GM Tarondor's The Two-Headed Serpent Campaign - Pulp Cthulhu (Inactive)

Game Master Tarondor

Maps and Images for Chapter Four: Oklahoma

House Rules
The Glossary and Campaign Notes
Firefight Cheat Sheet
Inspirational Images for Pulp Cthulhu

Spot Hidden:

[dice=Abraham Spot Hidden (90%)]1d100[/dice]
[dice=Antonio Spot Hidden (50%)]1d100[/dice]
[dice=Elliot Spot Hidden (80%)]1d100[/dice]
[dice=Enoli Spot Hidden (50%)]1d100[/dice]
[dice=Chakos Spot Hidden (55%)]1d100[/dice]
[dice=Minerva Spot Hidden (60%)]1d100[/dice]


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Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Good job Padre! Just roll with it!


So what're you folks inside the house doing? You can hear Father Antonio talking to someone just outside.


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Elliot glances outside a window when he hears the voices, though he tries to stay hidden in case whoever the good padre is talking to might try and raise an alarm seeing strangers in Reverend Kornfield's house. Little did the archaeologist figure it WAS the serpent priest himself!!

Sanity (79): 1d100 ⇒ 19
Stealth (25/12/5): 1d100 ⇒ 12

If he manages to come through that little nasty surprise unscathed, he moves away from the opening and gestures at the others, mouthing "OUT! GET OUT NOW!" silently as he hustles toward the door on the opposite side of the house - presuming there is one there...


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

Brisk frowns at the strange art but will leave it and follow Elliot with the book wrapped up under his jacket.

Stealth (70/35/17)70: 1d100 ⇒ 18


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

While unsure what Elliot just spotted, Chakos trusted his companion and went to leave, quietly...

Stealth (20/10/4): 1d100 ⇒ 24


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Psst... Chakos, you can spend 4 Luck to make that a success!


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I'm at 21 luck, and trying to get back above 30!


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

No worries! Yeah, that'd put you tied with me! :)


As the team hustles out the back door, Chakos accidentally strikes a tin wash basin that stood precariously by the back door, causing it to crash loudly to the wooden floor. The three then flee into the neighboring yard.

Out front, Reverend Kornfield hears the crash and hurries into the house with Father Antonio right on his heels.

"Seems its only a fallen tub," says Kornfield. "A false alarm."

"Would you excuse me?" he asks and heads into the back room. A moment later he returns, his handsome face darkened. "I was wrong. it was something more. I have been robbed of a very old and very precious book. I need to call the Sheriff."

Antonio, do you want to do anything here before I proceed?

Everyone else, where do you go with the book?


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

"Do you guys have a safe house in the area? If not, we should find somewhere safe to hide the book until we are ready to get out of this town." Brisk says.


Priest - Steadfast; Hit Points: 30/30; Dodge: 40/20/8; Listen: 50/25/10; Spot Hidden: 59/29/11; Luck: 37; Sanity: 78; Default Reaction: Dodge

Antonio's first instinct is to somehow excuse himself, but then he realizes getting the Sheriff and others in town to see the now-alive Reverend might be exactly the thing to do.

"Oh, of course! Yes, let's call the Sheriff and see what they can do about the robbery. Do you know if anything else is missing?" Antonio moves to find a phone and help make the call.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Good idea Padre!

Chakos pushes the others ahead of him, "keep going, we need to get somewhere and have a look at this book."


Father Antonio helps the Reverend make the call to Sheriff Cliff Benson, who agrees to come straight to the Kornfield residence.

Meanwhile, Chakos, Brisk and Elliott head for cover with the Book of Yig in their possession.

So what now, intrepid investigators? What's the plan?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

I propose that Elliott read the book, and lose his mind!


Priest - Steadfast; Hit Points: 30/30; Dodge: 40/20/8; Listen: 50/25/10; Spot Hidden: 59/29/11; Luck: 37; Sanity: 78; Default Reaction: Dodge

Does the Sheriff seem surprised to get a call from the Reverend? Was there any alarm?

"Reverend, you said there was a book missing. What was it? Was it valuable?"


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

"We need to find a place to hide the book so that no one can find it until we are ready to get out of town. You wanted to try and help the girl before we leave right?" Brisk asks.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"The girl, the mom, the family, the town. We should help who we can, but ultimately, we need to figure this place out."


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

"Do you know of a safe place to hide the book for now?" Brisk asks.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Nothing comes to mind, except something simple like storing it above the water reservoir in any restaurant wash closet."


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Elliot shakes his head uncertainly. "I think we should hold onto the book - not let it out of our grasp until we get out of this place. That priest... back from the dead? He might be able to... I don't know... sense it somehow? If we hide it, we risk the book falling right back into his hands again. Let's go back to our room at the hotel and wait for the padre to rejoin us. Then we can go visit Suzie's father and do what we can to get both of them out of here. And if her mother is no longer under Kornfield's influence, maybe her as well. But if the priest is alive, I suspect she might be too far gone."

I don't think we dare to let go of the book. Let's return to the hotel, wait for Father Pena to join us, and then visit Suzie's dad. We can talk to him about getting his daughter out of jail (maybe through force?) and get them both out of this town - if they're willing to go. Their mom might be too far gone to help at this point. We're supposed to bring back the book and 'figure out the source' of Kornfield's power, right? But I've got no idea how to accomplish the second - I kinda figured the book was his source of power. Is Kornfield wearing anything that might be what we're looking for?


Reminder. You have a radio with which you can speak to Joshua Meadham, head of Caduceus, if you need direction. You'll have to leave town to set it up. The parts are in the airplane, which you also have.


Father Antonio Peña wrote:
Does the Sheriff seem surprised to get a call from the Reverend? Was there any alarm?

Excellent question. No. No surprise at all.

"Reverend, you said there was a book missing. What was it? Was it valuable?"

"A very old and very precious gospel, my friend. Very precious indeed. It must be recovered."

He thinks for a moment. "You came into town with several other new men. Do you think one of them might be responsible?"


Elliot Sorenson wrote:
I don't think we dare to let go of the book. Let's return to the hotel, wait for Father Pena to join us, and then visit Suzie's dad. We can talk to him about getting his daughter out of jail (maybe through force?) and get them both out of this town - if they're willing to go. Their mom might be too far gone to help at this point. We're supposed to bring back the book and 'figure out the source' of Kornfield's power, right? But I've got no idea how to accomplish the second - I kinda figured the book was his source of power. Is Kornfield wearing anything that might be what we're looking for?

This might be a great time for an Idea Roll.


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

I'll take it! INT roll, I'm guessing? I'll put that below with the roll in case my stat is needed, but otherwise do with the roll what you will.

Idea Roll (INT?): 1d100 ⇒ 100

LOL!!! Apparently Elliot dies of a brain aneurism on the spot! Not bothering to put my INT or anything else down with THAT roll...


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

Idea Roll ?: 1d100 ⇒ 63


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Lacking any other ideas, Elliot still wants to meet back at their hotel room and plan to get the girl out of jail, reunite her with her father (probably not her mother if she still seems influenced by Kornfield) and then get them out of town along with ourselves - taking the Book of Yig with us as well.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Chakos will sign onto that plan.


Okay, folks! As I have often heard said, the Oklahoma chapter is the slowest chapter of this AP and as it has coincided with the birth of my daughter, it's slowed to a near stop. I'm hitting the accelerator right now so we can get on to bigger things!

As you walk through town, it hits you that several people have mentioned that Reverend Kornfield took frequent walks in the Wilderness, returning healthy and renewed each time. Now you know that the dead walk again. Is it a miracle? Or is there something going on out there in the wilds beyond the town?

Thinking about this as the last glow of the sun sets in the west, you come across another body. This one is Bill Schoenbaum, the leader of the Dissenter faction (the anti-Yig party in town). Bill has been beaten to death and left here at the mouth of an alley where he evidently bled out and died.

______________________________________________________________

The word around town is that Sheriff Benson arrested Bill Schoenbaum last night for questioning in regards to the church bombing but released him after a few hours. The Sheriff and deputies were the last people to have seen him alive.

The town is abuzz with talk of a Pilgrimage. Reverend Kornfield is going to lead the faithful into the Wilderness.

As this group includes Sheriff Benson, this could be your chance to break Susie Schoenbaum out of jail if you like, or you could follow the pilgrimage to see where it leads...


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Elliot kneels next to the body and curses softly. "Susie's father. We need to find that friend of hers, the fella that helped her burn the church down. If we can get her out of jail while the congregation makes their pilgrimage, he can get her out of here and maybe allow us to find out why Kornfield seems to find some unnatural healing out there."

I hate to split the party, but this might be a good time to do it. Let's collect Susie's co-conspirator (boyfriend?) for this, since her dad is dead. A couple of our party can bust her out of jail when the congregation heads out into the wilderness, while the rest of us follow them. The group following can leave a breadcrumb-type trail for the jailbusters to follow once Susie is free. Sound like a plan?


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

Chakos is glad to be a part of that plan.

"Who goes where?"


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Anyone with lockpicking skills? Stealth? I'd suggest they do the jail break.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

1% and 20%


A-F:
Account: 5 Appraise: 30 Art: 5 Charm: 15 Climb: 40 Disguise: 5 Diving: 21 Dodge: 67 Drive (Auto): 20 Elec. Repair: 40 Fast Talk: 5 Fight (Brawl) 75 Handgun 70 Rifle/Shotgun: 25 SMG: 15, First Aid 30
G-Z:
History: 5 Intimidate: 15 Jump: 20 Law: 5 Library: 20 Listen: 40 Locksmith: 51 Mech Repair: 50 Nat. World: 10 Navigate: 10 Occult: Persuade: 10 Psyc: 10 Ride: 5 SoH: 35 Spot: 70 Stealth: 70 Survival 10 Throw: 20 Track 10
Human Grease Monkey; HP 22/22, Dodge 67/33/13; Listen 40/20/8; Spot Hidden 70/35/14; Luck 55, Sanity 50; Magic 10; Default Reaction- Dodge

I am a thief. I am pretty good at both. 70 Stealth, 51 Locksmith

"I can try and get him out of jail, but I think we need to deal with whatever is happening in the wilderness. It sounds like the not so good reverend is leading his flock to some slaughter, and we need to stop it." Brisk says with a frown at whatever the reverend plans to do.


Archaeologist - Adventurer | Hit Points: 22/22; Dodge: 60/30/12; Listen: 41/20/8; Spot Hidden: 80/40/16; Luck: 17; Sanity: 79/80; Magic: 16/16; Default Reaction: Dodge

Elliot nods at Samuel. "I'll go with you. None of us should be alone in this place." He turns to the Chakos and Father Pena. "You two follow the congregation. Use a knife or something and leave marks on the trees you pass so that we can follow your trail until we catch up. As soon as the sheriff leaves his office and heads out, we'll get Susie out and leave her in the care of her friend, then follow after you all."

Sounds like a plan, then? With our Spot Hidden scores, I'm hoping we can find the signs you leave to follow in your wake and catch up. With that many people, I doubt the congregation can move all that fast. We'll wait for everyone to leave, then Samuel and I can bust Susie out of jail, get her to her friend and then catch up with Father Pena and Chakos - hopefully before they get to whatever unholy ritual they've got cooking out there.


Male Human Medical Doctor - Steadfast Hit Points: 26/26; Dodge: 50/25/10; Listen: 20/10/4; Spot Hidden:58/29/11; Luck: 21; Sanity: 45; Default Reaction: Dodge

"Sounds like a plan!" Chakos looks at Father Peña, "Ever carve a fish into a tree before?"

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