Moonlight danced upon the restless waters, casting spectral shadows as the investigators approached the island of the Cult of the Blood Red Fez. The dissonant chime of distant bells echoed through the night, a harbinger of the chaos to come. The island loomed ahead, a dark silhouette crowned by a rocky hill where riflemen stood sentinel, their malevolent gazes piercing the gloom.
As the fishing boat grated against the shore, Clyde Corning adjusted his grip on his rifle, his eyes trained on the cultists perched atop the hill. He could feel the weight of his daughter’s locket against his chest, a reminder of why he must fight. Nearby, Clinton Lake moved with practiced stealth, his smuggler’s instincts guiding him as he flanked the enemy, shotgun ready for the violence that would soon unfold.
Madame Zorba, with her glimmering eyes and enigmatic smile, emerged from the shadows, her pistol a cold comfort in her hand. The whispers of unseen forces fluttered around her like moths to a flame, urging her forward. Viola Sutcliffe, ever the bastion of calm amidst the storm, whispered prayers into the night, her gaze fixed on the heavens as if seeking divine guidance.
The battle commenced with a deafening roar, the crack of gunfire echoing across the island as Clyde’s bullet found its mark. A cultist crumpled, his scream swallowed by the night. Clinton’s shotgun thundered, a double-barreled retort that left another foe writhing in agony. Yet, amidst the chaos, Madame Zorba surprised even herself, her shot finding its target with uncanny precision. Viola urged her to remain discreet, the wisdom of restraint clashing with the tumult of violence.
Per Oskarson, ever the pragmatist, considered the dynamite nestled within his grasp, contemplating its potential as a harbinger of destruction. But the tides of battle shifted, and he chose caution over chaos, retracting his explosive intentions for the moment. The investigators pressed on, their resolve unyielding as they advanced upon the cultists.
The hill became a theater of war, the investigators weaving between cover as bullets and curses flew. Clinton, undeterred by the odds, fired again, his shot echoing like a judge’s gavel. Clyde, ever vigilant, reloaded with practiced efficiency, his thoughts a maelstrom of strategy and survival.
Amidst the din, the cultists faltered, retreating into the tower with their wounded pride. Yet the threat remained, a sinister whisper carried on the wind. Inside the tower, the fearsome Kapok emerged, his voice a poison-laced promise of death should they advance further. The boy’s life hung in the balance, a fragile thread that threatened to unravel the very fabric of their mission.
The investigators hesitated, the moral quagmire of negotiation with the enemy threatening to mire their resolve. Clinton and Per exchanged a glance, the weight of the decision heavy in the air. It was Madame Zorba who broke the silence, her voice a clarion call to arms, demanding the boy’s safe return.
Nine-Fingered Abdullah, the enigmatic sailor, lingered by the boats, his presence a silent testament to the precariousness of their escape. As the cultists regrouped, a grim determination settled over the investigators. Viola and Per conspired, their minds melding strategy and faith as they pondered the use of dynamite to draw the cultists into the open.
Within the tower, the shadows shifted, and the specter of Menkaph loomed large, his intentions as opaque as the night itself. The investigators steeled themselves for what lay ahead, their fates intertwined with the cursed Whispering Fez and the child whose life they sought to save.
As the night deepened, the island held its breath, waiting for the storm to break. The investigators stood poised on the precipice of destiny, their next move a harbinger of salvation or doom. The whispers of the Fez echoed in their minds, a siren’s call to the darkness that awaited them.
Introduction and Setup: Combat Rules Clarification: Movement and Action Mechanics: Recap of Previous Events: Character Actions and Plans: Tactical Considerations: Sailor Assistance: Tactical Positioning: Clinton Lake’s Action: Summary: Brian initiates a firing action, confirming two shots. Luke acknowledges the quick reload capabilities, suggesting the character fires both barrels at a target. Dan comments on the effectiveness of the action, noting “some good Holland.” Luke decides the cultists will not dodge the attack, implying they will take the damage. Brian inquires about the logistics of the situation, while Dan discusses a tactical decision made before a roll. Luke mentions that the game book generally advises against bad guys dodging, to avoid slowing down the game. Joe observes that the cultists are not dodging because they’ve witnessed their companions being gunned down. Brian notes that the double-barrel action might double the damage. Luke and Brian discuss the mechanics, confirming the double damage due to the short-range nature of the attack. The cultist reacts to the damage by doubling over and crying in pain, while Clinton Lake ducks behind a wall for cover. Luke narrates the ongoing action, indicating other characters in the scene, like sailors and Per. Joe and Merideth describe their characters, Madame Zorba and Viola Sutcliffe, moving strategically from cover to cover. Luke confirms their tactical movement and prepares for upcoming actions in the sequence. A cultist perceives Clinton as a threat due to his shotgun, deciding to retreat and reload. Luke details the cultists’ attempts to maintain observation on Clyde, though they struggle to pose an immediate threat. Dan acknowledges the situation with an agreement. Luke introduces Nine-Fingered Abdullah, an older character who is reluctant to leave the boat. Ben suggests Abdullah should stay on the boat, though the group has abandoned it. A sailor aids in moving a rowboat, setting up for further transportation. Merideth’s character, Sutcliffe, follows Madame Zorba’s lead, relying on her guidance. Luke describes the cover provided by the terrain, allowing characters to move safely. Joe and Merideth agree on the movement strategy, lacking visibility of the boy they are searching for. Luke points out a visible trail leading to a tower, the only structure on the island. Joe suggests maintaining cover along the wall, coordinating with Clinton Lake’s position. Luke confirms their movement at top speed, acknowledging Zorba’s limitations in combat due to her age and background. Merideth and Joe discuss their characters’ identical movement speeds. Luke remarks on their inability to shoot effectively but highlights their speed advantage. The Keeper describes a grim scene with a wounded cultist, prompting sand checks for Zorba and Sutcliffe. Joe and Merideth react to the fallen cultist, with Zorba losing one sanity point. Ben and Brian discuss Per’s plan involving dynamite as a distraction. Per communicates his plan to the sailors, who understand the gesture involving dynamite. Luke explains the mechanics of moving the boat into the water, relying on imagination for visualization. Dan narrates Clinton’s action of shooting at a specific target, aiming to hit a cultist. Luke and Dan discuss the mechanics of aiming and potential penalties for movement. Merideth and other players continue to strategize their characters’ positions in relation to the cultists. Clinton successfully hits a cultist, inflicting nine points of damage, causing the target to fall prone. Luke elaborates on the damage system, explaining the effects of major wounds and the consequences of being reduced to zero hit points. Clinton’s attack results in a major wound, knocking the cultist prone as he attempts to escape. Luke moves the narrative forward, describing the cultists’ retreat and the sailors moving the boat. Mark reviews weapon mechanics to understand effective ranges and damage outputs. Luke assists with rules clarifications regarding weapon ranges and movement options in combat. Mark attempts to maneuver his character, Clinton, over a wall to take a shot, encountering difficulties with the interface. Luke provides guidance on character movement, clarifying the lack of a grid in the game setup. Clinton Lake (Mark): Clinton discusses his plan with the GM (Luke) to take a shot at an uninjured cultist. He considers the range as medium and acknowledges the cultist has partial cover. He follows instructions to open his character sheet and prepare for the shot. Clyde Corning (Dan): Clyde confirms that the cultist is prone and had taken a significant hit from his rifle earlier. Madame Zorba (Joe): Zorba draws her pistol and expresses frustration, targeting a wounded, retreating cultist. Luke allows advantage due to the cultist’s prone state. Despite her low skill with handguns, Zorba attempts the shot, expressing doubt about her abilities. Viola Sutcliffe (Meredith): Viola advises Zorba to stop shouting to avoid drawing attention from enemies, emphasizing their need to stay discreet for the boy’s rescue. Per Oskarson (Ben): Per contemplates using dynamite to destroy a sailboat, considering the safety of their own boat. He rolls for a chemistry check, successfully determining the fuse length and the potential impact of the explosion. He decides to proceed with the dynamite plan, notifying the sailors and moving up the hill to join Clinton. Combat and Strategy: The group discusses the strategic situation with cultists reloading their rifles. Clinton takes a shot at an uninjured cultist, hitting him for minor damage, which prompts a reaction from the cultist. Cultist Actions: A wounded cultist stands and runs into a tower. Observations reveal that inside the tower, other cultists, including Menkaph, are present. Menkaph is seen holding a weapon to a boy’s throat. Viola Sutcliffe’s Observation: Viola successfully makes a perception check, spotting Menkaph and the boy in the tower. She communicates the increased difficulty of the situation to Zorba, who suggests killing all the followers to deal with Menkaph. Clyde Corning’s Actions: Clyde focuses on reloading his weapon and taking cover from incoming fire. Game Mechanics and Decisions: The group discusses the mechanics of shooting at prone targets and the advantages or disadvantages of different positions. Character Interactions and Dialogue: Dialogue highlights the characters’ personalities and approaches to the situation, with Per and Zorba discussing the potential for explosive distractions and combat tactics. Sailors’ Response: Captain Ninefinger Abdullah acknowledges Per’s dynamite plan, preparing to maneuver the boat accordingly. Clinton Lake’s Tactical Considerations: Clinton evaluates the situation, noting cultists are busy reloading and repositioning, allowing him to plan his next move. Session Dynamics: The interplay of strategy, character skills, and decision-making underlines the tension and unpredictability of the combat scenario. Clinton Lake (Mark) moves his character seven yards to position for a shot against a cultist. Despite some technical difficulties with the gaming interface, Clinton prepares to fire again, reloading his shotgun. The Keeper (Luke) confirms that Clinton has enough shotgun shells for his immediate needs. The Keeper (Luke) notes that due to the sight lines, the target cultist does not have cover, allowing Clinton to fire without disadvantage, despite being at extreme range. Clinton attempts a multi-shot, aiming to fire both barrels for increased damage. The assistant Keeper (Brian) and Mark discuss the mechanics, and Mark decides to proceed with the two-barrel shot. Clinton successfully hits his target, dealing four points of damage. He acknowledges the need to close the distance to utilize his weapon more effectively. Madame Zorba (Joe) comments on the environment, noting the tower’s shadow and her positioning around obstacles. She prepares to take another shot at a cultist in the open. A cultist, observing Zorba’s actions, shuts a door to avoid being shot. The Keeper (Luke) describes the situation where Clinton has no cover from an enemy cultist who has finished reloading. Clinton is given the choice to dive for cover, which would forgo his next action. He chooses to dive, prompting a dodge check. Clinton succeeds on his dodge check, causing the enemy to have a penalty die on their shot. The Keeper (Luke) narrates the shot hitting Clinton as he dives, inflicting six damage. However, it is not a critical wound, merely a non-vital hit to his arm. Another cultist, aware of Clyde Corning’s (Dan) position, prepares to shoot if Clyde reveals himself. Meanwhile, Madame Zorba’s gunfire attracts attention. Viola Sutcliffe (Meredith) considers using dynamite to scare cultists out of the tower. She suggests the plan to Madame Zorba, who agrees it could be effective with enough dynamite. Viola decides to retrieve dynamite from Per Oskarson (Ben), heading toward him. The Keeper (Luke) confirms Per is moving swiftly to meet Viola. Per reaches Viola, and they discuss the plan to use dynamite. Viola explains the situation with Menkaph holding hostages and proposes using explosives to draw cultists into the open. Per suggests waiting, as their position might improve when a potential escape route for the cultists is neutralized, implying a strategic advantage. Viola expresses concern over Madame Zorba’s erratic behavior. Per reassures her, suggesting they stay together for safety. The discussion turns to whether Per will hand over the dynamite. It’s decided that Per will retain it unless specifically requested. Clyde Corning finishes reloading and remains behind cover, staying cautious in the combat environment. The Keeper (Luke) reminds the group of the initiative mechanics, noting that a readied firearm could affect the turn order, but the assistant Keeper (Brian) clarifies it does not apply in their current system. The session begins with the Keeper, Luke, describing a cultist picking up a rock and charging at Madame Zorba, intending to attack her. Joe, playing Madame Zorba, expresses readiness to shoot the charging cultist and inquires about possible bonuses for the attack, since the opponent is armed only with a rock and lacks cover. Luke confirms that Zorba can attack with a bonus die due to the point-blank range and the melee nature of the opponent’s attack. Joe, after some mechanical adjustments with the interface, successfully rolls for Zorba’s pistol attack, achieving an extreme success. The extreme success results in maximum damage, and Zorba’s shot hits the cultist directly in the heart, killing him instantly. Luke, the Keeper, instructs Joe to make a sanity check, but Brian, the assistant Keeper, interjects, stating Zorba cannot lose more sanity at this moment. The scene shifts to Clinton Lake, played by Mark, as he looks for cover on the battlefield. He moves to a crook in a wall for protection, having used the dodge action previously. Joe, as Madame Zorba, steps over the defeated cultist’s body and continues moving, shouting a demand for Menkaph to return the child. Luke narrates that a cultist yells in Turkish and retreats into the tower, prompting his companion to do the same, effectively taking the group out of combat. Luke describes the tower, noting its height and narrow windows, and confirms Clinton Lake is wounded but not critically. Per Oskarson, played by Ben, considers canceling a dynamite fuse he previously set as hostilities have ceased. He believes he has enough time to safely defuse it. Per communicates with the sailors to secure their control over the boats, suggesting they are in a strong negotiating position. Clyde Corning, played by Dan, checks on Clinton’s wounds, applying first aid with the help of Per, successfully restoring one hit point to Clinton. The group regroups, with some characters taking tactical positions, such as Clyde posting up in a goat pen and Clinton peeking around a building corner. Per remains vigilant, watching the upper windows of the tower for any signs of movement. The door of the tower opens, revealing Kapok, Menkaph’s bodyguard, who warns the investigators that Menkaph will kill the hostage if they advance. The group engages in a tense negotiation with Kapok, who proposes a trade: the Whispering Fez for the boy. The investigators challenge Kapok’s loyalty and question his willingness to become a mind slave like previous cultists. Kapok declares his intention to be part of something greater, indicating his unwavering loyalty to Menkaph. The session begins with discussions among the players, with Brian and Luke leading the conversation. There’s a mention of a character walking in with hands up, and Luke humorously stating that he shoots him. Joe, playing Madame Zorba, expresses enthusiasm about the session, indicating enjoyment of the events unfolding. The players engage in light banter about their characters’ actions and the possibility of a siege, with Joe and Brian discussing the scenario and its implications. Dan and Joe consider the practicalities of their situation, mentioning fish in the sea and a fishing boat, indicating resource management for survival. Mark questions the structure of a tower, pondering if it being made of stone affects their strategy, while Joe humorously suggests using dynamite to blow it up. The group debates the risks and ethics of attempting to rescue a child hostage, with Mark and Ben expressing concerns about negotiating with cultists and the likelihood of the child’s safety. There is a discussion about a fake book meant to deceive the cultists, with Ben and Luke considering its authenticity and potential for trickery. The conversation shifts to possible strategies, including using dynamite and engaging in combat, with Joe and Ben brainstorming and considering the risks involved. Luke, the Keeper, discusses game mechanics related to initiative and combat, explaining the advantages of wielding a weapon. The group reflects on previous experiences in other games, discussing the effectiveness of firearms and tactical decisions when facing supernatural threats. The session concludes with players exchanging farewells, hinting at lingering health concerns among the group, as Brian mentions feeling unwell but hopeful for the next day.Session Notes