adjustments:

    • The group debates the practicality of the plan, including the need for stealth to locate and free Barlas.
    • Mark inquires about the organization and control at the docks, learning about the presence of a dockmaster and some order.
    • Suggestions are made for alternative distractions, such as sinking the cultists’ boat or causing general commotion.
  • Finalizing Details and Roles:

    • The team discusses the need for local attire to avoid looking too British.
    • Suggestions include disguising as smugglers or using a fake book for the exchange.
    • Joe emphasizes the need for subtlety and avoiding British accents during the operation.
  • Logistics and Preparations:

    • Luke advises not to over-plan and to be adaptable during the mission.
    • Items to procure: an ambulance or carriage, dynamite, and local clothing.
    • Mark suggests painting a regular carriage to resemble an ambulance.
  • Additional Considerations:

    • Luke and Brian remind the group that they haven’t seen the specific docks yet and should be prepared for various scenarios.
    • Ben and Meredith discuss the potential organization of the docks and the likelihood of encountering both orderly and chaotic areas.
  • Conclusion and Next Steps:

    • Luke plans to take a break before conducting rolls to determine what resources the team can secure.
    • The group contemplates whether to be directly involved in the exchange or to support from the shadows.
    • Brian suggests gathering more information about the docks, possibly consulting Mr. Ninefingers.
  • Discussion at the Docks: Ben notes that the docks chosen for the hostage exchange aren’t well-organized or well-guarded, suggesting it’s the kind of spot a prince might choose because of his status. Brian concurs, acknowledging the boldness of such a move.

  • Forgery Plan: Luke, the GM, indicates that the quality of the forgery will be determined by a skill check. He warns that a critical failure might destroy the Whispering Fez. A suggestion is made to use the original cover for the forgery to improve the odds.

  • Character Contributions:

    • Per Oskarson: Ben, playing Per, discusses the importance of the physical book but agrees to use the original cover for the forgery. Per is willing to help with the forgery process.
    • Professor Demir: Luke describes Demir’s reluctance but ultimately helps find a similar-sized book for the forgery. Demir groans at the thought of destroying an antique but complies.
  • Forging the Book:

    • Per works with Demir’s daughter, Rana, to write as much as possible on blank pages to create a convincing forgery. Luke grants a +20 bonus to the roll due to using the original cover.
    • Ben suggests using his high Occult skill to make the forgery look authentic. Luke agrees and sets the skill check to Occult, making it a hard roll but allowing a bonus die. Ben rolls but fails initially, then decides to spend 14 luck points to succeed.
  • Carriage and Dynamite: The team decides to rent a carriage and acquire dynamite:

    • Carriage: Luke describes the carriage as a simple covered wagon with enough space for the team and the hostage. Mark’s character uses his credit rating to convince a local store owner to rent them the carriage.
    • Dynamite: The group finds a fisherman who sells them a few sticks of dynamite. Meredith’s character persuades the vendor, using her high Persuade skill.
  • Strategizing at the Docks:

    • The team plans their approach to the dock area, considering hiding places and the timing of their actions. Luke sets the scene with a detailed description of the docks, including boats and lighting.
    • Professor Demir: He positions himself visibly with a lamp while the rest of the team stays hidden, awaiting the cultists.
    • Waiting Game: The team waits as midnight passes without any sign of the cultists. Demir becomes increasingly agitated and eventually returns to the carriage looking frantic.
  • Next Steps:

    • The team debates their next move, considering regrouping or heading to the cultists’ mysterious island. Joe suggests taking the fight to the cultists if necessary.
    • They discuss the possibility of the whole setup being a ruse and contemplate checking Demir’s house.
    • Abdullah, a friend of Demir, offers his help and boat for the journey to the island. Luke describes the boat as a fishing vessel, not suitable for a one-man operation, requiring the team to decide on their roles during the sail.
  • Skill Discussion: The session begins with the group discussing the skills they have on their character sheets, specifically “Pilot Boat.”

    • Joe (Madame Zorba) and Meredith (Viola Sutcliffe) mention they do not have this skill on their sheets.
    • Mark (Clinton Lake) notes that he does have the skill.
  • Gathering Abdullah’s Crew: The Keeper, Luke, explains that Abdullah’s crew, being sailors, likely live near the docks and can be gathered within a few hours.

    • Joe (Madame Zorba) suggests using this time to check on Professor Demir’s house and then return to proceed to the mysterious island.
  • Return to Demir’s House: The group arrives at Professor Demir’s house around 1 AM, where there is less traffic. The lights are on, and they enter to find Demir’s family present.

    • Demir’s Son: He rushes forward, informing them that someone has delivered another letter, which he hands to Professor Demir.
    • Letter from Menkaph: The letter, signed by Menkaph, demands the sacred tome, the Whispering Fez, to be delivered at midnight at the Kassim Pasha docks. It implies a threat but also acknowledges the presence of the investigators from London.
  • Discussion on Menkaph’s Condition: The group theorizes about Menkaph’s current state.

    • Mark (Clinton Lake) and Joe (Madame Zorba) discuss that Menkaph may be weaker if he hasn’t been draining people.
    • Joe mentions that creating new Fezzes takes a day, suggesting Menkaph might have made another Fez and Fezzed someone else.
  • Translation of the Book: The necessity of translating the book is emphasized.

    • Ben (Per Oskarson) highlights the importance of Professor Demir finishing the translation to understand any extra information the book might contain.
    • Luke narrates that Demir, motivated by the knowledge that his son isn’t dead, returns to his study to work on the translation.
  • Strategy and Use of Abdullah’s Crew: The group debates whether to use Abdullah’s crew.

    • Joe suggests using the crew as a surprise element since the cultists don’t know the investigators are aware of the island’s location.
    • Ben suggests informing Abdullah if they decide not to use his crew.
  • Dynamite and Plans for Menkaph: The group discusses their resources and strategy.

    • Joe and Meredith mention using dynamite, while Ben suggests relying on Madame Zorba’s power over Menkaph.
    • Joe acknowledges the potential risks of attempting to control Menkaph, including the possibility of failing and turning against the group.
  • Approval of the Plan: Joe seeks agreement from Mark (Clinton Lake), who approves the plan.

    • The group decides to leave immediately, leveraging the element of surprise based on the extension given by Menkaph’s letter.
  • Preparation for Departure: The group prepares to set sail.

    • Luke describes their arrival at Abdullah’s boat around 3 AM, noting some activity among the crew as they make ready to depart.
    • Joe confirms their objective to rescue Demir’s son and use dynamite on the cultists’ boat.
  • Navigation to the Island: The group assists Abdullah in navigating to the island.

    • Mark (Clinton Lake) rolls a navigation check with a bonus die granted by Abdullah.
    • Ben (Per Oskarson) considers spending luck to achieve a hard success and ultimately decides to do so, ensuring they find the island before dawn.
  • Arrival at the Island: The group spots the island as dawn begins.

    • Luke narrates that the island is small and not well-known, with a stone tower visible.
    • Ben and Luke discuss the likelihood of cult members being asleep, given their nocturnal activities.
  • Madame Zorba’s Attempt to Control the Fez: Joe (Madame Zorba) prepares to attempt controlling any Fez wearers on the island.

    • Luke confirms that Madame Zorba does not need to see the Fez wearer to exert control, and Joe positions Zorba below deck to focus on this task.
  • Final Preparations: The group ensures they have all necessary items, including the counterfeit book and various weapons.

    • Luke has Abdullah make a navigation check to finalize their approach to the island.
    • The group remains ready for a potential confrontation, with Madame Zorba focusing on her control attempt.
  • Madame Zorba’s Attempt to Control the Fez:

    • Setting: A small sailing boat is moving forward on the ocean.
    • Action: Madame Zorba reaches out with her mind, attempting to control another Fez.
    • Clarification: There’s a discussion about the mechanics and expectations of controlling the Fez.
      • Joe (Madame Zorba): Expresses desire to control Menkaph, assuming she still has control from a previous encounter.
      • Luke (GM): Confirms the need for an opposed power roll to gain control.
      • Joe: Describes the spell mechanics and previous control over Menkaph.
      • Brian (Assistant GM): Affirms the need for an opposed power roll and the condition that the loser can resist control once every 24 hours.
    • Result: A power roll is initiated, but Madame Zorba does not succeed in draining the Fez from Menkaph.
  • Discussion on Fez Control Mechanics:

    • Clarification on Control:
      • Joe: Mentions he thought controlling the Fez also meant controlling the wearer.
      • Luke: Clarifies that controlling the Fez does not equate to controlling the mind directly.
      • Brian: Adds that the controller of the Fez is not necessarily the controller of people.
    • Madame Zorba’s Realization:
      • Luke: Indicates this is when Zorba realizes controlling the Fez does not directly control the wearer’s mind.
    • Decision: Madame Zorba decides to proceed with draining the Fez upon sight despite the new understanding.
  • Power Check for Control:

    • Joe (Madame Zorba): Proceeds with a power check to drain the Fez.
    • Result: Regular success, but not enough to overpower Menkaph.
    • Discussion on Luck:
      • Joe: Considers using luck to improve the roll, but ultimately lacks sufficient luck.
    • Outcome: Madame Zorba fails to drain the Fez, resulting in a loss of five power points.
  • Communication with Other Characters:

    • Madame Zorba Informs Viola Sutcliffe:
      • Joe (Madame Zorba): Opens the cabin door to inform Viola Sutcliffe about the failed control attempt and Menkaph’s awareness.
      • Meredith (Viola Sutcliffe): Responds with concern and asks about the next steps.
      • Joe: Suggests informing the men to decide on the next course of action.
    • Madame Zorba Informs Per Oskarson:
      • Joe (Madame Zorba): Relays the bad news to Per Oskarson, mentioning the lack of surprise and Menkaph’s potential control over other Fez wearers.
      • Ben (Per Oskarson): Acknowledges the bad news and considers the implications.
      • Joe: Suggests that Menkaph might regain control over the Fez wearers in a day.
  • Further Discussion on Fez Mechanics:

    • Control Network Concept:
      • Joe: Asks if he sensed any other minds and if he can drain their Fezes.
      • Luke: Explains the concept of a Fez network and the control dynamics.
      • Brian: Adds that neither Zorba nor Menkaph have dominance over each other’s networks.
      • Joe: Considers the possibility of draining the Fezes under Menkaph’s network for power.
    • Executive Decision:
      • Luke: Decides that since Menkaph resisted control, he took back control over his network but did not become the master controller, leaving Zorba temporarily in control of the Fezes he previously controlled.
      • Joe: Plans to drain these Fezes to gain power before Menkaph can regain control.
  • Conclusion:

    • Luke: Notes that one of the Fez wearers is a 16-year-old hostage, adding a critical element to the situation.
  • Madame Zorba’s Ambitions: Madame Zorba expresses a desire to drain power from other Fez wearers, indicating her growing ambition and willingness to exploit the occult for personal gain.

  • Opposed Power Checks:

    • First Check: Joe rolls a 4, winning the first opposed power check. Zorba gains 5 power, while the opponent loses 5.
    • Second Check: The opponent wins, causing Zorba to lose 5 power, though no power is gained by the opponent.
    • Third Check: Joe wins the third check, with Zorba successfully gaining power again.
    • Fourth Check: Joe wins the fourth check, further increasing Zorba’s power.
  • Debate on Luck and Power: The group discusses the use of luck to influence power checks. Joe decides to spend three luck points to win a check, resulting in Zorba’s power increasing to 98.

  • Sanity Loss: Joe acknowledges the need for a sanity check due to the power gain. Zorba rolls 4d4 for sanity loss, resulting in a total loss of 9 sanity points, bringing her daily total to 13. This pushes her close to both temporary and indefinite insanity.

    • Temporary Insanity: It is clarified that temporary insanity requires losing five or more sanity points from a single source, which Zorba did not meet.
    • Indefinite Insanity: Indefinite insanity requires losing a fifth or more of current sanity in one game day, which Zorba also did not meet. However, her proximity to these thresholds implies potential megalomania.
  • Madame Zorba’s Confidence: Emerging from her cabin, Zorba confidently announces that she believes they will defeat their enemies, despite her recent sanity loss.

  • Planning the Rescue: The group plans to use dynamite to attack the cultists’ boat and rescue Professor Demir’s son, Barlas. Viola Sutcliffe expresses support for the plan.

  • Psychology Check on Zorba: Per Oskarson conducts a psychology check to assess Zorba’s mental state and concludes that she is not of sound mind, possibly due to her recent power surge.

  • Approaching the Island: Abdullah, using a spyglass, observes activity on the island as the group prepares for the confrontation.

  • Session End and Future Plans: The session concludes with the group on the brink of landing on the island, preparing for an intense encounter with the cultists. The group reflects on the unpredictability of their plans and the potential consequences of their actions, especially concerning the cursed Fez.