Skip to main content

COVENANT — Part Two



Last time, on Trail of Cthulhu: Covenant...


•  In Iolanthe's sweltering apartment/psychic studio, Carmenelli hands Iolanthe a note about a seance he's hastily arranged.

• Needham begins his investigation into the financial history of Michael Thomas, pastor of the Chapel of Contemplation by talking to Father O'Leary, a salty old priest in the North End.

• Jacob interviews a new maid to care for his children, and lays out the rules governing their care. Esther hands him an address.

• George, Marty, Ephraim Weaver, Carl Standford and Ralph Gilman and sundry others are relaxing in the Silver Twilight lounge; Ralph invites them to a seance he's arranged in one of his father's properties.

• Fred gets a call from Carmenelli, inviting her to a seance that night.

• Needham, tracing the way to the old Chapel of Contemplation, talks to a few more characters in the North End, which point him to a narrow, empty lot down a North End alley. He avoids falling into the crumbling floor tiles, and finds his way into a hidden subterranean section of the old building. There, he found skeletal remains of former members, a mysterious, crumbling book, and a selection of their old records. He takes the book and financial records for consultation later.

On the way out, he's accosted by two local youths of unpleasant disposition, but some skillful gunplay and the crumbling architecture allows him to make his escape.

• Iolanthe hits some local archives to do some research for the sake of making her act more convincing, uncovering the history of madness that surrounds the residence. She picks up a likely name to pin on the 'restless spirit' she'll contact later: Walter Corbitt.

• Fred grabs some occult 'artefacts' to salt around the house, when she arrives.

• Jacob gets dressed for the evening, and delivers further instructions to the maid to avoid the 'artefact' room.

• Needham, on the way to an address he discovered in the Chapel records, encounters an odd man doing a painting study of the house.

• Carmenelli introduces everybody, the Hermetic Order members and Cecile X arrives, and Marty checks out the rooms upstairs and peers down the basement steps.

• The seance begins.

As Iolanthe invokes the spirits, they hear scratching noises from below and a thumping from above. Events come to a crescendo as Iolanthe, continuing her act, asks if Corbitt is the one disturbing the house, and what they want—at which point, she croaks out "DIE!" and blood begins to splatter the table from above.

• Needham, Iolanthe and few others decide to book it. Marty, George and Jacob decide to investigate the source of the blood by revisiting the rooms upstairs. The people outside see something send the glass from one of the bedroom windows flying outward—Jacob narrowly avoided being hurled out the window into the alley of junk by a rusty bedframe.

Popular posts from this blog

Carol of the Bell

As one of my make-work projects to keep me busy while the GF is away this holiday, I took John Bell's compressed three-page RPG Into the Depths and ultra-compressed it into one page.



Chaos on the Old Borderlands - Introduction

This is the background to my current D&D project, a West Marches cover band cover band cover band. The prep started as just an exercise to do something in the vein of 'bog-standard D&D,' but I've ended up prepping enough material that I might as well post it in case I don't get to run it before my interest turns to something else. 
In a nutshell, the premise is to take the Keep on the Borderlands, and add approximately two centuries of settlement, plagues, invasion, decrepitude, and revanchism. 

The Eastern Principalities were once the edge of the Realm of Man, the Old Borderlands between Law and Chaos, but rugged explorers and bellicose adventurers slew the orcs and goblins and worse who plagued its forests and swamps, and founded new towns and castles to bring the land within the orbit of light and reason.

But now, as war and rebellion engulfs the Realm of Man, the return of Chaos to the Principality of the Keep again draws grim adventurers to seek fortune …

Damage Codes for Percentile Dice Systems

One of the things I’ve always liked about Unknown Armies is the amount of information it derives from a single d% roll. The retention of funny dice is my main complaint with the RuneQuest SRD family of games (OpenQuest, Legend, Delta Green, et cetera), especially since they usually only come up in very specific circumstances—HP and Sanity loss. (I have the same problem with 3e-era games; conversely, S&W White Box’s focus on only two die types is the main thing I like about it.)
Unknown Armies’ method of reading percentile rolls for damage results, however, doesn’t translate directly into RuneQuest SRD games due to Unknown Armies’ HP scale is also on a percentile scale (with 50 being the equivalent to RQ’s 10 HP). 
The following is a set of suggestions for reading a d% roll, such as an Combat Style attack roll in RQ, to derive a damage result for a RQ scale of HP (i.e. 3-18, with an average of 10). To use these damage code suggestions, choose which of the damage codes you want to…