Trail of Cthulhu: Eternal Lies

Game Master James Keegan

In 1937, a team of investigators are assembled by the heiress Janet Winston-Rogers to look into her late father's past and a things left undone back in 1924...
Trail of Cthulhu System Cheat Sheet


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Evelyn Malley wrote:

As it turns out, Cora's healthy skepticism makes telling her the whole story painfully easy. No lie could be more unbelievable than the truth, after all. Evelyn secretly hoped that she would take the hint and back out while she still could, like the good priest did, but the other woman did not seem interested in turning back.

"Not a very a long one. We just want to see the well for ourselves," Evelyn replies in Spanish. Her pronunciation has greatly improved, but her accent still needs work. She smiles very slightly at Pablo's mention of the place being haunted. "Are you saying that there are ghosts there?"

Pablo shrugs his shoulders, almost defensively.

"I know the jungle well, but there's plenty in it I can't explain yet."

Assess Honesty:
That's a yes.


Cora King wrote:
Good that I don't believe that sort of thing then Cora says with an impish grin. Her Spanish is fluent and confident, but it's not a local accent. It's obvious from her manner anyway that she's American.

Garza nods, smiling to reveal a few missing teeth.

"It's almost two days of hiking to get to the Chichén- if we push hard we can make it by late afternoon on the second day. I figure packing for four days will be enough and you'll have plenty of time to take photos or whatever it is you want to do. I'll hire four porters for supplies, since there's four of you. How does that sound?"

Any questions for Pablo? You don't have to get too specific- for example you can just say what skill you want to grill him about, like Outdoorsman or Sense Trouble.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Heard there was trouble with bandits, and that another party that went over that way hasn't been heard back from. Cora says Seems like it'll be a bit more challenging then a two day walk?


"The hope is we're in and out fast enough that bandits won't bother us- and keep any weapons out in the open to make us look like less of a target. The longer we spend out there, the more risks we run so we have to be in and out."


Health 12/12 | Sanity 6/8 | Stability 6/10

Evelyn grimaces, loathing the possibility of getting caught in another shootout. In the jungle, no less.

"Is there anything we should bring that the porters might not be able to supply us with?"

Preparedness? Or Firearms if it comes down to us needing flashier guns. :P


Pablo rattles off some common expedition equipment; you get the impression that this is second nature to him and he's done this quite a lot.

"You'll want to bring food and water for yourself, of course, and some of us should keep rope just in case- the jungle isn't all that flat in some parts and it would help with climbing out. I just bring a pistol and a machete personally- hopefully we won't need the guns, but better to carry it and not need it. The porters will carry tents and a camp stove with fuel, but you'll want a tarp or something just in case- it gets wet out there. It's a tough balance- you carry more, you'll need more water, which will also weigh you down. Try to stick to the essentials."


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Cora shrugs. That all sounds fine to me. When will we be ready?


Sanity 8/9 Stability 9/9 Health 12/12

"Thankyou Pablo. Looks like we've got a little more shopping to do, then we will be on our way."


"Good, good. I'll pick you up bright and early tomorrow with the porters and the supplies. There is the matter of my fee as well..."

You bargain a bit with Pablo about the price, but mostly out of courtesy- any of you can easily foot the bill. Credit Rating 1 is all that's required to cover Pablo and the porters' fee.

Feel free to note anything else you want to bring; I'm assuming that Pablo is packing stuff for you like food and water, tents. You have sturdy boots and clothes and I think Freddy's already bought machetes and shotguns. You can assume that you have photography equipment if you have a point in Photography, medical supplies if you have First Aid, etc. You have flashlights as well, but if you want to bring anything more exotic or specialized you can either specify it now or rely on making the Preparedness roll later.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Cora has outdoors skill which I think should get her pretty decent bug repellent type stuff and she should be able to wield a pretty mean machete of her own. Especially she she has a 6 in Scuffling too? She has a 3 in Locksmith and 3 in explosives, and 4 in first aid. So that should get her lockpicks, some c4, and medical supplies? Is that reasonable?


If you want explosives, you will need to spend a point of Streetwise or a similar skill to get some. (And did plastic explosives exist in the '30s? Genuine question, since I have no idea.) That's kind of the only one I would say you have to bend over backwards to get out of what you want. Fighting with a machete would likely be Weapons- Scuffling covers fists, improvised weapons, brass knuckles and stuff like that.


Sanity 8/9 Stability 9/9 Health 12/12

Google says that plastic explosives were invented in 1875!


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Hrm.. how does spending points work? Do they regenerate after a session or something like that? Looking up wikipedia myself looks like something called explosive 808 was used in WWI which would lend itself well to this time period. Cora has 3 streetwise so she has it to spend anyway though.

Cora feels like she'd have a nice punch dagger on her person for emergencies. I think that would fit under Scuffling right? How about out of combat her outdoors skill means she can help with the machete work on plants, but in combat she'll use her pistol first and then fall back to a push dagger.


Did a wikipedia search too. Cora could probably get Explosive 808 charges for a 2 point Streetwise spend. EDIT: Investigative points like Streetwise come back after the "investigation" is over; typically once you finish a location in the campaign. General abilities like Athletics, Firearms, etc. are refreshed after a good night's rest. Refreshing Health requires bed rest or First Aid, Stability can be refreshed with Psychoanalysis during the investigation and time spent with Sources of Stability between investigations (3 points per Source). Sanity never returns.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Sounds good. Don't think Streetwise will help in the wilds! How does regenerating points work though?


I edited my response above to answer your question, Cora- likely while you were reading my initial response.

Anyone else need to get anything special?


Sanity 8/9 Stability 9/9 Health 12/12

Freddy will pack up a flashlight, his .45, a machete, a shotgun, camera(w/ film etc-) and will wear his boots and outfit that he purchased from the outfitter place. Ready to go!


Health 12/12 | Sanity 6/8 | Stability 6/10

Trusting that the porters will have most of the essentials on hand, Evelyn goes out and purchases an outfit and bag suitable for jungle exploration. She stuffs it full of miscellaneous medical supplies, covering up the small stack of ammunition at the bottom.

"First, do no harm," she remarks dryly as she shoves a box of shotgun shells deep beneath a roll of bandages.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Punch dagger,machete for navigation work, shotgun, 808 explosive, her revolver, bug repellent, jungle appropriate outfit, medical supplies, thieve's tools, flashlight is Cora's full list.


You all pack up your newly acquired gear and turn in for the evening, ready for an early start in the morning. Sleep is a bit difficult for Amadeus, Freddy and Evelyn by this point- the accumulated miles behind you, the things left in your wake and the tasks remaining make restful sleep difficult to reach.

In the pre-dawn hours, while it's still as chilly as Meridá really gets, you have what breakfast you can manage at the hour and pile into one of the yellow pickup trucks that Pablo and his porters drive over to pick you all up. Pablo drives one with room for you and your gear while four Mestizo guys drive the other with the tents and things that they'll be carrying.

The drive out of the city and toward the jungle is fairly quiet- you get the sense that Pablo is a bit nervous. You're soon past the paved city roads and on hard dirt roads out flanked by increasingly heavy jungle growth.

"It's pretty easy to cross the Yucatán.", Pablo says to break the silence. "The roads, where you can find them, are pretty good. Once you're off the roads, though, that's where you need to be a bit more careful. There are still Mayan villages out here in the countryside, still living as we had before the Spanish came. Not so much on de la Vega's lands, of course..."

Here and there you pass other cars, invariably older than the truck you're driving and loaded up with Mayan workers heading into the city for the day's labor. Soon enough, though, you have the road almost completely to yourselves.

"While we're in the jungle, it's quickly in and quickly out alright? We'll keep our voices down and our weapons out and we'll be okay.", Garza says, turning off the main road and onto a muddy side road and then down a narrow path that ends in a rocky ten-foot drop-off.

At the top of the drop-off is a light-green pickup truck, sitting silently with its doors open. Pablo turns off the ignition on your truck and you hear the porters' truck behind you also coming to a stop.

"That's probably the truck from Exposito's expedition. Looks like it's been looted.", Pablo says.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Huh. Cora approaches the truck with her revolver out and looks it over to see if she can detect any signs of violence. That's odd.


Sanity 8/9 Stability 9/9 Health 12/12

Freddy follows behind Cora and looks out over the rocky cliff for signs of people. Crap, did we bring binoculars?


Sure, you can have binoculars.

The trucks are muddy and have clearly been neglected out here. The ignition has been messed with, electrical chords dangling out from under the steering wheel.

Freddy doesn't see any signs of people nearby. The porters get out of the trucks and start picking up their packs and the tents. Pablo shoulders on his own rucksack and canteen, nervously checking his pistol.

Do you want to use any Investigative abilities around the trucks?


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Outdoors ability to see if there are any older tracks leading away from the green pickup truck

Well this truck won't be moving without a lot of tender loving care by a mechanic. But where did the people go?


Cora finds nothing of interest around the trucks save for layers of shallow boot prints damaged by rain. The lack of other evidence is probably due to looting and weather. Another set of tire tracks shows that there was another truck on location, but the trail has been washed away by the rain since then.


Health 12/12 | Sanity 6/8 | Stability 6/10

Keeping her own gun at the ready, Evelyn inspects the interior of the truck for any signs of there being a struggle, as well as for any clues on the identities of the looters.

Forensics?


There are no signs of a struggle or damage to the car beyond the attempt at hot-wiring it. The interior looks to have been damaged by rain, since the doors were left open.

"We can't waste daylight.", Pablo says "We have to do 18 miles today to be on schedule. Let's go- unless you changed your mind."


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Well there was another truck here, so stands to reason that it'd be travelling on a road and not veer off into the trees. Cora shrugs Bandits makes the most sense. Ready to move on from my side.


Sanity 8/9 Stability 9/9 Health 12/12

Freddy goes to check out the ignition, but Pablo seemed anxious to get moving. "Alright, you're the guide, if you think that we should go now, then we go now." The PI puts his pack on, takes a swig from his canteen and starts moving.


Amadeus complains. A lot.

I'll pack a machete, a handgun if I can get a cheap one, a camera, water, etc. plus he'll stubbornly continue to wear his turban.

Heads up, I will be traveling from March 12-15. I will probably have some Internet access, but please NPC me as needed during this time!

"Who would have looted a truck out here? Bandits? Natives?" He tries to remember how friendly the natives are... Anthropology?


Given how much both Francisco and Pablo have talked about the possibility of bandits around here, that's the most likely scenario.

Pablo leads you onto a narrow trail that Cora and Freddy (with their wilderness experience) conclude is a little too wide to be a game trail- humans likely use this trail infrequently.

With the porters behind you with your gear, you march steadily into the jungle with Pablo setting a brisk pace. The day gets steadily more and more humid as the sun warms the jungle, the trees and vines crowding the path more and more the further from the trucks you get. You hear a variety of birds in the trees and animals scurry off in the underbrush at your passage.

At around noon, you find a stone marker next to the path. It's almost 9 feet tall and intricately carved, though badly weathered by rain and deeply settled in the mud. The carving depicts what look like warriors in cotton armor standing on the backs of their decapitated foes, snakes slithering forth from the open necks of the fallen. The warriors hold a severed head up to toward the top of the marker, with pride.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Cora finds herself growing excited by the marker. That's real tall. she says examining it closely. She'd never seen anything like it before. This is amazing. Hey maybe I should start visiting museums or something. Don't know if it'll compare with seeing it like this though.


Looking at it more closely with her keen eye for valuables and with your Craft ability, Cora can see that the marker was one point even taller- but something broke off the top. The whole thing might have once shown what the armored figures were offering the heads to.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Hey take a looksee here. Cora points at the top This thing was even taller. Someone took the top off the thing. Must have been important. Heck maybe it is in a museum somewhere. Not a bad way of hauling it off. Too bad about the damage though


"Why only remove the thing they worshipped?" Amadeus asks, then looks around nervously. He's seen far too much to be trusting of missing idols and sacrifice.


The Stone

Archaeology, Anthropology or Art History (no spend):
The carving is Mayan-like and the warriors depicted are standing atop Mayan bodies. The snakes represent blood.

Pablo glances back and forth through the jungle.
"Be careful. Be quiet from here one. We don't want to get caught by the Xoxul- er, I mean, bandits- past this point."


Sanity 8/9 Stability 9/9 Health 12/12

Freddy snaps a picture of the stone marker. "It was probably some horrible gaping mouth that they were tired of looking at." the PI says almost to himself before moving on.


After some photos and Amadeus going on about the anthropological and mystical significance of the marker, you follow after Pablo on the trail.

After several hours hiking through the mostly flat and increasingly quiet jungle, several drops of water hit your hats and shoulders... followed by more and more as the skies darken and a storm blows in.

Outdoorsman, no spend:
No storm was supposed to be in the area for days.

The jungle trembles with falling rain and the trail becomes a muddy rivulet. Your clothes soak up the weirdly cold water and it's difficult to see more than twenty feet ahead of you.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Cora squints up at the clouds That's funny. It was supposed to be clear and sunny for a long time. She says But this is heavy heavy rain. Cold too. the young woman shrugs Hope it passes soon.


You all trudge forward despite the rain, your boots and clothes growing increasingly soggy and muddy.

Athletics Cora: 1d6 ⇒ 3
Athletics Freddy: 1d6 ⇒ 5
Athletics Evelyn: 1d6 ⇒ 5
Athletics Amadeus: 1d6 ⇒ 4

The trail skirts a shallow slope, but Cora only notices after slipping in the mud due to the poor visibility brought on by the rain. She slides down the slope, smacking into tree trunks and several boulders on the way down. She only stops when she hits another nine foot tall marker at the bottom of the slope.

Damage: 1d6 - 1 ⇒ (2) - 1 = 1
Cora takes 1 point of Health damage.

Finally coming to a stop, Ms. King is relieved to find that she's only gotten a few bruises and cuts from the fall.

The marker is covered in mud and vines, but seems to have more of the top portion that was broken off the previous marker. A wide, frog-like mouth seems to be reaching down with a grasping tongue to devour the offered head. The rest of the body the mouth belonged to has been broken off by vandals or the elements.

Pablo calls down from the path. "Wait there!", he says before carefully picking his way down the muddy slope with the aid of his walking stick. He takes a look at Cora.

"That's a relief, you're a lucky one Señorita. This path meets back with the other a few hundred feet this way..."


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Short cut Cora wheezes as she gets her breath back. Worth it.


Very smooth, Cora.

Despite his nervousness, Pablo cracks a smile at Cora's comment. After a few hundred feet on the lower trail, you rejoin the rest of the expedition and continue carefully hiking the muddy trail.

As it grows darker the cold rain subsides and Pablo indicates that it's time to make camp. The porters start setting up tarps and tents over the wet ground and a very smoky fire is started. Your camp meal certainly isn't the greatest you've ever had, but it's welcome after a long day on the trail. The jungle closes in around you, a dark sea of trees at the edge of the campfire's light.

You all can make Sense Trouble rolls.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Alright! So Cora has an 8 to Sense Trouble, what does that mean exactly? :)


You have eight points to spend on your Sense Trouble rolls! So you can spend between 1 and 8 points on this d6 roll- the typical target number is 4, so 3 points is a good spend. They do refresh after a night's rest as well, since Sense Trouble is a General ability.


Sanity 8/9 Stability 9/9 Health 12/12
Cora King wrote:
Alright! So Cora has an 8 to Sense Trouble, what does that mean exactly? :)

So you can make a 1d6 roll and choose how many points that you want to add to it. You spend your points on a 1 for 1.

Sense Trouble 2 point spend:: 1d6 + 2 ⇒ (2) + 2 = 4

Ninja'd!


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Sense Trouble 2 point spend: 1d6 + 2 ⇒ (6) + 2 = 8


Freddy and Cora both realize that Pablo’s not around the campfire. Even if he were taking a leak, he’s been away a little longer than he should.


Sanity 8/9 Stability 9/9 Health 12/12

Freddy stands up from the campfire and gives a suspicious look to Cora. "Pablo has been out a while aint he? I don't speak the language, you want to ask one of these folks where he might of disappeared off to?" The PI motions over to the laborers. At the same time though, he picks up his flashlight and .45, suspecting that a trip into the wilderness is imminent.


Health 12/12, Stability 8/8, Sanity 8/8 (max 9)

Cora nods, worried by the disappearance of their guide.

In Spanish she turns to the laborers and asks Hey, have you seen Pablo? He was just here.


The porters look around. One of them, you think his name is Raffe, shrugs.
”Maybe he’s taking a- sorry, maybe he just needed longer than usual. He was looking a little pale today.”

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