In the pale glow of a waning moon, the desolate island loomed like a forgotten sentinel in the Aegean Sea. Jagged cliffs rose from turbulent waters, crowned by a crumbling stone tower that pierced the starless sky. The investigators stood at the base of the hill, their breaths forming pale ghosts in the frigid night air. They had fought their way here, through treacherous waters and murderous cultists, to this forsaken place where the Children of the Blood Red Fez held sway.
A tense silence settled among them. The cultists had retreated into the tower, barricading themselves behind thick stone walls and a heavy wooden door reinforced with iron bands. No windows pierced the lower level, offering no glimpse into the darkness within. Only the upper floors bore narrow slits that served as windows, like empty eyes staring blankly into the abyss.
Madame Zorba stood apart from the others, her eyes closed, her lips moving in a silent incantation. Her delicate hands traced intricate patterns in the air, fingers dancing like pale spiders weaving an invisible web. Clyde Corning watched her warily, the moonlight casting sharp shadows across his rugged features.
“Madame Zorba,” he whispered, stepping closer. “What are you doing?”
She opened her eyes slowly, a glint of something unreadable flickering within them. “Do not worry, dear,” she replied softly. “I’m merely ensuring that the unknown remains unknown—to them, at least.”
Before Clyde could press further, a guttural roar erupted from within the tower, a sound that tore through the night like the scream of a wounded beast. It was followed by panicked shouts and the unmistakable clamor of chaos.
Clyde’s eyes widened. “What have you done?” he demanded, his voice edged with alarm.
Zorba offered a cryptic smile. “Sometimes, one must stir the darkness to see what it hides.”
The tower trembled as more screams echoed from within, some cut short with chilling abruptness. The investigators exchanged grim looks. Time was slipping away like sand through clenched fists.
“We’ve got to get in there and save the boy,” Clyde declared, his gaze settling on the fortress-like door.
Per Oskarson adjusted his spectacles, his lanky frame tense with anticipation. “They’ve barricaded the door from the inside,” he noted. “We won’t be able to force it open easily.”
Clinton Lake stepped forward, hefting a stick of dynamite thoughtfully. “Then perhaps we don’t need to open it,” he suggested. “Perhaps we need to remove it entirely.”
Clyde nodded. “Do it.”
Working swiftly, they placed the dynamite at the base of the door, the fuse hissing ominously as it was lit. “Take cover!” Per shouted, and they all dove behind the remnants of a low stone wall just as the world exploded around them.
The blast tore through the night, a violent eruption that sent shards of wood and metal whirling through the air like deadly confetti. The door was obliterated, the barricade behind it reduced to splinters and dust. Smoke billowed from the gaping maw where the entrance had been, the interior of the tower now exposed to the cold night.
Clinton was the first to his feet, shotgun at the ready. He moved toward the entrance, but as the smoke cleared, he halted abruptly. His face blanched, eyes widening in horror at the scene before him.
“God in heaven,” he whispered, his voice barely audible.
The others approached cautiously, peering over his shoulder. Inside, the tower was a charnel house. Blood slicked the stone floor, pooling around the lifeless bodies of cultists whose final moments were etched in expressions of sheer terror. The walls were streaked with crimson, and the air was thick with the coppery scent of death.
At the center stood a monstrosity that defied all reason—a towering figure with a grotesquely elongated head shaped like a Fez, its skin a sickly pallor stretched taut over unnatural angles. A long, flapping tongue lolled from its gaping maw, dripping with gore. It clutched a mangled corpse in one clawed hand, tearing hungrily at the flesh.
Viola Suttcliffe stifled a scream, her gloved hand flying to her mouth. Per recoiled, his rational mind struggling to comprehend the impossible abomination before them. Clinton’s grip on his shotgun slackened, and he staggered backward, the weapon slipping from his fingers as his consciousness faded. He collapsed to the ground in a dead faint.
Amidst the carnage, a movement caught Clyde’s eye—a young man crawling feebly across the blood-soaked floor, his clothes torn and stained. It was Barlas, Professor Demir’s son, the very reason they had braved this nightmare.
“Barlas!” Clyde shouted. “Hold on!”
But the boy seemed oblivious, his eyes glazed with shock. Behind him, the creature turned its head slowly, its empty eyes locking onto Clyde with a predatory focus.
“Run, you fool! Run!” Zorba’s voice rang out, sharp and commanding, though she spoke in Romanian. The urgency transcended language, and Barlas stirred, his gaze flickering toward the exit.
Clyde sprang into action, vaulting over debris to reach the boy. He hoisted Barlas over his shoulder in a fireman’s carry, muscles straining as he turned to flee. The creature let out a piercing shriek, a sound that rattled the very stones of the tower.
“Go! Get out of here!” Per shouted, raising his rifle. He fired a shot that struck the creature’s shoulder, barely slowing its advance.
As Clyde raced toward the exit, Zorba moved to Clinton’s side, her face a mask of determination. “We must leave now,” she declared, gripping his arm. With surprising strength, she began to drag the unconscious man away from the doorway.
Viola rushed to assist, her delicate features steeled with resolve. Together, they pulled Clinton clear of the entrance just as the creature lunged forward, its claws raking the air where moments before Clyde had been.
“Get to the boat!” Clyde yelled, his voice carrying over the din.
They retreated down the hillside, the path treacherous underfoot. The creature’s roars echoed behind them, but it did not give chase. Instead, it turned back toward the tower, a new chorus of screams rising as any surviving cultists met their grisly fate.
Reaching the shoreline, they found Nine-Fingered Abdullah waiting anxiously beside his fishing vessel. “We must leave now,” he urged, eyes darting nervously toward the sounds of slaughter that drifted down from the tower.
“Agreed,” Clyde said, laying Barlas gently on the deck. “But first, we need to ensure they can’t follow us.”
He retrieved the last stick of dynamite from his pack. “Per, help me with this.”
They set the charge aboard the cultists’ remaining boat, lighting the fuse and pushing it away from the dock. As they climbed aboard their own vessel, a fiery explosion lit up the night, sending a plume of water and debris skyward.
“That should keep them stranded,” Viola observed, her tone grim.
Abdullah steered the boat away from the island, the sails catching the wind as they put distance between themselves and the horrors they had unleashed. On deck, Clyde and Viola tended to Barlas, whose wounds were severe but not beyond their skill to treat. Zorba knelt beside Clinton, who was beginning to stir, his eyes flickering open to reveal a haunted emptiness.
“Easy now,” she murmured. “You’re safe.”
He blinked slowly, confusion clouding his features. “What… what happened?”
“You fainted,” she said simply. “But we got out.”
Per stood at the stern, gazing back at the island. “Did we do the right thing?” he mused aloud. “Releasing that… thing upon them?”
Zorba joined him, her expression inscrutable. “They chose their path,” she replied. “And we chose ours.”
“At what cost?” Per pressed. “The creature remains, free to wreak havoc.”
She met his gaze steadily. “Sometimes, darkness must be fought with darkness. We can only hope that it consumes itself in the end.”
Back in Constantinople, the dawn brought a sense of uneasy normalcy. They rushed Barlas to the nearest hospital, where doctors assured them he would recover. Exhausted but determined, they proceeded to Professor Demir’s residence.
Demir met them at the door, his eyes wide with fear and hope. “My son?” he implored.
“He is alive,” Viola assured him. “He’s receiving care as we speak.”
Relief washed over Demir’s face, tears welling in his eyes. “Thank you,” he whispered. “You have done more than I could ever ask.”
“There is still the matter of the Fez,” Zorba interjected. “Have you completed the translation?”
“Yes,” Demir confirmed, leading them into his study cluttered with ancient texts and scattered notes. “But it is a dangerous ritual. The Fez will resist, and it may have unforeseen consequences.”
“We must proceed,” Clyde insisted. “We cannot allow this curse to continue.”
They gathered in a dimly lit chamber, heavy drapes drawn to ward off prying eyes. Zorba stood at the center, the Blood Red Fez perched upon her head once more. She closed her eyes, steadying herself as Demir recited the incantation’s instructions.
“Remember,” he cautioned, “you must remain in control. The moment you feel it weaken, remove it and place it here.” He indicated a heavy cast-iron pot lined with protective symbols.
Zorba began to chant, her voice low and resonant. The air thickened around them, an oppressive weight that pressed upon their chests. The candles flickered violently, their flames bending toward the Fez as though drawn by an unseen force.
Sweat beaded on Zorba’s brow as the Fez tightened its grip, tendrils of dark energy weaving into her thoughts. She fought back, pouring her will into the words, each syllable a hammer striking at chains.
A sudden release—a gasp—she tore the Fez from her head and thrust it into the pot. Demir slammed the lid shut just as a violent tremor shook the vessel. A muffled explosion sounded within, and wisps of black smoke curled out from under the lid, dissipating into the air with a hiss.
“It is done,” Zorba declared, her voice barely above a whisper.
“Thank heavens,” Viola breathed, her hand clutching at the locket around her neck.
Demir sighed heavily. “We have destroyed this one, but I fear there may be others.”
“Then we must find them,” Per asserted. “We cannot leave this task unfinished.”
“Agreed,” Clyde said. “We need to return to the island and ensure that any remaining Fezes are destroyed.”
Despite their weariness, they set out once more with Abdullah at the helm. The island greeted them with a haunting silence, the scent of death lingering like a miasma. The investigators moved cautiously, eyes scanning for any sign of movement.
Inside the tower, the true extent of the massacre was laid bare. The cultists lay where they had fallen, their bodies bearing the marks of the creature’s savage wrath. But of the creature itself, there was no trace.
“Perhaps it has perished,” Viola suggested hopefully.
“Or perhaps it has simply moved on,” Per countered grimly.
They searched the tower thoroughly, and in a hidden chamber, they found a solitary Fez resting upon an ornate stand.
“This must be the last one,” Clyde surmised.
Zorba stepped forward, her expression resolute. “I will deal with it.”
“Are you certain?” Per asked. “The strain—”
“I am the only one who can,” she insisted.
Donning the Fez, she felt its insidious whispers clawing at the edges of her mind. But she was prepared this time, her defenses fortified. She began the incantation, each word enunciated with unwavering conviction.
The Fez shuddered, its power waning under the assault of the ritual. At the final word, she removed it swiftly, casting it to the ground. It exploded in a flash of dark energy, leaving only a charred mark upon the stone floor.
“It is finished,” she declared.
As they prepared to depart, Per’s attention was drawn to a collection of ancient texts scattered across a desk. “Look at these manuscripts,” he exclaimed. “There could be invaluable knowledge here.”
Clyde frowned. “We’ve seen what pursuit of such knowledge can lead to.”
“Knowledge itself is not evil,” Per argued. “It is how it is used.”
Zorba regarded the books warily. “Take them, but be cautious. Some doors, once opened, cannot be closed.”
Back in Constantinople, they entrusted the texts to Demir, who agreed to safeguard them. “I will study them carefully,” he promised. “And I will ensure that the dangerous knowledge within does not fall into the wrong hands.”
Their mission complete, the investigators found themselves at a crossroads. The bonds forged in adversity held them together, yet each was drawn by different callings.
On their final evening, they gathered at a quiet tavern overlooking the Bosphorus, the city’s lights reflecting off the tranquil waters. The horrors they had faced seemed a world away, though the shadows lingered at the edges of their minds.
“To surviving,” Clyde toasted, raising his glass.
“To making a difference,” Viola added.
“To knowledge,” Per said thoughtfully, his gaze distant.
Zorba lifted her glass last. “To the darkness we leave behind,” she intoned softly.
They sat in companionable silence, the weight of unspoken thoughts heavy between them. Each bore scars invisible to the eye but indelible upon the soul.
As the night deepened, they parted ways, promising to keep in touch, though knowing that the paths ahead might lead them far from one another.
Zorba wandered alone along the water’s edge, the cool breeze tangling in her hair. She reached into her pocket, withdrawing a small, ornate mirror—the one she had carried for years. Gazing into it, she saw not her own reflection but a kaleidoscope of memories: faces of the lost, shadows of the nightmares she had faced.
With a decisive motion, she hurled the mirror into the Bosphorus, watching as it sank beneath the rippling surface. The past was a weight she could no longer bear.
“Farewell,” she whispered to the darkness.
In the distance, the first light of dawn brushed the horizon, heralding a new day—a new beginning.
For now, the Blood Red Fez was no more, its evil extinguished. But the shadows of the world were vast and deep, and other horrors lurked unseen.
The investigators had faced the abyss and emerged, but the echoes of their journey would reverberate through their lives, a constant reminder of the thin veil between their reality and the unspeakable.
As the sun rose over Constantinople, gilding the minarets and domes with golden light, the city stirred to life, unaware of the darkness that had been vanquished in its midst.
And somewhere, in the quiet corners of forgotten places, ancient eyes watched and waited.
Session Notes
- The session begins with a light-hearted conversation among the players, touching on movies like “Babe” and “Shrek,” before transitioning into the game narrative.
- Luke, the Keeper, recaps the situation for the investigators who have made their way to the island of the children of the Blood Red Fez and are faced with a standoff at a stone tower.
- The group is aware that the cultists are barricaded inside the tower, which has no windows on the ground floor but does on the upper floor.
- There is a discussion about the cultists holding a hostage, Professor Demir’s son, and their demand of a trade involving a book, “The Whispering Fez,” rather than the Fez itself.
- Joe (as Madame Zorba) references a private message from the Keeper, indicating she wishes to take some action based on it.
- Madame Zorba begins muttering mysterious words, casting a spell loudly enough for Clyde Corning to notice, leading to an extreme success in her spellcasting.
- The spell results in a blood-curdling roar from within the tower, followed by screams and chaos, indicating the unleashing of a creature within.
- Clyde Corning expresses urgency in saving the boy and runs towards the tower door, which is barricaded.
- A plan emerges to use dynamite to breach the barricaded tower door. Per Oskarson is noted to have dynamite with different fuse lengths.
- Clyde sets a short-fuse dynamite at the door and takes cover, resulting in a loud explosion that breaches the door, sending shrapnel inside.
- The Keeper requests a luck check for Clyde, which results in an unlucky outcome for those inside the tower, as the explosion causes significant damage.
- As the investigators peer into the tower, they observe a horrific scene: cultists are bloodied and injured, with shrapnel embedded in them. A monstrous creature is seen attacking one of the cultists.
- Due to the gruesome sight, the Keeper calls for sanity checks for the investigators with a view of the door. Zorba is exempt due to her spellcasting state.
- Per Oskarson and Viola Sutcliffe both suffer sanity loss, with Per losing three points and Viola losing one.
- The creature is described as having a long face and an extruded fez-shaped head, and it is seen chewing on the neck of a cultist.
- The players contemplate their next steps, and the Keeper suggests rolling into combat order, as Per Oskarson is ready to take a shot at the creature.
- The Keeper adds all the characters to the initiative order, including some confusion with token placement.
- Clinton Lake, played by Brian in Mark’s absence, enters the tower with a shotgun, prepared to take action.
- Upon entering, Clinton makes a sanity check due to the horrific scene, resulting in significant sanity loss and temporary insanity.
- The session captures the tension and horror of the investigators’ situation as they confront the monstrous creature and the aftermath of their explosive breach into the tower.
- Brian experiences a mishap with game mechanics, leading to confusion about character status, specifically concerning daily sanity loss.
- Joe references past gameplay, suggesting a precedent for continuing to play a character despite a significant sanity loss, provided the character is role-played as crazy.
- Brian suggests a character, likely Clyde, may enter a catatonic state due to a high sanity loss, and queries the group’s next steps regarding Madame Zorba.
- Luke and Brian discuss the situation of a character who has lost significant sanity points, and Brian recounts the character’s previous sanity loss and the current day’s additional loss.
- Clinton Lake rounds a corner, levels a shotgun, but upon witnessing something horrifying, loses the color in his face, collapses, and passes out.
- Luke rolls to determine damage from an explosion caused by Clyde’s dynamite, with dramatic effect described as rendering someone akin to “Hamburger.”
- Madame Zorba screams at a disoriented, bloodied young person in Romanian to flee, demonstrating her urgency and care for the boy’s safety, despite the language barrier.
- Joe indicates Madame Zorba attempts to influence a creature through a spell to attack Menkaph, leveraging her madness to connect with the creature mentally.
- Clyde Corning, witnessing Clinton’s collapse, checks on him but prioritizes rescuing the boy, running towards the house, and performing a sanity check due to the horrific sights.
- Luke and Dan discuss Clyde’s physical capabilities and use a strength roll to determine his ability to carry the boy, emphasizing Clyde’s size and physical prowess.
- Clyde successfully lifts the boy, albeit with difficulty, and communicates to the boy to head towards safety, demonstrating his focus on rescuing him.
- Per Oskarson moves to cover the retreat with his rifle, instructing Clyde to bring the boy while offering to provide cover fire, showing teamwork and tactical planning.
- Luke describes the monster’s actions, including gruesomely smashing a severed head, which prompts another sanity check for the group, highlighting the horror of the scene.
- Viola Sutcliffe catches up to the group, intent on using her first aid skills, though she is not yet near any injured individuals, showing her dedication to aiding others.
- Madame Zorba makes a strategic decision to attempt to drag Clinton to safety, showing her determination to help her fallen ally despite physical challenges.
- Clyde Corning decides to save those he can and plans to burn the boats to trap the demon, indicating a decisive escape plan.
- Per Oskarson takes on the role of covering the retreat, emphasizing his willingness to protect the group, despite lacking combat training.
- The group begins their retreat down the hill, with Zorba, Clyde, and others hearing the sounds of chaos and destruction within the tower fading as they move away.
- Luke describes the monstrous sounds and a woman’s shriek coming from the tower, emphasizing the ongoing carnage and horror left behind.
- The group arrives at the shore where Nine-Fingered Abdullah and his crew prepare to help them aboard, including the injured. Abdullah communicates through gestures, indicating the need to leave the island. Joe’s character, Madame Zorba, insists on leaving immediately.
- Ben’s character, Per Oskarson, questions the presence of remaining Fezzes on the island, recalling glimpses of them among the carnage. It is confirmed that Menkaph’s fez fell off when he died.
- The group discusses whether to leave the Fezzes behind. Joe emphasizes the danger of the Fez monster, leading to a debate.
- Dan, playing Clyde Corning, inquires about the status of extra boats. It is revealed that one boat was set adrift, and another remains ashore. Plans are made to blow up the remaining boat for safety.
- Ben hands Dan a stick of dynamite, which Dan intends to use on the sailboat. The group ensures their dinghy is tied to their vessel, trailing behind as they depart.
- As the fishing boat sails away, Dan uses binoculars to observe the island, noting no signs of habitation except for wandering goats. The boat explosion occurs shortly after their departure.
- Upon reaching Constantinople, Clinton Lake has recovered from his shock. The group decides to seek food and make plans to visit Professor Demir.
- The captain of the boat, a friend of Demir’s, guides them to Demir’s home. There, Barlas, Demir’s son, is in need of medical attention due to his injuries.
- On the boat, Dan utilizes his medical skills to stabilize Barlas, with the help of others providing first aid. Limited resources make the task challenging, but they manage to prevent further harm.
- They are taken to the nearest hospital upon arrival, where Barlas is left for proper medical care. The group then proceeds to Demir’s home where they update him on the situation.
- In a private discussion, Demir reveals he has translated a method to destroy the Fez. Joe, as Madame Zorba, admits to wearing the Fez, prompting further discussion on the destruction process.
- Demir explains the violent nature of the destruction spell and prepares Madame Zorba to perform the incantation. The spell requires controlling the Fez, which Zorba claims to do.
- The ritual is performed, and the Fez is successfully removed and destroyed in a cast iron pot. Oily black smoke escapes, which Demir quickly dispels outside.
- Demir apologizes for the group’s involvement in the dangerous situation, attributing the chaos to Baron’s quest for power. Joe expresses blame towards Baron and Menkaph.
- Meredith’s character, Viola Sutcliffe, reflects on the group’s decision to continue their venture despite previous warnings, accepting responsibility for their circumstances.
- Demir expresses gratitude for the group’s efforts, acknowledging the critical role they played in handling the Fez crisis.
- The conversation shifts to the potential fate of Menkaph’s Fez and others on the island. The group discusses the need for possible reconnaissance to ensure all Fezzes are destroyed.
- Luke, as the GM, describes the aftermath of the Fez destruction, highlighting Madame Zorba’s deception regarding her involvement with the Fez monster. The group considers the implications of their actions and future steps.
- The session concludes with a plan to return to the island to verify the destruction of all Fezzes, using a cast iron pot provided by Demir for any remaining Fezzes.
- Joe suggests that an item, possibly related to culinary practices, should be kept as a keepsake and locked away forever, highlighting the item’s potentially ominous or dangerous nature.
- Luke indicates that a character, likely Demir, is happy to let a certain item be taken by another character, reinforcing the idea that the item might hold sentimental or significant value.
- Meredith implies that returning someone’s son is more important than keeping a sentimental item, suggesting an ongoing rescue or recovery mission.
- Ben, as Per Oskarson, proposes to Demir that the cover of “The Whispering Fez” should be restored, and copies of the ritual to destroy the Fez be sent to trustworthy individuals, emphasizing the importance of preserving and disseminating critical knowledge.
- Luke narrates that Demir decides to burn the notes on destroying the Fez, indicating an intent to prevent the knowledge from spreading further, but Ben urges caution, advocating for preserving necessary knowledge while destroying dangerous information.
- Luke prompts a Persuade check to influence Demir’s decision, granting a bonus die due to the academic context, indicating the usage of game mechanics to sway NPC decisions.
- Ben succeeds in persuading Demir, who agrees to store the book in a university’s special collections, ensuring its preservation but also its restricted access.
- Luke describes the investigators returning to the Blood Red Fez island, where they encounter the aftermath of a creature’s rampage, discovering numerous dead around the tower, including a valiant African warrior and a woman in a harem outfit.
- The group finds another Fez; Joe’s character, Madame Zorba, decides to put it on despite the risks, demonstrating her boldness or desperation in dealing with the cursed object.
- Luke notes that Madame Zorba successfully passes a Power (POW) check, allowing her to control the Fez and destroy it with a spell, resulting in a violent eruption and black smoke, marking the end of that particular Fez’s threat.
- The characters find no additional Fezzes, providing a temporary sense of relief and suggesting their immediate mission’s success.
- Ben’s character, Per, reflects on the moral implications of their actions and the potential consequences of finding or not finding a royal figure associated with the Fez.
- Luke describes the man’s condition in a cage, suggesting he is not a prince, and Joe inquires about any remaining artifacts or books, leading to the discovery of a small occult library.
- Joe decides that Madame Zorba will collect the library to bring back to a professor, indicating a continued interest in the occult and potential future plot developments involving these texts.
- Luke concludes that the group returns to London, marking the end of their adventure with The Blood Red Fez and setting the stage for future tales.
- Joe, Meredith, and others discuss character creation for the next campaign chapter, debating aging current characters or creating new ones with ties to existing characters, showing an interest in maintaining narrative continuity and legacy.
- Luke and Brian provide guidance on adjusting character statistics for aging, and players consider how their characters might evolve over 30 years, contemplating the transition to the next campaign arc set in 1923.
- The session reflects on the long campaign prelude, recognizing the completion of the initial story arc and expressing anticipation for the forthcoming adventures in the main campaign.
- Joe mentions the concept of an actor using makeup to portray different characters, which Ben acknowledges.
- Luke describes a character with a “crazy look” in their eyes, suggesting a connection to cult activities and forbidden knowledge found in certain books.
- Luke and Brian discuss the potential for a character, Per, to go insane from delving too deeply into occult research over 30 years.
- Dan reflects on successful combat roles that seemed inexplicable, while Meredith expresses her fondness for playing Viola Sutcliffe, noting her enjoyment and the character’s effectiveness in combat.
- Joe fondly recalls a sequence involving “little old ladies stealing things in London” and Sutcliffe’s combat prowess, while Dan remembers the big fight on the island where Sutcliffe was outgunned.
- Brian and Meredith humorously discuss the limitations of using an ashtray as a weapon, with Meredith noting its impracticality as a ranged weapon.
- Joe comments on the unexpected length of the session, to which Luke responds that it took much longer than anticipated.
- Luke outlines his initial expectations for the campaign’s duration, comparing it to the actual length, noting the train segment extended the timeline significantly.
- Joe and Ben express interest in exploring a noble-turned-reporter character and a frist among Russian nobles, expressing that the extended timeline allowed for deeper exploration.
- Brian and Luke discuss the unexamined backstories of various characters on the train, particularly highlighting the need to investigate the character Menkaph.
- Joe and Brian humorously recall the creation of Henri, a character on the train who became popular among the players despite being initially made up on the spot.
- Brian recounts Mark’s character offending Henri in their first interaction, which affected Henri’s subsequent demeanor toward the party.
- Luke and Brian discuss Henri’s role in helping the players “get away with murder” during the campaign, showing Henri’s professionalism and politeness despite initial offenses.
- Joe jokes about the idea of Madame Sutcliffe being an ageless character, possibly a thousand-year-old vampire, tying this concept to Marple and Poirot’s timelessness in literature.
- Luke and others discuss previous Call of Cthulhu games, recalling a Wild West setting with characters Ma and Pa, and a memorable line about “narrow your wreathry.”
- Luke shares a memorable game moment where a character sacrifices themselves heroically, emphasizing the thematic elements of sacrifice and bravery.
- The conversation shifts to the possibility of playing Deadlock, a game not played against people, with Joe expressing interest and suggesting Michael might join if they change channels.
- As the session winds down, the group discusses turning off the recording bot, Craig, marking the end of the session.